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The original was posted on /r/pathofexile by /u/DefinitelyNotMeee on 2024-12-26 17:49:13+00:00.
While playing LA Deadey and minion Infernalist, I never truly understood what's the big deal with on-death-effects and other mechanics that people were complaining about. Sure, on hasted rare that was annoying, but nothing serious.
Then I leveled up a monk and I finally understood. All those chaos/blood/poison pools, grenades, vomit, cold/lighting/fire auras, chaos balls from Volatile Plants, those ghosts that freeze you, and simply all the abilities that I never noticed on ranged character, became such a pain to deal with for melee.
Sure, I could shatter a pack and instantly teleport to another one with Ice Strike, but in maps with obstacles, there are always other mobs just out of reach spamming their abilities, and even if those who didn't deal much damage were at least preventing ES regen, which could turn fight with rares into a deadly one.
Edit: I forgot to add that instadeath abilities like the Water ball from drowned witches should be completely removed from the game.
In short: melee is heavily penalized by the game mechanics that range characters can simply ignore.