[CURSE IMMUNITY MAP AFFIX] Can we please have this changed?
You're playing somewhat of a niche build, so I feel that calling for the removal of an affix based on that niche build is probably going to fall flat.
When I play with others, I get far more complaints about rolling no/slow regen than anything else... but I don't see those going away anytime soon. Curse immunity has the benefit of making boss fights actually challenging. Curse effectiveness, as you suggest, would be essentially the same thing as immunity with regards to the boss fights. Bosses already have a 75% resistance to curse effects (correct me if I'm wrong), so any further resistance would be negligible. Regarding changing it to Immune to X curses, I worry that this would muddy the pool. Too many map affixes is a bad thing, because it a) makes it more difficult to roll good mods and b) increases the odds that the map is just far too easy. I'm not trying to be difficult here, I just see issues with the changes you suggest, and the current system seems fine. A comprehensive, easy on the eyes loot filter: http://www.pathofexile.com/forum/view-thread/1245785 Need a chill group exiles to hang with? Join us: http://www.pathofexile.com/forum/view-thread/1251403 Last edited by Antnee#4468 on Jan 23, 2014, 11:17:59 AM
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" Exactly, bosses/rares already have curse effectiveness reduced also mobs have the ability to roll an affix for curse immunity. Why add an affix to the map that has such a high chance to roll that gives the entire map curse immunity? The tree was designed for build diversity - isn't every build technically a "niche build" as you claim? They provide the items so you can get +1 to curses, they have added another +1 curse node to the tree with the ability for your curses to last indefinitely. If they don't want to allow curse-focused support builds, why even have the items in the game? I guess you wouldn't complain about it unless it would completely nerf your build, however. |
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" So close to having a civil conversation. Anyway, yes, it does destroy your build. But, every single build that I am aware of has SOME map affix that makes the map impossible. This is by design. Again I point to BM/CI. Yes, it's rare, but unlike what you are describing, BM makes the map literally impossible to run for a solo CI player, whereas your build with curse immunity just cant use curses. Your auras and conduit still work, no? So I would not call that build breaking. Just build nerfing. A comprehensive, easy on the eyes loot filter:
http://www.pathofexile.com/forum/view-thread/1245785 Need a chill group exiles to hang with? Join us: http://www.pathofexile.com/forum/view-thread/1251403 |
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" Map Mod Frequency Blood Magic: 1.58% Hexproof: 12.96% Alright, I see where you're going with BM hurting CI builds, but look at the chances to get BM on a map compared to curse immunity. It's more than 8 times LESS likely. If they really want to keep curse immunity, why not reduce the frequency in which it appears or change the affix so that it doesn't completely nerf multi-curse builds? With my old ROA build or my pulser, there is no map mod that prevents me from running a map. With phys/cold/fire/light res map affixes, they're not set to immune to those damage types. I do not think that there should be "build-breaking" map affixes (BM for CI falls into this category). Last edited by cloudily#1108 on Jan 23, 2014, 6:32:51 PM
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Summoners are obsolete if there are damage fields at your map. I think every build have a weakness agains difference map mods. I solve the problem by not running maps with bad mods.
Curses in special i aggre, that Curseimmunity should be replaced by a number of curses mod. |
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