Path of Exile 2’s deadly crab killed Zizaran in hardcore, ranking third for player kills
Grinding Gear Games says a crab projectile bug instantly wipes players, making “fair deaths” a moving target.

Grinding Gear Games lead co-game directors Jonathan Rogers and Mark Roberts discussed Path of Exile 2 hardcore deaths with streamer Zizaran. They traced his sudden death to an accidentally deadly crab that can “shotgun” projectiles, and said it reached the third highest player kill count.
Hardcore Path of Exile 2 has a simple rule: one death permanently ends your character. That is why streamer Zizaran’s recent hardcore wipe landed with such a hard thud, even though he thought the death was just another mundane combat encounter.
In an interview with the game’s two lead developers, co-game director Jonathan Rogers and co-game director Mark Roberts told Zizaran the real culprit was not a boss, not a legendary mechanic, and not his own mistake. It was “one accidentally deadly crab” whose death can unleash a volley of projectiles. More specifically, Roberts explained there was a bug where the crab’s projectile attack would fire in a way that made the projectiles fall immediately, like a shotgun blast. And if you were standing on that monster when it died while it was using that skill, Rogers said you die instantly.
If you are looking at this as an executive, the headline numbers are less interesting than the mechanism. In live games, the kill feed is not just scoreboard drama. It becomes a feedback loop for perception: players conclude some monsters are “the worst,” and then those encounters become anxiety-driven. Roberts said this specific crab, among all monsters, climbed to the third highest player kill count in the game. That is the kind of emergent behavior teams can miss during development because testers and developers can route around edge cases, even when the edge cases exist.
The crab’s notoriety is also a product of how Path of Exile 2 structures moment-to-moment danger. Rogers tied its ranking to a common scenario: the crab appears when you activate a Remnant encounter in the latest league, where a large group of enemies spawns around you in a circle and you must clear them out to get the reward. That design means players are frequently right on top of targets at the moment of death. If one enemy in that circle has a death-triggered projectile volley and a bug makes it behave incorrectly, the “wrong place at the wrong time” becomes extremely punishing, especially in hardcore where punishment is irreversible.
This is where the incentive story gets real. Hardcore difficulty forces a higher tolerance threshold for fairness, because players are not making “a risky choice,” they are accepting permanent loss. Rogers’ explanation did not try to soften the blow. He brought up the crab to illustrate a broader development problem, saying there are multiple small kinks they need to iron out so deaths feel more fair in PoE 2. He even pointed to examples like a spider that was accidentally doing “100 projectiles over 100 milliseconds for a total of 200K damage.” When the team treats bugs as typos, not mysteries, it clarifies what decisions are being made behind the scenes: move fast, fix the root causes, and reduce the gap between “intended danger” and “random execution failure.”
Zizaran’s reaction matters for another reason. He said, after watching the clip, that he was wondering whether he should have done something different. Rogers responded, laughing, that in cases like this, players do get screwed “for sure.” That line is effectively a frontline acknowledgment of a quality gap between player experience and developer expectation. You can view it as customer trust in action, but it is also an operational truth: if your system can produce instant hardcore deaths from a bugged projectile volley, then your community will demand faster clarity, sharper patch notes, and more systematic detection.
On the business side, early access turns this into a capital allocation question. The source notes that it “probably stings” to lose hours of progress to something as mundane as a misbehaving number or a projectile timing mistake, but that is the risk players take with an early access game. That risk is not only reputational. It affects retention. Hardcore players are a smaller slice than the general population, but they are often among the most vocal and among the most sensitive to fairness. If a single crab can rank third in player kill count due to a projectile bug, it signals the potential for other invisible pain points to accumulate in the live meta.
Second-order implications for other studios are straightforward even if the details are game-specific. When a game uses death-permanence and spawns players into dense enemy situations, small logic errors compound into massive player-perception events. The crab is a case study in how QA blind spots can become community lore. It also shows how a team can respond: diagnose the specific skill behavior, explain the bug pattern (projectiles falling immediately like a shotgun blast), and connect it to an encounter format (Remnant circles) so players understand why the pattern is repeatable.
For PoE 2 stakeholders, the stakes are not just that Zizaran lost a character. They are that the next hardcore player might assume the crab is “just unbeatable,” rather than “bugged.” Fixing the crab matters because it restores something that hardcore communities care about deeply: the belief that deaths, while brutal, are at least knowable. Or to put it in plain terms, it is a step toward making the game’s hardest mode feel like skill and decision, not physics engine roulette.
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