On Death Effects

SSF Lvl 81 Titan, with more passives invested into defence then i'd care to admit and maxed resistances, save for chaos res which i have 32%.


-white ranged mobs chunk me for about 30-40% of my max hp off screen if im not actievly looking to dodge/block

-"surprise" on death effects that i have nearly no way of seeing after defeating a rare due to the overabundance of effects on screen have absolutely one shot me, making any loot i didn't quickly click on just gone, not to mention my waypoint being wasted because "muh hard on-death mechanics"

At this point I can tolerate loosing a waypoint, whatever, but to loose all on ground loot, xp, AND make me redo the whole thing? no, just no thanks, I reached T8 and honestly, the game isn't "too hard" its just far too punishing and tedious for little to no reward

And I still have not done the third set of ascendancy, due to just how ridiculous the honour system /10 room chaos trial gets

I don't know about you guys, but im off to play grim dawn again, at least i know my time will be respected there.
In my opinion, on death effects and explosions are horrible. I really can't understand why these are in the game with respect to "fun." I read that GGG are nerfing a specific instance of this in the current build but I really think that they should take a hard look at it being in the game at all. If they remain in the game I don't think I will ever be able to fully enjoy it.

On death explosions etc are PURE cancer. Please make them super visible or remove them.
Remove ALL on death effects, no exceptions.
I'm maxxed out and overcapped on all res (including chaos) and i still get clapped by on death effects from certain mobs.

Just cooked how much damage some of em do.

And then others sources of damage barely tickles.
I think the reason to include on-death effects is to reign in pure glass cannon builds. By enabling the monsters to hurt you even if you kill everything instantly, it forces you to build defences. That in itself is fine imo. It's annoying, yes, but I understand the rationale.

But they should be telegraphed with visual AND audio cues. It's very hard to design visual cues that will always be visible, no matter the build. But audio cues will almost always stick out.

There are at the moment some on-death effects, and also some delayed explosions from some kind of grenades, that are almost undetectable until they go off. That should definitely be fixed. PoE1 in its current state gets it mostly right. The exploding crystals and all kinds of DD effects (these have probably been the worst offenders) are telegraphed visually and with clear audio cues. That sound scares the living shit out of me in HC but at least it gives me a chance to avoid the explosions.
I certainly don't mind certain on death effects, such as monsters blowing up on death after a delay. Such effects are well telegraphed and if you are paying attention, they are avoidable. However, with everything happening on screen certain on death effects are practically invisible until they blow you up. This is doubly true if you are using skills large area skills yourself.
Anytime I kill a rare monster I dash out of the way. 100 percent of the time. Haven't died to a floor effect in awhile.
One thing GGG appears to have done with PoE2 is try to better convey the goings on of the game, so you get pretty clear cause and effect hints. I say "try" because there are still tons of instances where either the connection isn't clear, or the visual information is lost in literally any chaos.
On death effect isn't the worst thing, it's that you LOOSE ALL LOOT when dying!!!!!! It's just a big middle finger in your face, specially when it's an unique boss and you're killed by a dot, aoe on ground or minions summoned by the boss. In Poe2, they just made ondeatheffect more frustrating! GG!

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