Generic atlas passives do not work with blighted maps - silent nerf
Hello GGG,
I need to report that you have silently nerfed blighted maps BY A LOT. Previously, atlas completion bonuses - increased item QTY + increased mods affected blighted maps mods, including oils. So if you had 45 lucky chests, with atlas completed it was 57~ . That was still requiring us to play a lot to complete atlas to unlock these, just like now. Now you have nerfed all the oils by 20%, lowered level of rewards by another 20%. By rebuilding atlas, you have stated that the new nodes do not affect blighted map, I assumed this is related to watchstone-modifiers mods like it used to be pre-3.17. But you also took away from us item qty, item rarity and increased mods. I assume this is by mistake, thus I am reporting this as a bug. I don't think you really meant to nerf blighted maps because there was nothing in the patch notes about it! If this is was some kind of a plan, why it was not in a patch notes that you nerf blighted maps? You just have buffed ravaged blighted maps because of how bad the loot was !!! I can provide screenshots how it worked and how it works now, I hope you enable these nodes to work with blighted maps, just like it worked before in 3.16 Thanks in advance! Last bumped on Dec 14, 2022, 3:57:54 AM
This thread has been automatically archived. Replies are disabled.
|
![]() |
delirium encounter nodes dont work on deli orbed maps either anymore
IGN: reigNNNNNN
|
![]() |
I seriously hope these are oversights and not more classic GGG stealth nerfs.
Last edited by IcedInferno007#3962 on Feb 7, 2022, 12:05:58 PM
|
![]() |
So the bug that op is describing here is that "increased effect of modifiers on non unique Maps" atlas passives do not apply to blighted maps.
See test below by /u/danielBuckley " Last edited by haruozzie#1415 on Feb 7, 2022, 1:48:15 PM
|
![]() |
" Thanks for contributing, Yes, that's exactly what I am referring to. I apologize for poor explanation I should have put more effort into that since the mechanic is very complex and people confuse it with 'blight' mechanic on maps or 'blight' enchants on maps. I did explain it in details replying to users asking in the reddit thread, but I believe I need to clarify everything in here so developers have much easier time reading this and understanding my point and the situation. So what you said is true, but let me elaborate by providing and example This is 3x golden 3x silver 3x opal oiled map with almost maxed out awakening bonus in 3.16 : Map mods: ![]() In map mods: ![]() We can clearly see, that the Awakening bonus, which was increasing mods and that has been replaced directly in the new atlas tree by the 'Increased effect of Modifiers on non-unique Maps', has increased: 1. Item Rarity (very important in terms of rewards) 2. Item Quantity (20% translates into rewards from chests), directly affects 'pump rewards' qty 3. Map difficulty 4. Oil mods, which are used for high risk/high rewards end game content With the new atlas tree, this isn't working as in 3.16 which I believe was unintended change. The new code did not take into account that awakening bonus did affect blighted maps and the devs have probably didn't see a difference between watchstone modifiers / atlas ascendancy bonuses and awakening bonus and made the whole tree not compatible with blighted maps. I hope this is clear, but if not please let me know how can I help understanding this better, Thanks in advance! Last edited by glocked#2121 on Feb 7, 2022, 4:19:06 PM
|
![]() |
Bumping up for visibility
|
![]() |
Bumping up for visibility
-Nerf
|
![]() |
Bumping up for visibility
|
![]() |
So many atlas passives are scuffed and not working. The blight ones are frustrating as I love blight, but the map opening issues and the quant and rarity nerfs just make me not want to bother with blight, my favourite mechanic since they dumpster breach and legion.
Here's a bump. GGG please fix the atlas passives! |
![]() |
Bumping for visibility. hope this gets looked into
|
![]() |