Ground Hazards (Blood/goop/pools/etc)

This has been brought up endless times and it's going to continue to be. I'm just adding my voice to this because frankly, besides the horrid performance we're experiencing and other irritating things, the major complaint I have that regularly makes me close the game to cool off are enemy On Death Effects/Hazards.

Are they overall bad and need to be removed from the game? No. Of course not. A big blood filled enemy dying and leaving a pool of acidic blood on the ground after is a fine hazard.

Does it need to linger there after their death for 10 seconds? No.

Does it need to somehow do SO much damage that your HP pool basically evaporates instantly within the moment that the enemy pops? Absolutely not.

Do 80% of the mobs that crawl out of an hole, while your frames are in the trash due to the dozens of effects on the screen thus obscuring your ability to even see anything at all, need to have on-death-hazard effects? Hell no.

Too many mobs have these effects. They're not "Fun." They're not "Challenging." They're annoying and frustrating. They kill the pacing of the game in areas like the act 1 mansion where you kill a mob, back up, and stare at the 10 pools of blood blocking your path until they finally disappear. They do FAR too much damage. They're practically invisible 90% of the time. You usually have no idea that they are what's killing you. Same Act 1 Mansion - the rugs under the tables are sometimes on a layer ABOVE the blood pools, so they can be hidden beneath them.

Every single time I run into a fissure in a map, I get surrounded. Good, that's cool. I fight through it. And on instinct I am constantly dodge rolling because I EXPECT 90% of the enemies to explode and leave on-death-hazards on the ground. With the new sprint mechanic, that means the game sometimes thinks I'm sprinting instead of rolling, so I trip, fall face first in one of the 190 goop pools on the ground, melt, and die. Get punished for it by losing EXP. Retry.

They're not visible enough. They're far too frequent. They do WAY too much damage. We're already suffering performance issues, so many times by the time we dodge out of one, we're dead because the screen is freezing/stuttering/reloading the graphics drivers so we literally can't see anyway (RIP DX12 users.)

Tone. Down. The. Damn. Goop. Pools.

Please
Last edited by FateOfNines#4224 on Sep 4, 2025, 9:19:08 PM
Last bumped on Sep 6, 2025, 2:37:03 AM
I agree with you, to much mobs leave on death effects. Its clear that they are added there so you would have to stop and couldnt blast thru maps as artificial pace slower which makes it a very frustrating friction. Kill a pack, wait 10 sec for puddle to disapear, repeat. Its not a challanging its annoying as you say.

just impossible... love the game but htis has a been a huuuuge bummer on this patch for melee... when some have temporal bubble or you have temporal chains it is RIP before the map begins... GGG saind they tackled that, but is unmanageable still... I mean, if you wast like one hour taunting it, moving like a spiderman, and being extremely luck you man kill one at a ten...this is like volatile plants x10 for melees lol
In its current state I hate ground hazards as much as the next guy, but it's not about hazards per se. To me it's about overall visibility. I think I wouldn't mind ground hazards as a mechanic IF I could clearly see what's going on.
But in PoE I literally running blind half the times. You attack not cause you see monsters, but because you know that they are supposed to be somewhere in that mess of visual effects. You keep moving not because you are trying to avoid some particular dangers on the ground, but because you know that those dangers might be there underneath all the clutter.
All those flashy and overwhelming visuals might look good in promo videos, but in actual day to day grind they are nothing buy annoyance.
The way campaign should be played by your second and any subsequent characters: https://www.pathofexile.com/forum/view-thread/3772827
A quick fix would be to make them all just do % based damage. Like 10% HP a second which can be mitigated.

A screen flash too for when you step into 1.

Hell... Have some fucking fun with the uniques and give one that gives us HP back for standing in specific puddles.


I would agree with this. ground hazards are way to much damage. they need to be decreased by 50-80% at least. You would think boots offer some type of protection to ground hazards. Stepping in a pool of blood and you die within a couple of seconds through almost 2000 energy shield and 1500 hp is a little crazy.
Wanted to come back and note that I have ran into a rather irritating issue that I need to record -

So I'm unsure if it's server latency (I'm on dedicated fiber) or perhaps it's by design or even a bug, but the large black ground hazards that some of the Abyssal bosses put out are in need of an EXTREME overhaul.

1 : The pools damage you long after you step out of them. 80% of the time as soon as they hit the ground, you take damage. As soon as you step out of them, the damage stops. It's a LOT of damage so it's very noticable when it's hitting you. (I am full resist capped, warrior, loads of armor, health focused, and my HP melts as if I'm naked with 100hp). However sometimes the damage continues LONG AFTER you step out of the pool. I have had more than 5 instances where I have stepped out of the pool, the boss has died, and my health continues to plummet. It doesn't stop until I'm dead. Mashing flasks, moving to ensure there's nothing else invisible under me, etc. It's like the effect of the pool is stuck to me and it won't clear until I die. I've even had Time of Need go off during one of these cases and the damage continued.

2 : The pools are WAY too hard to see. You go into the Abyssal Depths which is dark and bland and rocky. You're swarmed, and I mean swarmed, by enemies that are neon green and releasing clouds and beams and explosions. Your frames are chugging because of the poor optimization. The hazard pools are >black< and underneath all of this. It's so hard to see these HP melting pools at end game, resulting in you dying without ever knowing what's actually going on.

It really, really, feels like we're being punished for playing. We're being overwhelmed by silly damage pools that do far too much damage and are too hard to see while our 3090's, 4090's, and 5080's can't handle the game in these places GGG has introduced so we have to fight through even being able to see the game itself during all of this. We get smacked by some bug, some invisible puddle, or tripping because the game thinks a dodge roll is us sprinting, we lose XP, essentially wasting our time, and it's like.... why? Why keep playing when we risk losing our time and effort over something so ridiculous?

I'm officially at the point where I'm ready to stop playing. I don't want to play a game that kicks me in the crotch and punishes me for playing it and that's exactly what this feels like. "Congratulations, you made it to end-game T15 maps as a melee. Go F&^& yourself."
Last edited by FateOfNines#4224 on Sep 6, 2025, 12:45:13 AM
The main thing that keeps killing me have been all of the ground pools, particularly the ones from Abyss mobs. Also the ground degen that some of the rares spawn around them when the teleport around. Not to mention that on dark maps or maps with a dark ground texture you just simply cant tell where the pools are very well. There is no reason these pools need to be doing this much, unmitigatable, damage over time except that its acting as a "play the game the way we want you to" mechanic. Instead of having fun and enjoying the game where you are supposed to kill mobs and get loot; I'm instead killing mobs and getting punished for doing so because every other mob leaves behind pinnacle boss level damage pools.

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