Drowning orbs.

Why?
Can't see em, can't heal out of them.
Pointless map mod.
Last bumped on Jul 31, 2025, 6:40:10 PM
Most of the on-death effects are BS. The Volatile Orbs ignore all defenses and blow you up as well. In itself that wouldn't be too bad, but when you consider the overall lack of visual clarity in this game it becomes a major issue.
My most hated game.
My most favorite game.
Such is the duality of man.
It's there to brick your map.
Gotta get rid of those chaos orbs somehow.
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It's there to brick your map.
Gotta get rid of those chaos orbs somehow.


That's one part of it. The other is they just need playerkills in their statistics to tell themselves that their game is still "hardcore".

I wouldn't even mind drowning orbs if it wasn't for the slow effect. Like GGG introduces mechanics that kill you no matter how much defense you have. Supposedly with the intention that you have to respect those mechanics and dodge them (not like building defenses to tank shit isn't a form of respecting them, but whatever) but then they go and pair them with an endless parade of slow mechanics resulting in you dying anyway because that teleport animation suddenly takes 5 hours to complete.

The game is just completely out of whack at this point, beyond saving.
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The game is just completely out of whack at this point, beyond saving.


To be fair. If you struggle with drowning orbs more than one time it is your own fault. Don't roll the same mods over and over again and expect a different experience. Drowning Orbs are a non negotiable reroll. I don't know if they still spawn on top of the player or if they fixed that, but that was so annoying in settlers league. There was even a video were Lilly just died to that. But then again who clicks that mod in HC, lmao ;P I wouldn't touch it in softcore.
Last edited by Strickl3r#3809 on Jul 28, 2025, 9:46:06 AM
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The game is just completely out of whack at this point, beyond saving.


To be fair. If you struggle with drowning orbs more than one time it is your own fault. Don't roll the same mods over and over again and expect a different experience. Drowning Orbs are a non negotiable reroll. I don't know if they still spawn on top of the player or if they fixed that, but that was so annoying in settlers league. There was even a video were Lilly just died to that. But then again who clicks that mod in HC, lmao ;P I wouldn't touch it in softcore.


they do spawn randomly on top of player and they can also move towards player and prevent player moving/casting

but most amazing thing is they are nearly invisible and inaudible in any dense juiced map which is where you are going to meet them
Because in my case they are pretty rare how about making them desirable?
Like vastly increased chance to drop a div or maybe even a mirror shard?
Because they are a guaranteed death there should be a tradeoff.
The only away around them is to have action speed can't go below base value
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Most of the on-death effects are BS. The Volatile Orbs ignore all defenses and blow you up as well. In itself that wouldn't be too bad, but when you consider the overall lack of visual clarity in this game it becomes a major issue.


As much as i dislike both drowning orbs and volatile cores, lets not spread misinformation; they do not ignore 'all defences', i.e resists and less dmg taken etc.

They probably do 2-3 times more damage than needed though.
Volatile cores deal way more damage than is reasonable and can neither be blocked nor suppressed. By my calculations based on what is required to survive one volatile core going off in your face they do somewhere around 60k fire damage on a t16.5 map with no damage boosting mods, My FRoSS occultist can survive one with dying sun up and then recoup enough to not get onetapped by surviving stragglers afterwards, I'm not certain any build other than the most ludicrous es stackers can survive two in close succession. If they were reasonable they would hit at most as hard as a shaper barrage ball(6 to 8k ele damage with some pen), rather than doing half to two thirds of the damage of the uber maven memory game (110 to 115k elemental damage split between the three evenly).

Drowning orbs are also shit because you can't see them and they give instant spells a cast time (no you cannot just frostblink out) even when you have immunity to minus action speed effects, if they didn't spam spawn and chase you they would be miserable, since they do they're intended solely to force you to sink more chaos into rolling maps and occasionally turning a risk map into a skip.

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