Graveyard shift unplayable
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To my understanding the graveyard shift ascendancy. For the puppeteer, we'll be unplayable with the tag.Your zombies count as corpses. Wouldn't this be completely against the point of the entire build? If you can't even summon zombies. You can't use any offerings and a good deal of monsters and map bosses used detonate dead on corpses
Last bumped on Jan 29, 2026, 5:09:38 AM
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GGG Please spend 10 seconds looking into this, could we not move the all the corpse text to Putrid Conscription. even just leaving the 30% increased max zombies as the only Graveyard Shift text would be a big upgrade.
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The point of these two nodes is for massive exploding zombies / detonate dead builds and other corpse effect builds.
They. are. not. meant. for. permanent. zombies. So many of these threads.....geez! You get so confused by the zombie buffs in the subsequent node that you fail to realize there are OTHER zombie builds besides permazombies. And there really....aren't that many corpse exploding enemies in the game. Starting anew....with PoE 2 Last edited by cowmoo275#3095 on Jan 28, 2026, 2:13:20 PM
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" So just out of curiosity i hit ChatGPT with the prompt (after letting it give me a list of all the effects that mattered): " make an approximation of how likely it would be to encounter at least one of the following in a random map: 1. Enemies that use Detonate Dead / Corpse Explosion 2. Raisers that immediately explode corpses 3. Rare monster with mod: “Detonates Corpses” 4. Strongboxes with mods "Detonates Nearby Corpses" or "Explodes Corpses" " Disclaimer:
Spoiler
Alright, this has to be an approximation / rule-of-thumb, because GGG has never published exact spawn weights — but we can get surprisingly close by combining monster pool sizes, mod weights, and how often maps actually spawn these mechanics in practice.
I’ll assume a “generic alch-and-go T14–T16 map”, no atlas passives targeting strongboxes or rares, no special league juice. The Summary:
Spoiler
👉 Estimated chance that a random map contains at least one corpse-destroying / corpse-detonating threat:
🎯 ~45–60% of maps And if you’re running: Delirium Beyond High pack size Extra rare monsters Strongbox atlas passives 👉 it easily climbs to 70–90%. Everything between:
Spoiler
🧮 Per-map probability estimates (PoE1)
I’ll give per-category odds, then a combined “at least one happens” estimate at the end. 1️⃣ Enemies that use Detonate Dead / Corpse Explosion Examples Necromancers Undying casters Occultist / cultist casters Some boss adds How often do they appear? Only exist in certain monster families Many tilesets don’t include them at all When they are in the pool, multiple packs usually spawn Approximation ~25–35% of maps contain at least one monster that can cast DD If the tileset supports them, chance jumps to ~60–80% Estimated probability per random map: 👉 ~30% 2️⃣ Raisers that immediately explode corpses This is a subset of #1 and is much rarer. Examples Undying Alchemists / Incinerators Necromancers with fast DD AI Raise-then-explode behavior Approximation Only appears in a small subset of tilesets Even then, not guaranteed Estimated probability per random map: 👉 ~10–15% 3️⃣ Rare monster mod: “Detonates Corpses” This one is sneaky because: Rare monsters are very common But the mod pool is huge This mod has a low weight Rough math ~8–15 rare monsters per map Hundreds of possible rare mods “Detonates Corpses” is not common Estimated probability per map: 👉 ~15–25% (This gets much higher in: Delirium Beyond Extra rares map mods) 4️⃣ Strongboxes with corpse-detonating mods Base assumptions ~40–50% of maps naturally contain at least one strongbox Corpse-detonation mods are uncommon but not rare Multiple strongboxes → higher chance Approximation Chance a map has a strongbox: ~45% Chance that strongbox rolls corpse detonation: ~10–15% Estimated probability per map: 👉 ~5–8% (Atlas passives can push this to 30%+ very easily.) 📊 Summary table Category Approx. chance per map 1. DD / Corpse Explosion enemies ~30% 2. Raise → explode enemies ~10–15% 3. Rare mod “Detonates Corpses” ~15–25% 4. Corpse-detonating strongbox ~5–8% And honestly this is not far from my gut feeling and would be borderline build-disabling for a permanent zombie summoner. " It doesn´t matter what you think it is meant for. People can ask for what they want. It´s up to GGG to decide, whether the suggestion would improve the game or not. There are also ways to have it both ways, for example letting it only count zombies as corpses for the player. Using offerings would still be challenging but you wouldn´t give enemies an instakill-button for your minions. And you still could just play it with " GGG would have to decide if this would be balanced (and implementable). Oh and a build that would summon zombies to detonate/use them/these as corpses themselves might be even more affected by corpse-exploding enemies than a permanent zombie summoner would be. You know ... if they explode your zombies before you can. I don´t understand why you´re so irritated by suggestions. Last edited by Thomsiy#7106 on Jan 29, 2026, 12:43:17 AM
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No way bro asked chatGPT for help with an ARPG. No way bro.
" You are so close to understanding what the nodes are intended for The opposite of knowledge is not illiteracy, but the illusion of knowledge.
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" As long as there is no statement of someone from GGG there´s no way to know what the node is intended for. (This is only about the "Graveyard Shift" node, don´t know which other one(s) you´re referring to.) Also it doesn´t matter what it was intended for at all. People are literally giving suggestions on what they would like it to be changed to because they don´t like what it´s doing right now. GGG will have to decide on whether or not they want to change anything. That´s how feedback works. If you want to make a counterpoint to the suggestion you should add something constructive - for example a reason why the node shouldn´t be changed in a way that would allow for a permanent zombie summoner to be viable with. |
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