Please add a Sudden Death mechanic!

The title says it all, but in case you don’t know what it means, here’s the explanation: Some games, particularly some RPGs, have a so-called Sudden Death mechanic, where if an enemy is afflicted with x number of negative status effects, they die instantly (regular enemies, that is, not boss monsters).

I’d like this to be added into the game, seeing how this would allow for more build variety (and lend some seriousness to what is otherwise clearly a joke weapon - and somewhat of a favorite of mine - the Alchemist’s ladle).

Pretty sure you only ever see these in CRPGs where turns and encounters are more limited so the ability is very powerful.

I’ve not seen it in ARPG yet outside of culling strikes, and when it does appear it’d be either way too powerful for farming or totally useless compared to raw dps.

Hmm, I see. Admittedly, I hadn’t thought that far, I simply thought it’d be a nice addition. But you are making sense, so I guess that’s off the table. I would’ve liked to see it, nonetheless.

I do see a lot of games using a similar idea, but substituting instant death with debuffs. You have Condition Overload in Warframe, Harmageddon in BL3, Ring of Emptiness in Diablo 3, and I’m sure other titles have their own version. Last Epoch has it in some skill trees. For example the Spriggan pet deals more multiplicative damage to bleeding and poisoned targets.

Maybe you’d like to see more of these kinds of nodes, or have them available in the passive tree instead of skill specific trees?

Actually, that’s a pretty neat idea as well. Originally I was thinking of something that was neither a skill nor a passive, but instead an effect that always happens when you apply a certain number of debuffs to an enemy, as in “X number of debuffs active at once = instant death”.

With that said, this could still be implemented in some form, perhaps like you suggested. In fact, your suggestion seems more sensible, something along the lines of “X number of debuffs active at once = Super-Debuff”.

I just realized I basically didn’t answer your question. As mentioned previously, I’d like this to be an effect that simply happens when the conditions are fulfilled, regardless of your class, build and skills. But if that isn’t possible/popular, I’d also settle for a node in the passive tree.

Also, it isn’t so much multiplicative damage I’m after - I’m aware that kind of stuff exists in Last Epoch - but rather a completely new mechanic.

There are already cull-type mechanics in the game where certain skills with automatically kill monsters below a certain threshold of their remaining health. Consumed by Shadow for Shift on Rogue, Culling Point for Serpent Strike on Primalist, Violent Emergency for Transplant, Reaper’s Gaze for Hungering Souls and Finality for Harvest all on Acolyte are some examples that I can recall. In some cases that number is as high as 20% of their remaining health.

It’s not exactly what you are asking for, but it’s pretty close.

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