Remove the FUCKING ON DEATH EFFECTS
+1 to OP
" i understand where you're coming from. just that this is a VERY OLD ISSUE that GGG stubbornly refuses to fix. i would say in POE1 it was required to give more ways for the game to kill the player. in POE2 however, its a very skill based game. even with the slower pace, so much can happen at the screen at once, so even tho on death mechanics are much more better telegraphed. we still can get hit by it. especially if you're melee, where you can get in terrible situations where you kill an explody mob but before u can run, some asshole archer/caster hits u with a stun or freeze then you get blown up. the punishment for death is also very great. so when you combine the history of players hating this mechanic, GGG seemingly NOT doing anything about it, players feeling their deaths were due to a cheap mechanic. all this frustration builds up to what OP lashed out. i dont support harrassing GGG staff. but yelling at GGG as a corporate entity for keeping this stupid ass unnecessarily frustrating mechanic is valid. fuck this stupid shit mechanic. it should stay in poe1. [Removed by Support]
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+1
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" ![]() but seriously. the only thing they add to the game is annoyance. at least make them SUPER visible Zuletzt bearbeitet von JODYHiGHR0LLER#6171 um 15.12.2024, 20:17:05
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While I've not had nearly as many issues with on-death effects as in poe 1, they are incredibly uninspired game design when they are purely dealing a ton of damage to the player. I would prefer to see more on-death effects that hinder or slow a player mid-fight, like if minions are being killed nearby, as opposed to just dealing tons of damage
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This on-death effect infested Diablo long ago and continue to be a main problem.
It infects the way you think about balance, and adds unnecessary complexity to the process - while adding nothing of value. It doesn't increase difficulty, it just adds annoyance and waiting around time at best. Eventually it becomes all the devs can think of, making it even more difficult to achieve a good kind of difficulty that is something other than avoiding death effects. On top of that it makes player experience terrible as it extracts any semblance of accomplishment from having just finished a battle. This decreases the ability to learn and cement the learning the player just had. In PoE, where tactics and strategy are supposed to be the way forward, boss battles have narrow margins of error. Adding to them on-death effects leads to Diablo bosses. So long as PoE and PoE2 wants to not join in on the worst parts of Diablo, these effects need to go or be non-fatal and short lived at best. |
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Once someone realizes that GGG has no clue wtf they are doing and they only lucked themselves into a solid game foundation, only to shit on it with everything they add (mostly), you will understand why on death will remain.
They have no idea what players want and stick to their "vision", this works since their competition is... diablo 3 and now 4. On Death effects offer nothing to the game, the devs must have some kind of sadistic pleasure for seeing players die after beating their encounter, maybe they need to experience these things themselves but it would be shocking to anyone if they even played past the first act. |
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Everything they are doing with Path of Exile 2 is a direct step backwards compared to Path of Exile 1.
PoE 2 is a shit game and I'm fucking tired of people simping and white knighting for GGG. Path of Exile 2 sucks. ~ Seph
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+ 1
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" Please start recognizing which monsters will explode on death. One of those monsters are identified visually with having purple crystals all over their body. They release purple pools on the floor while in combat and then explode them when the monster dies. When you see that rare again next time, you might be able to identify that you should probably move away shortly before killing it. Zuletzt bearbeitet von Orionstar#4752 um 15.12.2024, 21:25:20
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really have no place in '1 try' map ruleset
'gotcha!' mechanics are garbage in general, GGG already knows better from poe1 |
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