Additions and Improvements to Map Mods

should remove hexproof, the less curse effect is enough, hexproof is like blood magic, retarded.
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Wiesl_1404 wrote:

monsters have a 30% chance to avoid poison/blind/bleed
Good one here - no immunity but avoidance which makes stacking poison harder and lowers effective DPS without rendering the mechanic useless. Thanks!

I believe there will be immunity to poison/blind/bleed on red maps like with status ailments. (40%/60%/immunity)
Last edited by Ripstick#7699 on Nov 28, 2016, 7:05:21 PM
i actually really like these. i like that some of them can force you to change up builds in ways that are viable and not take complete gear/passive changes.
still be easiest to just reroll what you dont like but ya....liking these changes
Aren't armor and evasion already too weak as defensive options? Who thought punishing them with map mods would make this situation better?
Aww theres no map mod of the following?

"monsters gain xx% of damage as extra chaos"
Pilgrim Hat on sale when?
Looking good
GGG, the ADA of gaming....huuuur i gotz mai skilz.
IGN: MullaXul
Love everything but the "of stasis" change, life and mana have flasks that can heal them, ES doesn't
I sense path of RIP incoming.
Somethings are changed, good or bad; we will used to it in time.


I have 2 questions.

1- Is that mean we will see in the patch notes Life Buffs ?
I mean %4 life increase passive mode, will change to %6 ?

2- Chaos and alteration orbs will be more valuable ?
I mean 1 ex : 60-65 c now, is it will be 1:40 ?
Give me your heart,
And i will give you beauty,
Beyond your darkest dreams. -Atziri, Queen of the Vaal

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