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

I'm with you, OP.

And no, it was never a "clarity" problem.

The problem is that those things do an unbalanced amount of chaos damage that is the hardest to get resistance for...

Either reduce the damage or give easier access to chaos resistance.

Or just remove it (and those hags can go the way of the dodo too).
POE1 is not dead
River Hags Did Nothing Wrong
Volatile plants modifier on rare enemies is the only thing that has killed me in this season. I'm playing smith of Kitava and they kill me a lot. I read they were nerfed several months ago too, but I'm just not feeling it.

Volatile plants orbs are difficult to see, they deal far too much damage even with good chaos resistance, and if you experience even a 500 millisecond lag spike or graphical micro stutter... you're dead.

If the damage isn't going to be reduced then they need to be much easier to see and make a loud fucking warning noise too, at the very least. Something needs to tell me they are chasing me because I cannot tell most of the time and just instantly die out of nowhere.
The volatile plants can go die. They're overtuned and appear all the time in early campaign. They don't even disappear after killing the enemy.
Impatience is insatiable.
+1 to this in April 3 months later

Still a dogshit modifier and it's unfathomable how they can still clap for 2.5k a shot with Armour also applying to Chaos hits
Wasn't so bad if they didnt spawn like machine gun, especially in close combat situations when there is nowhere to go like Rituals.
Wait till you run ignited ground with temporal chain
I agree with everything folks have said about their speed, damage, and stealth. They'd be fine in a game with more player mobility and less claustrophobic maps...like oh, say, PoE 1.

But the thing for me that tips them over the edge into unfun territory is how frequently they spawn. If you're playing melee, your reward for masterfully dodging one wave is dodging the next wave that's already on top of you.

I think they should also be a little easier to trigger. Currently you have to get *right* in the middle of them to make them pop. If you could do that from further away they'd be more manageable.

But yeah, with how easy it is to get stuck on monsters, rocks, weird little ledges, etc, dodging volatile plants doesn't feel great at the moment.
Disagree. Volatile plants are fine.
Its my most disliked mod.
My biggest problem with volatile plants is that there is no time window to get close and attack. There are always balls chasing you and every time you go close to the mob to do damage is a huge risk. Perfect strike or combo moves are unusable.

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