why are there only negative effects in map mods pool?
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Tbh i dont see the issue, players should manage their expectations and run content suited for their skill level tho
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"By not reading what was said, that's how. If GGG was to add positive effects, they'd likely assign them 0% increase to those things you mentioned. Why Would they increase the rewards when making the content easier? If maps could have say, 1 positive effect without consuming a prefix/suffix slot that'd eliminate people avoiding them. Computer specifications: Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 32GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & Crucial MX 500 4TB SSD's Last edited by Nicholas_Steel#0509 on Nov 26, 2021, 3:51:24 AM
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mods in maps are too harsh, like -15% max res, devs should enable their head: do they know how it is hard for a player to get 15 MAX res? all mods should be reduced by 50% and some garbage mods like no regen and reflect should be removed.
dead game
bring back 3.13 |
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Why would I ever want POSITIVE effects on a map I'm specifically designing to be harder and more economically rewarding? This makes no sense...
Sextants are for neutralizing bad effects, creating positive effects, and adding monsters. Watchstones are for 100% positive effects. Map modifiers exist solely to INCREASE the challenge of the map. There is no other way to do this... Plus one could argue that the new map enchant mods ARE positive effects. So you already have them! Delirium maps/Blight maps etc are all a NET positive effect on a pre-existing map. Just for a second, think about the goal of this suggested change: 1) Offset the difficulty of rare maps? Run blue or white maps! 2) increase rewards without increasing difficulty? sextant, watchstone, chisels, scarabs, etc. 3) There is no third reason besides maybe making WHITE maps easier? Be serious This is a SOLVED problem Last edited by jsuslak313#7615 on Nov 26, 2021, 12:53:52 PM
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Actually, I consider increased monsters a positive effect. It really improves the experience granted for clearing the map.
The best counter point I read though is that making positive effects and reasonably not improving quantity along with it would make the map mods in general worse not better. Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!
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Oh my sweet summer child, did you miss the awakening of the atlas memo? Those big bad mods you so dread were actually buffed by dear GGG with bonus objectives and awakening level. And then we were blessed with such "improvements" as the great damage castration of 3.15 and the ling chi of dodge in 3.16. Why just now, in 3.16 as well, we got scourge, a 150%+ more damage taken modifier that STACKS with map mods. And uber uber content! Just imagine those juiiicy wave 30 5 bosses at the same time simulacrums.
You, my friend, remind me of a person that got beaten up, tortured and had their limbs amputated by their abuser, who finally got to the police station to accuse their violators of...having their clothes unlawfully dirtied. Doubtlessly true, but missing the point by several gazzilions light years. Cute. |
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Such a nonsensical question, i'll counter with another question -
Why are there only positive effects on rare item mod pool? Because items are supposed to make the characters stronger, just as map mods are supposed to make the monsters stronger. |
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