On death game design question

I remember Johnathan Rogers saying in an interview that any design that forced players to do something was bad(i.e always get X nodes on tree, etc). EVERY time I kill a rare, I roll away. This avoids all on death effects, but I look and feel like an idiot when there are none. You also can't look at the mobs mods when the game is paused, which means its impossible to read the mods fast enough, so it's easier/safer to just assume every rare mob has an on death effect and roll away.

So what is the point of an on death effect if the solution is to always roll away without thinking?
Last bumped on Dec 16, 2024, 3:07:49 PM
Not sure where you got roll=avoid death on ground aoe it does not unless you full roll and higher maps the effects now scale aoe wise so if mobs get AOE Bonus its huge and its a death
Yeah i also do this, but as second poster said it is very seldom enough. I litterally die maybe 20 times per day or so just to toally unknown mechanic. Usually on death stuff where i just go from 3k life to dead without hearing or seeing anything at all. I probably would be lvl 90+ now if it wasnt for this. am currently lvl 85. I have decent gear, alot of life and max resses etc. Very frustrating.

I really like the slower pace of poe2 and increased difficulty. But when its just random out of the blue death that i cant avoid, i just find it annoying,
ROFLCOPTER
Interesting. I am a lv 85 monk and the second I kill a yellow I roll away and the on death effects take 1-2 seconds to trigger, which so far has always been long enough to get away. I haven't seen any instant/0 second on death effects yet(do those exist?)

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