[IDEA] New map Mod. Players are unable to gain Charges
[Idea] New Map Mod: (I have more!)
1. Deaths in this map result in a triple penalty. 2. All equipped items become vaal orbed upon entering this map. (not just a reroll tax. It adds some real risk to running un-id maps, super fun!) 3. Every 3 minutes the contents of a random stash tab are converted to their vendor price (gotta go fast! Don't afk!) 4. This map only spawns 1 portal. 5. Monsters are immune to warcries. 6. Players do not benefit from buff effects. 7. Auras have no effect on players. 8. Chaos inoculation (super awesome if the map also spawns with blood magic!) 9. Players cannot deal critical strikes. 10. Non-critical strikes heal monsters. 11. Monsters have 9000% more evasion. 12. Monster resistances cannot be penetrated. 13. Zealot's oath 14. All armour is converted into light radius, monsters deal 52x more physical damage Never underestimate what the mod community can do for PoE if you sell an offline client. Last edited by Vhlad#6794 on Oct 23, 2015, 2:38:17 PM
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" The marked one is actually already in their in Zana Paradise-thing map. Except it's better since you can still use Animate Weapon and Animate Guardian. Zana's Tropical Paradise map or whatever it is called is worse, it doesn't spawn items at all. " 1. Softcore: no problem if you don't have any XP left and are just there for loot or to gain the first percentages of your new level. Hardcore: FUCK YEAH, triple the numbers of chars and their gear that gets transfered to standard! 2. And if they are already vaaled? Do items and jewels count too? 3. PAY TO WIN!!! Buy thousands of stash tabs to have only a small chance of getting your stuff converted. Btw.: I don't think the game measures the time you are IN a map. 4. Why not? 5. Probably only cry used is EC, that doesn't hurt monsters. It's like a free mod. 6. Actually a good one. 7. But... but... :( 8. Through the named reason: not going to happen. 9. Please make that the most common mod GGG. 10. Firetruck!!! 11. I'm a caster, bring it on. 12. Do not forget: physical has some sort of implicit penetration, does that mean all physical damage gets mitigated if you have at least 1 armour? 13. Damn, I wasted some passive points. :/ 14. Not useful and not funny, just plain dumb. |
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" With a -1 or "it does not seem a good idea" was enough. Why such fury? you are in "your days"? Bethesda is known for having good ideas and terrible realization of them. GGG is a Bethesda subsidiary or what?
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Are you kidding? 14 is hilarious. With high enough armour the light should be blinding, so when a white skeleton waddles up to you and 1 shots your face, you won't even see it coming.
It's the best one! Never underestimate what the mod community can do for PoE if you sell an offline client.
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" Still not funny. |
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I don't think any map mod should ever have the word "cannot" or "immune" in its text. Hexproof map mod, for example, needs to die a death.
That said, "50% less effect of curses on enemies" would be fair game, as would "Players get -x to maximum [endurance/power/frenzy] charges" (providing x is no greater than 3). 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 Oct 23, 2015, 3:35:20 PM
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" Ignoring the obviously bullshit posts (kudos to SuperMotte to actually answer), I have to say to this comment, Ceri, that the game needs more interesting, challenging mods. This mod breaks exactly one character (Discharge builds), for all others it is either not an issue or just adds a bit of danger (if you cannot gain Endurance charges) or reduces clear speed (for the other charges). I think it is actually a pretty good addition, though it is in fact sad that it completely breaks one specific build. Then again, some other mods break some other builds, so... I think ideal map mods are ones like "monsters deal additional x% fire damage" or "players are cursed with..." except for temp chains which is rather annoying. They add danger or challenge, they affect pretty much every character, and they break no builds. They are somewhat boring, though. BTW, there are IMHO only two mods that are really annoying: Temp Chains and ground effects. And the second, except for the chilled ground, only because it lags. If it did not lag, it would be completely fine. Remove Horticrafting station storage limit.
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Challenging and interesting? It's reroll because it breaks you (not just discharge, but flicker strike and many others) or free rarity/quantity/pack size because it doesn't impact you or barely impacts you. That's the opposite of challenging and interesting.
If people can think of only one build that this suggestion breaks, it's no wonder they're ok with it. Hints: - it obsoletes a large swath of unique item affixes, which were balanced in power and rarity based on the contribution of affixes that have a chance to generate charges or provide downsides/benefits based on the number of certain charges. - it obsoletes significant passive investment for charge-focused builds (and 2.0 made the paths to each +1 charge an extra point longer, so this has already been nerfed recently; if the utility of charges became unreliable due to map mods that negate them, we'd probably witness the cessation of charge investment (for example, you'd be better off spending two points on two +20% crit nodes instead of one +1 power charge node & one power charge duration node)). - it severely penalizes builds that use skill gems that generate charges and are subsequently balanced/scaled based on the utility of charge generation, such as frenzy, power siphon, ice bite, and blood rage. - it breaks builds that rely on charges to bypass skill cooldowns, such as flicker strike, vigilant strike, and cold snap. - it breaks builds that rely on charges to gain effects, such as discharge or builds that compensate for low physical mitigation by using self-cast immortal call (with enduring cry or endurance charge on melee stun or item-based endurance charge generation). - it breaks EB/ZO and/or BM and/or RF builds that use blood dance + frenzy charges for sustain (this is the current meta, literally hundreds of builds rely on this). - it poops all over anyone who uses dual void battery. Not just all over, but all around them, on top of them, behind them, in front of them, like a male hippo trying to attract a mate. Never underestimate what the mod community can do for PoE if you sell an offline client.
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" Yeah, this I agree with. The problem I have is that there are basically only 3 mods available: 1. Damage mods / debuff mods that makes you hurt. 2. Mods that break your build, like Blood Magic, No regen and such. 3. Annoying mods that slow you down. Honestly, I think all three are boring. I'd love something else added to the mix, and with the latest map revamp they added the IIR modifier which I think was a great move. The Bloodlines & Beyond change was also a good one I think. More stuff like that! I think more fun and rewarding mods are what we need, not more punishment. The suggestion here is bad because it hits all three types of mods in one go: it's definitely a build breaker for some (any Discharge builds for example), and it's definitely a debuff mod for many (endurance charges), as well as an annoying one as well - slows many builds down considerably (frenzy/power charges). So basically, it's a guaranteed re-roll. Not fun, not interesting. Last edited by Ceri#6660 on Oct 23, 2015, 9:48:25 PM
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" ha i waited for your post so i could simply +1 you. Immunity's are deal breakers and are not interesting, they are a binary challenge, either on or off. Not remotely interesting. Peace, -Boem- Freedom is not worth having if it does not include the freedom to make mistakes
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