Reveal Mods for Unidentified Maps upon Completion or Full-Clear

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Baron01 wrote:
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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.


imo you are very wrong

to run uni maps on a charr that has no problem with reflect is right,but bosses are one of the least dangerous things in poe on uni maps unless its a tier 16 or elder boss map.

yes bosses have more mechanics and dmg than normal enemies,but if you know what the boss does they are a joke regardless of mods.

with all the leech and recovery its nearly impossible to tell what kind of mods are active. this isnt a problem 99.9% of the time, because we we instantly delet most packs and heal too way to fast to notice anything.

this isnt a problem unless things go really wrong. going wrong normaly means a combination of multiply things and these thigns are past leauge stuff (monolith,delirium etc), on death effects and/or conqueror monsters.
these monsters dmg is out of line with the remaining part of the game.

btw only hidden added dmg and crit mods really matter on uni maps and its hard to tell which of them could be active.

-other mods like no regen,curses and - max resi are noticeable before you even fight (looking at debuffs + pressing c once and check resi)
-reflect should be irrelevant and not noticeable (because you are "immune")
-more rare/magix monsters ? who cares
-double, boss very visible when you reach them

depending on how many really hidden mods are active,you wont be able to tell unless its too late
Again, what are you arguing?

There is no point keeping those mods hidden. You run them one way or the other. You might die but you expressly placed such death with upon yourself by running unidentified map. If you run unidentified map and activate Legion-one of most deadly content in the game-you are just asking for it.

All I'm saying that running unidentified maps is no big feat. You smoke the map or die. There is also no huge benefit at high level where I would much prefer to run either 8-mod corrupted map or roll map with high quantity and pack size and then ideally corrupt it into unidentified map. The later is probably best outcome that gives extra 30% quantity on well rolled map.

Why it would be so horrible to lets us know those mods once you enter map? Hardcore players never run such maps. Benefit for running such map is minor and noone brags about running those maps since 2014.

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