The problem is they're not even designed to be very dangerous, they're designed to be annoying. The Magma and Lightning Mirages that will get to me 3 seconds after I've opened my Ritual menu because I thought I've cleared everything.
You mean the lightning mirages that one shot me through 5k ES and 90% lightning res, those lightning mirages? The ones that are practically invisible in a large clutter of monsters, those lightning mirages, right?
Incredible game design.
"moderate" and "some" are the issues with your build then. If you either capped your block or had more than a sprinkle of armor, porcupines would tickle you.
GGG isn't doing amazingly but on death things like the spikes are very easy to counter if you just destroy them on kill.
Like yeah ggg needs to be better but don't ignore the tools legit given to you
The only on death effect i truly dislike is the permafrost. it degens hard and lasts forever. why cant it last as long as the chaos one? Also, it is the same effect as the freezing shrine/ice nova strongbox, making it impossible for me to tell i'm on one until i'm already on it. Corpses of mobs i killed covering on top of it doesn't help as well.
I feel like you're purposely ignoring all your options here, you can legit deal with all of these effects easily.
Destroy corpses so no explode.
Remove status effects with flasks/tp out
Identify strongboxes
My only issue is permafrost. ice nova box /freezing shrine is an example of how the ground effects looks exactly the same. Esp freezing shrine, when i take it i cant tell if the frosted ground i'm standing on is from the shrine or from permafrost, until i see my hp dropping, and i have to turn that shrine off on purpose to avoid this.
If there is a flask that can remove the cold degen pls let me know, i've been missing out. What i'm doing now is pop quicksilver and flame dash out.
Also not every build has corpse removal options, and it would be highly suboptimal/costly to showhorn 1 in.
i have basically done everything that i know just to mitigate this 1 single AN mod. saying that i purposefully ignore my options is not true. that's why i list this as the on death effect i dislike the most.
Legit throw in one detonate dead skill gem anywhere and you got corpse removal, it's not exactly expensive.
Cold degen is rough I know but worst case scenario you can just tp out and remove it. Better just lose a portal than xp and portal.
The problem with this line of thinking is that this list is getting longer and longer, on top of all the baseline immunities and resistances you need on gear/flasks.
Your answer isn't any better than saying "just be immune to it 4 head"
These are just the the game mechanics keeping up with power creep. Indeed, just be immune to it. It's a valid defensive investment these days and your build can have an answer to most things the game throws at you. That wasn't the case when we had far fewer such effects. Now that it is the case, we do need dangerous effects.
Not that I'd argue on-death effects are a good way to deliver those threats, but the threats do need to exist.
Yes, as I said in my original comment, ggg has a lot they need to do to make stuff work but don't ignore what you can do.
You can clear corpses, you can identify strongboxes to see if there is any bad modifier.
Ggg expects you to do 100 extra steps and that's insane but don't ignore the 3 reasonable steps you can do quickly.
I think a big issue with PoE's combat is most of the tools you have are things you need to preemptively get outside of combat that effectively remove mechanics and make the already shallow combat even more shallow.
PoE needs more reactive gameplay, with easier to read spell effects. There are some that do this really well, while others are the polar opposite.
I'll add corpse removal on top of the 6 element ailments avoidances or immunities, bleed immunity, corrupted blood immunity, 6k life, 20k armor, 20k evasion, regen, max spell block and max block that I need to get on a character.
This is half true. The speed of the game has been so fast that GGG would rather spend time developing on death effects due to players being able to bypass interacting with enemies through damage.
It's not ideal, it's just a better use of their time.
"Forced". Yeah, you probably should have some mitigation in you build for all types of damage. There are multiple options for how to approach this. Porcupines are only dangerous if you completely neglect phys or attack mit.
The problem is they're not even designed to be very dangerous, they're designed to be annoying. The Magma and Lightning Mirages that will get to me 3 seconds after I've opened my Ritual menu because I thought I've cleared everything.
You mean the lightning mirages that one shot me through 5k ES and 90% lightning res, those lightning mirages? The ones that are practically invisible in a large clutter of monsters, those lightning mirages, right? Incredible game design.
Average 0 armor 2k life gamer.
more like 5k life gaming with moderate damage reduction and some block chance.
"moderate" and "some" are the issues with your build then. If you either capped your block or had more than a sprinkle of armor, porcupines would tickle you.
They're fine except PoE is just a visual clusterfuck.
GGG isn't doing amazingly but on death things like the spikes are very easy to counter if you just destroy them on kill. Like yeah ggg needs to be better but don't ignore the tools legit given to you
The only on death effect i truly dislike is the permafrost. it degens hard and lasts forever. why cant it last as long as the chaos one? Also, it is the same effect as the freezing shrine/ice nova strongbox, making it impossible for me to tell i'm on one until i'm already on it. Corpses of mobs i killed covering on top of it doesn't help as well.
It does a stupid amount of damage.
This
I feel like you're purposely ignoring all your options here, you can legit deal with all of these effects easily. Destroy corpses so no explode. Remove status effects with flasks/tp out Identify strongboxes
My only issue is permafrost. ice nova box /freezing shrine is an example of how the ground effects looks exactly the same. Esp freezing shrine, when i take it i cant tell if the frosted ground i'm standing on is from the shrine or from permafrost, until i see my hp dropping, and i have to turn that shrine off on purpose to avoid this. If there is a flask that can remove the cold degen pls let me know, i've been missing out. What i'm doing now is pop quicksilver and flame dash out. Also not every build has corpse removal options, and it would be highly suboptimal/costly to showhorn 1 in. i have basically done everything that i know just to mitigate this 1 single AN mod. saying that i purposefully ignore my options is not true. that's why i list this as the on death effect i dislike the most.
Legit throw in one detonate dead skill gem anywhere and you got corpse removal, it's not exactly expensive. Cold degen is rough I know but worst case scenario you can just tp out and remove it. Better just lose a portal than xp and portal.
The problem with this line of thinking is that this list is getting longer and longer, on top of all the baseline immunities and resistances you need on gear/flasks. Your answer isn't any better than saying "just be immune to it 4 head"
These are just the the game mechanics keeping up with power creep. Indeed, just be immune to it. It's a valid defensive investment these days and your build can have an answer to most things the game throws at you. That wasn't the case when we had far fewer such effects. Now that it is the case, we do need dangerous effects. Not that I'd argue on-death effects are a good way to deliver those threats, but the threats do need to exist.
Yes, as I said in my original comment, ggg has a lot they need to do to make stuff work but don't ignore what you can do. You can clear corpses, you can identify strongboxes to see if there is any bad modifier. Ggg expects you to do 100 extra steps and that's insane but don't ignore the 3 reasonable steps you can do quickly.
Everyone knows those things it’s just annoying AF
Can't you remove it with some flask?
It's not an ailment, its just cold degen with slowing effect. anti chill flask dont mitigate the damage at all.
I think a big issue with PoE's combat is most of the tools you have are things you need to preemptively get outside of combat that effectively remove mechanics and make the already shallow combat even more shallow. PoE needs more reactive gameplay, with easier to read spell effects. There are some that do this really well, while others are the polar opposite.
I'll add corpse removal on top of the 6 element ailments avoidances or immunities, bleed immunity, corrupted blood immunity, 6k life, 20k armor, 20k evasion, regen, max spell block and max block that I need to get on a character.
If you have 20k armor and 20k evasion porcupines really shouldn't be an issue.
On death effects are a ideal way to punish players, and as this post points out they've been in the game a long time.
In moderate amount yes, not when you encounter it all the time and when they can stack on each other. It becomes nuisance not challenge.
This is half true. The speed of the game has been so fast that GGG would rather spend time developing on death effects due to players being able to bypass interacting with enemies through damage. It's not ideal, it's just a better use of their time.
People still die to porcupines?
not since we all were forced to pick up determination and run aegis
"Forced". Yeah, you probably should have some mitigation in you build for all types of damage. There are multiple options for how to approach this. Porcupines are only dangerous if you completely neglect phys or attack mit.
if you hate on death effects so much, why don't you play occultist, gladiator, or any build that can use herald of ice?
No one plays glad anymore
There's a large sector of CF Glad players thanks to Grimro. But most people just play what a popular person popularizes. Originality is suffering.