Why is Monsters Reflect Damage map mod still a thing?

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Tin_Foil_Hat wrote:
The mod isnt badly designed. Every build has weaknesses and ups and downs, thats the point of map modifiers.

For example, Monsters are Accurate and Dodge is unlucky sucks for Evasion builds. If you know how EV works then you know you need an exponential amount of it in higher tier maps in order to keep up your Evasion chance. Monsters in T16 have almost 600 accuracy rating meaning you need like 12k evasion ALONE before the mods to stay Evasive around 40%, so when this is reduced youd need an exponential, unreachable amount to keep that same 40%. In which its better to reroll the modifier.


Except that mods hitting defenses are risks, and your example at least requires TWO rolls to be too risky for your EV defenses. You then assess the risk and decide to reroll if you really can't manage it. Reflect FORCES reroll if you aren't the opposing damage type, have immunity, or use a far less common build that uses no direct hits, or otherwise uses non-direct damage sources. Absolutely no mod should feel like a required reroll for the bulk of the builds as a general rule, only edge case builds should be an exception. Mods should add challenge and risk, not be instant rerolls just because. May as well have a map mod that says "Player minions are disabled" or "Enemies immune to fire" or something else equally dumb. These things need to be more mechanically driven and balanced around either being a risk (e.g. lowered defenses) and hoping for "free" mods (e.g. enemies take less physical damage, but you're elemental).

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