On Death Effects

I think there would be a lot added to the game if on death effects were removed.

I don't think that they do too much damage, any damage the mechanic is annoying. I hope they don't nerf it a little. I think keeping the animations would be fine just remove the damage. The mechanic is annoying even if its 1 damage.
Last edited by Ner0suM#7473 on Dec 19, 2024, 8:37:10 PM
I just managed to die to an on-death effect that was hidden by my level up effect, lol

I'm playing warrior at the moment and it's so tiresome that I have to walk/roll away after every single rare kill before I can think of picking up any loot. No getting into the flow and having some fun, just the constant reminders of time wasting gameplay mechanics.
The fact that when you finally kill a boss or rare mob, you immediately need to run like heck in the opposite direction is just poor design IMO.
Everyone wants to stop and see what great loot has dropped when they finally get a tough mob down, not hauling butt in the opposite direction in hopes they dodge some ridiculous "on death" effect.
Just remove it already. It doesn't add anything to strategy at all.
At least more visible, and on lower levels maybe slower?
hello i wanted to say something important i believe :D


To fix on deaths effects issue there need be one thing done

all of these effect need to have good audio sound it should be loud and even offensive at some level like atomic bomb sire ...

This is only they it will make u notice

All effects graphics Animation never wont work alone there often arent any vissual crality especialy at endgame and in party

We rlly need loud characteristic audio every time those things appear on screen

IGN KotsaPL
On-death mechanics would be ok if:
1) You can see them.
They're often obscured by the hundreds of things covering the screen.
2) There's some predictability.
They sometimes pop right where you're standing, even if you've moved away from the rare mob.
3) There's time to react.
There are some effects that chase you. If they happen to spawn where you're standing, instant BOOM.

I'm not sure why there are so many on-death effects, but I'm beginning to believe it was based on someone's decision after looking at nothing but data. For example: "Players aren't dying very often. Game must be too easy. How do we make it more challenging? I know! On-death effects! Look at the data now. Players are dying much more frequently. Desired difficulty achieved!"

On-death effects were cancer in D4, and I was hoping POE 2 would be better about it.

I'm having a great time otherwise. I just despise the fact that I'm less afraid of fighting rare/elite mobs and more afraid of the dynamite strapped to their chests.

There's absolutely no reason for on-death damage areas to exist. For melee characters who are actually going to be close to the enemy when it dies, it's a slap in the face, and for ranged characters it's just a "oh well, guess I'll sit here for thirty seconds until it vanishes" immersion-breaker.
Your "reward" for dodging mechanics, fighting mobs, gearing up, and finally beating a tough elite is...insta-death when melee range which puts melee at a massive disadvantage. On death mechanics are outdated, frustrating, cheesy, and has nothing to do with skill issues.
I like on death explosion if it's part of the monster's design, when it starts bloating and screaming before it blows up. A circle of death on the ground with nothing else accompanying it is boring.
Remove all mod based on death effects at the minimum. It's not fun, its not engaging, it just makes me not want to loot because there's a 50% chance I die looting even though I already won the encounter.

Find better ways to kill us GGG!!! On death effects are a lazy and unengaging way of achieving player deaths.

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