T1 maps have no business going this hard.

There is way too much of a disconnect from campaign to endgame right now. The methodical combat is gone and the player must shift to a one or two button build that deletes the whole screen if they want to progress with the atlas.

My first T1 maps at endgame had 10 rare monsters to kill with multiple of them being bunched together and overall mob density significantly higher that even the most dense areas of the campaign, at least 5x-6x the density if not more and no quiet areas in between.

The gear and the currency to improve that gear is not adequate for the average player just starting out in endgame and the T! maps expose that right away. There was talk of easing the player into mapping, but the current 0.2 iteration is much harder than the 0.1 version. Presenting the player with a challenge is fine, but it does not need to be this ruthless or relentless. Not if the intention is to grow the player base.

For what it's worth I got along just fine on a home brew ritualist bleed/tornado hybrid, but my 5 button combo is very difficult to get out given the speed and density of the mobs, but I will likely tap out on this build somewhere around T5 if the scaling continues to ramp sharply. I have no plans to shift towards the meta. GGG needs to look at smoothing out the player experience and deciding which vision suits the final product instead of trying to have things both ways.
Last bumped on Apr 12, 2025, 10:13:41 PM
I find it confusing that T1 map mods are pretty much the same as T15 map mods. They should scale the "player-negative" mods to be more taxing the higher you get. Right now it's like:

T1 mod - "+100% to monster stun chance"
vs
T15 mod - "+100% to monster stun chance"

If the player is way weaker at T1... then shouldn't mods be scaled way down until late stages? But weirdly in this patch players are weak at all stages of the game lol
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I find it confusing that T1 map mods are pretty much the same as T15 map mods. They should scale the "player-negative" mods to be more taxing the higher you get. Right now it's like:

T1 mod - "+100% to monster stun chance"
vs
T15 mod - "+100% to monster stun chance"

If the player is way weaker at T1... then shouldn't mods be scaled way down until late stages? But weirdly in this patch players are weak at all stages of the game lol


What's crazy is I was doing these things with no mods. I play enough high APM games where I can keep up with the speed for now, but the screen clutter is real and my eyes can only keep up for so long before they get fatigued. I understand why people feel the need to reach for the meta. It's kill first or be killed in the endgame and best to kill things before you even see them because they will easily do the same to you.
"
I find it confusing that T1 map mods are pretty much the same as T15 map mods. They should scale the "player-negative" mods to be more taxing the higher you get. Right now it's like:

T1 mod - "+100% to monster stun chance"
vs
T15 mod - "+100% to monster stun chance"

If the player is way weaker at T1... then shouldn't mods be scaled way down until late stages? But weirdly in this patch players are weak at all stages of the game lol


Agree on that. T15 is way too easy to play and sustain while T1 is too hard right after campaign. I literally played both with same gear and didn't see too much of a difference besides on bosses.
Last edited by cavexs#4102 on Apr 12, 2025, 9:39:24 PM
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What's crazy is I was doing these things with no mods. I play enough high APM games where I can keep up with the speed for now, but the screen clutter is real and my eyes can only keep up for so long before they get fatigued. I understand why people feel the need to reach for the meta. It's kill first or be killed in the endgame and best to kill things before you even see them because they will easily do the same to you.


Totally agree with you.

I find it insane that running no mods is the only viable way to play unless you've got some crazy meta build with already great gear(barely anyone has that)
"
I find it confusing that T1 map mods are pretty much the same as T15 map mods. They should scale the "player-negative" mods to be more taxing the higher you get. Right now it's like:

T1 mod - "+100% to monster stun chance"
vs
T15 mod - "+100% to monster stun chance"

If the player is way weaker at T1... then shouldn't mods be scaled way down until late stages? But weirdly in this patch players are weak at all stages of the game lol


The monsters themselves are weaker already. So that 100% mod is already doing significantly less than it would be on a T15
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The monsters themselves are weaker already. So that 100% mod is already doing significantly less than it would be on a T15


Maybe you're right. That just means players are so omega weak this patch that any mods are horrifying to deal with. Yikes boys
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"

The monsters themselves are weaker already. So that 100% mod is already doing significantly less than it would be on a T15


Maybe you're right. That just means players are so omega weak this patch that any mods are horrifying to deal with. Yikes boys


Yes, players overall are significantly weaker after the 0.2 nerf patch. Some balance buffs are likely coming soon.
i think it all hinges on some skills overperforming and some underperforming,
while a huge amount of the playerbase is having a hard time "detecting" meta builds, ggg has a hard time making all skills viable at the same time.

one thing i do want to point out here is that ggg seems to try and force a lot of the loot into stuff like expedition/ritual/breach and players who are already struggling will just die to the swarms of monsters and fail even harder, while the meta boys keep having fun.
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The monsters themselves are weaker already. So that 100% mod is already doing significantly less than it would be on a T15


Maybe you're right. That just means players are so omega weak this patch that any mods are horrifying to deal with. Yikes boys


Yes, players overall are significantly weaker after the 0.2 nerf patch. Some balance buffs are likely coming soon.


I don't necessarily feel weak so much as I feel overwhelmed. I'm using my tornadoes to deliver critical bleeds and heavy stun and finishing off rare mobs with my spear which both aggravates the bleed and gets a ton of bonus damage to heavy stunned and bleeding enemies plus the execute. Problem is it requires a setup of 3x whirlwind and barrage plus the tornadoes. I need more attack/skill speed from equipment because I have tapped all I can from the tree.

The damage is there and surprisingly the survival is there also. Evasion of 72%, block chance of 40% and armor reduction of 35%. Resists almost capped too. When I do get hit though it hits hard, but have enough juice to stay in the fight and get a quick heal.

It's like we are playing in horde mode or something. I just don't remember 0.1 being this rough, and I played warrior!

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