Please remove Corpse Explosions from Poe2
Pleas for the love of Rngsus... remove corpse explosions from the game.
Died 2 times in a row to random corpses exploding into my face triggered by random white mobs poorly visible ( the detonation build up were the corpse turns red an grows) because of the beutiful graphic and some grass that was growing above the corpse. solution 1: reduce the targeting range from the Mobs so they cant explode corpses unless they are near them ( like the rare modifyer) Solution 2: significantly reduce the base damage / remove the scaling with corpse hp Solution 3: remove this nightmare of an abiltiy from the game its just one sadistic thing they wanted to take over from poe1.... example how i died: Map mod monsters penetrate 25% ele resistences 1 random low hp corpse detonated and i tok 2300 damage to health and abou 1k to mana. but iams sure it would have killed me even if i had taken mind over matter. i took around at least 3300 damage from 1 corpse with 50% fire resist ... so the base damage of that explosion was over 6,6k wtf is this it hits harder then some of the big bonks from endbosses that were datamined.... Last bumped on Jan 13, 2025, 6:09:38 PM
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" Pretty sure corpse explosion is physical, not fire, so res wouldn't matter apart from PDR. Gotta say though "I had 50% fire resist" means you should die to pretty much every fire explosion and mob in maps. If you don't have capped 75%, you should pretty much expect to die from that type of damage whenever it touches you. Regardless, the mechanic does suck. The range is way too big in PoE2 and I have been offscreened by exploding corpses multiple times. The "revives minions" mod also has infinite range. So, if you didn't kill a rare, and it's minions follow you, they will just permanently respawn, even from the other side of an entire layout. Last edited by AverBeg7#1689 on Dec 29, 2024, 8:08:22 PM
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well your right checked the skill ( occultist) it deals fire damage but the hp sclaing part is pysical so its even worse you cant mitigate big physcal hits because armor mecanic is still shit vs big hits.
i had around 2.5k armor and still took over 3.5k dmg its just rediculus |
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" as mentioned the map had monsters penetrate 25% resists thats why my calculation was with 50% fire resistence in mind. |
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" Ah yeah, that makes more sense. That's a dangerous mod for exactly that reason. I've been one shot in those maps many times. Still, the complaint holds truth in it. The range is too big. Being offscreened by exploding corpse mod is silly. Melee players have it so rough when it comes to on death or periodic effects, while ranged players simply ignore them and pew pew. Dunno why GGG really wants melee to die and suffer horribly, even when they say "we wanna make melee good" and then they proceed to make it so you can't touch rares without bad mods unless you immediately one shot them then run away from their corpse (and the loot) or have 10k ES. They really need to make it so periodic, on death, and exploding corpses can't overlap damage and just do all your HP out of nowhere. Last edited by AverBeg7#1689 on Dec 29, 2024, 8:30:08 PM
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On deaths effects are really annoying and should absolutely be removed from the game. It's already hard to see sometimes, we don't need some random white mob one shotting us and losing a map for that. Brings absolutely NOTHING to the game. Brings ZERO fun and ZERO CHALLENGE. The game is already slow paced. Don't need that on top.
Please GGG, just remove them from the game. |
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+1
Mobs casting corpse explosion off screen to mobs you kill as a melee is just poor design. No one wants to play launch skills through doorways into rooms you cannot see. Defeats the whole mantra you created in poe2 |
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agreed.
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I dont mind corpse explosion - i think the new animation looks nice .. nevertheless, and comparable to drowning orbs this is kindof a possible end to a HC run if not avoided / mitigated thus i favor strongly visible effects like blinking like in poe1... or in case of drowning orbs -> make the screen darker like in poe1.. i died once to an orb as i didnt expect it in campaign, couldnt compare it to POE1 (looks different there - exists on T17 maps or pin. boss encounters) and found it very subtile in POE2.
Prior to the POE1 corpse explosion rework CE was hard to spot on screen considering also effects. Now we have a situation were partially the groundfloor is hidden due to objects infront and on top i couldnt find a setting - opacity should be always given or configurable as i need sight to onground effects. In addition, would be great if corpse explosion get some stronlgy visible effect such as 'blinking' or so' - i found it a bit subtile . its playable though Last edited by Storylyne#1859 on Dec 29, 2024, 11:08:04 PM
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Corpse Explosion aka Detonate Dead should be on only specific rare mobs (witches)
as that would pay homage to Burial Chambers boss in POE1.. and Diablo 2 DD was only found on her or T17s bosses if I remember correctly if juiced through div or essence. DD is so deadly its insane. The issue with it is its hard to see or hear Diablo 2 had corpse explosion and one of the deadliest spells that Nilathak used but what was unique about Corpse Explosion on D2 is the sound you know its coming also because it has a long cast frame usually. Here it's usually to late when your running t15 to realize that the rare has it until youre already getting nuked or dead. Last edited by QticaX#4168 on Dec 29, 2024, 11:11:52 PM
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