On death effects are unnecessary. They have no reason to exist

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dmc9014#4875 wrote:
i think they are designed to kill off player minions more than anything.

its does that alot in the campaign but in endgame its not a problem for minions
On death effects exist to put some sort of obstacle for high DPS glass cannon builds that would probably rip through the game if there were no such obstacle for them. This is well known and this is why it isn't talked about that much.

I am not justifying their existence just explaining it. Everyone hates em specially with the lack of visual clarity where many a times its not even possible to see them. Having said that I wont hold my breath for it to change.
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On death effects exist to put some sort of obstacle for high DPS glass cannon builds that would probably rip through the game if there were no such obstacle for them. This is well known and this is why it isn't talked about that much.

I am not justifying their existence just explaining it. Everyone hates em specially with the lack of visual clarity where many a times its not even possible to see them. Having said that I wont hold my breath for it to change.


Alright, that does sound like a possible explanation.

... which just makes it even worse because now aside from feeling bad because of a mechanic that punishes me for killing a monster, I also feel bad that we are just inheriting a bad mechanic from poe1 that acts as a bandaid instead of a real fix.

I didn't play poe1 so I'm not sure how well it worked there, but it clearly does nothing here aside from what I mentioned in my first post.

What this objectively does though is punish every build because there are some that are problematic. There's no way in hell there's no better way to deal with glass cannon builds. It sounds like they just decided to take the lazy route

The other reason was to stop bots and I explain it from a bussiness perspective I'll probably get in trouble. People don't like competition in RMT xd not xd

I do think it could be done better.

I think waystones should generalize on death effects in implicit becoming more rewarding based on the magnitude. For example, implicit that are between 5 and 50% chance to explode or leave puddles of blood. Etc. I do not think I should have to memorize every monster. That's where I draw the line rn in addition to the visual clarity. maybe by magnitude and the number of implicit, might get more rewards...dunno. However, there is a good reason they exist...just aren't executed as well as we would want.
Last edited by MLongPoE#2384 on Apr 27, 2025, 11:23:56 AM
'm not an expert, but how do ground/death effects counter bots?
Last edited by pollozik#7790 on Apr 27, 2025, 11:30:18 AM
They die b/c they are bots. They can't pay attention like you and me. They are bots. Chat GPT hasn't gone sentient yet so we are safe from good bots for now. :D
They exist to keep you in game longer so GGG can show Tencent investors.
It's really that some. GGG hates players having fun
I feel that on death effect are way less deadly than in 0.1
there was something wrong in 0.1, IDK what they changed but I dont die from random invisible/instant one shot from on death effect anymore.
mapping was bugged in 0.1

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pickila#7108 wrote:
I feel that on death effect are way less deadly than in 0.1
there was something wrong in 0.1, IDK what they changed but I dont die from random invisible/instant one shot from on death effect anymore.
mapping was bugged in 0.1



I'm not sure if I'm supposed to be happy or worried
Remove on death effects. They suck.

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