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

There should be "Chaos Inoculation" mod as a opposite of "Blood magic" mod.
While better solution is remove all retarded mods.
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The problem with that is CI is a much more restrictive mod than BM. All of my characters can run a BM map, my MoM character wouldn't like to but can. None of my characters could run a CI map as the highest es among them is 3500.

BM is a very resource-management mod, that yeah can't be done by CI or lowlife or low life or aura dependent characters, but CI is a game-changing mod that can't be done by pretty much everyone who isn't CI already.
BreakingHearts/RhoaHood/BackAndVeryLate (Standard) | HushtailSweep/HushtailWeeps (Ancestor)
Here's the map affix pool I'd like to see. If something isn't included, that's because it probably shouldn't be there. Note that there are 51 map affixes currently. Semicolon means a single affix adds two lines of properties to the map.

What's missing from the list below, quite deliberately, is:
- any affix which can be shrugged off for free quantity by any build (ex: Hordes or Elemental Weakness due to overcapped resists)
- any affix which completely denies a play of a resource (partial denial is fine)

1. Monsters gain (60 to 80)% of Physical Damage as Extra Fire Damage; (25 to 35)% increased Monster Fire Damage
2. Monsters gain (60 to 80)% of Physical Damage as Extra Cold Damage; (25 to 35)% increased Monster Cold Damage
3. Monsters gain (60 to 80)% of Physical Damage as Extra Lightning Damage; (25 to 35)% increased Monster Lightning Damage
4. (30 to 45)% increased Monster Critical Strike Multiplier [note: base multiplier is 130%]
5. Monsters gain a Power Charge on non-Critical Strike
6. Monsters gain a Frenzy Charge when nearby Monsters are Slain
7. Monsters gain an Endurance Charge when Hit
8. (50 to 60)% to Monster Fire Resistance; (10 to 12)% to Monster maximum Fire Resistance [note: no monster has over 25% base of any one elemental resistance that I'm aware of, but there can be other factors such as monster Purity aura]
9. (50 to 60)% to Monster Cold Resistance; (10 to 12)% to Monster maximum Cold Resistance
10. (50 to 60)% to Monster Lightning Resistance; (10 to 12)% to Monster maximum Lightning Resistance
11. +(4000 to 6000) Monster Armour
12. +(4000 to 6000) Monster Evasion
13. (30 to 40)% increased Monster Accuracy
14. (40 to 60)% reduced Duration of Debuffs on Monsters
15. Monsters Reflect (15-20)% of Fire Damage
16. Monsters Reflect (15-20)% of Cold Damage
17. Monsters Reflect (15-20)% of Lightning Damage
18. Monsters reflect (15-20)% of Physical Damage
19. Monsters gain (30 to 40)% of Life as Extra Energy Shield
20. (40 to 60)% Chance for Monsters to Avoid being Stunned
21. (8.0 to 10.0)% of Monster Damage Leeched back as Life
22. Monsters Fracture
23. (30 to 40)% more Rare Monsters; Rare Monsters each have a Nemesis Mod
24. (30 to 40)% more Magic Monsters; Magic Monsters are Lethal
25. Area is inhabited by melee monsters; (40 to 60)% increased Monster Movement Speed
26. Area is inhabited by ranged monsters; (15 to 25)% chance Monsters Knock their enemies Back on hit
27. Unique Boss possesses Turbo speed
28. Area contains two Unique Bosses
29. Area has patches of Burning Ground
30. Area has patched of Chilled Ground
31. Area has patches of Shocking Ground
32. Area contains many Totems
33. Area contains many Proximity Shields [note: as per the Evangelist skill, but stationary and indestructible]
34. Area contains (1 to 3) additional Rogue Exile(s)
35. Area contains (1 to 3) additional Shrine(s)
36. Area contains (1 to 3) additional Stronbox(es)
37. Area contains a Vaal Vessel guarded by a unique Vaal boss
38. Players regenerate Life (40 to 60)% slower
39. Players regenerate Mana (40 to 60)% slower
40. (40 to 60)% reduced Player Energy Shield Cooldown Recovery
41. (40 to 60)% reduced Player Leech rates
42. (20 to 30)% less effect of Flasks
43. (20 to 30)% less Player Critical Strike Chance
44. (20 to 30)% less Player Block Chance
45. (20 to 30)% less Player Stun Threshold
46. (20 to 30)% less effect of Buffs from Players' Skills
47. (20 to 30)% less Player Skill Duration
48. (20 to 30)% less Player Attack and Cast speed
49. -(6 to 8)% to Player Maximum Resistances [note: although very difficult, I feel Righteous Fire builds should still be able to manage this if built around it]
50. Players are subject to random rapidly changing Curses [note: same as Hexfont]
51. Players gain a Bleed Charge when Hit by Physical Damage
52. Players gain (20 to 30)% increased Experience [note: 40% quantity PENALTY]
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Jun 3, 2014, 4:25:18 AM
I mostly see heavy nerfs to map mods in that post. I don't understand why you want all builds to be able to do all mods. The big negative of RF is that it completely sucks against map mods, that's a fine negative and is how the character was built.

Do you find maps too difficult? Why are all the extra damage/resistance/stun/reflect affixes nerfed? Most of your listed mods already exist in a more difficult form so you either outright made them easier or broke them into several easier mods.

If all those were introduced there would be a lot more "free" maps where none of the affixes did anything to a given build. That's not good for the map system as it takes away a lot of risk.
Last edited by kasub#2910 on Jun 3, 2014, 1:05:02 AM
First off, notice that the easier mods now either don't exist at all, or were made harder. For example, Champions and Commanders.

Second, breaking stuff up isn't a nerf. For example, let's say you're an Incinerate character and the chance of "Reflects (15-20)% Fire Damage" is exactly the same as the old chance of "Reflects 18% Elemental Damage." That's not one bit easier, because the reflection affix which applies to the situation isn't less likely.

The idea here is that a lot of nonsense affixes such as Inhabited by Bandits were removed, and then the least subtle of difficulty-increasing affixes were broken up to replace them. (There are already a lot of affixes which don't do anything to any build; I'm suggesting getting rid of those.) What this means is that a map is more likely to roll an affix which is difficult for someone, and will be in a mapping group. I imagine solo mappers might get some benefit out of not using Cold damage and getting the quantity for Reflects Cold essentially free, but a diverse map group won't have such a luxury.

Lastly, I'm suggesting some challenging mods for some builds which up until this point have been untouched. CoC, block-stacking, aura-stacking, etc.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Jun 3, 2014, 1:20:33 AM
"
SilentOppressor wrote:
The problem with that is CI is a much more restrictive mod than BM. All of my characters can run a BM map, my MoM character wouldn't like to but can. None of my characters could run a CI map as the highest es among them is 3500.

BM is a very resource-management mod, that yeah can't be done by CI or lowlife or low life or aura dependent characters, but CI is a game-changing mod that can't be done by pretty much everyone who isn't CI already.


Its not resource-management mod, its stupid blocking mod what is block all CI chars for no reason. As i know based on last modifications mods are not supposed block you, but only cripple you. Real "Blood magic" balanced mod would work for ES and LIFE, so it can drain LIFE or ES based on ES:LIFE ratio.
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