What the fuck is the point of on death effects?
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Last bumped on Jan 5, 2025, 2:51:30 AM
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Same point as introducing such cutting edge game features never seen before like breach, exploration, sanctum, ritual, ultimatum and delirium.
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Without on death effects too many high dps builds will never die in maps, and the number of people reaching lv 95+ will start to unacceptably skyrocket.
Not justifying it because I hate them myself, just explaining maybe the reason for their existence. |
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To kill you of course.
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" well, if the only way to kill some builds is the on death effects, maybe the game has failed at that point |
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" I think it's by design to kill x% of builds at a consistent pace. I'm sure the devs know it ends up keeping more people in the game than it loses. |
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" Game is -350k from its peak numbers but ye, gotta clap for the competent developers who made such exciting new features like breach and expedition or decided to take a holiday on their biggest launch of a live service game yet |
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" the devs of this game made the game for themselves, not for players remember what they said about ruthless, it started as a mode for the devs to play because they despise poe 1 else we wouldn't have so many features that don't make any sense for the purposes of retention and improved player experience Last edited by auspexa#1404 on Jan 5, 2025, 12:03:34 AM
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Paraphrasing GGG, "How do we make enemies hazardous to players that kill them before they appear on screen? oh! we can make their death their most powerful attack! and make it chase the player sometimes!"
I was hoping with the focus on more methodical combat this stuff would be left out. |
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" I have ONLY died to dead monsters in about last 10 days. Funny when you think about it |
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