Players cannot regenerate life, mana or energy shield

How many builds can cope with this map mod?
Isn't it just a dirty, cheap and dishonest mechanic only there to make you waste reroll currency and maps?
Last bumped on Jan 20, 2023, 6:58:06 AM
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Builds with Eldritch Battery can cast their skills just fine, relying on Energy Shield Recharge.

Builds with Lifetap, Leech, and preferably also a life flask can also run these maps.

If I need to run them, my RF character can run them by just not turning on RF and using Fire Trap. It is notably slower, but helps finishing with finishing up bonus objectives or the "Complete 8-mod maps" challenges.
you can always reroll those maps (60% less recovery also sucks), or otherwise replace one of your flasks with an enduring mana flask and you're all set.

Slayers don't care. Slap an armor with -15 mana (or use jewelry) and Vaal Pact = no regen - no problem.
Builds with 'Gain on Kill' - esp the Trickster Notable.

And some builds can do any map mod combination.



And for the record: I dont like the map mod system either.
No wonder it's lost, it's in the middle of the jungle!
some of the dot skill can run them very easy as well with enduring manaflaks and/or recover mana flaks charges very 3 sec

i normaly turn off regen aura(s) + 1 extra aura for bigger mana pool and run them just fine
the important part is that you dont have to perma spamm your skills
Map mods are one of the most annoying things to exist, never once have i thought "yeah that's a good mechanic for this game" just a total waste
All chest armor - gain x% life on kill

Every attack builds - easy to get 0.2% leech and thats plenty, or LGoH

Any self cast build - swap a gem in for life leech


I think the only builds really hit hard are RF and Archmage if those still existed.
The one I'm playing now can mostly handle it, balefires give you life and mana on kill which is enough for clearing and it can kill the boss just with totems which cost a tiny amount per cast so there's enough casts in the mana pool to kill it. It's good to have a mana pot for backup, though, just in case I messed up, used something else on the boss and spent all mana.

It can be tricky for casters that can't leech, yeah, the above can do it with minimum hassle but it can be a hard skip. Of course, if your dps is so high that everything including the boss dies in half a second you can just keep yourself going with pots.

Not the most interesting map mod, but if you think about it, most aren't.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Jan 19, 2023, 3:17:44 AM
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Fraktal_ wrote:
Map mods are one of the most annoying things to exist, never once have i thought "yeah that's a good mechanic for this game" just a total waste




i have to agree.




all the maps i run have a ton of words and i spent a really tedious amount of time standing at my stash rolling them and going cross eyed trying to read them and rerolling certain ones because theyre impossible for my current char which forces the game to provide me with 1000s of chaos orbs that destroy the idea of ever having rare loot in this loot gam be meaningful and then i play the maps...


and all of them have monsters do a bit more damage and have a bit more life. and i dont really notice, map by map i dont feel the difference between them. it really has 0 impact on the gameplay. every mod that isnt just boiling down to a bit more life/damage is basically a mod i only play if it doesnt effect my character 99% of the time.

if it slows me down it simply makes the game feel shit to play, no temp chains or chill ground etc, why would i want the game to feel unenjoyable and frustrating to play? instant reroll, unless im completely unaffected by them. reflect, im either immune to the reflect type or its a forced reroll. no regen, it either shuts me down or it doesnt effect me. cannot leech, i either rely on leech in which case i dont run it or i dont rely on leech in which case it doesnt effect me...




you basically dont run map mods that effect you unless its monsters do a bit more damage and/or have a bit more life which effect you on paper and basically dont effect you in practice because it all feels roughly the same.




its a good idea in theory but in practice i dont rly see what good it adds to the game. i see what it makes worse, it makes the crafting material system much worse, it adds tedious busy work at your stash which ruins the gameplay flow. wheres the payoff for these downsides?





i would say if anything the fact i have picked up an enduring mana flask and run a no regen map on a char that fuels on regen very occasionally is probably the only time i can think of off the top of my head where a map mod had any actual notable effect on the gameplay of poe for me over the last 4 years i can recall. it might be the one mod that results in map mods actually bringing something interesting to the game play, sadly only for a 5% section of potential builds while the other 95% are either unaffected by it or instantly reroll it like all the other waste of time mods.
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