Fortress pulse-explosion

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Zrevnur#2026 wrote:
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Piousqd#0073 wrote:
How did you test this though? Seems very difficult, as it seems like there is always monsters present. I clear my fortress pretty well before doing the encounter and at the end of the event there is always still plenty of monsters in the hallways again that would be responsible for any ignite/shocks.
Easy if you use the exit spot and got Minions (or sth) to deal with monsters. Only the Pulses will hit then. Not sure if there are even monster spawning if you lurk at the exit point. Dont go too far south though as the Pulse wont hit anymore then, at least that happened to me.

So I just got another Fortress:

1. There do indeed no monsters come upon char if char is slightly north of the exit point.

2. Pulse does some chaos damage if map mod is phys-as-extra-chaos. Dont know if Pulse normally also does chaos damage, never checked that before. Edit: "Monsters gain 106% of their physical as extra chaos" it was.
No wonder it's lost, it's in the middle of the jungle!
Last edited by Zrevnur#2026 on Dec 19, 2025, 7:23:16 PM
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Zrevnur#2026 wrote:
So I just got another Fortress:

1. There do indeed no monsters come upon char if char is slightly north of the exit point.

2. Pulse does some chaos damage if map mod is phys-as-extra-chaos. Dont know if Pulse normally also does chaos damage, never checked that before. Edit: "Monsters gain 106% of their physical as extra chaos" it was.


Yeeah, that's just bad. Unavoidable damage like that should not be scaled to ridiculous overtuned numbers that oneshot most builds. Its just not fun. I doubt this mechanic will go core anyway, but if it does hopefully the damage gets adjusted to be more normal, because there is just no way to survive these kinds of random oneshots.
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Toforto#2372 wrote:
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Zrevnur#2026 wrote:
So I just got another Fortress:

1. There do indeed no monsters come upon char if char is slightly north of the exit point.

2. Pulse does some chaos damage if map mod is phys-as-extra-chaos. Dont know if Pulse normally also does chaos damage, never checked that before. Edit: "Monsters gain 106% of their physical as extra chaos" it was.


Yeeah, that's just bad. Unavoidable damage like that should not be scaled to ridiculous overtuned numbers that oneshot most builds. Its just not fun. I doubt this mechanic will go core anyway, but if it does hopefully the damage gets adjusted to be more normal, because there is just no way to survive these kinds of random oneshots.


rage bait. its not possible for you to be like this authentically.
“Freedom is what we do with what is done to us.”
I am completely serious,hive explosion damage shouldn't be affected by map mods. I think its just unfun to get randomly oneshot and not be able to do anything to dodge that damage in any game. Unavoidable damage like this,full raid-wipes in WoW etc. etc. is just boring to me. All it is is a "gotcha" mechanic by the game, an easy way to kill your character.

If I could at least hide behind some walls or something to avoid it, then it would have an element of skill to it. But no, the moment wave 24 ends its just "rush to the exit before you get oneshot".
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Toforto#2372 wrote:
I think its just unfun to get randomly oneshot and not be able to do anything to dodge that damage in any game.


Build some defense, problem solved as it's really that simple.
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If I could at least hide behind some walls or something to avoid it, then it would have an element of skill to it. But no, the moment wave 24 ends its just "rush to the exit before you get oneshot".


Hiding behind things? This sounds more like a wow/MMORPG mechanic.
You know you could already hide behind a wall, called defensive layers.
Flames and madness. I'm so glad I didn't miss the fun.
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Zrevnur#2026 wrote:

So I just got another Fortress:

1. There do indeed no monsters come upon char if char is slightly north of the exit point.

2. Pulse does some chaos damage if map mod is phys-as-extra-chaos. Dont know if Pulse normally also does chaos damage, never checked that before. Edit: "Monsters gain 106% of their physical as extra chaos" it was.


The pulse does chaos damage by default. The pulses are identical to the pulses created by Herald of the Hive, which does ALL damage types as secondary damage.

Also, I cannot find a single mod which specifically affects monsters which changes the pulses in any way. So it's only the map mods impacting the players' defenses causing them to do more damage, with a small baseline chance to crit for 30-50% extra damage.
Last edited by ARealLifeCaribbeanPirate#2605 on Dec 19, 2025, 10:50:28 PM
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Zrevnur#2026 wrote:

So I just got another Fortress:

1. There do indeed no monsters come upon char if char is slightly north of the exit point.

2. Pulse does some chaos damage if map mod is phys-as-extra-chaos. Dont know if Pulse normally also does chaos damage, never checked that before. Edit: "Monsters gain 106% of their physical as extra chaos" it was.


The pulse does chaos damage by default. The pulses are identical to the pulses created by Herald of the Hive, which does ALL damage types as secondary damage.

Also, I cannot find a single mod which specifically affects monsters which changes the pulses in any way. So it's only the map mods impacting the players' defenses causing them to do more damage, with a small baseline chance to crit for 30-50% extra damage.


He either doesnt care or isnt capable of understanding. Either way, please just let this thread die.
“Freedom is what we do with what is done to us.”
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Pashid#4643 wrote:
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Toforto#2372 wrote:
I think its just unfun to get randomly oneshot and not be able to do anything to dodge that damage in any game.


Build some defense, problem solved as it's really that simple.
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If I could at least hide behind some walls or something to avoid it, then it would have an element of skill to it. But no, the moment wave 24 ends its just "rush to the exit before you get oneshot".


Hiding behind things? This sounds more like a wow/MMORPG mechanic.
You know you could already hide behind a wall, called defensive layers.


Can't just "build some defense" on a build that was made with the idea of 0 defense. The moment I try to make it tanky it loses 90% of the damage and becomes pointless to even play. Some builds just don't have that option. So its unfair to be punished just because you don't play a tanky meta build.

And yeah, an MMO mechanic wouldn't be anything new in this game. We already have maven memory game, PoE 2 already has literal raid boss design. And most PoE 1 bosses have many immunity phases,add phases and so on. I mean just look at Elder and Shaper, those bosses are ancient and are basically like raid bosses with multiple phases. Even newer ones like the Black Knight follow the same formula of immunity phases,having to hide behind rocks to avoid his big laser. Expedition Knights of the Sun boss having a whole explosive-placing minigame in the bossfight, that is 1:1 actual WoW raid boss design. Something you would leave to one of your raid group members to do while everyone else does DPS. They are heavily inspired by MMO raid bosses kek

So a wall you can hide behind to avoid some aoe damage wouldn't be weird at all. It would be nothing out of the ordinary compared to all the other bosses and stuff already in this game.

At the very least, being able to avoid/dodge this kind of damage would be an improvement over it just being completely unavoidable. That's all I'm saying. Or you know, just nerf it a bit.

It just feels bad being punished by a game for no apparent reason. Games are supposed to be fun, not stressful.
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Toforto#2372 wrote:


At the very least, being able to avoid/dodge this kind of damage would be an improvement over it just being completely unavoidable.


Did someone say you couldnt dodge/evade/block the damage? Pretty sure those are options.

Weird that your bad build feels bad.
“Freedom is what we do with what is done to us.”
Yea I broight that up. You can avoid 100% of the damage with spell block
The opposite of knowledge is not illiteracy, but the illusion of knowledge.

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