Corrupted mods on uniques
Just a quick feedback on corrupted mods: GGG should make it so unique items can't repeat some mods when they get corrupted. I just got those boots from divination cards and they came with double "can't be knocked back". While I understand that this probably doesn't happen often, it's quite frustrating and kinda feels... incorrect.
Last bumped on Oct 24, 2016, 2:39:30 PM
This thread has been automatically archived. Replies are disabled.
|
![]() |
I would rather see how 2 identical mods give opposite effect or additional effect- instead of 2 Can't be knocked back you are knocked ahead
|
![]() |
" I thought of that "2 of a kind = opposite effect" too, but instead I considered the corrupted mod should roll a higher tier of the mod it mirrors, e.g: my boots have "cant be knocked back", so the corrupted mod would be "enemies are pulled on hit" - aka reverse knockback. If we take into account the chance to get a mod when corrupting a unique, then the chance for that mod to be repeated, we end up with a pretty slim chance for a higher effect, so that kind of boost wouldn't be unfair and it would even create more marketable items. Anyway, that's just us discussing an idea that I don't think they'll implement. The fix should probably be removing the already present mods that don't stack the effect when repeated from the pool of corrupted mods when the item gets corrupted (or using the whole pool, but rerolling the corrupted mod if it gets repeated and won't stack - same fix, different approach). However they fix it, it's fine by me. |
![]() |
I would rather stop getting these stupid boots with the mod about socketed vaal gems. DUH
Censored.
|
![]() |