Excessive ground & on-death effects.

It's a fetish, at this point. Far too excessive.
Last bumped on Dec 27, 2024, 9:06:18 PM
I've had enough of obscured one-shot mechanics in general. "Conjures Lightning Storms" just killed me from full to dead with 3500 hp and 77% lightning resist. It was the Backwater jungle map, so between the thick ground foliage and the foreground trees the scattered circles were almost impossible to see.

The run had been almost trivial up to that point, and dying almost instantly to some random modifier feels incredibly cheap. I would much rather have a greater baseline level of difficulty if it means that the one-shot hazards are used a lot more sparingly and with greater clarity.
We really don't need to get too far in the game to be blindsided by ground and on-death effects... those exploding corrupted blood in the Act 1 Manor was an indication this game was be a PITA.

Or the poison machine guns and the exploding chaos orbs... things we don't have how build layers of defense yet. Looting Poison Immune charm and gear with chaos resist is a wet dream at those stages.


But hey... "git gud" and "skill issues" for the WIN.
Agreed. They really need to tone it down. Way too many on-death effects occurring all the time.
ahhhhh the act i manor blood pools i totally hate. i have played every class through act i just to get an idea of how they play and i hate that area (as well as freythorne but that is another thing lol) and basically the play style is

1. kill mob
2. back up
3. wait 2-3 seconds for pool to disappear
1. kill mob
2. back up
3. wait 2-3 seconds for pool to disappear

etc, etc . . .

it is just freaking annoying. i almost think that some of this was inspired by divinity original sin 2 (which i really hated because of over abundance of ground effects).

i just think that at this point the game will succeed for some, but not for others like me. i think including the dodge roll in the way they have done is a HUGE design mistake. because since the dodge roll is there i think it dictates how a lot of the rest of the game plays. and no worries, i think the dodge roll in diablo iv is also a mistake for the same reason - including it drives how the game plays.

i have had a bit of fun, and some of the game is interesting. but overall just not for me. and if it succeeds that is cool. some players might like all these things i am pointing out as 'flaws'.
"
It's a fetish, at this point. Far too excessive.



Agreed - here is a comment I made earlier on this


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.

Report Forum Post

Report Account:

Report Type

Additional Info