Why Beyond is the best Map-Mod

Hello Guys,

I'm fairly new to this game and I'm only stating my opinion. While playing around with zana map mods, beyond was by far the most enjoyable one.

Even the easiest mobs of squishy monsters are fun because they have a random chance to spawn potentially bigger opponents. It's a game within a game to kill monsters as closely to each other as possible and the beyond bosses are really fun to fight and drop decent loot.

However 5 chaos is quite alot to pay and it only really seems profitable if you run magic find and the map already has a beyond mod. Lowering the prize for beyond and/or increasing the chance for beyond monsters to spawn would be great.

I'm looking forward to more game mechanics like that and less labyrinths. Sadly it seems to be going a different direction xD
Last bumped on May 30, 2016, 4:50:59 PM
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The reason why the mods are so expensive is cause they give you the chance to drop uniques which only dropped in that league. Thats why Nemesis costs one exalted (cause there dropped Headhunter).
But I agree if there would be mods which cost less but add interesting mechanics than more people would enjoy endgame. But also I have to say that the Lab isnt that bad like all people say.
Tortured, yet, i'm broken.
Beyond is also my personal favorite.

Also, relevant: (Zana mods from the patch notes for 2.3)

Level 2: Rampage (Cost: 2 Chaos Orbs, +20% IIQ, Grants player Rampage)
Level 3: Bloodlines (Cost: 3 Chaos Orbs, +20% IIQ, 50% more magic monsters, all magic packs have a Bloodline)
Level 4: Torment (Cost: 4 Chaos Orbs, +20% IIQ, adds three Tormented Spirits)
Level 5: Tempest (Cost: 4 Chaos Orbs: +20% IIQ, Tempests)
Level 6: Domination (Cost: 5 Chaos Orbs, adds three Shrines (down from five))
Level 7: Ambush (Cost 6: Chaos Orbs (down from 8), adds three Strongboxes)
Level 8: Nemesis (Cost: 8 Chaos Orbs (down from 1 Exalted Orb), 50% more rare monsters, all rare monsters have Nemesis)

Beyond is not even there :(
"
Kaemonarch wrote:
Level 8: Nemesis (Cost: 8 Chaos Orbs (down from 1 Exalted Orb)


Is that true? <3 Headhunter!
Tortured, yet, i'm broken.
I playes a lot of moded maps generally ranging from 40% increased quantity to 120%.

The odd thing is there i found no relation betwen the displayed increase and the real increase in drop quantity.

The second odd thing was that popular maps like Gorge drop poorly. While maps like Shore or Reef drop generally better.
Last edited by Argedava#1453 on May 30, 2016, 6:54:07 AM
Beyond is really challenging (you have to play it with care, even strong chars), It would be great if increasing "difficulty" means activating some of these very nice mechanics instead raw power creep only.

On the other hand, seaspawn+beyond+pits is a insane mix (great chance of 2+ big guys in a small room casting those physical spells pfff), try it xd
Last edited by Halugar#0425 on May 30, 2016, 6:58:52 AM
"
TorumDe2o wrote:
The reason why the mods are so expensive is cause they give you the chance to drop uniques which only dropped in that league. Thats why Nemesis costs one exalted (cause there dropped Headhunter).
But I agree if there would be mods which cost less but add interesting mechanics than more people would enjoy endgame. But also I have to say that the Lab isnt that bad like all people say.



Memesis Kappa will cost 8c next league , hense the T1 rarity uniques drop rate decrease :D
R.I.P 4.B.
Last edited by tryhardgg#7333 on May 30, 2016, 1:58:14 PM
it's all fun and games until someone gets Haasted :)
Alva: I'm sweating like a hog in heat
Shadow: That was fun
Beyond is a huge boost to exp per map, 5c feels ok. Some other zana mods could be cheaper though.
Beyond is definitely one of the best mods, (both as a map mod and as a Zana craft) simply because it's "balanced" in terms of accessibility to all players.

Too many map mods (looking at you, Blood Magic and Reflect) are mods that just get metagamed around: either the mod poses no downside for your build and is just free quantity, or you outright skip it. (read: reroll the map)

Beyond hits that (apparently hard-to-hit...) sweet spot, where anyone CAN run it, but everyone will FEEL challenge from it; if you're powerful enough, you'll just see that the mobs overall are tougher (because beyond bosses are thrown in) or if you're weaker, you instead just play more carefully to avoid spawning bosses.

"
Kaemonarch wrote:
Level 8: Nemesis (Cost: 8 Chaos Orbs (down from 1 Exalted Orb), 50% more rare monsters, all rare monsters have Nemesis)

Also, Nemesis will have far FEWER rare monsters... I really liked how it was before, where it made EVERY pack spawn a rare monster. (with a nemesis mod) THAT actually made things fun and interesting.
My guides: Summon Homing Missile (SRS) | Act II starter RF | Budget Oro's Flicker Strike

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