Map mods(waystones)

So a few things about red maps coming from a veteran who played in gauntlets and delved every league in poe 1. There are some interesting map mods which I find doable, some that might ruin or make a build not working as intended and then there are some mods which SHOULD NEVER roll on the same map. I can deal with eli weakness as a CI build since I only need 3 types of resistances so getting 90+ is not that hard, might need around 100 on each elemental res for maps with "monsters penetrate 25% on your eli res" ok fine, np but rolling 3 dmg as extra from each element in the same map is NOT FUN, also why there's a map mod for "dmg as extra chaos" and why are "Freeze buildup and stun buildup at 200%" and on the same map I do not know, but I do not like at all...it's REALLY REALLY BAD, even with charms which might proc a couple of times there's no solution for that and I'm playing a range build while frezing every single mob in sight and it still feels bad, than we have "Players have 50% less Cooldown Recovery Rate" 50%! can you imagine playing any build with a cooldown of no more than 2 sec on your skill for clear...I can't deal with this even with all the cdr the chronomancer provides so I avoid those maps at all cost. Going back to dmg mods why make mobs deal up to 40% more dmg and than add on top of it 1-2 extra dmg mods...item bases in poe 2 provides way less defense and life builds barely reach 2k mid game and can't get immunity to dots or chaos dmg like I do so how can a casual player mitigate that much dmg and do a one portal map successfully?
Next one is :
(26–30)% increased Monster Movement Speed
(31–35)% increased Monster Attack Speed
(31–35)% increased Monster Cast Speed

I believe everyone would appreciate a small change here like 20ms tops and cap the speed at 30( keep in mind all these values can be increased by 25% if you are using unstable energies).

(70–79)% more Monster Life - this can go up to 90ish% imagine having this on top of life as extra energy shield and some random def buff like magma ring or temporal bubble on a map boss and were back to square one in sentinel league when some rare mobs(even in campaign) became unkillable and could and would one shot you....it's just anti-fun please don't allow history to repeat, at least not in a bad way.

Other map mods might be debatable for each and everyone, this is subjective since not all players play the same build and therefore don't encounter the same issues, but still keep in might that allowing a map boss get 2xhp or have any mob deal 2-3 time more dmg by stacking dmg mods it's unhealthy...not gonna complain about rare mods since I do know and understand every since one of them but there is one that bothers me, it's very rare and random(only seen it 3 times and I believe only from essence monsters), I recognize the skill itself from poe 1 pirate boss in settlers league, what I don't understand is

a.the name of the mod so I can avoid the one shots(don't see it in description)

b.why did u took a boss skill and gave it to a rare mob that is very unpredictable

TL;DR don't stack dmg mods, don't give 2xHP to mobs/bosses and don't stack freeze and stuns(we have no pantheon and no viable way of getting immunity to ailments). TY!

Last bumped on Jan 3, 2025, 3:03:37 PM

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