Can we talk about Leech IMMUNITY?

There shouldn't be map mods that completely shut out entire builds (or build archetypes).
They should just make it progressively harder. Intractable, maybe, but never impossible.

Leech immunity (and curse immunity) are just silly. They should instead be % less leech effectiveness, % less curse effectiveness. Those could be very high percents, but not 100.

As for BM, just remove it. It's either free quant (for anyone running BM), a mediocre challenge (drop some/all auras), or it's a required re-roll (CI).

If they want to keep the spirit of the BM map mod, maybe something like "%more mana costs/reservations", which is something that people can play around instead of being completely shut out.
I think BM mod was fine in CB when CI was super strong. But now it makes no sense

Life builds are already stronger than CI, so mod should be now: players have CI haha
I am totally ok with 100% resistance being the top roll of a range, because it then gives me the decision(s) of being masochistic, divining, or rerolling, etc.
But how do I decide between these competing choices??!?!?! What are the pro's and con's of each......wait
IGN: Victory_Or_Sovngarde
It's not a 13 week development cycle, it's a 13 week supporter-pack cycle.
You can play any build you want, as long as it's the current meta.
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TheAnuhart a écrit :
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mynameisonlyforthegods a écrit :
So... Because CI can't run BM maps, you think it's better for CI to not exist at all?

I feel like I'm missing a point that is possibly present in your post. Map mods are optional, you don't "have to" run mods like BM if your build is not suited to it. For the third and last time, not every build is supposed to clear all content in the game. IF you get a mod that you can't run, just reroll the map.

I don't understand what the problem is. I really don't. Yes, some mods are impossible to run with certain builds and that's not how you think the situation should be. Is that what you're trying to tell me? If so, I simply disagree with the sentiment.


The point is, it's contradictory.

Look, in 1.1.4 GGG REMOVED a map mod, chaos damage over time. Here's the patch note and the reason for removing it.

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Chris a écrit :
Map Mods:
We have made changes to how degeneration in map mods is handled. This change was made as the Suffering mod inhibited hybrid life/ES builds from being played. This is a style of defence we would like to see used as an option, however this one map mod was very punitive to this style of play. This map mod also overstressed the requirement for a base amount of life regeneration, which is not equally available to all classes.

- We removed the Suffering map mod and replaced it with two other mods filling the same role, "of Venom" and "of Desecration". The replacement mods keep the chaos damage over time flavour, but are not an always-on effect.

- "of Venom" has been added as a map mod, which gives all the monsters on the map Poison on Hit.

- "of Desecration" has been added as a map mod, which gives the map patches of Desecrated ground.


This made no sense whatsoever while keeping Blood Magic as a map mod.

To then go and add cannot leech is just ridiculous and further contradictory.


I don't see any contradictions here. I guess you're trying to stress the "removed because hybrid" point, but that mod was seriously fucked up for just about every build that didn't have either super high chaos resi, high regen or leech and clear fast enough to make it irrelevant. The bolded part is what I find most important in that quote.

Not that I have a very clear memory of the skill tree back then, but for a comparison: It's hella different scenario for a witch to choose to go CI and not run BM maps rather than simply not have sufficient life/life regen nodes to mitigate that chaos DoT mod.
[s]only mindless sheep think labyrinth is OK to have in PoE.[/s]
okay nevermind labyrinth, fix dx9 blackscreen instead...
:/

It was (iirc) ~16 to 32 chaos per sec DoT (was 1k to 2k per min shown as per sec).

It was trivial, could be countered with a tiny amount of regen and/or chaos res and/or pots.
Or it could be rerolled.

EVERY build could work around it.

Now, Blood Magic and cannot leech, can be an absolute stopper for many builds. If the counter to those is reroll, that was possible with the chaos degen, too, as well as various other counters.
Casually casual.

Immunity mods are bad and lazy design.

Flasks should be changed too, no immunity for exiles either.
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TheAnuhart a écrit :
:/

It was (iirc) ~16 to 32 chaos per sec DoT (was 1k to 2k per min shown as per sec).

It was trivial, could be countered with a tiny amount of regen and/or chaos res and/or pots.
Or it could be rerolled.

EVERY build could work around it.

Now, Blood Magic and cannot leech, can be an absolute stopper for many builds. If the counter to those is reroll, that was possible with the chaos degen, too, as well as various other counters.


If you look from that perspective, then we can start to remove reflect (stopper for 90% of crit builds), 60% less reco (stopper for nearly all manaregen based builds) etc.

It just doesnt work that way, i think.
Welcome to the greatest of arenas, Duelist. God is watching you.

I can do double reflect + vulnerability maps with my 140k dps 90% crit chance ranger (Almalexia_ , feel free to check out her gear & passive tree). Running such a map is very punitive to bad play or flask mismanagement, but they are very doable with some tweaks to my setup. I do tend towards the masochistic side of things here and find challenging maps like that very rewarding to play.
Half-Regen/No-Regen can pretty much be entirely offset by making some changes to ones flask loadout.

That I have options (successful options) to overcome the obstacles those map mods present is the entire point.
IGN: Victory_Or_Sovngarde
It's not a 13 week development cycle, it's a 13 week supporter-pack cycle.
You can play any build you want, as long as it's the current meta.


people who cant overcome obstalce and say this obstacle is bad and should be removed lol
"Is there such a thing as an absolute, timeless enemy? There is no such thing, and never has been. And the reason
is that our enemies are human beings like us. They can only be our enemies in relative terms."
Dernière édition par kamil1210#5432, le 26 janv. 2016 à 03:05:59
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i8037 a écrit :
Well, leech is already garbage so who cares? Slap a LGOH and be done with it.


That man speak truth.

Also why not add few more immunity mods? Like aura, poison, DOT, maybe chaos when it's so OP... looks like nice idea special when no balance in game.
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