Please remove Volatile Plants
" Yeah this is probably the most annoying aspect, that you just HAVE to walk over them to trigger then, and it's sometimes super dangerous because you can walk over one thinking you've triggered it but it doesn't always register so now you're doing your rotation blindly going left/right/left and then it pops in your face. As for me I have gotten used to them it becomes second nature it's weird I dont know why they dont scare me anymore, but I would definitely not miss them. Annoying AF mechanic. I didn't think it would come to this but... I actually prefer the river hags. With the hags at least you can focus on killing them and when you kill them the water traps go away. Come to think of it, volatiles wouldnt be so bad if they just went away when you kill the rare. The fact they keep chasing you for a while when you killed the rare is rage material. |
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+1
HAVE 4K MANA, 1K HP and ONESHOTTED BY 1 VOLATILE PLANTS AT BLUE T15 MAP. -10% XP. REMOVE THIS SHIT |
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Those plants are horrible. As mentioned before you sometimes dont even see them because they just stack where you are standing.
And in those awfull map layouts with all the narrow ways and getting body blocked by ants and flowers its so unfun if you try to avoid them and get blocked or you get rammed away by a mob into the explosion. |
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Made an account only to say this. These abominable plants are no good.
They were never a problem as a ranged class for me, only a minor nuisance in that it drags out fights in a tedious way. As a monk I find the mod to be straight up bad design. Someone said this already. You are fighting the mod not the mob. For right click melee combo classes it drags out fights with a trash mob to easily twenty times as long. This is bad design. Something that potentially lethal (for melee) should belong to an easily recognizable enemy with a distinct color/silhouette so that the player knows exactly what he is fighting in any bullethell situation. As softcore it's not a problem as you will just respawn and delete the fight without that mod. For HC melee this is just bad. You can fight that same enemy without the mod and it's dead in 5 seconds and you have have zero memory of what mods it even had because it does not matter. Only the plants matter. Solution: 1. Lower the damage. 2. Speed up the projectile and make avoiding it require a quicker reflex. Dangerous even for ranged classes. 3. Proper reward for dodging the projectiles, e.g., a quick salvo of 5 projectiles and then the player has 3 seconds of breathing room without the mod to actually play his class. 4. Give a highly visible purple effect to mobs that have this mod. Dodging lethal attacks should reward the player at some point to go to work on damage. This constant slow ball spam of death is just annoying even if it isn't really difficult. The danger comes from not seeing the mod or getting bored and impatient of a tedious unfun thing. Best solution: Delete the plants. Part of the problem is this game is partly catering to mouse movers so you get this endless slow ball spam of doom instead of fast attacks to quickly dodge, over and done with. If you are going for Elden Ring meets ARPG you should stick with it though. Mouse moving is trash and wasd is the future. |
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+1 unfair mechanic
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please delete the shiny ball of instant death.
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This modifier seems to appear more than any other and is the most unfun thing I've experienced in the end game thus far. I can't even complete the hits from my skill before they would explode on top of me. It's yet another mechanic that kills the combo gameplay they want to encourage. Having permanent homing missiles that explode ONLY when they reach you is completely awful. Why do they not despawn after we evade them long enough? Why is the modifier so damn common? With so much going on in the screen and how often we are forced into tight spaces and surrounded this mechanic causes nothing but grief. I hate it and want it gone.
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+1 on hating this mod.
Melee characters are at a significant disadvantage to this mod. If I am face tanking a new mob that is surrounded by a lot of trash, I cannot see these plants spawn or release their first set of death balls. It is incredibly frustrating doing a melee fight against mods that can instantly kill you regardless of your build. Maybe nerf the damage so all three bring you down to 10% life combined, but not instant kills with just one. The plants immediately respawn. It is one of the most aggressive mods in the game including boss fight mods. Their flight time is very long. They stalk you, and a melee character fight turns into kite-and-fight, which is annoying if you don't have the right build to do that. Also, some mobs don't kite, so I need to kite the orbs, return to the mob, and by that time the plants have respawned. I'd love to get more than one hit in per plant spawn. One of the worst experiences I've had in the game was when I was fighting two rare mobs who both had volatile plants as a mod. I think that fight alone took about ten minutes of "hit one, run away, hide, come back, hit one, rinse repeat". This mod shows up very frequently. I think I have over an 85% chance of running a map and encountering this mod. It's like salt in a wound. I can fight the mechanic, it just makes those fights take considerably longer than others. As annoying as the mod is, I would nerf the damage so you can at least survive one volley at full health, and I would increase the time it takes to spawn by 2-3 seconds so I can get some damage in before I have to manage the mod. I would also make this show up maybe 30% of the time on a map versus the very high rate it shows up right now. It's a reasonable mod, but it needs to be tweaked a bit. |
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" Good feedback. I feel the same way, the rare doesn't matter, you are fighting de mods. |
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" If you compare it to volatile craig it's so overtuned. Volatile craig just spawns a single orb and doesn't oneshot you. Volatile plants, however, can oneshot you with just two orbs (2k hp and 50% chaos res). The damage and cooldown is overtuned. |
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