Additions and Improvements to Map Mods

So more map mods where the risk/rewards are not representative of how hard it actually is to run them, while leaving the vast majority of previously unbalanced map mods for risk/rewards unchanged? Ok.
Last edited by Namcap#6810 on Nov 28, 2016, 8:29:29 PM
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AHAB_10 wrote:
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tetryon88 wrote:
Old versions of the "of Stasis" mod prevent Life and Mana Regeneration. New versions that are rolled will also prevent Energy Shield regeneration.


yay more map mods that prevent entire builds from running content. so when are we getting an ES recovery flask to compensate the same way life builds do?


The way it's worded only affects builds that rely on Zealot's Oath-type "regeneration," no? Energy shield recharge should still be unaffected.


Occultist node that gives %es regen is the only one that hopefully matters. ZO was already affected by no regen from what I remember.. If it is recharge too then my CI summoner is kinda boned..
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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


Hey!

- [exclusive t16] you die, if you not meta build
- you do 40% less damage, if you enter map with fun build
- Players and enemyes cursed with enfeblee and temporal chainds.
- Damage over time has no effect
- boss can be damaged only with critical hits
- monsters mirror you'r immunities

and my favorite:
- if you'r character die in map - it move to standart league.
Interesting mechanics enthusiast.
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Kazinwrath wrote:
You had to make dodge worse? Lol


I came to post the same. Evasion/Dodge feels like shit already. While you can evade and dodge quite a bit once heavily invested, it's still basically one or two unlucky hits and you are dead (the lack of life/strength on that side of the tree doesn't help). It's especially bad for melee builds. It seems like it's meant strictly for ranged builds with VERY high DPS, where you'd rarely have anything, even bosses, live long enough to get near you to attack.

This mod is really just going to hurt weaker builds, not the powerful ones which should be targeted. Actually, I think that may be the case for a few of the mods here.
so when are we getting the option to remove shadows in x64 client?
still a 10k+ ES character can do all map mods and life still sucks. :( so sad
I registered to post only to say these words.....

cool it with the nerfing [Removed by Support]...

Look I understand your hardcore values GGG

we're sick of the nerfs. If you keep nerfing I won't spend money.

If you design content that you nerf over and over....how much retention can you seriously expect?

I am a life long everquest player...a game infinitely more complex than this game ever will be. I am testing your game...testing builds. 3 builds I discover you nerf. Will my next build just be nerfed again? get you fucking shit together and stop nerfing.
Last edited by Alexcc_GGG#0000 on Nov 29, 2016, 12:05:42 PM
Stop kicking non-ranged non-es builds in the dick.
I love how everybody think that Zealot's Oath is getting nerfed by the new Stasis mod ; Zealoth's Oath is life regen converted to ES, so no life regen' = no ES regen' with Zealot's Oath... It's just a minor change, since it only affects Shavronne's Revelation, Occultist regen' and Inquisitor regen'.

Nice changes anyway, I like it.
- Super Saltyajin God -
So the value of chaos and alt's just doubled for the next league ... ok I might be exaggrating slightly. I just don't see the point in creating mods that people will just skip over and not play anyway.

I realize there is a small player base here that loves "stupidly hard" gameplay, but I think the majority prefer the fun factor over this.

I rather see maps built that increases the fun factor vs. creating hard, frustrating, impossible, or pointless unfun mods.

Of course, this my opinion and everyone prefers different things in these games.

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