Volatile Plants is a bullshit modifier. That's all.
"They are the only good designs. Wow I have to actually play the game? How horrible. It's crazy to me that people want "monster deals extra fire damage" and similar modifiers instead of volatile plants. Why? How is extra fire damage interesting? You're not doing anything differently, the combat is exactly the same thing. Volatile plants require you to actually do something, you know the A in the ARPG. |
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You're 100% correct about your complaint. They mean to do this on purpose and that's just what it is.
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damage must be nerfed by %75
Give me your heart,
And i will give you beauty, Beyond your darkest dreams. -Atziri, Queen of the Vaal |
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they kinda easy to avoid if you just not standing still
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" Some people here treat it like it is a binary situation: or it should be kept as it is currently, or it should be totally removed. That is not true. They can keep the mechanic in the game, no problem, but the way it is now represents a big problem for melee chars. Its cooldown is way too short, they should increase the window of opportunity after proc the first wave of volatiles until the next one comes. Sometimes the second waves comes even before the first proc. It is fine as a ranged char, as you can keep fire while you're avoiding them, but you can't do that as melee. And I don't even need to mention the lack of visibility of those volatiles when you are between a large quantity of monsters and there are other visual effects. It is fine when the rare mob/pack is alone, but it is common to apper during ritual, delirium and breach encounters, where it is pretty hard to detect them. So, yeah, obviously, they need to change many things about it. About River Hags. IMO They are pretty annoying, but I can accept that. It sucks for the new players that will have to learn it the hard way, but other than that, sure. |
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i agree, they deal too much damage and they stack up together alwayes. They are flying very far until you touch them. Combo gameplay --> mod that wont allow you stand still for a second.
I also noticed that in campaign, rares rarely have this mod, i only got it few times while trying to catch Quadrilla with mods i needed. But in maps its EVERYWHERE, there was not a single map without dodging this balls of death. They either need to be removed, along with mana drain, or adjusted havily. Less tracking, less flying time and less damage Последняя редакция: ON1ckS#6606. Время: 25 апр. 2025 г., 14:20:52
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+1 on this
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"I played melee in 0.1 and had no issue with the plants but sure, I can get behind this sentiment. In regards to visibility, I have a harder time noticing them now with a minion build than I had as a melee in 0.1 and I agree that something should be done about it since the orbs deal huge damage even through high chaos resist. |
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They're literally bright floating orbs that are nearly magenta. You know, the color that people use when they want something on their screen to be really obvious and hard to miss?
I legitimately can't imagine what they could possibly do to make them any more visible, which makes me feel pretty strongly that this complaint isn't about them being hard to see but about the fact that they prevent you from just mindlessly clicking through maps while you watch Netflix on a 2nd monitor. I'm playing one of the most visually distracting builds I've ever run and, like, they're right there. ![]() Последняя редакция: Kerchunk#7797. Время: 26 апр. 2025 г., 05:31:18
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It's sometimes difficult to see them during a busy ritual encounter where they spawn incessantly. Also they are just lame like all the periodic monster auras because they are completely detached from the monster you are fighting
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