So let's talk Blood Magic and No Regeneration, in the light of 1.1.4

Here is a quote from the 1.1.4 Patch nodes.

"
Chris wrote:
Map Mods:
We have made changes to how degeneration in map mods is handled. This change was made as the Suffering mod inhibited hybrid life/ES builds from being played. This is a style of defence we would like to see used as an option, however this one map mod was very punitive to this style of play. This map mod also overstressed the requirement for a base amount of life regeneration, which is not equally available to all classes.
  • We removed the Suffering map mod and replaced it with two other mods filling the same role, "of Venom" and "of Desecration". The replacement mods keep the chaos damage over time flavour, but are not an always-on effect.
  • "of Venom" has been added as a map mod, which gives all the monsters on the map Poison on Hit.
  • "of Desecration" has been added as a map mod, which gives the map patches of Desecrated ground.

While i do agree that maps mods that destroys or are overly punitive to build types are bad for the game overall, seeing this change makes me wonder.

If you think constant chaos damage done to players, thereby denying natural energy shield regen is punitive, then what exactly do you think No Regeneration is to all mana regen-based builds, and that Blood Magic is to all Chaos Inoculation builds?

What makes the "suffering" situation different from no regeneration and blood magic?

I think the reasoning should be followed through, and blood magic and No regeneration removed. Blood magic has been made so rare that it just doesnt come up very often, which doesn't actually address the issue. There is already a half regeneration mod, and i think that is all that is needed.
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
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pretty much only lifebased crit builds with surgeon flasks/soultaker can do no regen..maybe im missing something else (autoattack builds maybe) but thats about it.

its the most limiting mod of all, even worst than the old suffering (which is easily doable by almost all builds even before the buff...)
No regen maps were quite easy for leechers, no matter if life or ES based. It was before leech changes. Now it's harder. BM leechers had no problems now and before . Some LL builds got real troubles with it. Same for most of the casters that rely mostly on mana regen. Also every non-leech build.

About the
"
This change was made as the Suffering mod inhibited hybrid life/ES builds from being played. This is a style of defence we would like to see used as an option, however this one map mod was very punitive to this style of play.
it's another example of how balance team is out-of-date, according to game it's trying to balance.

I hope that bashing on balance team incompetence for a second time this day, won't make the well working and efficient banning team take care of me. It performs much better recently.
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Last edited by torturo#7228 on May 29, 2014, 9:48:25 AM
"
BisuProbe wrote:
pretty much only lifebased crit builds with surgeon flasks/soultaker can do no regen..maybe im missing something else (autoattack builds maybe) but thats about it.

its the most limiting mod of all, even worst than the old suffering (which is easily doable by almost all builds even before the buff...)


hilarious.

you must be terrible at this game.

no regen is free quantity if you have a pool to use your skills more than a few times.
i do 78 no regen palace dominus bossfight solo with my cloak of defiance flameblaster.

hybrid and mana potions exist for a reason.


blood magic is on the level of the chaos degen but way less common than it.

you can't compare it to less regen though. chaos degen meant having no energyshield at all, reducing you overall lifepool and not resource pool to cast spells which is like playing a blood magic map with 70% reserved life on a normal lifebuild.

resource generation reduction isn't that bad, reducing your lifepool is.

thats why bloodmagic has to go as well.
Um you leech.
"
SL4Y3R wrote:
Um you leech.


yes i do.
80% of my life regeneration comes from using flasks
20% come from leech. (1% each from the 2 doryani's pieces)

last ladder i did noregen palace maps with my trapper that had no leech and while being more dangerous it still worked out (at 200 manacost per mine)
imho "no life regen" and "blood magic" mods have not reason to exist.

Life and Mana slower mod is too punitive also for the casters, mana regen should be 25% slower at max, not 50%! -25 player resistances is too much too, you can be oneshotted by an ice nova, and is too punitive for vaal pact casters too.
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Last edited by RoyalStar#5086 on May 29, 2014, 10:33:43 AM
I was writing up some huge post about why i think no regen mods is just as hindering as chaos degen, but people posting here are the best examples.

We see things such as flameblast which is slow as hell the kills the whole screen, and trappers, who can do no regen np without leech.

You either simply can't do them out flat, or you have to change your potions all over to deal with it. It's annoying as hell for brainless farming like arpg's are.

People already complaining that you can't get mana regen enough to sustain spells, so let's not delude ourselves thinking all natural mana regen builds smashes up whole screens in a few casts.
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
"
Crackmonster wrote:

trappers, who can do no regen np without leech.


trappers are among the builds that are the worst possible candidates for doing no regen maps.

trappers always have to use their potions because they don't leech and now they have to also cover the resource generation aspect instead of just keeping you alive
trapsupported skills have the highest mana costs among skills
mana potions don't scale with higher skill costs
trappers can't incorporate mana leech / life leech as a swap gem

if a trapper can do it, any build can.

those map mods are supposed to pose added difficulty. the no regen mod is one of the good ones in my opinion because it forces you to adapt to an uncommon situation without just increasing damage numbers.

i don't want to play the "brainless game". if you can build your whole build, why can't you swap out 2 potions to do a map or just reroll the map?

i'd be interested to see the builds that flat out can't do no regen apart from a build that solely relies on righteous fire.
Last edited by SVD#6236 on May 29, 2014, 10:43:47 AM
We are already talking about mana-regen builds, not leech builds.

Traps are generally massive aoe, unless you want to claim you bear trap your way through maps, meaning few casts for many kills = many flask charges. Trappers higher mana cost is because their fewer casts of traps kills just as much.

If trappers normally rely on potions, then they already are less affected by those who rely on regen, whose whole foundation gets robbed. Casters can go over 400 mps np, and its failed to leech mana with a caster.

I'll be honest with you. I think it's piss annoying to have to stop using auras, stop using arctic armour, swap in all new flasks, everytime i'm doing a no regen map. I think it's retarded game design. There is HC for those who love to maximize/minimize every situation, swap flasks to perfection etc, but this here affects all, and i will also say that ARPG's are known as some of the most mindless grinding games where you farm and farm without having to constantly swap shit around, and people love that.
I am the light of the morning and the shadow on the wall, I am nothing and I am all.

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