Anyone have a lot more fun when not dealing with map mods?
Map mods are fun until you try to run a 100% delirious map with crazy rare mods thinking it would be a cake wake when actuality the life and damage get scaled inherently apparently just from delirious.
Never trying to run a T16 100% deli map again unless im playing a broken build. Didnt expect my Gladiator to get slapped like he did and do zero DPS because the life scaling is fucking nutty at 100% deli. Damage is too but thats probably because i have -max, -ar/block, critical/crit multi, etc rolled on that bitch thinking it would be easy. LUL rip 30% exp, do no recommend. Harvest sucks! But look at my decked out gear two weeks in!
Labyrinth salt farm miner. "But my build diversity" , "Game is too hard!" - Meta drone playing the same 1-3 builds for years. |
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I regularly go through phases of running only blue maps with no impact mods. Personally I find that experience more enjoyable and it's not as if you can 'win' PoE so efficiency or loot/xp per map just isn't that relevant to me.
edit: really my only driver of increasing modifiers/difficulty is map sustain and tbh outside of when you first start your atlas that's just not a problem these days. We tested it extensively Last edited by Icholas#7287 on Jul 7, 2021, 6:47:09 PM
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OP thank you! I wasn't going to play the new league but your idea is great! Especially for SSF! Map mods ruin the game for me, I play on console and wirelessly, without them I can enjoy the game more and play weaker builds.
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I've lost interest in builds that can't run unID'd rare maps after white tiers. Especially in SSF, you NEED that quant to get anywhere.
ED/C, vortex CI, flicker slayer, and miner 4L. Assistance from a distance. That said even a white map turns to shit with maven copying the boss and they have overlapping immunity or necro each other back to life or something like that. I have seen some shit - bone crypt boss maven copy reanimating the dead original, double ivory temple bosses with overlapping sets of summons, glitched primordial blocks where the last duplicated sentinel doesn't "die" but instead they keep triggering fof each other so you can't get instance completion credit. Most mods have poor EV for the amount of extra bother. For instance, the quant bonus for having big crits or extra phys as X element, suck, even though they account for more total player griefing than temporal chains or hexproof. They should rework the map mod system so a) each mod has clear and discrete rewards besides just quant; and b) mods aren't targeting a certain player ability or metabolic pathway and totally fucking it over, but rather encouraging a sidegrade. Example: Before: Before: Before: Before: Before: Before: [19:36]#Mirror_stacking_clown: try smoke ganja every day for 10 years and do memory game
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