you made purple death balls faster. didn't you.
" Not only deathball. They did make delirium monsters deal x2 the damage. |
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fix it
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"Relax, it's most likely an unintended inclusion. Remember that they had to do a rollback and find a way to correct the skill gem issue. That sort of thing sometimes involves taking stuff from different version numbers and this sort of issue can happen. |
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" In their defense, I expect it's another bug; in all their tweaking, they broke it again. So it's not in the patch notes because they don't know, because they've already proven they don't test patches. Also, imagine racking up this kind of technical debt that introduces bugs in every change in a product you just made. That's some grade A coding/testing/patch management/QA right there. | |
" I vaguely remember old lightning mirage AN mod in poe1 getting the same treatment, so very much doubt it was "unintended inclusion". Players hated lightning mirages for all same things as purple balls: poor visibility, constant pressure on player and overtuned explosion damage. GGG "solution" was to increase the speed of mirages, as in "now they can blow up and leave you alone faster". Problem is, mirages were at least spawning all at 1 point (inside the player), while volatile plants still spawn spread out, so more speed doesn't take pressure from players. If anything it now makes it worse, because of reduced time window for you to spot those balls sneaking between mobs from different directions. Moreover, rare modifiers are still selected non-uniformly across the map. If you see 1 volatile plant rare, very likely at least few other rares will also have same modifiers (GGG spoke something about modifier pool being prepared in advance, due to memory allocation constraints). And with those pack size and more magic/rare mobs atlas passives we have to take, 2+ volatile plant spawners in 1 fight do not help either. Last edited by Echothesis#7320 on May 2, 2025, 8:09:22 AM
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trying like 5th map and getting like 5th death... idk wtf have they done but I played before this patch almost with no deaths till 96... what was the silent nef at?
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you shouldn't write when you're emotional. i'm a low key guy but last night i was really really really really really pissed. i rage quite after the third death to those things and that's what we got, LOL
the purple pom-poms are just as bad, i don't know what they're officially called. yes i know you can pass through them and pop them. there are many times where that's just not an option. another way to deal with them is guide them into an obstacle. a tree, corner, a hill. i have found they cannot deal with the holes in some of the tower style maps. they'll disappear down the hole. it seems to be if they don't have a path they'll pop themselves. pre-patch i could easily outrun them, get some space, pop them, set something up, jump back in, get some hits, repeat. outrunning them is no longer an option post-patch, with about 22-24% run speed. with the rate they re-proc i often have 5-6 of them floating around if i cannot pop them fast enough. with 18% resist and 2100hp i can't take more than two of those. other resists are capped out, as well as armor and blocking. yes it could be another unintended effect (most likely). at the same time the game is in development and they need test data. which can explain some of the extreme changes. the rate they appear on rares seems to be very high. i've gotten maps with 4 rares in a row with this stupid ability. discounting those occurrences it seems to appear 3-4 times per map. a major problem with the purple balls is the general lack of visual clarity of the game. when things are popping off it's just a blurry mess of trash on screen. explosions, floor effects, clouds, projectiles, blood etc. i was grouped with a friend two days ago and said many times i can't see shit. there're times i'm simply spamming and hoping for the best. |
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I assumed (?) that I was imagining things last night when the maps I was running "without a care" two weeks ago (I stopped playing) were now dangerous.
Chalked it up to being rusty, bad RNG on monster mix, or something similar. Is there "proof" that non-loot changes have been made?? |
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hopping in here to say I have also quit due to this stupid ass mechanic. cya guys in 3.26
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" Honestly I'm so discouraged at what seems (?) to be the ability for GGG to "manage" their way out of the situation they've been in for 9+ months. While I like PoE1 better than current-state PoE2 (duh) some changes have been creeping into PoE1 that nudges it closer to PoE2 and I don't really care for that. |
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