[CURSE IMMUNITY MAP AFFIX] Can we please have this changed?

I like the suggestion. Every time curse immunity comes up on a map, I reroll. All support builds and many non-support builds are gimped by pure immunity.
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Taganov wrote:
I like the suggestion. Every time curse immunity comes up on a map, I reroll. All support builds and many non-support builds are gimped by pure immunity.


I guess they're alright with builds such as low-life shavs aura-support, but don't really care about tri/quad/penta perma curse builds. Curse immunity really hinders build diversity; isn't that what they're trying to achieve with the huge passive tree?
Change 'Mosters cannot be stunned" to 'Monsters have 50-100% increased stun threshold' or something as well, please.
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sambodini wrote:
Change 'Mosters cannot be stunned" to 'Monsters have 50-100% increased stun threshold' or something as well, please.


I think monsters cannot be stunned is fine as it isn't a build-breaker.
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cloudily wrote:
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sambodini wrote:
Change 'Mosters cannot be stunned" to 'Monsters have 50-100% increased stun threshold' or something as well, please.


I think monsters cannot be stunned is fine as it isn't a build-breaker.


It's a build breaker if you play a stun build. I don't think curse immune mobs have been a build breaker on any of my characters, except for my curse support build.
I feel like mods like that roll to often on maps. Tempchains is also a huge downer IMO it takes away from the game. Yes it gives amazing Q to the map but that just makes us not want to roll over it even though its going to be a painful exp for everyone in the party.
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xDank wrote:
I feel like mods like that roll to often on maps. Tempchains is also a huge downer IMO it takes away from the game. Yes it gives amazing Q to the map but that just makes us not want to roll over it even though its going to be a painful exp for everyone in the party.


Temp chains is really killer. My RF build has no issues with it but everything else hates it. Should be like 100% quanitity on temp chains.
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sambodini wrote:
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xDank wrote:
I feel like mods like that roll to often on maps. Tempchains is also a huge downer IMO it takes away from the game. Yes it gives amazing Q to the map but that just makes us not want to roll over it even though its going to be a painful exp for everyone in the party.


Temp chains is really killer. My RF build has no issues with it but everything else hates it. Should be like 100% quanitity on temp chains.


Recently had to to a Crematorium map with Temp Chains. That was no fun.
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I disagree with this. Yes, it is a build killer, but we aren't talking about storyline content here; you can reroll if you don't like a map. I use multicurse, btw.

It's not NEARLY as bad as being CI, and having blood magic pop up.
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Antnee wrote:
I disagree with this. Yes, it is a build killer, but we aren't talking about storyline content here; you can reroll if you don't like a map. I use multicurse, btw.

It's not NEARLY as bad as being CI, and having blood magic pop up.


Blood Magic has a very small chance of appearing on a map, as does no regen. Curse Immunity, however, has a 14-15% probability. For a quad permanent curse support build with conduit and auras, it's pretty much a build killer. Instead of curse immunity, they could change it up to be immune to {x} curses or curse effectiveness to match up with the other map affixes.

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