Map mod balance... Well it sucks Balls!!!

Why the hell do map mods effect the avatar?

If you want a map more challenging you could just make the map harder. By beefing up the monsters in it. There is absolutely no need to make the player weaker. This just feels bad.

New player: I am going to go make a block character. Oh crap this map mod has -40% to my block chance... Guess I need to over cap it by 40%... Possible but not worth it. Guess I'll just avoid those maps.

Different new player: Hmm I am going to make a curse build. Oh map mods have hexproof. Good thing I can still curse monsters that are hex proof. My build can just ignore it's anti mod.

Different new player: I am going to make an RF player. So I need a ton of Life regen. Oh the most common map mod I roll is players have less or no regen. WTF!!! There is no way around this. And often a curse like elemental weakness or negative too all max resistances!!!

Yah balance sucks. Some builds can just over cap to fix the issue. Other builds can just ignore the mod as it has no impact at all on that build. While some builds are just fucked by the mod.

I don't think I will play next league. I am sick of skipping maps because of crappy anti build mods. Not because the map itself is hard.

It is the stupidest balance planning ever!!! There are so much better ways to make a map harder. So the question remains why the hell do map mods affect the player?!?!?! Because GGG just want you think they care about balance. When really the map mods are designed to make you play a build they want you to play.

Hell you can't even do low life builds during scourge. The most common mod my scourged maps rolled was. Players loose 1500 life when shifting!!! Ignoring ES and killing low life chars instantly.

I am so done with anti-build mods. I just don't want to think about them ever the fuck again. Fuck this balance crap!!!
Last bumped on Jan 28, 2022, 2:45:52 AM
This thread has been automatically archived. Replies are disabled.
You've misunderstood the intent behind these mods. They are designed to get you to spend currency, either through gear that helps offset the issue (i.e. overcapping) or simply by re-rerolling the map. They are trying to make currency have another purpose and value so you keep grinding and picking it up.

You're not wrong though that it's an annoying and uninspired design aspect. It also limits build diversity which has become a major problem for the game of late.

All I do is roll a map and if it has a dud attribute it goes into a tab. After the tab is full I vendor everything and either get currency or a next tier map.
LOL. I could so do that better.

If the only goal is to get people to spend currency on maps. Than have extremely rare sought after mods. Like a mod with less than 1% chance to roll that gives you currency or something. A map mod so good someone might actually be willing to put an ex on it. As no way anyone would do that with today mods.

Also the game requires you to run corrupted maps. This combined with the fact the mod is anti build. So instead of what I just suggested. Atlas bonus could be only if you run the map with X mod on it. While this just adds another layer of crap to the system. And has a peek time when all bonus are clear. Still better than what we got.

If what your saying is true. And the goal is only to get people to spend currency re-rolling a map. I could accomplish it 50 other different ways. Without having this crappy after taste. I just listed 2 and hadn't spent time brainstorming it. Hell I could think of ways to make it work with masters, and other things.

All they have done is made a feel bad system. That requires you to waste time re-rolling maps. And that is ever more time if you want to play in a party. As now you got two or more different builds you got to worry about.

Nothing about mods modifying your in game avatar stats is a good thing.
Last edited by TheLockedGuy#0038 on Jan 20, 2022, 12:43:36 AM
There is enough shit to spend currency on, hell if they need to they can add more shit to roll.

Map mods completely countering archetypes are [Removed by Support] design. EDIT: Yes, [Removed by Support] perfectly describes it, thank you Mr. Support.
Map mods should constitute more or less danger. Not turn off my mana regen entirely so I cannot cast spells anymore.

Why do we have a mod that turns off casters mana but don't have a mod that turns off attackers accuracy?
POE2 should be the ruthless vision experience and POE1 should be the zoom power fantasy sandbox to capture both audiences.
I petition to return all the fun stuff that was removed or nerfed over the years back into POE1.
Last edited by Bosscannon#3325 on Jan 20, 2022, 6:13:50 AM
"
Bosscannon wrote:
Why do we have a mod that turns off casters mana but don't have a mod that turns off attackers accuracy?


Because you could use mana flask for such maps?
"
SpacePilot3000 wrote:
"
Bosscannon wrote:
Why do we have a mod that turns off casters mana but don't have a mod that turns off attackers accuracy?


Because you could use mana flask for such maps?


Yah... Because you should have to have a mana flask when your build design doesn't need it. Because the game hates your build design. [Removed by Support] Why should anyone be forced to use a specific flask? Especially because of a random map mod?
Last edited by Lisa_GGG#0000 on Jan 20, 2022, 2:07:46 PM
"
Bosscannon wrote:
Why do we have a mod that turns off casters mana but don't have a mod that turns off attackers accuracy?


There literally is, tho.
"
TheLockedGuy wrote:
Why should anyone be forced to use a specific flask? Especially because of a random map mod?

Yes, because of a random map mod, and no, it's because they don't want to reroll the random map mod.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
This thread needs shagsbeard more than most other threads that have shagsbeard, I hope he turns up and says the words cause OP needs to hear them
In a bubble increasing enemy potency and reducing player potency is the same thing.

PoE has flaws however. Block / Dodge for instance has no counter stat where as Evasion / Armor / Resists do. Map mods counter this by reducing those stats directly or triple bonus elemental.

I find enemy buffs to be far more problematic than player debuffs. Enemies Resisting Ailments at 90% for instance is a single roll that can brick your map along with Reflect.

It should take a minimum of 2 rolls to cause a map to counter a build that hard.

I think it's safe to say the modifiers are too high with a fully awakened Atlas and hope they get rid of the mechanic in 3.17. It's fine to have a soft cap similar but the current version is bad.
"Never trust floating women." -Officer Kirac

Report Forum Post

Report Account:

Report Type

Additional Info