'ground is lava' theme is getting kind of old . .

i enjoy dying to map mods everytime i type for 3 seconds, don’t you?

lave eruptions
drifting shades
stormbane
etc

none of these are hard they are just annoying, they force you to keep moving and punish social interaction with your clan mates/grp/random party

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I think I am wearing +3 dodge boots, so I have 4 dodge charges. That gets me away every time except when the elite also has a grapple. They never use that grapple until they magically know you are out of dodge charges and cooldowns.

Enemies that have any “on death” effects are super obnoxious anti melee. You can’t play barb in some maps without constant healing from all those poison puddles even though you killed the spiders before they touched you.

The same goes for unstoppable mobs against Sorcerer or ranged. It is two-way
street.

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I literally just ran a t54 canals sigil all spiders and poison dungeon and after each pack I would have to down 4 pots just so I don’t die lol. Rogue here melee build so yea it’s annoying to us

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Corpse Tendrils would like a word with you. :slight_smile:

Be ok if you could only die to your own ground crap. Some of that stuff just unavoidable in group because others running around spawning it in front of you.

same as in WoW. they have no clue how to make a challenge so they throw AoE. after AoE after AoE. at you.
and the best part is that all these enemy AoE sare below your own AoE stuff.

Most of what seems to bother you as far as ground effects are elemental damage and resistances are screwed right now so that may be why you guys feel it’s unfair.

Guys there is one mob that multiply on death, one, there may be a second one i don’t recall right now but that’s not a comprehensive issue to complain about.
There are two mobs that explodes on death by default, one being the very guy that multiply.
Everything else you are complaining about are optional affixes that you don’t have to play and actually represent the only real challenge in the game once you hit 80+

Complaining about the thunder dome spawning in unreachable positions is one thing, complaining about ground effects or the mobs exploding on death feels cheap, how hard is it not to stomp on cadavers in 1 out of 5 dungeons ?
If you die to ground effects what’s going to happen when you reach high tiers with jumping mobs that instantly freeze you and range mobs that 2 hit you ?

It’s a challenge please stop complaining for Blizzard to tune down optional stuff.
We have a dash now too, multiple dashes for most, all these effects you can get out with one dash almost instantly.

Really don’t understand why people keep asking to make the game more and more casual.

Hah, yeah. Especially with the visual clutter and chain CCS. When I can see that the floor is lava the mobs CC me cause I want to use frost nova on them, because all sorcs have to do that.

Vault hunters? That was pretty fun.

You’re misinterpreting the sentiment if you think it has anything to do with difficulty. Sitting around and waiting for ground effects to clear up is just boring, not challenging. But don’t let me interrupt your rant about those damned kids on your lawn.

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Honestly, the sheer inconvenience of just standing around and waiting for all of the crap to clear off the ground before being able to pick up items is ridiculous. It probably doubles your dungeon clear time.

I don’t want to sit and wait around every time something dies.

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You know, those grounds effects would probably be okay to deal with… IF RESISTANCES WORKED PROPERLY.

But that’s season 3 content. LOL

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I wouldn’t mind it if either A.) resistances weren’t bugged, thus allowing counterplay via intentional gearing choices, or B.) we could at least see the ground effects reliably, because as it stands even if I WANTED to play “Rolling Blackout” Necro (which I don’t, I prefer minion based) I really can’t, because my own attack turns the floor into a black hole that literally absorbs all visible light.

Especially when you cannot see the indicators cause of player spells and unique graphics ><.

I think ground effects should disappear within 1 second of the death of the enemy that produced it.

I think spider webs should be targetable(and destoyable) as well and the pylons from enemy pylon affix(haven’t noticed if you can).

Chilly winds shouldn’t freeze but just act as a slower of projectiles and should affect enemy and player projectiles. Cold hits should just slow movement speed and only the freezing circles affix should actually freeze.

Ive noticed really large poison pools drop and smaller melee sized pools. They should all just be melee sized.

some interesting comments on here.

is anybody able to clarify how resistances are bugged or not working currently? i have only sort of been following threads. does this mean that resistances are only partly working? or do they just not work at all?

thanks for any info. i did try putting some paragon points in to poison resist for instance but not sure if it helps or not.

So, there’s two problems with it. An inherent flaw in design, and also an alleged bug in execution.

Design-wise, resistance doesn’t make sense because your net resistance to any given element is only 50% comprised of your resistance stat to said element. The other 50% comes from your Armor stat.

So to use made-up numbers, if you have 100 armor and 50 fire resist, armor gives 50% value (50) and the resist gives 50% value (25).

Then on top of that, resistance is subject to diminishing returns. This is somewhat necessary because resist can only ever account for 50% for this model to work. So you could stack 5,000 fire resist, BUT armor still has to account for 50% of your total fire value. And you might only have 100 armor. So it has to take that 5,000 fire resist, and make it only “half contribute” towards the “50 value” that your 100 armor gave you.

Armor, as it happens, seems to have little to no DR’s that I am aware of. So you just stack 200 armor, and now you have 100 fire resist, as well as 100 ice resist, as well as 100 poison, etc., all on top of the FULL 200 armor benefits against physical damage.

On top of all THAT, people are saying the resists you get from gear are not being applied properly even within this inherently bad framework. I don’t know the specifics of that, I just know people smarter than me are claiming it’s not working properly.

But even if it were, there’s logically no reason to ever intentionally spec into resists. Armor is objectively better in all possible scenarios.

The first thing you should realize is when communicating with others writing in complete coherent sentences will go a long way. Your post just seems like an incoherent rant that is poorly formulated.

that is some interesting info. i terms of armor this is what i thought.

i thought that 50% of resistances comes from armor, and 50% from resistsances. these two will add up to 100%.

but what i thought is that no matter what your armor is, it could be 10 million, it will still just give you 50% resist, because that is its max contribution? and that according to the tooltip, it seems that whatever resistance i have is divided by two.

so let’s say i did have armor of 10 million, and fire resist of 40 from all my items. what i thought i would end up with is -

50% resist from armor (maxed out contribution from 10 million armor)
20% resist from fire resist items (half of 40)

70% resist vs. fire overall

thanks again for info. if there is not a max contribution from armor then maybe i am wrong. and sorry for sort of sidetracking my own post lol