This is how bad Volatile Plants hurt

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plz#2115 wrote:
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Just one projectile hits for 4275 with 45% Chaos Res. No way to survive 2 explosions at the same time :-)

https://youtu.be/c0Pon0QXJcs

Yes, the pain is real.

Have you tried not getting hit? Seriously, these things are so easy to avoid. Watch them come at you, touch them then roll or walk away. The only way I can see these ever being a problem is if you've got yourself backed into a corner, and well, that was probably an avoidable situation too.


they are a problem in rituals when you are surrounded by mobs and have limited space to maneuver.

They are a horrible design. They discourage meaningful combat and force you to run and dodge roll non stop while trying to screen clear. Not fun at all
6 deaths in the last few days from these f!@#!@ things.

seriously, i dont think anybody who's in charge of the game actually plays.

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riverslq#4029 wrote:
6 deaths in the last few days from these f!@#!@ things.

seriously, i dont think anybody who's in charge of the game actually plays.



And the people saying there's no issue use meta builds with meta gear and don't actually play the game
PLay CI. Easier to solve stun and ailment thresholds than chaos resistance. It's for the pros! :)) If you are on softcore trade league, you have absolutely zero rights to complain, though. xD
HC SSF. What else? Ruthless when?
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plz#2115 wrote:
"
Just one projectile hits for 4275 with 45% Chaos Res. No way to survive 2 explosions at the same time :-)

https://youtu.be/c0Pon0QXJcs

Yes, the pain is real.

Have you tried not getting hit? Seriously, these things are so easy to avoid. Watch them come at you, touch them then roll or walk away. The only way I can see these ever being a problem is if you've got yourself backed into a corner, and well, that was probably an avoidable situation too.


Yea, super easy to just run around to group them up and then run through them to safely detonate. If folks are having a difficult time go Chaos Inoculation and Chaos damage is no longer a problem.
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Yea, super easy to just run around to group them up and then run through them to safely detonate.


Yup, right up until their speed and size and detonation time reaches a certain threshold and then you simply can't do that -- as they grow larger and faster they start detonating sooner and you need to be further away when they explode. At some point these variables reach a tipping point where 3-4 orbs cannot possibly be "safely run through."

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valiryon#2735 wrote:
If folks are having a difficult time go Chaos Inoculation


"If this one singular isolated mechanic is poorly balanced, just completely redesign your entire build around a single keystone node."

Oh, is that all dude? Just absolutely completely redesign my entire character from the ground up so I can survive this one singular mechanic that's poorly balanced at the moment?

Or, hey, maybe we can agree it's a little out of whack because it obviously is for anyone who isn't already running CI?
Last edited by Kerchunk#7797 on May 16, 2025, 10:49:27 PM
The issue for me is visibility due to the combination of the thick delirium fog and the conglomeration of all the other effects on screen. Before you see them, it's often too late and you're already dead. They move slow and yes they're easy to juke/dodge, but the little purple orbs get lost in the midst of everything else happening on screen. Especially when you're confined to a small space like a ritual site. They hit extremely hard and also lock onto you for quite a lengthy amount of time. I've been playing warrior since the start and maxed chaos res very early in my progression, but I can safely say at least 90% of my deaths are from volatile plants. They are the sole reason I haven't been able to hit 98.
Volatile Plants itself isn't that bad in a vacuum, but of course the game isn't a vacuum.

Ritual + terrain carving away 30% of the space + terrain leading to another 20% of the space being a dead-end and thus unusable (because mobs body-block you) + tornadoes + volatile plants + that arrow mob that lays down the Great Wall of Volatile Flowers = bad design.

GGG keeps wanting slow and meaningful combat, it's obvious none of the devs ever even seen their own Rituals at work. There's nothing meaningful nor methodical, let alone slow, about the combat in Rituals. It's a tight space full of floor effects that linger for ten thousand years, after-death explosions that cover half the planet, and fast bum-rushing mobs with damaging auras, and incessant light stuns.

This game is designed to be a fast-paced brain-dead one-button AOE-fest.
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Kerchunk#7797 wrote:
"
Yea, super easy to just run around to group them up and then run through them to safely detonate.


Yup, right up until their speed and size and detonation time reaches a certain threshold and then you simply can't do that -- as they grow larger and faster they start detonating sooner and you need to be further away when they explode. At some point these variables reach a tipping point where 3-4 orbs cannot possibly be "safely run through."

"
valiryon#2735 wrote:
If folks are having a difficult time go Chaos Inoculation


"If this one singular isolated mechanic is poorly balanced, just completely redesign your entire build around a single keystone node."

Oh, is that all dude? Just absolutely completely redesign my entire character from the ground up so I can survive this one singular mechanic that's poorly balanced at the moment?

Or, hey, maybe we can agree it's a little out of whack because it obviously is for anyone who isn't already running CI?


Lol right? Some of the responses to reasonable criticisms are just something else
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plz#2115 wrote:
"
Just one projectile hits for 4275 with 45% Chaos Res. No way to survive 2 explosions at the same time :-)

https://youtu.be/c0Pon0QXJcs

Yes, the pain is real.

Have you tried not getting hit? Seriously, these things are so easy to avoid. Watch them come at you, touch them then roll or walk away. The only way I can see these ever being a problem is if you've got yourself backed into a corner, and well, that was probably an avoidable situation too.


Then just as you walk through them a range mob stuns you and you die . . .

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