volatile blood is too melee-discriminational

It is fun playing melee when crash the monsters face to face, but there are many downsides playing melee, among which volatile blood mod is the most annoying thing. It is a pure anti-melee mod. The explosion cannot be blocked or dodged, and since it's elemental damage armour won't work either, so it bypasses almost all the defense a melee character can have.

When coming to game-play, range characters usually have better clear speed than melee ones, and they don't really need to look out for what they hit except reflect mods. On the contrary, melee character have to look out for every rare when the map have "nemesis" mod or "beyond" mod (some beyond monsters have volatile blood), especially with -max resist, +life to monsters, +elemental damage... It just makes the clear speed even worse. Also, dangerous mods like reflects are easy to recognize since they have auras, but volatile blood monsters have NOTHING except for the small texts written under the life bar! POE is a fast game, no rare lasts over 2 seconds in the end game, reading texts are too difficult! They need to look distinguished!
Последняя редакция: epitapher#2418. Время: 13 окт. 2016 г., 11:06:29
Last bumped20 дек. 2016 г., 10:53:31
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Agreed that it is far too punishing for melee. It's one of the many things that make ranged a million times better to melee.
Run a golem or Ancestral totem and put culling strike on it. It works pretty well.

What usually screws me is hitting a pack that have been touched by the Martyr tormented spirit.
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FarmerTed написал:
Run a golem or Ancestral totem and put culling strike on it. It works pretty well.

What usually screws me is hitting a pack that have been touched by the Martyr tormented spirit.


I'll try it, thx. But frankly that's not a melee kill. The main problem is the rare dies and blows before people have time to read the ridiculous texts and realize that a totem is needed, if they have clear speed like ranged characters do.
The main issue is definitely the fact you have to READ the mods on a rare to know it will explode. Sometimes things die either too fast or it's too chaotic to read.

It would be great if the dangerous rare mods on mobs were color-coded or particle-coded...
My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
In this game is many other mechanics to defeat such monsters or mobs. Developers force the player to think and considering what They do, because this game is dedicated specifically for intelligent players. In game is many other mechanics danger for melee characters, like molten shell, reflection etc.
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Последняя редакция: koszmarnica#7777. Время: 14 окт. 2016 г., 07:53:56
There is so much of such things except of Volatile Blood though. Detonate dead, Porcupines, Bearers, Bosses and pretty much everything is much more dangerous upclose. Some (or more like most) boss mechanics are like designed to destroy melee.

But VB is still among hugest problems melee have to worry Q_q
Последняя редакция: SunL4D2#6224. Время: 14 окт. 2016 г., 09:54:57
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koszmarnica написал:
this game is dedicated specifically for intelligent players


:--DDDD
Agreed. Has been pointed out over 9000 times. Unfortunately GGG ignores this issue.
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koszmarnica написал:
In this game is many other mechanics to defeat such monsters or mobs.

It's true, and it's quite okay with me if a totem/spell/offhand is needed in certain scenarios, resulting in a various game-play. However, as mentioned above, poe is a quick game, monsters melt in seconds, it's not like warcraft to have time for all that as melee. The thing is, ranged character seldom need to worry about taking any other mechanics beside their main skills.


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koszmarnica написал:
In game is many other mechanics danger for melee characters, like molten shell, reflection etc.

It's also true, but people can take one look at screen and identify those with molten shell and reflection without reading anything.

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