Consider not bringing back on death explosions from rare's minion monsters
Title.
In the hotfix 2 for the patch 0.1.1 you removed the explosions spawned by rare monster's minions due to them being invisible. Hotfix also says that it is temporary. It should stay permanent. My reasoning is this: Having done maps for an entire day with that fix applied I can safely say that my enjoyment of the game has increased tenfold by not having to watch for the resudue of the things I kill and I only have to worry about fighting currently alive monsters. I don't have to wait 5 seconds before approaching to loot. I don't have to wait 5 seconds before walking through a narrow corridor because a pack left behind a bunch of exploding circles. Things that have only added artificial "gotcha" difficulty should not come back to the game. A dead monster should not be more dangerous than an alive one. Last bumped on Feb 5, 2025, 8:40:42 PM
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Although they will never admit it, this particular issue is their "solution" to OP builds. It's literally the only thing that can kill OP builds outside of some boss slams.
GGG would rather use this cheap as method as a "balance from Wish" kind of thing instead of properly balancing the game. They will bring them back. |
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Despite people praising you for the removing on death explosions (even if it was for a fix) you brought them back.
I, for one, have no desire to roll away from every rare I kill, so I once again ask you to consider removing them. |
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" +1 it's a moron lazy game mechanic that pisses off everyone and takes away from the game, when you gotta dodge roll away and wait for the stupid corpse to finish exploding. BORING The Devs intend on destroying their game before release, they made the game so much better without the on death explosions but they decided to make it shittier by adding it back in, we have Genius game Devs working at GGG, IQ of 180, they should all apply to MENSA LMAO XD |
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Do you need GGG to hold your hand while you play PoE2? You need to condition yourself to be prepared for anything that can kill you. Rolling away from an on-death effect is part of the game. It is lazy for the player to not adapt to the game, not lazy programming.
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On death effects are the plague that plagues PoE1 as well...As people said above, it's a cheap ass solution from wish to kill builds that kill mobs before they can even get into the range...
Also on death effects are preventing builds that freeze or electrocute 100% of the time to actually get hit. Without on death effects in the current game state, a build that stacks enough freeze build up would just be immortal I guess, running with 1k life and barely any resistances, because his defense is his offense. Never invite Vorana, Last To Fall at a beer party. Last edited by Vendetta#0327 on Feb 5, 2025, 1:04:47 PM
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i wanted to make a melee character in poe 1, but literally everything in that game is an fu to melee.
rare and magic mobs, we explode all the time (no timer circles like in poe2 either you have to guess when they will blow. bosses mechanics for the most part all point to stand near me and i will make you regret it territory. i really hope this game does not turn into ranged or suffer like poe 1 feels like. |
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