Why is Monsters Reflect Damage map mod still a thing?

There is no strategy to deal with a mod that punishes you for playing the game. Every single other mod requires appropriate approach depending on your build. Some might not be worth it because of some risk (I have to be careful with reduced recover because I am running RF this league) but that is always build specific. Meanwhile, damage reflection is straight up unplayable for thousands of builds without excessive leech or immunity. This mod just burns currency or kills you for going on autopilot and missing it. Every other mod either poses challenges to your build or it doesn't or simply ramps up the danger. This mod is just a straight fuck you.

Please get rid of this mod. It is a fundamentally flawed mechanic. I've hated it since maps were introduced and I can't imagine anyone actually likes it. I shouldn't feel compelled to build around something that rolls a small percentage of times. Either remove this mod entirely, or replace it mechanically with the change to reflect on rares from a few years ago. Make it mechanical or remove it. Every fucking time I run an elemental damage build, this mod hits me like a demotivational brick to the face (at least physical damage has a lot of reliable leech sources).

Get. Rid. Of. Monsters. Reflect. Damage. Map. Mods.
Last bumped on May 10, 2021, 12:45:49 AM
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Why is Monsters Reflect Damage map mod still a thing?


Because there are multiple strategies to deal with this mod.

+ Yugul Pantheon brings you to 105% reduced reflected damage taken, which for Elemental Damage would only cause you to take reflected damage when Shocked (or possibly some obscure increased damage taken sources like Essences, I'm not sure). If you're playing a Physical build and/or would like to be warded against Shock (+Vulnerability if physical), you can take further reduced reflected damage taken from the Passive tree and/or Influenced items.
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adghar wrote:
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Why is Monsters Reflect Damage map mod still a thing?


Because there are multiple strategies to deal with this mod.

+ Yugul Pantheon brings you to 105% reduced reflected damage taken, which for Elemental Damage would only cause you to take reflected damage when Shocked (or possibly some obscure increased damage taken sources like Essences, I'm not sure). If you're playing a Physical build and/or would like to be warded against Shock (+Vulnerability if physical), you can take further reduced reflected damage taken from the Passive tree and/or Influenced items.


There are also passives for reduced elemental reflected damage, but they're more out of the way than reduced physical reflect passives.
To make people spends chaos orbs. I'll every so often try to make a build that can run all mods. My current one can handle everything but "No Leech" which is pretty rare.

Purely physical Slayers get the "ignore reflect" as a perk.
Last edited by Shagsbeard#3964 on May 7, 2021, 11:46:08 AM
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adghar wrote:
Because there are multiple strategies to deal with this mod.

No.

GGG just like to watch when somebody die on HC because did not noticed reflect in wall of text on mods description.
E = mc^(OMG)/wtf
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DoEFotGS wrote:
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adghar wrote:
Because there are multiple strategies to deal with this mod.

No.

GGG just like to watch when somebody die on HC because did not noticed reflect in wall of text on mods description.


Well, aren't you a ray of sunshine..
How do you even know this?

"Didn't notice" is a poor excuse, because that's never what happens. You either read the mods, or you don't. There's no "noticing" involved.
Carry on my waypoint son, there'll be peace when maps are done.
Lay your portal gem to rest, don't you die no more.

'Cause it's a bitter sweet symphony this league.
Try to make maps meet, you're a slave to the meta, then you leave.
"
adghar wrote:
"
Why is Monsters Reflect Damage map mod still a thing?


Because there are multiple strategies to deal with this mod.

+ Yugul Pantheon brings you to 105% reduced reflected damage taken, which for Elemental Damage would only cause you to take reflected damage when Shocked (or possibly some obscure increased damage taken sources like Essences, I'm not sure). If you're playing a Physical build and/or would like to be warded against Shock (+Vulnerability if physical), you can take further reduced reflected damage taken from the Passive tree and/or Influenced items.


Bad example, especially when playing SSF, and not everyone is in a position to hot swap a ring just for one map mod since it could be giving them crucial resists or stats. If they really want to keep the mod, it needs to work mechanically like reflect rares. This isn't a game where thorns on enemies makes any sense because it's about mob density and clear speed. Can't clear shit if you die from killing 5 whole white mobs. No other mod immediately shuts down a good half of the game's builds.
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CPTBRUMBL3Z wrote:
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adghar wrote:
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Why is Monsters Reflect Damage map mod still a thing?


Because there are multiple strategies to deal with this mod.

+ Yugul Pantheon brings you to 105% reduced reflected damage taken, which for Elemental Damage would only cause you to take reflected damage when Shocked (or possibly some obscure increased damage taken sources like Essences, I'm not sure). If you're playing a Physical build and/or would like to be warded against Shock (+Vulnerability if physical), you can take further reduced reflected damage taken from the Passive tree and/or Influenced items.


Bad example, especially when playing SSF, and not everyone is in a position to hot swap a ring just for one map mod since it could be giving them crucial resists or stats. If they really want to keep the mod, it needs to work mechanically like reflect rares. This isn't a game where thorns on enemies makes any sense because it's about mob density and clear speed. Can't clear shit if you die from killing 5 whole white mobs. No other mod immediately shuts down a good half of the game's builds.


If you're unable to swap rings or whatever many others ways there are to counter reflect on maps, there is one thing everyone can do. Don't run the map, find another. Or spend 1c to reroll it.

Is it a stupid mechanic? Oh yes, I wish it was gone too, but it's not. So deal with it.

I don't see the point in this thread. What is it? That reflect sucks? People have been saying that since 2013. Just so you know.
Carry on my waypoint son, there'll be peace when maps are done.
Lay your portal gem to rest, don't you die no more.

'Cause it's a bitter sweet symphony this league.
Try to make maps meet, you're a slave to the meta, then you leave.
"
Xavathos wrote:
If you're unable to swap rings or whatever many others ways there are to counter reflect on maps, there is one thing everyone can do. Don't run the map, find another. Or spend 1c to reroll it.

Is it a stupid mechanic? Oh yes, I wish it was gone too, but it's not. So deal with it.

I don't see the point in this thread. What is it? That reflect sucks? People have been saying that since 2013. Just so you know.


I've played since open beta, I know everyone complains, that's why they changed how the reflect mod on rares worked. They should do the same to the map mod. I do not understand how they thought this was worth keeping. It either can be ignored or shuts you down entirely. It is bad design because there is no fun to be had running these or building around them. I'm going to give me feedback, so deal with that, eh?
This thread has literally explained why it's not black/white and you try to claim it is. It's not. There are ways to run it by changing your equipment or passives. That's not "ignoring" it.

When some with "unaffected by reflect" gets the mod, it's bonus to the map's quantity and mob density. It's not "ignored".

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