Chaos orb-chucking plants are a problem! Please fix! Visual Obfuscation

I just lost my first citadel because of this.

I was on a 6-affix T15 (85% waystone drop chance). I had just cleared the final rare outside the boss chamber. The woman from ACT2 had just joined me.

Understand when you watch this back as an "observer" it may seem obvious what is happening / about to happen. Hindsight is 20/20 and your brains aren't processing playing the game in this moment and you're looking at this critically which in-game you're not necessarily doing in real-time, 100% of the time. I assure you that in the moment, in the game, the chaos orbs that spawned in as I killed the boss were completely obfuscated at key instances where I would have otherwise noticed it.

Video Clip:
https://youtu.be/CcVx83-GO8s

Here is a step by step account of the events over just a few seconds:





















An attack this dangerous / threatening should NOT be hidden behind other sprites. It should have a distinct sound / visual queue that it has spawned in and that you should watch out. Losing hours of mapping in EXP and getting to a citadel should not be stripped away from me because the game failed to disclose in a meaningful way that an extreme threat had just been spawned on the screen and to take evasive action.
Last bumped on Apr 21, 2025, 11:51:31 PM
I have died to this orbs today too.

Also, is annoying to have magma orbs or blood ones following u while u have those going around in the floor.
Most of the time u notice easily the magma balls or the blood ones before them fall over u or explode.
But those little chaos ones...

Also.. all the stuff like that, does pretty weird things sometimes. Them change their speed in mid air to reach u and some other weird stuff.
@Sarke

Yeah I had learned my lesson on the "lava craig" things. Those suck too but not as bad as the chaos orbs. Those do go all mega fast out of nowhere but like you said, they are generally easier to notice and avoid once you notice them.

I also really dislike how LONG the both the lava and chaos orbs follow you for. That needs to be toned down.

Honorable mention for pure annoyance is the "electricity dudes" that spawn in and then do like a hand slam to detonate when you get near. I honestly do not think they have a an actual expiration timer. I feel like they will literally stay on the map until you walk close enough to them for them to do their little suicide attack animation.;
"
@Sarke

Yeah I had learned my lesson on the "lava craig" things. Those suck too but not as bad as the chaos orbs. Those do go all mega fast out of nowhere but like you said, they are generally easier to notice and avoid once you notice them.

I also really dislike how LONG the both the lava and chaos orbs follow you for. That needs to be toned down.

Honorable mention for pure annoyance is the "electricity dudes" that spawn in and then do like a hand slam to detonate when you get near. I honestly do not think they have a an actual expiration timer. I feel like they will literally stay on the map until you walk close enough to them for them to do their little suicide attack animation.;


Yeah. I think them will have to work on those at some point.

I remember diablo 3 with those purple lassers doing circles and all that kind of bad designed stuff.
Also in poe 1 we have some similar orbs to those ones and them are a pain in the arse.
I dnt know man.
Is hard also to find the balance between looking cool and make the player notice them.
But .. Maybe them could go for another kind of effect instead. There are 20 options after all to create annoying stuff but fair.
Last edited by Sarke#5416 on Apr 19, 2025, 9:51:16 PM
Even if they just made it so that loot labels don't hide attacks and your character and cursor and other characters also don't cover attacks, and also got rid of that weird animation in the beginning where it's sort of phases out of existence before it moves towards you would go a long way.
bump
I thought this was going to be about a bug or something like a wall not being see-through while behind it (like in Augury map)

but it's just you blowing up from a fairly obvious plant spawning on a rare that says it spawns plants which makes fizzling noises and a charge up sound before exploding.

first thing you need to do is get a better item filter, something with transparency if not smaller labels. then consider using the dynamic effects culling or whatever in the graphics options to reduce visual clutter from attacks (this should be last resort as it sometimes hides ground AoEs, or did last time i saw)
I would love to see tracking effects like these come with a screen indicator to alert you that you are being tracked by some monster effect. Also the volatile plant damage is just outrageously overtuned. Each plant should only spawn a single orb if the damage is going to be this high.
they didn't kill me today but i just quit for the night because of the damn things. totally ruin the flow of the game.

last night i recorded a 5 minute video playing ring around the rosie with a lightning spirit/hologram what ever they are. they used to de-spawn after 10-15 seconds. not any more.
Yeah I admit in the video playback it looks somewhat obvious, but you have to take into account how quickly this all happened. The rare was dead as soon as it came into my screen. The plants still spawned and produced the orbs anyway.

You can't really point at the mods being listed on the rare in a situation like this. By the time I took the time to hover the rare to read the mods I could be swarmed and killed. Not only that, just deleting the pack is generally the safer play. I just screwed by bad layering and my own lack of awareness (but still layering #1).

What I was mostly pointing out was that at several key instances where my focus was, where it was, when it was, the obvious projectiles were hidden by my character's sprit /cursor and npc/pet and by the time I was aware of the threat there was nothing left I could do.

While I admit had I been being a bit more careful here I wouldn't have died, there shouldn't be instances that occur that such a dangerous threat is ever hidden by anything on the screen. At least by stuff like a loot filter label and my character / pet / other NPC.

I wasn't aware the loot filter transparency was something I could change. I'm using the new SC 4-hour updated filterblade filter which I thought was pretty "industry standard". I'll look into that though thanks.

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