Stun immunity map mod

My current character has 116% stun threshold reduction and I use a link + belt and unique boots to achieve this kind of reduction with my main skill being heavy strike. It is absolute bullshit that there's a mod that completely nullifies my build's main purpose.

To add insult to injury, the mod also increases the life of monsters...

Just remove the stun immunity, higher life on monsters already makes it harder to stun them. If the mechanics don't work that way, just change the mod from immunity to "x% increased stun threshold on monsters".


I'm also gonna gather some brownie points from the "GGG hates melee" crowd by stating the fact that almost all builds focusing on stuns are melee.

Last bumped on Oct 22, 2016, 7:10:17 PM
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I don't disagree, but i think it's quite selfish to simply mention stun and not

- no regen
- %reduced recovery
- no leech
- hexproof
- bloodmagic

You know.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
"
Boem wrote:
I don't disagree, but i think it's quite selfish to simply mention stun and not

- no regen
- %reduced recovery
- no leech
- hexproof
- bloodmagic

You know.

Peace,

-Boem-


True, true. At least for hexproof you can use the expensive chest to bypass.
Everybody except GGG already knows that the "completely nullify a mechanic" map mods are dumb, and they should be replaced with "give a huge nerf/challenge to a mechanic" mods. It's not just on maps, either - monsters have the same sorts of mods and they are almost universally recognised to suck.

Hexproof should be less/reduced curse effectiveness.
No leech should instead mean you leech a lot less.
Immune to stun should be increased/additional stun threshold.
Immune to ignite should be reduced ignite damage taken, or 80% chance to avoid ignite, or something.

Mods that make it much harder for your character are cool. Mods that you just need to re-roll (or sell and re-buy) are at best, a boring currency sink, and at worst force you to make your character really generic.
Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756
It all depends on the frequency of the mod!

unfortunately cannot be stunned is rather frequent.
I'm quite surprised that GGG didn't rebalance these mods for Atlas. In a game that promotes all this build diversity, the endgame sure takes some of that away.

Map mods should make the map more engaging, not make it unplayable for some characters. With all these different leagues that have come out and all the different sextants. Makes you wonder why they didn't just integrate these more into map mods. I like seeing things like beyond and exiles on a map because something will happen to me during the map to engage me. Having to redo/configure my build to be able to run a certain mod is awful.

I understand this was designed to be a currency sink... but we can do better with this. We can find other ways to sink currency into the game.

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