Lets make some fucked up map mods.

Like leech immunity!

GO!

- All mobs are immune to critical strikes
- Mobs do not give flask charges

HEHEHEHEHEHEEEH
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
Last bumped on Nov 4, 2016, 7:49:03 PM
They're just adding stuff like that to encourage people to try to build characters that don't rely on the same-old-same-old.

Think of "no leech" as a bonus to those characters who don't use it.
better yet, critical hits heal monsters




area is inhabited by Koles

monsters don't drop maps

player skills can chain back to players

enemies explode on death

"
Kythers wrote:
better yet, critical hits heal monsters




area is inhabited by Koles

monsters don't drop maps

player skills can chain back to players

enemies explode on death



LMAO
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
How about
→ Player is ignited after getting a killing blow
→ Enemy spawns two clones on death (including the boss)
→ All flasks apply Bleed
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Queen of Padlocks
Rusher's

- Unique boss gains +5.5% damage for each monster killed.
- Unique boss gains +0.66% increased movement speed for each monster killed.
- Unique boss gains +10% increased life for each monster killed.
Last edited by archiadus on Aug 4, 2015, 10:45:24 AM
The jist I get from the new mods is "players arent using enough chaos orbs so we introduced more map tax"
all rare mobs no magic or normals
all magic mobs no normals
- monsters drop no items (40 item rarity bonus, but no item quantity)
- monsters give no experience
- monsters are immune to your main damage type (adaptive mod, calculated for each player)
- player receives 10% of total HP per second as chaos/physical damage if stationary
- player is affected by puncture (damage scales with map level) (but in a "balanced" manner)
- monsters cast Immortal Call (in addition to endurance charges mod for high-level maps)
- monsters have Cast on Critical Strike plus random spell (in addition to power charges mod for high-level maps)
- monsters cast Phase Run (in addition to frenzy charges mod for high-level maps)
- player loses double experience on death (triple for high-level maps)
- player permanently loses hero on death (for HC)
The Wheel of Nerfs turns, and builds come and pass, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the build that gave it birth comes again.
Last edited by Bars on Aug 4, 2015, 10:53:18 AM
"
How about
→ Player is ignited after getting a killing blow
→ Enemy spawns two clones on death (including the boss)
→ All flasks apply Bleed


LOL
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr

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