Reveal Mods for Unidentified Maps upon Completion or Full-Clear

I play a lot of unidentified maps and sometimes I'd really like to know what map mods (or combination of map mods) that was making a map particular difficult or deadly.

I understand why it makes sense to keep the map mods hidden for unidentified maps, but I'd love if they could be revealed either upon completion or by doing a full-clear. A completion-based trigger would be more accessible - especially since I've seen a monster get stuck in an unreachable position.
Last bumped on Dec 7, 2020, 2:53:26 PM
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Playing a map as unidentified is, by itself, a contract. You are choosing to have an extra bonus on drop (+30% IIQ) but you choose the ignorance to know what mods are in there.
It's the same as opening a box as unidentified, except that by doing so you do not gain any bonus. Technically speaking, you want to know what mods are on a strongbox in order to avoid a nasty Freeze + Nova/DD, but it would require you to stop, open your inventory, right-click on a Wisdom, hover on the strongbox and click again. Too much time, just click it and hope it won't glomp you.

I find ok to keep "Map is Unidentified" for the whole lenght of the map. I find annoying but reasonable I don't even get to know the bonus from my sextants, scarabs and other things that can add sure modifiers on it.

Not really sure about how a "Minimap is Revealed" can help you understand what killed you, or how can help you in these cases. There is a sextant that gives you "Minimap is Revealed on Identified Maps", but I don't think it helps playing the map. Not to mention those with a fixed layout like Atoll or Plateau.
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Maxtrux wrote:
Not really sure about how a "Minimap is Revealed" can help you understand what killed you, or how can help you in these cases. There is a sextant that gives you "Minimap is Revealed on Identified Maps", but I don't think it helps playing the map. Not to mention those with a fixed layout like Atoll or Plateau.


OP means that map mods should be revealed upon map completion.

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Minimap is Revealed on Identified Maps


It's "Items drop identified on Identified Maps/+IIQ and Pack Size on Non-Identified Maps".

Minimap is Revealed in Heists and Breachstones.
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The_Heartless_Exile wrote:
I play a lot of unidentified maps and sometimes I'd really like to know what map mods (or combination of map mods) that was making a map particular difficult or deadly.

I understand why it makes sense to keep the map mods hidden for unidentified maps, but I'd love if they could be revealed either upon completion or by doing a full-clear. A completion-based trigger would be more accessible - especially since I've seen a monster get stuck in an unreachable position.


Honestly, I feel that unidentified map modifiers should be revealed upon entering the map. The fact you have used the map in the map device already locked you into running the map or losing it. There is very little to be "explored" past first few seconds upon entering the map.

Once you enter unidentified map, first check your debuffs for any curses, next check character stats for max resistance reduction and lastly check for no-regen maps by spending mana or life. The only really important factor left, most important, is to find if there is a reflect mod on a map. Howevever, if your character does not ignore reflect mechanic, you should not be running unidentified maps other than those turned by Vaal orb.

I run 2 characters this league that do not care about reflect, ED/Cont & pure chaos/poison Scourge arrow, and those are my best experiences in the game. My Pathfinder Scourge arrow build runs any and all maps unidentified when available and it is a blast. Sure, this is only feasible in softcore because you will eventually die, especially if you run into hasted, reduced max resistance, Phoenix :).

As to what mods make maps most deadly based on my experience:
1.) reduced max resistance - by far the most deadly mod in my opinion and very hard to mitigate it
2.) increased critical strike chance and multiplier - this will get you eventually killed when a boss hits you with nasty ability that crits. This is especially deadly on Metamorphs.
3.) Onslaught - I do not care much about increased attack and cast speed but increased movement speed in combination with Haste aura--common occurrence in Heist--can completely screw you. Onslaught on certain bosses can also be very deadly (Kitava-type bosses with Onslaught and boss-mod increasing attack speed can give you a nasty surprise in form of slam-in-your-face before you can move out:))
+1

Nothing wrong with revealing the mods at some point. Upon completion, or even upon entry - either way is fine.
This would be fun enhancement!
Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!
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_Daybit_ wrote:
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Maxtrux wrote:
Not really sure about how a "Minimap is Revealed" can help you understand what killed you, or how can help you in these cases. There is a sextant that gives you "Minimap is Revealed on Identified Maps", but I don't think it helps playing the map. Not to mention those with a fixed layout like Atoll or Plateau.

OP means that map mods should be revealed upon map completion.

Correct. Thank you for clarifying.

And thank you for the +1's to the rest of you. Hopefully, GGG will pick it up as something that's easy to implement and inconsequential to game balance. It only provides learning - unless they choose to reveal on entry as also suggested, which might affect the balance of the IQ bonus (please don't touch the IQ bonus, GGG, hehe).

Since completion or full-clear can prove impossible given particular mod combinations (which also happen to be the ones that you really want to learn about), maybe mods can also be revealed once the last portal is used. That prohibits the most drastic reconfiguration, I think, but it still allows you to at least see what killed you five times over (or what forced you to waste all the portals to gain knowledge of the mods). Full groups would benefit from knowing from the beginning, but they probably still can't reconfigure too much?

Alternatively, but I feel that it gets trickier and trickier to implement, the trigger can be when there are no more portals available for entry and only one player is present in the instance. That would negate the group advantage because all but one would have to leave the instance to reveal the mods.


TLDR:
Please reveal unidentified map mods upon completion or when all portals are exhausted and only a single player remains in the instance.
i theory i have nothing against this,i see 1 big problem though.

when is a map complet ?

if its killing the boss than this would be a big no,there are a lot of maps where you meet the boss at 50% or less cleared (like atoll)
revaling the mods would help when you still got "dangerous" stuff like monoliths,breaches,metamorphs etc up

if its full clear,sure why not no harm done.
most of the time though i´m done with a map at a certain point when therr are still a few monsters left. (less than 20-10 depending on the map tier is totaly i fine for me)
finding the last few monsters can be a really chore.

i can already imagine ppl rage quitting,beacuse they couldnt get that info beacuse of 2-3 monsters missing.
ppl rage quit for really stupid reasons sometimes.

imo it would be nice if the last 15 or so monsters would be marked like quests on the map,if you choose to enable that option.
without this i personally would hesitate to implement a mapmod reveal on full clear.
My definition of "completion" in this thread is the standard for the game, ie. the boss has been killed.

Even full-clear as defined by 0 monsters left is problematic with stuff like monoliths and metamorphs, I think, because they don't contribute to the monster count until they're activated.

Maybe just a single trigger based on "one player left in instance and no portals left" is the best reveal condition?

Still, even if the map mods are revealed after the boss fight, I think the potential advantages (besides learning) are very limited. At that time you should almost always have encountered all effects of the mods. I doubt it would change how people play, eg. increased tendency to rush to the boss fight, but GGG would have stats to show it if that was actually the case, I'm sure.
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ciel289 wrote:
i theory i have nothing against this,i see 1 big problem though.

when is a map complet ?

if its killing the boss than this would be a big no,there are a lot of maps where you meet the boss at 50% or less cleared (like atoll)
revaling the mods would help when you still got "dangerous" stuff like monoliths,breaches,metamorphs etc up

if its full clear,sure why not no harm done.
most of the time though i´m done with a map at a certain point when therr are still a few monsters left. (less than 20-10 depending on the map tier is totaly i fine for me)
finding the last few monsters can be a really chore.

i can already imagine ppl rage quitting,beacuse they couldnt get that info beacuse of 2-3 monsters missing.
ppl rage quit for really stupid reasons sometimes.

imo it would be nice if the last 15 or so monsters would be marked like quests on the map,if you choose to enable that option.
without this i personally would hesitate to implement a mapmod reveal on full clear.


This is absolute BS. If you killed a boss on an unidentified map, you either do not care or grossly overpower the map regardless of mods on it. Again, you do not run unidentified maps unless you are in softcore and do not mind dying or you have a build that can deal with any mods or reflect on a map.

Deadly mods such as reduced max resistance or multiple projectiles are easily noticed at the start or very early into the map.

Mods on unidentified maps should be revealed upon entering the map. You already committed to run the map or lose it if you can not run it. Unidentified maps are not even huge benefit these days, +30% quantity, is fine but nothing wild since it can be on a badly rolled map with low pack size and map quantity.

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