Volatile Plants is a bullshit modifier. That's all.

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Kerchunk#7797 wrote:
They're literally bright floating orbs that are nearly magenta. You know, the color that people use when they want something on their screen to be really obvious and hard to miss?

I legitimately can't imagine what they could possibly do to make them any more visible, which makes me feel pretty strongly that this complaint isn't about them being hard to see but about the fact that they prevent you from just mindlessly clicking through maps while you watch Netflix on a 2nd monitor.

I'm playing one of the most visually distracting builds I've ever run and, like, they're right there.





They can possibly do same thing as they did for other tracking-orb AN mods: make it travel above character heads. Poe1 has this too, and it looks much better.

You just happened to post screenshot when you're already away from enemies and can see volatile orbs flew from the woods into the open. While in reality orbs clip through every mob model, and some mobs are larger than other. I played mid-range characters and still had problems seeing this crap before it was too late. Can't imagine how bad its for melee chars, because point#2:

As usual GGG designs enemy ability damage in a vacuum, as if "hey skill X doesn't oneshot you by itself, so what are you complaining about?". Problem is, AN mods and boss skills tend to overlap, so this seemly innocent visibility issue snowballs into high death risk, with "deserved" penalties.

The most blatant example of this stellar design would be bahlak boss from ulti. You can dodge or survive each of his abilities separately, but when combined with all the area-denial shit from other global debuffs you collect, it spirals way out of control, and honestly looks like maven crucible from poe1. Either you oneshot bahlak or you won't last 2 minutes in there.

In maps, volatile plants are current leader of said bad enemy skill design.
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Summoner#7705 wrote:
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DEvil27#6183 wrote:
Some people here treat it like it is a binary situation: or it should be kept as it is currently, or it should be totally removed. That is not true. They can keep the mechanic in the game, no problem, but the way it is now represents a big problem for melee chars.
I played melee in 0.1 and had no issue with the plants but sure, I can get behind this sentiment.

In regards to visibility, I have a harder time noticing them now with a minion build than I had as a melee in 0.1 and I agree that something should be done about it since the orbs deal huge damage even through high chaos resist.


To speak the truth I didn't feel this problem on 0.1 either. I suspect that they reduced its cooldown on 0.2 patch but I'm not 100% sure about that. Just a feeling. They reduced cooldown for many bosses' moveset after all, so it makes sense that they would changed cooldown for other mechanics as well.
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Edit: 85% Chaos Resistance btw and 2 of these orbs will still instakill me when I can't see them.


There's just no way this is true, I die with 2 at 0% chaos resist, at 85% you should tank those without issues. Also you can't get +10% max Chaos Resist so you need to stop lying and get the facts.
Tech guy
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Warrax#2850 wrote:
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Edit: 85% Chaos Resistance btw and 2 of these orbs will still instakill me when I can't see them.


There's just no way this is true, I die with 2 at 0% chaos resist, at 85% you should tank those without issues. Also you can't get +10% max Chaos Resist so you need to stop lying and get the facts.


It is true that it is unlikely that 2 orbs would kill one with 85% resist. I did a test on my char a couple of days ago and, with 65% chaos resist on T15, it hit around 1k each on my life-based char. I don't know how map and monster modifies apply to that though and I don't know how much life/ES he/she had at the time, so I'm not saying it is a lie. But yeah, I have some doubts.

About 85% chaos resist, Acolyte of Chayula has that 10% max chaos resist.
Last edited by DEvil27#6183 on Apr 26, 2025, 8:48:52 AM
these are really annoying and gives headaches looking for them all the time !! and they harrassing you like 20 seconds after the mob is dead so you can not loot !!

GGG please, at least reduce damage and make them disappear just after mobs death. It doesn't make sense how it's done at the moment.
I use to feel the exact same way. On warrior I hated this mod because it felt like I never had time to attack. I did eventually learn how to work around it. Honestly, I don't think it needs to be changed. While it is annoying as melee, the mod is a joke on my ED witch. So much so I thought it had been nerfed.

I think armor just needs to be better at defense than it currently is.
I got one-shot with 30 chaos res and 3000 HP by ONLY ONE purple bubble. Then I realized there's no another modification acts like a piece of dog sh*t comparing with the volatile plants. Good job, GGG.
Ya im done with the game until these are deleted or drastically changed, theres alot in the game that needs tweaking but this mod alone is the reason im quitting
Love them mass spawning in rituals on maps with tight corridors
My only real problem with them is my Companion has the same ability and I cannot tell my own VP spheres from the mob's VP balls spheres. Perhaps a color change?

Then again I simply let my two Companions melt everything while I stand back and throw spears and occasionally spam a Rake or two.

Now if only Leech HP wasn't broken from the latest patch...

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