The Insta Death
The on death effects insta killing after clearing a pack is not fun nor fair. The exp lose on death combined with every map (no matter the affix) having these mobs is infuriating. Can we at least add a 1 sec cast time on death effects?
Thanks Last bumped on Dec 27, 2024, 9:31:51 PM
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A delay might make it worse, you kill it then go to get the loot and die. Maybe add a more dangerous visual alongside the delay warning you to back up a few feet.
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There is a delay kek.
Don't be a loot goblin and wait out the delay, its that simple. Step 1 is to self reflect.
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Some of them do have a big delay like those big guys that use the tree log as a weapon
I find I just can't tell if something has a death rattle effect or not, I find myself assuming everything does and roll away as it dies.. which further slows clear speed down of course... |
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Some of these are really bad. My current pet hate is pools of poison or bleed effect which last for ages and you have to stand around twiddling your thumbs waiting for them to end so you can pick things up.
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My problem is if you're using spells like flame wall, you kill a group and see loot, go to get it and whatever is happening is hidden by your flame wall or whatever effect and you die.
This is probably what I find the most stupidly annoying about the game- in what reality does something that die explode to ruin your map attempt? Does every 2nd yellow mob in this game survive only on TNT for sustenance? |
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" I think they need to figure something out, there definitely has to be a balance between visuals and the amount of damage is being done. Three main things that bother me with the on-death stuff; On-death effect damages Lingering spells after you killed X monster On-death effect VISUALS If you kill any rare monster in maps, they explode into a black smoke and then the pinnacle bosses' tentacles are now on the ground in a fairly big area, they do not damage, but it becomes a visual issue. If you kill multiple together there is way more visuals on the screen and personally that already slows me down and drops my FPS, factor in any lingering spells that those monsters already had, IE the auto tracking chaos bolts that follow you and explode after a short delay & too top it off they have some form of on death effect. Any time you mention this, of course people come in and say 'calm your adhd a*s down' or something along the lines of 'kill the monster then wait a few seconds, it's not that hard' Which I get it, kill the monster and wait. Sure. That's a simple solution. But for me that's basically like hearing "Stop everything you're doing, roll back to safety and sit like a good dog, you're an immensely powerful being but of course that dead monster can still kill you". I would compare this to the 5 second lever pulls in certain maps IE Auguary or however it's spelt. It feels bad. My main character is a melee Monk using flicker strike. I'm already fighting against other factors that ranged characters don't have a challenge with. It's just simply not fun to see so many visuals that overlap and basically contradict themselves. Another example of this is how lockbox' black smoke functions. I have yet to see a player talk about liking that visual. That's probably because it's bad. It covers the Ice Spikes that some lockboxes have, and it covers the monsters that are being spawned. |
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I've died so often to on death effects I noww run away from any magic/rare packs after they're dead for a couple of seconds by default. It took several hours to stop being terrified by the "rare monster has been killed" effect on maps where it's a giant explosion of blood vein... things that looks indistinguisable from an over the top corpse explosion, whereas some of the actual corpse explosions or degen pools/dots are barely visible on some tilesets.
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" Yes, this! The effects linger way to long. |
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Another thing is lingering skill effects
like if a rare mob or a boss uses a skill that has a duration and then you kill the caster, the skill effect doesn't end it just keeps going. you see people on youtube killing a boss it drops a bunch of loot and then there is this lingering skill effect that keeps going for seconds afterwards and kills them.. then they can't pick up any of the loot despite beating the boss I honestly don't remember having that kind of problem in poe1.. |
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