Please remove Volatile Plants
The orb's hitbox is kind of wonky, too. I usually run straight into them to try to force them to detonate so they stop chasing me around, but sometimes they just won't detonate and keep on chasing me even though I ran right into them.
Regrettably, I refrain from engaging with nescient individuals who proffer fatuous commentary whilst concealing their profiles.
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As a mace skill user, those plants are the absolute worst... my attacks all lock me down for a second or two, and dodge rolling to avoid the plant just delays the next attack that much more. and if I run around triggering plants, the next set is already spawning. And of course, even with max chaos resist and a mountain of strength I can't tank more than one of them at a time.
Because ranged skills and attacks allow you to move and generally attack quickly, I never had a problem with volatile plants on other builds -- even if they catch up to you, you're out of their range by the time they explode. But with maces I'm running around for 2 minutes dodging plants just to get enough hits in to kill 1 rare.. At the very least, they need to significantly reduce how often the plants spawn. Last edited by Kaijai#7427 on Jan 28, 2025, 6:47:34 AM
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totally agree.
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Stop trying to homogenize every monster in the game to the same loot pinata slop. Once you remove volatile plants you'll ask to remove then next more annoying mod.
Annoying/difficult mods are FINE, it gives the game charm and personality. |
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They need to tone it down at the very least, you cant do anything as a melee as those balls spawn just too fast, if the rare has a regeneration mod youre cooked
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I lost a HC character because the little suckers were hiding near a wall so i could barely see them. I honestly think they're worse than river hags. At least drowning balls are big and slow-moving and have screen-wide effect telling you to stop looking at the target and dodge roll the f*** away. But volatile flowers? They're small enough to be almost completely invisible under certain circumstances, they're fast, and the roots are constantly making new ones so there's just no window when there are none.
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It is literally impossible to see volatile plants on any lightning build with high proj. Plants were OK in poe 1 where they had contrasting colors and were huge and distinct. Now they are tiny and invisible. It's so garbage man. I hate these plants and I hate on death effects.
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I just broke a keyboard over these (*&@#ing things. They are the worst thing in the game and it's really not even that close. Well over half my deaths are to these things.
It's like the absolute worst combination of things for a melee players. 1. They are small. Very easy to get hidden behind a tree, or a wall, or some other environmental object. 2. They are INCREDIBLY easy to miss in the plethora of spell effects going off in the vicinity of a fight. 3. They will track and follow. If all they did was track to the place the player was when fired, that's one thing. But no! They will come to you to deliver death! 4. They are of a damage type that is the most difficult in the game to find solutions for. Resistance is very rare, and you can't really effectively stack life in enough quantity to deal with it. Yea. I get it. They aren't really a big deal for a ranged player. You're not standing right in the middle of them. They are bad for ranged players, don't get me wrong. But at least it feels like there is a slim chance. Melee players can't just back off and watch for them. We have to be right there next to them in order to deal damage. These need to go, or at the very least get HEAVILY tuned so they aren't the utter bane of a melee player's existence. |
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