Return of on-death effects in 0.1.1c feels really bad on high juiced maps
The introduction of patch 0.1.1c and the reintroduction of on-death effects have brought back the issue of playing maps with a high percentage of "rare monsters have additional modifiers".
The small pool of modifiers for rare monsters means that the vast majority of them now have on-death effects, and the additional AoE modifier makes every rare monster kill (typically 10-15 per map with the strategy I play with my friend) force us to either wait or step into the explosion and die, making it impossible to continue playing the map... And it feels horrible. Below, I’ve attached two clips from a single map, and unfortunately, this is not an isolated case — every other map looks exactly the same… ![]() ![]() Additionally, I’m including a screenshot of this map’s modifiers. Every other map we play looks similar or worse, differing only in the percentage values for increased number of rare monsters, quantity, and rarity of items found. ![]() Zuletzt angestoßen am 11.02.2025, 09:42:39
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+1
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Good, I think that's the point. High juice maps aren't meant to feel good. They're meant to be profitable.
IGN: Royal_Princess, Princess_of_Wraeclast, Vaal_Princess, Diamond_Princess Zuletzt bearbeitet von ac429#4687 um 06.02.2025, 17:01:51
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" +1 You aren’t supposed to enjoy yourself playing a game. It should be hard work and you should be punished for not paying attention 100% of the time. |
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" By that logic, playing act 1 should be fun when you're level 90, because then you're "playing a game". IGN: Royal_Princess, Princess_of_Wraeclast, Vaal_Princess, Diamond_Princess
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" hmm somehow before this patch there was the same loot or even better and the maps were fun to make and now it's pain to run i don't even say how many divs i have put in my inventory and a random thing from the ground or white mobs can kill me in a second surly. |
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" The problem isn't that we're required to constantly pay attention to everything happening around — it's obvious that when playing high-juiced content, you have to accept that it's difficult and demanding. The real issue is the small pool of mods, which causes every mob to have similar (if not the same) behaviors and modifiers — every mob explodes on death, leaving a million ground effects all over the screen, which cause instant death — unlike the 10 other modifiers that do practically nothing. When you add in the fact that some of them have ambush, which is allowing them to teleport to you while leaving an explosion ground effect under your feet, running these maps for profit stops being fun and starts feeling exhausting — which is fine to some extent, but only within the bounds of common sense... I believe that after investing a pretty huge amount of currency (we're talking about 2/3+ mirrors (@600-700 div/ea) total in both builds — rarity bot and carry), there shouldn't be situations where 95% of mechanics do nothing, but that one mechanic, which always shows up due to the small mod pool, can one-shot both me (80/80/80 resistances, 4.2k energy shield, which can double just like mana, giving me a massive effective hp pool with almost instant 1k es recharge per second) and my friend, who has a 12k mana pool and capped resists at 76/76/76. It’s not about making these maps "free" to run, but after putting a significant amount of currency into the builds, they shouldn’t be rippy at every possible turn (i.e., every time you encounter a rare mob with 12 modifiers — all the available ones). I've been playing high-juiced content for many years, and I've never complained about the difficulty level because I love this type of gameplay. I enjoy making a lot of profit while knowing that the content I’m playing isn’t accessible to 99% of players. However, in this case, I feel like the numbers behind the on-death effects are simply too high or outright unfair. With every random death, I get more frustrated because I don’t know what else we can improve in both of these builds. Does the game really expect us to have full mirror-tier gear just to survive on-death effects? Let’s be realistic — the current state of on-death effects isn’t fun for anyone, whether it’s solo players or groups, mainly because of how frequent and overwhelmingly damaging they are. Zuletzt bearbeitet von TeJki#0575 um 07.02.2025, 06:11:42
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" so true, i haven't invested 4 mirrors and i feel the same way. xp penalty burns, you feel all that time spent doing 10 t15 maps to get maybe 20-25% exp, if you die twice its all gone yet it took you a good 1-2 hours to accomplish, why are rare tablets not a thing until endgame mapping uber bosses? crit is also an issue, its op as f..., on mobs anyhow, i've invest all the points i could into crit and got no damage out of it and hardly crit, mobs on maps have 350-500% increased chance to crit, insta death. incorporation of a death cam (like call of duty) with a death log, detailed death log so we can improve is a must. I am still missing 40 spirit from act 3 cruel bog witch, for some reason that quest and rootdredge won't complete (drop quest item) icon stays lit as if i never went. being in endgame content i really need that 40 spirit, not the only one yet so far not one word from ggg on the matter. if i get one shot in the copper citadel, why am i even going after those crisis fragments if i know ill die at end game uber boss from probably one of his farts? life regen is really bad but not as bad as recoup. is armour required for physical damage? nothing else but regen mitigate damage over time. getting equips with those stats plus reses plus rarity plus life or mana. how are we supposed to get good regen when most of the time you get : regenerate 1.5 life per second. wtf am i supposed to do with that? i stopped playing path of exile cause i couldn't complete a ravage blighted map cause it lagged way too much (wasted many gold and silver oils) and because of on death attacks from rare mobs you didnt know or hear they were there til the last second and you died. im all for dodge rolling mechanic. how is it that any mob has 17 of my minions in its face yet i am the one getting hit by those mobs off screen, i have trouble enough targetting a single mob out of a crowd, how tf do they do it all the time? |
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Yeah, and that effect in particular needs to be significantly toned down, and it seems to completely lack any telegraphing.
Zuletzt bearbeitet von Climet#7103 um 08.02.2025, 13:31:42
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Agree F vck the shit tyEfects
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