Players cannot regenerate life, mana or energy shield

So i remember there was a mod that made 100% less recovery which did shut down any form of recovery. That one sucked for sure im not sure if its gone now?

If its limited now to only regeneration i think its fine as there is still leech and energy shield recharge rate.
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zzang wrote:
So i remember there was a mod that made 100% less recovery which did shut down any form of recovery. That one sucked for sure im not sure if its gone now?

If its limited now to only regeneration i think its fine as there is still leech and energy shield recharge rate.


Nope, the % less recovery mod still exists, and it still gets scaled to over 100% with atlas modifier effect so you just don't get any healing at all. It's so funny that this 60% mod is somehow worse than straight up no life and mana regen mod, because with the no regen mod you can at least use flasks or something.
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Toforto wrote:
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zzang wrote:
So i remember there was a mod that made 100% less recovery which did shut down any form of recovery. That one sucked for sure im not sure if its gone now?

If its limited now to only regeneration i think its fine as there is still leech and energy shield recharge rate.


Nope, the % less recovery mod still exists, and it still gets scaled to over 100% with atlas modifier effect so you just don't get any healing at all. It's so funny that this 60% mod is somehow worse than straight up no life and mana regen mod, because with the no regen mod you can at least use flasks or something.

Which modifier gives % less recovery?

Eater altars can give less recovery rate per endurance charge.
Red tier maps can have the suffix "of Smothering" that gives less recovery rate.
T17 maps can have the suffix "of Congealment" that reduces recovery per second from leech.

As far as I know, none of these affect instant recovery, whether it be from leech (leech or claw mastery), from flasks (flask mastery to recover life on use, or prefixes like panicked or seething), or other sources like recover on block or life/mana gain on hit.
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Jadian wrote:
Which modifier gives % less recovery?


None of them. People are just struggling to understand map mods again and you are fully correct in regards to instant recovery, including instant recovery from a seething(instant) life flasks.
Either way less recovery is still cringe to run in any map. Way too many map mods affect the player, and imo 0 of them should. Map mods should only affect enemies, that way any build can do maps without worrying about bricking it.
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Scarletsword wrote:
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Jadian wrote:
Which modifier gives % less recovery?


None of them. People are just struggling to understand map mods again and you are fully correct in regards to instant recovery, including instant recovery from a seething(instant) life flasks.


Just checked the changelog on the wiki:

The Marked for Death debuff no longer prevents the recovery of life and energy shield. It now increases damage taken by 50% (from 30%)

This is what i meant and it dies not roll anymore that was a good change.

Also

The following mods no longer roll on Tier 17 Maps:
Players have 80% less Recovery Rate of Life and Energy Shield

That one sucked too and used to scale to 100%+ but is also gone.
I can understand why these mods might've existed in the past. It was supposed to encourage players trade them away if you happened to brick them, spurred on entirely from poor map sustain in the past when trading for them was absolutely necessary. I'm talking about the days before Metamorph league when GGG reworked the Atlas.

But here's the problem: Now that maps are self-sustaining, it feels really bad to sell maps you previously wanted that got bricked. Additionally, selling these maps are a lot harder now unless done in bulk. Finally, selling maps has always been a huge pain unless using TFT.

No, I don't think the solution to this is to make map sustain so bad that you have to trade again. That change was the best thing GGG has ever done. I'm suggesting that it might be time to remove mods which affect the player in such a way that they brick their build. Reflect, anti-regen, anti-leech, % less regen, etc. Maybe replace them with new mods that buff mobs or add map hazards.
PoE players: Our game has a wide diversity of builds.

Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

MFers found strength in their Afflictions. They became reliant on them. I am not so foolish.
Last edited by Pizzarugi#6258 on Oct 30, 2024, 7:55:47 AM
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Pizzarugi wrote:
I'm suggesting that it might be time to remove mods which affect the player in such a way that they brick their build. Reflect, anti-regen, anti-leech, % less regen, etc. Maybe replace them with new mods that buff mobs or add map hazards.



GGG has said that the intent of the T17 mods is to make player's actually have to think about the mod and how it affects their build. Most builds can build around or swap items to do most mods, and there is nothing wrong with having a few mods that your specific build can't do. There are no T17 mods that brick every build.
“Freedom is what we do with what is done to us.”
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Piousqd wrote:
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Pizzarugi wrote:
I'm suggesting that it might be time to remove mods which affect the player in such a way that they brick their build. Reflect, anti-regen, anti-leech, % less regen, etc. Maybe replace them with new mods that buff mobs or add map hazards.



GGG has said that the intent of the T17 mods is to make player's actually have to think about the mod and how it affects their build. Most builds can build around or swap items to do most mods, and there is nothing wrong with having a few mods that your specific build can't do. There are no T17 mods that brick every build.


My comment was more in agreement with the OP which didn't specify T17 maps. I have my own issues with T17s that would detract from the topic at hand.
PoE players: Our game has a wide diversity of builds.

Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

MFers found strength in their Afflictions. They became reliant on them. I am not so foolish.
"
Pizzarugi wrote:


My comment was more in agreement with the OP which didn't specify T17 maps. I have my own issues with T17s that would detract from the topic at hand.


Ah ok, got it. I would say its a pretty safe assumption that GGG's intent for T17 mods to force you think about their impact directly stems from them viewing that T16 mods being able to be ignored by well geared/designed builds is a [at least somewhat] negative thing, at least from a design standpoint. If that is the case, then I think that having a few mods that cause build problems in T16's is also an intended/desired game state.

Given how easy/cheap it is to reroll a non-T17 map, I don't understand the problem?
“Freedom is what we do with what is done to us.”
Last edited by Piousqd#0073 on Oct 30, 2024, 10:16:25 AM

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