Map Mods: Stasis / Hemomancy need to be removed

Really, why are there mods in there that can make it impossible for builds to do a map? It's annoying to get waste a chaos orb because the map mods directly ruin your build.
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Take out reflect while we're at it. My 500 hp build is getting screwed by this mod and I can't do the map and waste my chaos
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jlenh wrote:
Take out reflect while we're at it. My 500 hp build is getting screwed by this mod and I can't do the map and waste my chaos
Don't be an idiot. Reflect can make a map harder, but stasis/hemomancy make certain builds unable to run them without fucking dying. Specifically, life regen / any CI build
The goal is to force you to do some trading. (which is a mistake imo, both the genre and the atmosphere of PoE should point towards at least accepting selffound ; but that's my opinion)
Chris: "Path of Exile’s economy is the most important element of the game to us".
http://www.pathofexile.com/forum/view-thread/55102
Too bad they don't see how good the ARPG element of their game is...
Under that mindset you could also ask:

why not scrap Bloodmagic maps as well ?
why not have maps with double life/mana regen instead of half or none ?
why do not all maps come with 100%iir and iiq, that would save me the currency.....
why cant i faceroll content without worrying about map/monster mods ?

why is it that in this game, everything has a downside, even builds ?
"The templar is the perfect choice of an honorable man, a true gentleman.
He is a man of god. His words are true and pure.
Finally, he wears no pants because he has no shame to hide."
Aerthas, 2014
My standard for "is a map mod too discriminatory against a build?" is: does the map allow a build to enter the map and possibly go through it very, very carefully, or does it just instantly kill the player despite taking reasonable precautions, with no way to mitigate it?

As such, I don't believe the Stasis mod is actually a problem; that's why God invented flasks, and those with ES just need it to enter cooldown. Leech also works fine. Any build can deal with it if they're cautious enough, maybe some mild gear changes.

However, I agree that Hemomancy is just stupid. All a CI build could do is literally walk around and use Basic Attack; that is legitimately going too far.

Also note the impact on group play: if your build has trouble with Stasis, you can still have your group carry you, maybe chip in a bit here and there, while a CI build in a Hemomancy map is utterly useless.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Nov 25, 2013, 5:59:30 AM
If you have at least two map-able characters who are different then you should be able run most types of maps *shrugs*
Designer of The Broken Crown
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mothra74 wrote:
Under that mindset you could also ask:

why not scrap Bloodmagic maps as well ?


You do know what hemomancy map mod is, right?

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why not have maps with double life/mana regen instead of half or none ?
why do not all maps come with 100%iir and iiq, that would save me the currency.....
why cant i faceroll content without worrying about map/monster mods ?


This would be making maps easy. I'm asking for maps to not counter entire builds. A map mod with 100% extra damage as lightning would make it much harder, but it won't completely counter a build. That's acceptable. There's no logical reason for hemomancy / stasis to exist.
Last edited by Brelm#2523 on Nov 25, 2013, 5:57:30 AM
Fine then, take out chaos dot mod because my vaal pact shadow couldnt run them and I had to reroll them...
What _really_ needs to be removed is temp chains mod.

I did temp chains map like two times and I swore off to do it ever again.

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