i wish they would remove certain map mods, the ones that have no purpose
" You understand that by providing mods that some builds cannot run is a way to remove chaos orbs from the game? Which provides them with part of their basis of value. Right? You also understand that RNG is the official God of this game (not Toucan) and that having no-no mods on gear (light radius lololol, stun timing chuckles) and maps is a way of deepening the RNG, requiring you to continue to reroll and consume currency and either grind or trade for more? Which means you keep playing the game and engaging content. Right? Last edited by Slaanesh69#4492 on Apr 22, 2019, 11:31:16 AM
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Just get rid of Temporal Chains. That shit is just annoying.
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" Not that this always works (especially with high-damage, high-health bosses; not gonna try Shaper's Guardians with Temp Chains on again), but temp chains also gives you a really big quantity boost. So do most of the really hard mods. Luna's Blackguards - a guild of bronies - is now recruiting! If you're a fan of our favourite chromatic marshmallow equines, hit me up with an add or whisper, and I'll invite you!
IGN: HopeYouAreFireProof |
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It's still just plain annoying.
I run Tempchains map and obviously use a flask against the Curse. Its still just plain annoying. |
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Just play a Juggernaut, they are immune to temp chain. I am so happy when I get this on my maps.
I never lose.
Either I win Or I learn - Nelson Mandela |
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" I personally don't have a problem with temp chains as I run flask/kaom's roots, but as for the claim it boosts quantity, I haven't seen evidence to suggest this is a significant boost. Map 1: temp chains, +30% monster atk/cast/movement speed, ..., -30% player dodge, -40% player block. 7 mods in total. 65% quant, ~30% rarity. Map 2: Vulnerability, +350% monster crit chance, +40% monster crit multi, ..., monsters gain charges, -60% regen, 7 mods in total. 68% quant, ~24% rarity. Same map, pre- and post-rerolling. The one map in my current stash with temp chains on it does indeed have a huge boost to q/r but then again it's t14 *and* specifically has a mod "q applies to r" in addition to TC. I do see a pattern where if you roll something that will likely kill you (no regen or 4x crit or double boss in same fight) other mods are weaker to compensate, so no one map has a q/r more than about 100/40% unless you corrupt it, then all bets are off and you can sometimes get 150-200%/30-60% q/r. [19:36]#Mirror_stacking_clown: try smoke ganja every day for 10 years and do memory game
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