Masochist mode - Let's discuss the mods we want to see
Hey y'all, as one of the few overly hyped players for this new mode I've been thinking about what kind of mods I'd like to see and what mods I would not like to see. Here is my list of mods:
Droprates - 95% less IIQ. - 95% less IIR. - Mapdrops, gems and most splinters are unaffected by the less IIQ and IIR modifier. - Corrupted rare maps quantity modifiers are doubled. Crafting related - Crafting bench removed. - Bestiary crafting untouched, however einhar encounters adds a single beast to the zone with a 20% chance of being a red beast. - Harvest is removed. - Only way to add a veiled mod to an item is with the veiled chaos orb. Player vs player - Royale rules, thus your corpse can be looted on death. Logging out will kill your character. Great way of obtaining wealth, unless you happen to die that is. (Note: this is only when challenging players to pvp, no fighting in normal content) NPC - Vendors sells no weapons, armours or gems. Currency items and maps can still be bought. - Quest rewards of rare quality is downgraded to magic quality. Chase items - Hall of grandmasters map - Chests found in area are unaffected by the less IIQ and IIR modifiers, making it a chase map if your character can complete it. Items dropped are marked as contraband, thus will be dropped on death. Leaving the map (through portal, death or logging out) will close the remaining portals. - Endgame bosses will drop at least one unique item. Leaving the encounter will close the remaining portals. Player power - Only one flask can be active at any given time, activating a new flask will cancel the effects of the other flask in use. - Auras do not affect party members. League specifics - Harvest is removed. - Einhar encounters adds a single beast to the zone with a 20% chance of being a red beast. - Prophecies are untouched, however silver coins are rare due to the global IIQ modifier - The amount of azurite dropped is reduced by 90%. Chests and fossils can only be found behind walls or at the end of a delve encounter. Sulphite gains are not nerfed. - Rituals are removed. - Heists are mostly untouched, but still suffers from the reduced IIQ/IIR modifiers. Blueprints will still drop the final reward so they will be sought after. - Simulacrum splinters ignore the less IIQ modifier. - Legion splinters ignore the less IIQ modifier. - Betrayal encounters no longer drops veiled items and the option to drop X is removed. - Breach splinters ignore the less IIQ modifier. - Essences are still ingame, but due to IIQ modifier you will most likely not get any essences from the encounters. - Talismans ignore the reduced IIR modifier. Misc - Oni-goroshi is no longer a guaranteed drop from uber hillock. This would be the reversed harvest league, where good items are very hard to find or trade. If you don't need a gem from a quest it could be a good idea to pick one you can sell instead. If you somehow can manage to kill the endgame bosses you will be filthy rich, starforge is looking quite godlike now when you are holding that blue broken blade with 14% increased stun recovery. Battling others for gear can be a great way of obtaining items, but think carefully before accepting a duel. Trading will be very healthy since everyone is selling scraps so if someone whispers you for an item you will reply fast since every single bit of currency you can get is important. I don't think boosts to enemies will be needed, at least not in the first iteration of the mode. Anyone who has killed Innocence with 136 dps on a squishy melee char will say that additional difficulty is not needed. So, anything obvious I've missed or do you disagree with any of the mods? Last edited by ormvråken#3460 on Aug 13, 2021, 8:31:48 PM Last bumped on Aug 14, 2021, 7:04:03 PM
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Thank you very much for posting this.
PvP hasn't been a thing for me in a long time. I do like how it looks overall. Will there be an SSF version, I did not listen to the podcast. ~ Please separate the PoE1 and PoE2 forums. Last edited by DoubleU#7266 on Aug 13, 2021, 8:30:12 PM
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" There weren't any details announced because it's still a "maybe" and they haven't decided everything, not even the name of the mode. But it sounded to me like it would be a separate league mode, so you would have the choices of Soft Core, Soft Core SSF, and Soft Core Hard Mode. And HC, HCSSF, HC Hard Mode. But any answer is not an answer, because it's not even certain to happen yet. - here's my sig
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" Yeah we don't have much info about it thus far, but the idea is just way too awesome to let go, so it's very likely to happen. I would be rather disappointed if it's not availible at the start of 3.16 considering how fast and easy it would be to implement it compared to a lot of other things. I just hope it's really rough and punishing, let me once again have nightmares of a fractured devourer! |
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" Everything looks good. You're free to do whatever you want with that mode as long as those who want a harder game leaves softcore trade alone. |
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" And so it begins... Bring me some coffee and I'll bring you a smile.
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" There's a huge problem right now in softcore trade where certain indivudals want to push for more nerfs, a harder and more punishing game and less "zoom" overall. These players look to the "golden" days of PoE during the beta when the game was slower. This mode sounds like it's going to be perfect for these people. Finally, the game will be able to keep progressing in the way that has made it so popular in recent years and those who want to reminence in their old memories can play this new hardmode. For some reason, I see alot of these guys who want the game to be harder to suggest that GGG should implement an easy mode instead leading me to believe that they want GGG to continue the game in the direction of 3.15 while having those disatisified with 3.15 migrate to this new easy mode. Those who want a harder game that enjoy 3.15 more than past leagues are absolutely in an overwhelming minority. That's the reason why a new niche game mode should be designed for them, not the majority. |
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" It's already ended. We're not going back to 3.13. Some people have mistakenly taken the creation of masochist mode as the first step back into POE w/ training wheels. They're wrong. Thanks for all the fish! Last edited by Nubatron#4333 on Aug 14, 2021, 6:33:51 AM
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" No, it's not. It's actually terrible, and this thread is already showing why. The moment you separate the game into easy and hard camps - which you will do by implementing either of those modes, since then the regular game will be thought of as the other mode by default - you will automatically sacrifice one of your primary rationales for balancing anything at all in the game. If they want to nerf something overpowered and there's an easy mode, people will just scream, "I'M PLAYING THE EASY MODE - WE'RE SUPPOSED TO BE WALKING GODS!!". If they want to nerf something overpowered and there's a hard mode, people will just scream, "IF I WANTED TO NOT BE A WALKING GOD, I'D PLAY THE HARD MODE!!". Either way, they'll find it increasingly difficult to justify any kind of balancing decision as soon as they admit that there is any kind of easy or hard mode, either explicitly or by implication. They already face some of this just via the existence of Hardcore and SSF, but at least those modes aren't explicitly about being easier or harder, they're technically only defined by permadeath and the lack of trade respectively. If you have modes that explicitly revolve around game difficulty, you've basically just thrown in the towel and admitted you're not really balancing the main game. |
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Certain amount of hilarity when people complain about the game being hard while playing brain dead meta builds.
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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