Volatile Plants is a bullshit modifier. That's all.

It just sucks.
90% of my deaths are to this bullshit.

Your game has the worst visual clarity I've ever seen in the modern age.
Volatile Plants do NOT belong in a game with such atrocious visual clarity.

They're too quiet.
Hit too hard.
Move too fast.
Spawn too quickly.
Are too common.
Can be invisible too easily.

The list goes on.

Just get rid of this dog shit modifier and come up with something else.
I will not give a GAME STUDIO a pass on such bankrupt creativity.

Volatile Plants is an unfair, bullshit, outdated modifier that drags the game down.

Edit: 85% Chaos Resistance btw and 2 of these orbs will still instakill me when I can't see them.
Fuck that. Get rid of it.
Последняя редакция: GnMQDMLmWZ#3336. Время: 31 янв. 2025 г., 13:28:55
Last bumped26 апр. 2025 г., 14:55:10
Honestly I think most of the "Arch-Nemesis" mods could be retired and I'd be perfectly happy.

Sure I wouldn't mind monsters hitting with extra fire damage, having extra elemental resistance, being faster than normal, etc. but there's a family of mods that tend to be cancerous and they generally aren't fun to deal with.
"
KingAlamar#4071 написал:
Honestly I think most of the "Arch-Nemesis" mods could be retired and I'd be perfectly happy.

Sure I wouldn't mind monsters hitting with extra fire damage, having extra elemental resistance, being faster than normal, etc. but there's a family of mods that tend to be cancerous and they generally aren't fun to deal with.


Someone told me that these things were put into PoE 1 after years along with on-death effects because "the powercreep meant they needed cheap and dirty ways to kill the player."

Well, PoE 2 is in Early Access and I never played PoE 1.
We don't have powercreep and I never was in that position; why am I suffering from the "fix"?

These things by virtue of their own design logic never belonged in PoE 2.
They surely must have been ported over because it was easy and cheap like porting over Ritual, Breach, Delirium and Expedition - things that as a new player feel COMPLETELY jank, tacked on and out of place as a whole, that I have come to find out were also ported from PoE 1.

At that point, it becomes obvious that these modifiers are at best temporary, and any refusal to remove them from the game and replace them with something fairer, more creative and new should be met with serious scrutiny from the playerbase because it seems like at that point GGG would just be making up their game "vision" on the fly.
I do lose vision on volatile plants sometimes which is annoying (the purple orbs go invis) but I DOnt think they are as bad as river hags.
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RamenL#4657 написал:
I do lose vision on volatile plants sometimes which is annoying (the purple orbs go invis) but I DOnt think they are as bad as river hags.


River hags and Volatile Plants can get deleted out of the game in the next patch.
I'm serious. These are fundamentally BAD designs and GGG should feel embarrassed and learn from these seriously egregious mistakes.

They had 10 years to get this shit right with PoE 1. There is no excuse.

It's like watching your son fail basic math on his college exams.

Embarrassing.
I have died to them a lot too, as on my minion which it is hard to see with all the firewalls and the bombs going off

I think there should be a way to make your own firewall and things show a little less so I can see the Volatile Plants before that pop
Just my experience but I haven't had issues with the clarity (visual/audio) of volatile plants and am fine with them being in the game.



The Satan Plants need a better AUDIO cue; since, even after the 'visual' update, they still blend into the background.
Последняя редакция: LeFlesh#9979. Время: 31 янв. 2025 г., 14:13:25
Note: This is my own experience.

I don't die often to either River Hags or Volatile Plants ... fortunately I have fully functional vision, my computers are OK, and the graphics don't disappear on me.

On the other hand the enemies aren't really a challenge or even fun to defeat. My build, for the most part, relies on me standing still to do damage ... the more damage I want to do the longer I need to stand still. I also can't tank sustained Hag or Plant attacks for long ...

Sure I can kill the monsters .. it's not too much of a challenge ... but IF there are builds that need to stand still for multiple seconds to do damage then I'd like better ways to mitigate those effects. Sure I can use my "trash clear" skills and the monsters die but is it fun ... not really.

YMMV.

Devil's Advocate: I do think each build needs monsters that are challenging for the build archtype to handle AND it's likely appropriate to need to switch damage skills / defenses / something. The only thing I ask is for those challenging monsters to be "fun" and not annoying.
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KingAlamar#4071 написал:
Note: This is my own experience.

[...] and the graphics don't disappear on me.

opinion discarded

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