There have been a lot of questions about the upcoming new system for monster mods that was announced in yesterday's balance manifesto. In today's post, we're providing answers to some of the most frequently asked questions.

Since the mods are simplified and separated, does that mean rare monsters will now have more mods on average to compensate? How many mods can a rare monster have now?

Will the modifiers' effects be made more intense to compensate for their simplification?

Are rare monsters still getting increased damage/hp/defenses per mod or only whatever the individual mods on the rare roll?

Will the changes made to reduce the number of rare monsters spawned in various mechanics be undone now that each individual rare encounter is less likely to be a major burden to the player?

Will Pantheon mods still exist with simplified lines such as ''Uses Kitava's Skills'' or something like that?

Will stealing ''Ignites'' make all our hits ignite?

Is this a nerf to Headhunter? Will mods be able to stack like they could before Archnemesis?

Can we have examples of some of the new reward types being introduced?

Does this mean I'm forced to play Magic Find all the time now?

How have reward conversions changed?

Does Magic Find still massively affect the reward conversions?

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Grinding Gear Games
nice
cool
Nice
#InChrisWeTrust
#MakeWraeclastGreatAgain
Last edited by ClumsyParasite on Nov 17, 2022, 6:04:19 PM
Ok
#InChrisWeTrust
#MakeWraeclastGreatAgain
cool
So far so good. Let's hope everything will feel good in real gameplay.
not bad

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