After death effects, why GGG? Why?
" What they need to do is put a screen mask on the sides that flicker when you're being damaged by AOE floor effects. Then, don't start the ticking immediately, start it .3 seconds after you're in it to give us a chance to escape. It's a stupid mechanic overall. It's just a gotcha attack that creates frustration. It's unnecessary when everything around you is dead, and the pools should only persist if there are enemies within proximity of either the pool or the character. |
![]() |
On-death effects in Path of Exile aren't that bad in my opinion.
The second game is quite ridiculous because the on-death effects aren't just from Rare modifiers, but a part of the monster's move set. The only thing I'd absolutely remove from Path of Exile are Volatile Cores, particularly the T17 Map modifier, not the Archnemesis modifier. |
![]() |
After Effects is not a GGG company product, but Adobe. Wrong forum.
You thing I khare, but I realy dond.
|
![]() |
" to me on death effects arent necessarily bad. but on death effects in POE specifically are bad. in LE, there are a few monsters that have on death effects. typically its built in where it makes a lot of sense. for example theres one enemy that visibly shows its gong nuclear when its health is low. the player can defuse the enemy by killing it before it blows up OR just run away and the enemy blows itself up. another example is the enemy is a huge ass monster with tons of hp. you typically dont jump into the monster and kill it instantly in most cases. instead you would end up having to damage him for a while before he dies due to his high health/defences. during which it forces you to slowdown and gives you time to register "hey look! this monster is the type that has an on death effect, get ready to runaway later!". and even on death, it has a generous death animation where you really have no excuse for getting hit by it if you linger around. in contrast, in poe we have porcupines. if you flicker into a pack, they mostly likely die and cound likely cause the player to die i feel that on death effects are fine if they're well telegraphed/communicated, and provid players ample time to avoid. but in poe we have stuff like orbs chasing you on death etc. thats just unfun and especially anti melee. i've never liked blight and blight becomes worst for melee when i m busy fighting mobs to protact and i cant afford to stop attacking but i see huge cast on death projectiles coming my way. [Removed by Support]
|
![]() |
" Having at list simplified info what ability killed you from what would be enough..but still root cause of your character ending below 1hp is: you was standing in shit which was not visible. if something is visible you can react.. Just to mention few of absolute pearls: -Small black things completely not visible in Delirium which travel very fast, which can stun you once you run.. and suddenly a pack moving to you to finish you off. Solution to that would be changing visibility of enemies bars not only when they bite you or you hit them but to be visible instatly when they show on screen..Currently this is working very crappy. -small crawling mine, often not visible in explosive builds;) -naga or whatever it is jumping out of ground and doing weird aoe..Easy to overlook if you fighting with several packs, abbyss elites can one shot you, if you dont dodge roll. - headhunter effects/ritualist sacrfice or beast effects:) - this one is the best you killing few rares get their affixes and suddenly you dont know is it enemy casting shit on the ground or you.. -Abyss monster leaving green orbs which with lots of dropped loot from packs around the box are totally invisible. (yee solution is to run very strict loot filter, but sometimes still there is tone of shit dropped that you cant see. |
![]() |