High Tier map mods and T16s
Some map mods feel unreasonably difficult compared to others and should be toned down. With chaos orbs no longer rerolling all mods, and being more rare, this leads to too many "bricked" maps.
60% reduced recovery, especially when boosted with the atlas passives, its practically unrunnable for most builds. -15% max ele res likewise is way too much. This is comparable to "Monsters deal 60% more elemental damage", more if the player invested in max res. The ele weakness mod is only -15% ele res, why is the -max mod so steep? 25% ele penetration... see above, but even worse (unless you can overcap for pen in POE2?). Last bumped on Dec 20, 2024, 7:29:05 PM
|
![]() |
" I really doubt they even tested the endgame once. At first it's unbearable, because the way items work with affixes, it takes too long to make an item progression before the endgame, for the endgame in fact. And when you finally make that progression to better items, you face the same problems as at the beginning of the endgame, which are: Maps with mods that simply boost the damage of every enemy by 10000000%. It's impossible to play with so many oneshots, unless you somehow manage to get one of those super expensive builds on the game's market with unique. Where the player simply blows up everything on the screen immediately. |
![]() |