GGG your game is still trash even after the last patch, please fix.

Omens are not working. Yes they are active. I die and they are still in my inventory and also still active.

Your ground effects are the dumbest shit I've ever seen. Why would you make them damn near the same color as the ground of the map? Oh what the fuck did I just die to. Oh its a brown puddle of .....I don't even know what it is called because we don't have any combat log. Is it poison, is it fire, is it physical? No one knows because you can't see it nor is there a combat log. Oh whats this, I died yet again to some shit I can't see, purple powder/smoke... again no idea what it is called... on the floor while the map is black and white so you can't even see the damn cloud of purple shit. With full resistances.

Fighting that skeleton boss and no fire on the ground but yet I die to some random brown stuff on the ground. I don't even know what it is that killed me, just some random spot on the floor a different color. Am I supposed to just stand in one spot and face tank or how do you expect us to fight that boss when he takes up most the room and then has the brown whatever on the floor and we are running around trying to avoid getting hit, a hit that we can't even dodge because the boss auto locks on you.

How much life do we need to have to not get one shot by some stupid ass white mob? 1500? 3k? 10k? Because no matter what you still get one shot by some stupid shit you can't see.

Why are there on death effects that are delayed? Why are on death effects one shotting us? There are 20 mobs on the screen, how much of that do you think we can dodge out of or take straight to the face? Kill a group of mobs and start moving forward to die to some shit yet again I can't see on the ground or some random explosion where there is no warning. Why are there 15 floating purple things chasing me around on a Ritual when I have 6 feet or so to move. How many of those things can you possibly have spawn and think oh yea let's have them chase them around and explode in a 6 foot circle.

What is the point of having any evasion what so ever when it doesn't do anything at all. Seriously, GGG what does evasion actually do? My toon doesn't evade shit even at almost 80 percent evasion.

Why is it that we can have max resistances and yet fire and other random shit just kills us in 2 seconds or again, one shots us. There are tons of mobs on the screen and you expect us to be watching the ground? What is your idea of an ideal build where we can just play the game and not have to die every other map to some random shit.

EDIT: I forgot to add getting constantly staggered. Mid spear throw and get hit by one mob and then the rest all hit you back to back not allowing you to do anything. I had one mob throw like 10 spears at me and I was stuck taking it to the face, couldn't dodge either.
最後に DangerDave4G63#3541 が 2025/05/05 6:47:05 に編集
最後にスレッドがバンプされた時間 時刻 2025/05/07 11:13:10
+1

I always play ranged. This time around I decided to try melee with a warrior. And all the problems you describe become incredibly magnified as melee. Many maps are nigh impossible to play. 15k armor, 4k healt, 90% ele res, 75% chaos res and you still get shafted left right and center.

Especially egregious as you write are the volatile plants and the way they buffed them last patch, in particular in ritual - literally unplayable as melee right now.
最後に Slart1bartfast#0332 が 2025/05/05 3:29:16 に編集
Ground effects were something they fixed in 0.1

0.2 seems they added MORE ground death effects that isn't easy to spot
"
DangerDave4G63#3541 が発言:

Why are there on death effects that are delayed? Why are on death effects one shotting us?


what on death effect is one shotting you?
"Beidat honored the pact, though Mancy wouldn't take off Doryani’s prototype."
最後に Direfell#7544 が 2025/05/05 4:53:55 に編集
Only (that I recall) on death effect that catches me unaware is what I assume is a detonate dead on death.
Honestly not sure what it is but consider it partially my fault as I almost never read monster mods, and partially GGGs as whatever this particular on death effect is it’s not graphically as visible as most on death effects are.
Honestly happens so rarely that I’m not personally that bothered about it, others maybe and others may have other on death effects that they could ‘name’ even if inaccurately (as I suspect my example is)
(ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division)
最後に Timbo Zero#8289 が 2025/05/05 5:03:56 に編集
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AJ2046#7978 が発言:
Ground effects were something they fixed in 0.1

0.2 seems they added MORE ground death effects that isn't easy to spot


Not really, they were very very bad (often indistinguishable, delayed and heavy damaging) in 0.1 as well but 0.2 made them worse yeah. Should all be half the damage, triple the speed tbh...just let us MOVE through a map with flow and not forced to stand still and watch 50 bloated corpse explosions and fire/shock/ice circles on the ground or run in circles from volatile plants....ridiculous. And then the "maps have ignited/shock/icy patches on the ground" mod that constantly fully blocks narrow corridors so you have to run over them, interrupt your ES generation, take a shitload of dmg even at max resistance and die to the next phys hit or get stunned inside them. Wayyyyy to big, way too much damage. Make them half size and half as many.

And: Fix the colors pls! Any diablo game had so much better visual distinguishment between any aoe/ground effects. I played D3 HC for over 20 seasons and basically only died to lag/dc, never got hit by molten, frozen, spheres, poisonous, plague, desecrator, you name it. They are always easily distinguishable from your own effects or the ground and thus avoidable...
"
LW187#4876 が発言:
"
AJ2046#7978 が発言:
Ground effects were something they fixed in 0.1

0.2 seems they added MORE ground death effects that isn't easy to spot


Not really, they were very very bad (often indistinguishable, delayed and heavy damaging) in 0.1 as well but 0.2 made them worse yeah. Should all be half the damage, triple the speed tbh...just let us MOVE through a map with flow and not forced to stand still and watch 50 bloated corpse explosions and fire/shock/ice circles on the ground or run in circles from volatile plants....ridiculous. And then the "maps have ignited/shock/icy patches on the ground" mod that constantly fully blocks narrow corridors so you have to run over them, interrupt your ES generation, take a shitload of dmg even at max resistance and die to the next phys hit or get stunned inside them. Wayyyyy to big, way too much damage. Make them half size and half as many.

And: Fix the colors pls! Any diablo game had so much better visual distinguishment between any aoe/ground effects. I played D3 HC for over 20 seasons and basically only died to lag/dc, never got hit by molten, frozen, spheres, poisonous, plague, desecrator, you name it. They are always easily distinguishable from your own effects or the ground and thus avoidable...


Ok so you mentioned a few on death effects, the circles (of fire cold or lightning) are so slow to ‘detonate’ that you can basically walk through them even with only 15% movement speed boots, the same for bloated corpses and the shocking men that chase you and volatile purple orbs that do the same, just walk through them and dodge out when you make contact.

I am by no means suggesting that there are no on death effects that don’t need improving but I (personally, my opinion and you have right to another) am not bothered by those you mentioned.

Colours are generally ok but sometimes clash with player effects, for example the infamous Lightning spear leaves shocked ground behind that only (as far as I can tell) differs from enemy shocked ground (or map mod one) by its size not it’s gfx. This certainly could use some attention, and the issue of colours when delirious waystones are run is definitely an issue.
(ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division)
最後に Timbo Zero#8289 が 2025/05/05 5:32:32 に編集
"
Timbo Zero#8289 が発言:
"
LW187#4876 が発言:
"
AJ2046#7978 が発言:
Ground effects were something they fixed in 0.1

0.2 seems they added MORE ground death effects that isn't easy to spot


Not really, they were very very bad (often indistinguishable, delayed and heavy damaging) in 0.1 as well but 0.2 made them worse yeah. Should all be half the damage, triple the speed tbh...just let us MOVE through a map with flow and not forced to stand still and watch 50 bloated corpse explosions and fire/shock/ice circles on the ground or run in circles from volatile plants....ridiculous. And then the "maps have ignited/shock/icy patches on the ground" mod that constantly fully blocks narrow corridors so you have to run over them, interrupt your ES generation, take a shitload of dmg even at max resistance and die to the next phys hit or get stunned inside them. Wayyyyy to big, way too much damage. Make them half size and half as many.

And: Fix the colors pls! Any diablo game had so much better visual distinguishment between any aoe/ground effects. I played D3 HC for over 20 seasons and basically only died to lag/dc, never got hit by molten, frozen, spheres, poisonous, plague, desecrator, you name it. They are always easily distinguishable from your own effects or the ground and thus avoidable...


Ok so you mentioned a few on death effects, the circles (of fire cold or lightning) are so slow to ‘detonate’ that you can basically walk through them even with only 15% movement speed boots, the same for bloated corpses and the shocking men that chase you and volatile purple orbs that do the same, just walk through them and dodge out when you make contact.

I am by no means suggesting that there are no on death effects that don’t need improving but I (personally, my opinion and you have right to another) am not bothered by those you mentioned.

Colours are generally ok but sometimes clash with player effects, for example the infamous Lightning spear leaves shocked ground behind that only (as far as I can tell) differs from enemy shocked ground (or map mod one) by its size not it’s gfx. This certainly could use some attention, and the issue of colours when delirious waystones are run is definitely an issue.


Yea you can walk through them. You can also dodge right into them as well. Especially when you are doing a damn ritual in a small corridor where there is a 1/4 of the ritual to even move. The problem isn't just the on death effects, its the of death effect in a small area or some random explosion you didn't see because 15 other mobs are running up on you and/or there are a ton of things on the floor. Every time I throw my spear it leave lightening on the ground, I go to walk forward and walk right into something I can't see.

On top of that I get stuck on mobs or some random rock or whatever and those purple orbs all detonate at the same time. They don't need 15 of those orbs floating around in a ritual, even a full sized one.

I'm focused on killing mobs not watching the ground for every little change in color.
最後に DangerDave4G63#3541 が 2025/05/05 6:58:22 に編集
You are entirely correct, especially rituals in areas where they’re not complete circles is frustrating (honestly wish they’d make it so a ritual would procedurally make a ‘room’ big enough to make it a full area, after all the maps are procedurally generated from tile sets anyhow).
I am personally not fond of ritual, never was tbh. I tend to avoid them and certainly don’t put them in towers. If a ritual is on a map I tend to do it second to last (boss being last, as a death to a boss wipes added content from the rest of the map).
The limited size (due to incomplete circle discussed) aside, they are mostly easy enough. Tornado to avoid, blood wave but it’s thin to avoid, purple flowers that detonate 3 or so seconds after you touch them I just walk through and keep killing.

Similar issue occurs with strongboxes (especially the purple orbs spiral one) in enclosed areas.
It baffles me to be honest, in PoE1 if a Syndicate fortress or an ascendancy trial was in your map the area for it was generated when the map was opened so it had space. Why that same policy isn’t used for ritual I don’t know, wish it was.
(ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division)
最後に Timbo Zero#8289 が 2025/05/05 7:24:26 に編集
I totally agree

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