Why can't we hover over mobs after we die?

You used to be able to hover over the mobs that killed you when you were on the death screen, but no longer. Was it ever mentioned why this was changed?
With the lack of some type of informational log on what killed you, it was sometimes the closest thing you had.

Was this intentional? If not, possible to bring it back?
แก้ไขล่าสุดโดย koil_75#3847 เมื่อ 10 มิ.ย. 2025 23:38:17
ขุดครั้งสุดท้าย เมื่อ 17 มิ.ย. 2025 11:46:30
Software (e.g. shadowplay) exists that impacts your performance minimally and records 5 to 20 mins of gameplay on a loop that you can save with a press of a button.

Set it up and every time you die save the last 5 minutes and then go over it until you understand what killed you.
Ask for help if you're still struggling, you'll have a much greater chance of someone being able to explain it if you have a clip available.

This goes for every single person crying about dying in this game. You will never learn unless you put in the effort. This is true with everything in life.
"
arandan#3174 เขียน:
Software (e.g. shadowplay) exists that impacts your performance minimally and records 5 to 20 mins of gameplay on a loop that you can save with a press of a button.

Set it up and every time you die save the last 5 minutes and then go over it until you understand what killed you.
Ask for help if you're still struggling, you'll have a much greater chance of someone being able to explain it if you have a clip available.

This goes for every single person crying about dying in this game. You will never learn unless you put in the effort. This is true with everything in life.


Why should one NEED a third party app, to get information that SHOULD BE IN THE GAME IN THE FIRST PLACE.
"
Securetate#3464 เขียน:
"
arandan#3174 เขียน:
Software (e.g. shadowplay) exists that impacts your performance minimally and records 5 to 20 mins of gameplay on a loop that you can save with a press of a button.

Set it up and every time you die save the last 5 minutes and then go over it until you understand what killed you.
Ask for help if you're still struggling, you'll have a much greater chance of someone being able to explain it if you have a clip available.

This goes for every single person crying about dying in this game. You will never learn unless you put in the effort. This is true with everything in life.


Why should one NEED a third party app, to get information that SHOULD BE IN THE GAME IN THE FIRST PLACE.

Go develop an arpg that tells you exactly what killed you and then come back to me.

No, last epoch doesn't do it either. It can in fact be more misleading than helpful since it just tells you the element of the last hit that finished you, whereas something of an entirely different one could've gotten you down to low life first.

Nothing will ever beat having a clip of everything that happened leading up to, during and in the moment. [Removed by Support]

แก้ไขล่าสุดโดย Joel_GGG#1496 เมื่อ 13 มิ.ย. 2025 04:18:40
"
arandan#3174 เขียน:
"
Securetate#3464 เขียน:
"
arandan#3174 เขียน:
Software (e.g. shadowplay) exists that impacts your performance minimally and records 5 to 20 mins of gameplay on a loop that you can save with a press of a button.

Set it up and every time you die save the last 5 minutes and then go over it until you understand what killed you.
Ask for help if you're still struggling, you'll have a much greater chance of someone being able to explain it if you have a clip available.

This goes for every single person crying about dying in this game. You will never learn unless you put in the effort. This is true with everything in life.


Why should one NEED a third party app, to get information that SHOULD BE IN THE GAME IN THE FIRST PLACE.

Go develop an arpg that tells you exactly what killed you and then come back to me.

No, last epoch doesn't do it either. It can in fact be more misleading than helpful since it just tells you the element of the last hit that finished you, whereas something of an entirely different one could've gotten you down to low life first.

Nothing will ever beat having a clip of everything that happened leading up to, during and in the moment. [Removed by Support]




WTF are you talking about???

here is example code:

"
import java.util.*;

public class DeathLogSystem {
private static final int MAX_RECENT_HITS = 5;
private List<DamageEvent> recentHits;

public DeathLogSystem() {
this.recentHits = new ArrayList<>();
}

// Called whenever player takes damage
public void recordDamage(String attackerName, String damageType, int damage, long timestamp) {
DamageEvent hit = new DamageEvent(attackerName, damageType, damage, timestamp);

// Keep only last 5 hits
if (recentHits.size() >= MAX_RECENT_HITS) {
recentHits.remove(0);
}
recentHits.add(hit);
}

// Called when player dies - returns what killed them
public DeathSummary getDeathSummary() {
if (recentHits.isEmpty()) {
return new DeathSummary("Unknown", Collections.emptyList());
}

// Last hit is the killing blow
DamageEvent killingBlow = recentHits.get(recentHits.size() - 1);
return new DeathSummary(killingBlow.attackerName, new ArrayList<>(recentHits));
}

// Clear when player respawns
public void reset() {
recentHits.clear();
}
}

class DamageEvent {
public final String attackerName;
public final String damageType;
public final int damage;
public final long timestamp;

public DamageEvent(String attackerName, String damageType, int damage, long timestamp) {
this.attackerName = attackerName;
this.damageType = damageType;
this.damage = damage;
this.timestamp = timestamp;
}

@Override
public String toString() {
return String.format("%s dealt %d %s damage", attackerName, damage, damageType);
}
}

class DeathSummary {
public final String killedBy;
public final List<DamageEvent> recentHits;

public DeathSummary(String killedBy, List<DamageEvent> recentHits) {
this.killedBy = killedBy;
this.recentHits = recentHits;
}

public void printDeathLog() {
System.out.println("=== DEATH LOG ===");
System.out.println("Killed by: " + killedBy);
System.out.println("Recent damage taken:");

for (int i = 0; i < recentHits.size(); i++) {
System.out.println((i + 1) + ". " + recentHits.get(i));
}
}
}

// Example usage
class GameExample {
public static void main(String[] args) {
DeathLogSystem deathLog = new DeathLogSystem();

// Simulate combat
deathLog.recordDamage("Skeleton Warrior", "Physical", 45, System.currentTimeMillis());
deathLog.recordDamage("Fire Trap", "Fire", 120, System.currentTimeMillis());
deathLog.recordDamage("Skeleton Archer", "Physical", 35, System.currentTimeMillis());
deathLog.recordDamage("Boss Lightning Strike", "Lightning", 200, System.currentTimeMillis());

// Player dies
DeathSummary summary = deathLog.getDeathSummary();
summary.printDeathLog();
}
}

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