Volatile plant, volatile plants, volatile plants...
They also fly faster after 0.2.0g patch
Of course they didn't mention it in the patch notes |
![]() |
I think this 1 mechanic is the best argument for increasing characters base movement speed / have better movement abilities.
I find the faster my character moves the easier these are to deal with. I can set them off faster, get out of range of their aoe more easily, run in circles letting 6 of them cluster as they chase me, and overall have more time attacking, less time summersaulting around. Personally don't feel they move faster in 0.2- but that again might be due to taking every movement node i could. They sure do stand out more than 0.1 though. "Beidat honored the pact, though Mancy wouldn't take off Doryani’s prototype."
|
![]() |
" I fully retract my previous post and humbly apologize for my hasty arrogance. These things are absurd in the current build. In my defense, I think what's going on is that this wasn't just a flat buff - instead it feels like they applied Waystone modifiers to various orb behaviors. My guess is +Cast Speed makes them spawn faster, +Move Speed makes them fly faster, and +Attack Speed reduces the time between activation and explosion itself. I'm not positive but I think +Pack Size might also be causing more of them to spawn at once. Taken together enough of these bonuses does absolutely make these utterly obnoxious to the point of being an almost guaranteed death -- I think at some point the only possible intervention would be Blink but even that's not a guarantee. Anyway, again - I'm sorry again and I hope you agree the 42M xp I lost last night is an acceptable punishment. |
![]() |
" lol. yea, i adore the design attempt, but the actual implementation in game is crap. GGG - Why you no?
|
![]() |
I actually just stopped playing early last night because of these things.
Over half the rares in the map had volatile plants. Then my rituals had volatile plants. I haven't died in a very long time. I died three times o that map and just threw in the towel for the night. I honestly find myself frustrated with this game more often than having fun. Shit, I might go play PoE1 for the time being. |
![]() |
" It's a shame because atmosphere, graphics, and how combat feels are 10/10 in this game. It's completely ruined sometimes by some bad design choices that take extreme measures to overly punish players with the only remedy being broken builds that keep you from engaging in combat |
![]() |
Volatile craig, chaos barrage, volatile plants
After telling about in another post, i launched a Map, wow what a surprise 100% strongboxes become a butllet hell, with volatiles things chasing you every second... Some more bullet hell game please with slow mo characters... Dernière édition par Trifaldin#1595, le 7 mai 2025 à 18:14:10
|
![]() |
" Just this. GGG - Why you no?
|
![]() |
There use to annoy me a ton. They don't anymore. Get movement speed, chaos resist and life. Plants aren't a issue anymore after all that stuff.
|
![]() |
I noticed the ritual ones don't do nearly as much damage as the rare mod ones, and the strongbox ones barely even hurt. But I think the design is off. I don't think rares should be able to do an extra free thing that oneshots you.
I always thought that they could be some kind of chip damage mechanic, reduce their damage by like 60% and stagger each spawn by like 1s so they're less likely to get stacked. Then they can recieve buffs to be more like chip damage to test your life/es recovery. I'd also think it would be neat if stuff like volatiles were non-lethal by nature, have them deal like 50% of your current health as fire, I believe these extra things should never be the main threat, that should be the monsters. They should instead amplify the threat of their sources. |
![]() |