Desecrated Ground is a shit design for preventing ES and Life recovery

Desecrated Ground is a Ground Effect


This Ground effect does Physical Damage and also prevents the regeneration of Life and Energy Shield.

Why do you think its a fucking good idea to prevent the regeneration?

These Design decisions literally shift the game to a fully ranged Playstyle. Cause where does the Desecrated Ground appear either around an enemy or in case of Kulemak where you are standing.
So if you fight the boss in melee and the Desecrated ground drops onto you, then you are mostly prevented from damaging the Boss.

Melee Builds require Life Regeneration of Life Leech to function.

And if a rare creates Desecrated on a map, then that hurts melee several magnitudes more than any range. Range barely even comes in contact with desecrated Ground.

If you want a game that is actually beign palyed by Melee too, then you have to design stuff with melee in mind!!!!! Creating Groudn effect that does this is just stupid
แก้ไขล่าสุดโดย Alzucard#2422 เมื่อ 13 ก.ย. 2025 09:31:54
ขุดครั้งสุดท้าย เมื่อ 15 ก.ย. 2025 09:50:06
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Alzucard#2422 เขียน:


Why do you think its a fucking good idea to prevent the regeneration?



Because it adds "weight" to the gameplay?

Something like that, i'm sure, is the excuse to make players miserable as the hunt for the almighty vision continues.
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LordMordeth#6639 เขียน:
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Alzucard#2422 เขียน:


Why do you think its a fucking good idea to prevent the regeneration?



Because it adds "weight" to the gameplay?

Something like that, i'm sure, is the excuse to make players miserable as the hunt for the almighty vision continues.


The weight being. Yeah "GO PLAY RANGE"
Because they have a goal that boss fights should take 3-5 minutes, but they know it's impossible to actually tune anything in the game to take 3-5 minutes in the endgame due to how wildly unbalanced the builds are, so they had a moment of genius: hey let's just add things like invulnerability and auras that force people to disengage, then regardless of their dps, the fight will take longer! Right? Right...?

And so we get designs like this, designs like periodic invulnerability, designs like granting other enemies invulnerability, designs like teleporting to you and dropping a ultra high damage poison puddle at the same time.

These mechanics could not have came from a coherent combat design. They were designed to just waste player time.

And so in an attempt to counter high dps builds, they push players to pick up even higher dps one-shot builds because everything else plays horribly bad in this game.
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kumogakure#7381 เขียน:
Because they have a goal that boss fights should take 3-5 minutes, but they know it's impossible to actually tune anything in the game to take 3-5 minutes in the endgame due to how wildly unbalanced the builds are, so they had a moment of genius: hey let's just add things like invulnerability and auras that force people to disengage, then regardless of their dps, the fight will take longer! Right? Right...?

And so we get designs like this, designs like periodic invulnerability, designs like granting other enemies invulnerability, designs like teleporting to you and dropping a ultra high damage poison puddle at the same time.

These mechanics could not have came from a coherent combat design. They were designed to just waste player time.

And so in an attempt to counter high dps builds, they push players to pick up even higher dps one-shot builds because everything else plays horribly bad in this game.


Well good summary. I dont know if thats why they do it, but it has to stop. Its not fun it simply sucks.

If you want good fights, then make those fight in the Campaign. Rathbreaker is still one of the shittiest most boring fights in existence. He has 2 attacks and one charge and thats it.

In the Campaign you can control the power of the player. And GGG stop with the invulnerabilities. There are better way to do this. Making the Boss disappear for a bit, make untargettable instead of invulnerable.

Geonor for example even attacks you while being invulnerable. Its basically faster to nuke him down to his invulnerable phase, then die and then do it again. If youre strong enough, especially on alt chars.

Then Crowbell. He literally has 2 invulnerable phases.
The fight is garbage. The designnis. Because he runs away.

Let him disappear in some way. And when you go to leave the area he jumps unto you, knocks you down, then takes the Bell and you figth again simialar to Tavakai. Thats how you design a fight.
Not Boss runs away.
แก้ไขล่าสุดโดย Alzucard#2422 เมื่อ 13 ก.ย. 2025 11:01:33
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Alzucard#2422 เขียน:
The weight being. Yeah "GO PLAY RANGE"


They have the solution to that - proximal -invulnerability- tangibility. Also there is the mist/fog/smoke thing and few more mechanics like the eternal knights that cannot be damaged by range. So it degrades to drop some aoe (preferably a delayed explosion), then roll through it (or if you more fancy/roll+blink).

The degen aura is the correct unfun design.

Invulnerability phases are a cheap way to feign 'engagement' and an epic experience. I actively avoid them (think the chaos trial bird), if I can. Chintzy is the word that comes to describe them.

As for melee - with so many mobs an manual loot pick, melee is just there to show off gameplay. It's very impractical to walk to the next pack than blow it a screen away (more if fork/chain)

> Then Crowbell. He literally has 2 invulnerable phases.
That's the only positive one - you can fully regen, not doing anything, if you need to.
แก้ไขล่าสุดโดย bestsss#7863 เมื่อ 13 ก.ย. 2025 11:16:48
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bestsss#7863 เขียน:

They have the solution to that - proximal -invulnerability- tangibility. Also there is the mist/fog/smoke thing and few more mechanics like the eternal knights that cannot be damaged by range. So it degrades to drop some aoe (preferably a delayed explosion), then roll through it (or if you more fancy/roll+blink).

The degen aura is the correct unfun design.

Invulnerability phases are a cheap way to feign 'engagement' and an epic experience. I actively avoid them (think the chaos trial bird), if I can. Chintzy is the word that comes to describe them.

As for melee - with so many mobs an manual loot pick, melee is just there to show off gameplay. It's very impractical to walk to the next pack than blow it a screen away (more if fork/chain)

> Then Crowbell. He literally has 2 invulnerable phases.
That's the only positive one - you can fully regen, not doing anything, if you need to.


Eternal Knights often hurt melee more than range. Range can often kill them outside their range

Yes Proximal Tangibility exists. Thats one Mod that hurts range a bit more. All the others u mentioned are basically the same for melee as they are for range.

I mean yes Crowbell is a way better fight than Geonor with this, it can be improved a lot tho.
If you want bossfights in the Campaign to be good, then you should make them more cinematic.
Cutscenes would actually be cool in POE2. There is so much cool artwork and so many cool bosses. Well there are also really boring bosses looking at you Rathbreaker.

The artworks kinda get lost a bit by out perspective.
My character has 7K life and can regen most in under a second. This effect completely disables my main defense. Thats as if there was a ground fire effect that simply disables fire resistance while standing in it or some such nonsense.
This ground effects is the worst designed trash I've seen in a game like this. A big part of this it seems is that any damage mitigation layers a player has is essentially useless against degen. If I could at least pop a potion in it I'd be OK, but it erases my 4k hp is <1 second. There is no combating it in melee at all.
"PER_MINUTE"

the dev behind this must of had a chuckle.

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