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kaepae wrote:
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jsuslak313 wrote:
In the CURRENT map system, we have white maps with zero additional mods. Players can CHOOSE to just run white maps. League mechanics can still be run through the atlas tree, scarabs, sextants, and kirac mods. There is no system forcing you to run content that bricks your build. If you choose, you can make them slightly harder and more rewarding by making them magic maps. The player likely will have no issues rolling hundreds or thousands of magic maps without hitting too many brick mods. But then there's alching maps: the way we as players can make maps the HARDEST they can be. Again, this is a CHOICE the player makes. You can do everything you describe wanting to do in the current system by just NOT alching maps. But you are CHOOSING the extra challenge by alching and, yes, you have to read the mods or run into bad situations. This isn't an auto idle game.
Yea Snorkle is being silly not CHOOSING to run just white maps and instead CHOOSES to alch-and-go and read/scan 20k lines of map mods in a league of which none really mattered except for the one the build can't do so basically the entire read was to make sure that one mod is not somewhere in the list, and sometimes fails after having 10 hours of play to detect them all.
Without this extensive map mod rolling, all we'd have left is just an auto idle game.
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Map mod rolling for 1 or 2 minutes per map run sucks. Very boring clicks.
You know what works? The atlas passives. Put those mods in there and make it about pathing in the right way to suit your build and make every character have their own tree.
Let's say notable X is your desired one, 2 paths lead to it, left one has regen reduction the right one has reflect. Choose the proper path for your build and if your build can't do either work on it until it can. It is worth it because from there on it is permanent and you can just spam maps, no rolling.
And then players can still CHOOSE how hard they want their content but they won't have to go through all the boring map mod rolling.
It's not like the map mods are good contracts anyway. My jugg did tough maps and then died to some weird rare in a really easy one. Go figure.
Current atlas tree has these featues. You have some clusters that make mechanics easier to do. For example Expedition detonates slower and spawns monsters with 30% of the life bar missing. Metamorph has nodes that make them do less damage and have less HP.
They don't juice the rewards. You just spend points to make encounters easier. Helpful on league start or SSF. Later on you respec from them and instead put points into stuff that makes it harder for more rewards.
You also have 2 big keystones very early in the atlas tree that you can allocate pretty much right after getting to maps. One reduces monster health boosting their damage and the other does the opposite - monsters hit for less but are tougher. This applies to EVERYTHING in your maps. It's a way to tune your content towards your build. You play a gigatank that struggles to kill bosses? You pick the more damage less HP node.
Last edited by Esubane#6099 on Jan 19, 2023, 5:19:28 PM
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Posted byEsubane#6099on Jan 19, 2023, 5:17:05 PM
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60% (with atlas passives, it might be 75% in maps.)less recovery life and energy shield is much worse. Almost all builds couldn't run this mod (even if taken vaal pack passive node)or they'll take very high risk in the map.
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Posted bysmtad#6581on Jan 20, 2023, 4:17:01 AM
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smtad wrote:
60% (with atlas passives, it might be 75% in maps.)less recovery life and energy shield is much worse. Almost all builds couldn't run this mod (even if taken vaal pack passive node)or they'll take very high risk in the map.
If you get this you can usually just play slower, it isn't a cockblock mod unless you're playing RF or something else that relies on recovery to get basic functionality.
Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
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Posted byraics#7540on Jan 20, 2023, 6:58:06 AM
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