Map crafting. Let us avoid mods

I know it's a challenge and other BS you can say... but

We all know different builds can or cannot handle different map mods.
Some builds are versatile, others not. But it's only a game and I think it should be fun to play any build.

Thats why we should have a way to craft only maps we can play (avoid certain mods).

The best example is build with Chaos Innoculation and map with Blood Magic mod.


It's really unfair that I have to waste orbs to get rid of mods I can't play. As a RF build -resistance, low/none regen and blood magic are mods I simply can't play. While many players roll maps to get more quantity/rarity I roll maps to be able to play them. And believe me - wasting 5 chaos in a row only to get rid of low regen mod is really not funny...


And don't tell me to make other build cause this way your're giving GGG good feedback to remove most character classes and reduce skill tree to only one "proper" line.
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Chiming in before posts about "Get better build" and "I can run all mods, L2P nub".

Frankly, this will not happen. GGG has clear stance on item mods, specifically they want to have certain bad mods that will ruin your day and your item, ie. thorns, life regen. They will have similar stance on map mods--they want to ruin your day and your map. They will say it is to support build diversity or other bullcrap to justify it.

Best thing is to have other chatacters that will supplement your main one by being able to run map mods that main character can not. I have a Bloodmagic Flame totem character in progress as a preparation for such mod appearing in higher maps since my 2H Marauder will not be running those for sure.



They already made a drastic change by making the low tier of maps spawn harmless mods for the most part and keep the really impactfull stuff (like BM) in highest tiers of maps.
But yeah, the maps system is intended to be a currency sink so it's expected that you need to invest into it, be it to get more quant or get mods doable.
I have to disgree with you guys. Why? When recently have you seen such mod on Zana mission? I've never had such, and this clearly shows that is possible and they use it already.

Avoiding such mods wouldn't make game easier cause we have many other mods that can be put there instead.

Not to mention it's really funny to roll such mod on corrupted map.

BTW, form 2.0.1b path notes
"
Aded a new end-game map mod: of Congealment. This mod provides monsters with immunity to life and mana leech. This mod only appears at high tier maps and is rarer than most mods.

Tell me why this specific mod is rarer? Cause most of players couldn't play on such maps? Well, why do GGG care about that? Can't players just reroll...?

Why mods Elemental Weakness and Vulnerability are more common than Temporal Chains? Because most players got really fast non tanky chars and would be too hard for them?

Let all mods have the same probability to roll and then we can talk...
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cooker0 wrote:
I have to disgree with you guys. Why? When recently have you seen such mod on Zana mission? I've never had such, and this clearly shows that is possible and they use it already.

Avoiding such mods wouldn't make game easier cause we have many other mods that can be put there instead.

Not to mention it's really funny to roll such mod on corrupted map.

BTW, form 2.0.1b path notes
"
Aded a new end-game map mod: of Congealment. This mod provides monsters with immunity to life and mana leech. This mod only appears at high tier maps and is rarer than most mods.

Tell me why this specific mod is rarer? Cause most of players couldn't play on such maps? Well, why do GGG care about that? Can't players just reroll...?

Why mods Elemental Weakness and Vulnerability are more common than Temporal Chains? Because most players got really fast non tanky chars and would be too hard for them?

Let all mods have the same probability to roll and then we can talk...


Mods you mention that are more rare because they significantly impact gameplay or your character's performance.

Congealment will completely disable Ghost Reaver builds similarly how Bloodmagic disqualifies elemental damage builds utilizing several auras/heralds. Temporal Chain is a cancer, that is why it is much more rare (it also happens to be one of the most annoying, not difficult, mods on maps).
Don't play builds that get fucked on by map mods. They do not culture build diversity.
This is the game (GGG) telling you your build is lacking so you must explore alternatives.

As much as I would love RF to be "viable" it's just a joke and should be avoided if you don't want to spend the currency required to dodge half the map affix pool.
IGN: Victory_Or_Sovngarde
It's not a 13 week development cycle, it's a 13 week supporter-pack cycle.
You can play any build you want, as long as it's the current meta.
"
cooker0 wrote:
The best example is build with Chaos Innoculation and map with Blood Magic mod.


Meh, this is actually a very poor example. Chances that you have a CI build and roll BM are so low that the impact on gemplay is negligible.

Try TC + Ice ground or -max + extra ele dmg.

Anyway, rerolling because of difficulty is the least problem mapping has. 99% of the time you reroll map mods because you got 4-stat with not enough total quantity.
When night falls
She cloaks the world
In impenetrable darkness
"
morbo wrote:
Anyway, rerolling because of difficulty is the least problem mapping has. 99% of the time you reroll map mods because you got 4-stat with not enough total quantity.


Slightly off topic but I would be interested to know if there is any info no how magic items are rolled and what is % distribution between 4, 5 and 6 mods rare. I have a feeling I'm getting overwhelmingly large amount of 4-mod rare maps upon dropping Alchemy orb on white map and next Chaos will nearly always increase number of mods.
"
Baron01 wrote:
Temporal Chain is a cancer, that is why it is much more rare

Maybe for You. And that's why it's rare? Cause some builds based on 'hit and run' idea would have though life?

What a pity GGG doesn't provide 'death penalty free testing maps' where different builds would be forced to solo certain maps. Then we could clearly see are they good or bad...
"
Baron01 wrote:
"
morbo wrote:
Anyway, rerolling because of difficulty is the least problem mapping has. 99% of the time you reroll map mods because you got 4-stat with not enough total quantity.


Slightly off topic but I would be interested to know if there is any info no how magic items are rolled and what is % distribution between 4, 5 and 6 mods rare. I have a feeling I'm getting overwhelmingly large amount of 4-mod rare maps upon dropping Alchemy orb on white map and next Chaos will nearly always increase number of mods.


There was, it was something like 1 in 12 was 6 prop, 3 in 12 was 5 prop and 8 in 12 was 4 prop.

Literally pulled these out of my ass but there is a dream like memory of those figures although probably wrong. I'll try to find it.


Edit. It's worth noting that there are multiple 2 and 3 line affixes now. So a 6 line map can be 4 affixes. A 6 affix map can have something like 11 lines, not including 'above the line' lines. You must be familiar with the mods to know.
Casually casual.

Last edited by TheAnuhart#4741 on Aug 28, 2015, 7:22:39 AM

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