Additions and Improvements to Map Mods

Hmm removed old good map mod "Blood Magic" but added new nemesis "Prevent Energy Shield regeneration", i wonder how this will look like
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matsu07 wrote:
Oh no, more shitty mods to reroll. Great work.


I would argue that these new map modes make the end game more challenging and interesting. These mods add a new difficulty to the game and address some of the poison/chaos damage builds out there (monster chaos resist, reduce poison effectiveness).
Last edited by Romados#5658 on Nov 28, 2016, 8:01:30 PM
Well,go ES or Totem,simple as that.
High mapping feels like being a slave. Farm currency to roll maps to get currency to roll maps.
Adding stupid mods like the ev-dodge-ar ones only makes things worse.
We need to be able to choose map mods in pairs and pay the cost.
A mod we want will always be paired with a conflicting shitty mod to add some difficulty.
Vaaling now has a great chance bricking the map.
You need to stop "balancing and improving" you have improved ar ev melee and life enough,take a break!
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matsu07 wrote:

I really hope that the mtx challenge rewards will be so good that it will make me play next league. I see a league more dead than Prophecy. Atlas bought some life back to the game but nothing near Perandus level of awesomeness. I'm biased though, I'm only taking to account my friends and guild mates.


To be fair the league was just giving away free stuff to the babies. And babies are always hungry for more. Yes I got my share as well and in the future I am certainly going to give my new tools a try on test league.


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ferhatsan wrote:

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 ?


Chaos and alteration orbs will slightly be used more, true. But honestly who cares about traditional orbs like chaos, alchemy, alterations and exalts? Essences will be implemented in the main game. That is all that matters. These offer unique mods that exalted orbs cant even spawn on items. Exalted will still serve a purpose as an orb mainly used for master crafting. But that is pretty much it. Let's just hope that most people dont really value the essences, so I will get my hands on them for supercheap.
Heart of Purity

Awarded 'Silverblade' to Talent Competition Winner 2020.
https://www.youtube.com/watch?v=NDFO4E5OKSE
ign: Reinhart
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Lord_of_Error wrote:
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Thaerathandel wrote:
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PopeJo wrote:
some more map mod ideas for you:
- players who enter the map die
- map cannot be entered by templars
- boss can only be killed with elemental hit
- fishing rods reflect no damage



Sup!

- No movement skills allowed.
- Players deal 100% less area damage
- Inhabited by nobody
- Monsters have 100% chance to resist silence.


Pretty good, but I think we need more keystone action:

- Players have Ghost Reaver (mostly free mod, they probably have it anways)
- Players have Avatar of Fire
- Players have Resolute Technique
- Players have Ancestral Bond


Can we get these :)
- One player death means death to all
- Players will lose 20% XP on death level can be lost, players need to have 1 unspent skill point avaible to enter map
- Players drop gear on death
- Players items are corrupted on death
- On death Xp loss applies on skill gems also
- 20% chance that hits from monsters can steal Player XP
Last edited by Coolmer#1879 on Nov 28, 2016, 8:32:21 PM
Still waiting for pack size changes. Namely, giving all mods just a little bit of pack size.
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Romados wrote:
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matsu07 wrote:
Oh no, more shitty mods to reroll. Great work.


I would argue that these new map modes make the end game more challenging and interesting. These mods add a new difficulty to the game and address some of the poison/chaos damage builds out there (monster chaos resist, reduce poison effectiveness).



But then these mods are not mandatory and can be rolled over , so your arguement is absolutely invalid .
hmm.
You had to make dodge worse? Lol

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