Volatile Plants
Is it possible to reduce volatile plants cooldown? Every time I run into an rare enemy with this modifier. Once one set of explosions are done, another already spawned. Especially annoying when playing melee and even worse when trying not to get hit in Trial of Sekhemas. Please consider increasing the cooldown on when the plants spawn or at the very least make this modifier not appear in trials. Thank you.
Last bumped on Apr 15, 2025, 7:32:45 PM
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Agree. As a Huntress, I'm trying as much as possible to incorporate both melee AND ranged in the endgame, but stuff like Volatile Plants makes me wanna never go into melee range. So frustrating.
Considering they're high damage AND tracking AND Chaos, there should only be a couple popping up every 10 seconds, not this constant, oppressive trickle. |
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i feel like if they just added some variability to the number that spawn and/or the rate that they spawn, it would improve a lot. Make it less repetitive. Also melee.
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I'm on the fence on this one.
Volatile plant projectiles are a lot like the Mana Drain modifier or the Eternal Knight's reflections. It requires players to take very deliberate action. Mana Drain: either keep yourself inside the ring or stay far away. Eternal Knight: either fight in melee range or don't use projectiles. Volatile Plants: walk through them to trigger the projectiles. Continuously avoiding volatile projectiles is the natural but wrong way to deal with them. You need to actually walk into them and through them to trigger them. Once you get used to dispersing them proactively, they don't feel that frustrating. |
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" I feel like I'm in the same camp as you and also understand how to deal with them. To me, it's the (probably?) clocklike regularity of how they spawn that kinda bores me. I'm not asking to make it easier, I just wish there was a bit of variability to the spawn rate and/or number that spawn. |
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Volatile Plants completely brick perfect strike builds.
1) The swing time interval is longer than the volatile plant interval 2) Stunning does not stop the cast time. So I can't open a swing interval 3) I may even get stunned out of my perfect strike. This mechanic is extremely frustrating and not fun. I would skip the rare if that was an actual option. Also perfect strike was swing time was increased. This mechanic is rage inducing for a perfect strike player. Last edited by KantNWont#2779 on Apr 15, 2025, 7:14:33 PM
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That sounds really bad.
Maybe mobs should only spawn Volatile Plants if and only if the player is far enough away, meaning it'd be a ranged player and thus it makes sense to have volatile projectiles track them down. |
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