About the "Chance to avoid ailments" map mods.
As detailed here, there's currently no counterplay to "Avoid ailment" mods.
When playing skills with low hit rate, 90% elemental avoidance doesn't translate to "90% less damage", but to "90% chance to not deal damage". For example, playing bleed or ignite slams. This isn't the case with other severe mods such as "monsters take reduced damage from critical strikes". When playing a crit build, while severe, this mod doesn't turn off your damage entirely. Given the recent addition of Alchemist's Mark, which favours big single hits both for poison and for ignite and the shock based skills, this can be a good time to take a look at the mod. My proposed solutions are the following: Changing the map mod. For example, instead of granting monsters "chance to avoid ailments", the mod can grant "take reduced damage from ailments" and/or "reduced effect of elemental ailments" (shock/chill/brittle/sapped/scorch). I'm not knowledgeable enough about impales to comment on this. This keeps the map mod relevant and solves the issue of not being able to do damage for both dot and shock builds. A different approach could be adding sources of "Ailment can't be avoided" "Shaper of Flames" or "Ngamahu, flame's advance" can give "Ignites can't be avoided" "Shaper of Storms", "Shocks can't be avoided" "Noxious Strike", "Toxic Deliver" or "Master Toxicists" could give "Poisons can't be avoided" Similarly, Bleed and Impale options can be added to Gladiator and Champion respectively. Last bumped on Dec 9, 2022, 5:08:15 AM
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Yeah, the map mods would totally be "% less effect of <ailment>".
The same goes for things like Leech. The "Cannot leech" mod shuts down Slayer and Vaal Pact and there's no counterplay to it. I should be "% less Maximum total Recovery from Leech" A good example is "% less Flask Charges gained". Imagine if it were "% chance to not gain flask charges"! Beware of the man who works hard to learn something, learns it, and finds himself no wiser than before. He is full of murderous resentment of people who are ignorant without having come by their ignorance the hard way.
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I agree with you - as a solution they should buff map mods like -crit multi to hurt those builds as much as they do the other ones.
Spoiler
I'm being serious - map mods you have to roll over force you to make meaningful decisions in the character building phase, provide a valuable chaos sink for the economy, and encourage trades. They also added Twist of Fate as an atlas passive to help you out with this.
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Ya know. It's a pretty good example of how GGG balances this game.
Players with non-evasion gear rolling Avoidance = Bad. All enemies on a map rolling 90% Avoidance = Fine. Templar Pious Path 50% Effect Regen = Bad. Cannot Regenerate HP/Mana = Fine. Pollute Jewel rolls with "Less Effect" and "Less Duration" but not enemies. Meanwhile Reflect is somehow still a roll maps can have. Map rolls are never adjusted, no matter how oppressive. It really does look like Devs Vs Players out here. "Never trust floating women." -Officer Kirac
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This mod kinda' force your atlas strategy to not take the increased effect of map modifiers nodes. 70% elemental ailments avoidance is not so bad, but the atlas memory maps still roll elemental ailments immunity mod.
In Kalandra I worked around this by playing a Grand Design tree and never corrupting the atlas memory maps, which was not ideal. |
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" I agree with you on this. My point is not that you should be able to ignore map mods. What I'm arguing is that when you are playing Doriany's Touch ignite and you get that mod on a map, you do no damage. The only meaningful decision in the character building phase you can do is either "take the loss" and accept that you have to roll over those mods or just avoid playing the build and switch to something else that doesn't have that issue. You can't bypass the map mod with investment as you can do with reflect. There's a lot of places where you have to "take the loss". If you are playing a chaos damage build and you get a remnant in expedition that makes mobs immune to chaos damage, you can't pick that remnant, so going for "Just take the loss" is fair. However, I don't think it's fun. What I would like would be to open an unid map, go in and find that the mobs are really tanky. Not go in and figure out I do no damage, go out, and open another map. I'm not going to go and spec Twist of Fate just to run 20 maps outside of my current strategy. The idea of Twist of Fate is cool, but I can only see that keystone as a trash compactor. I'd love to be proven wrong. Sorry for the wall of text. Last edited by Ayraclus#5764 on Dec 9, 2022, 5:09:19 AM
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