Map Mods: Stasis / Hemomancy need to be removed

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Brelm написал:


Chaos damage dot mod does not ruin a build, it will just make a map harder.



ruin a build? nope.

make a map impossible to run for some chars? definitely.

ES build without life regen > ES regen is basically impossble, once your life (ES) is gone, its gone for good.
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Brelm написал:
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GhostOfLiemannen написал:
Agree with scrotie, stasis can be done with any build, you just gotta get leech, hemomancy is stupid, I don't think anyone except players who already run BM keep that mod in their map.
My build relies on Life Regen / Sec, I'd personally never run a stasis map because Life Leech is too unreliable for melee.


I had a build that relied on that too in anarchy (I used blood dance, come on), I still ran stasis maps if the other mods weren't too harsh, life gain on hit gem does wonders.
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Asmosis написал:
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Brelm написал:


Chaos damage dot mod does not ruin a build, it will just make a map harder.



ruin a build? nope.

make a map impossible to run for some chars? definitely.

ES build without life regen > ES regen is basically impossble, once your life (ES) is gone, its gone for good.


It ruins a vaal pact build, because to me ruin = impossible for that character
Run out of monsters and die. Loot after all monsters are dead and still die after the map is over!

I didnt care though, I was being sarcastic. I just didnt run those maps with him, but I could run half/no regen maps like nothing...
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CCR5 написал:
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Moosifer написал:
I think the complete opposite, they need more mods that builds just cannot run.
No, no, no. This would break groups running full throttle.
Two-three impossible mods in a row -- player leaves or joins another group or demands to reroll.

More impossible mods -- more group breakage.
Pretty much this. It's one of the main reasonings behind my standard from earlier in the post: if you exclude a player from even tagging along, then the mod is too restrictive.

Just to clarify, however, there's not a whole lot of mods I'd consider too restrictive. Blood Magic (in a world where CI is possible)? Yes, too restrictive. Acrobatics in a world where CI is possible? Fine with me.
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.
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CCR5 написал:
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Moosifer написал:
I think the complete opposite, they need more mods that builds just cannot run.


No, no, no. This would break groups running full throttle.
Two-three impossible mods in a row -- player leaves or joins another group or demands to reroll.

More impossible mods -- more group breakage.


That's the point. Without maze, pack size and high IIQ will be required. If you put in a few affixes people can't run then the cost of mapping goes up for groups while goes down for solo.

Makes more sense too as a group splitting the cost can afford to waste more currency.
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856
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Moosifer написал:
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CCR5 написал:
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Moosifer написал:
I think the complete opposite, they need more mods that builds just cannot run.


No, no, no. This would break groups running full throttle.
Two-three impossible mods in a row -- player leaves or joins another group or demands to reroll.

More impossible mods -- more group breakage.
That's the point. Without maze, pack size and high IIQ will be required. If you put in a few affixes people can't run then the cost of mapping goes up for groups while goes down for solo.

Makes more sense too as a group splitting the cost can afford to waste more currency.
Oh, I get it now.

Still, I'm not sure if your intended effect would be the real one. Would map groups reroll the map as you intend, or simply kick out the CI people and find others? I'm worried your idea would be subverted, causing more rotation in membership of map groups, leading to a more mercenary, less team-centric map grouping experience.
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.
Последняя редакция: ScrotieMcB#2697. Время: 25 нояб. 2013 г., 06:30:16
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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

My CI ranger loves those mods.

I can't handle blood magic ones though, but since I almost never see them ...

There are mods ( combinations ) that you won't be able to handle : reroll the map.
It's as simple as that.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
I can't help but agree with Scrotie here. Stasis is fine. Hemomancy is not. Imagine if POE were more traditional with its class system, and one possible map mod was "Marauders cannot enter this map." Would that be fun? Doesn't really sound like it to me.
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Stasis is OK.
Use Flasks and/or leech to regain HP/mana. Wait a bit to regain ES.

Hemomancy affix (Or even Blood Magic itself) needs a simple improvement - If player has Chaos Inoculation, skills costs will be taken from ES instead of mana. Nothing OP here, it will be harsh for CI players, but doable.
IGN: MortalKombat
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There is no knowledge
That is not power
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ScrotieMcB написал:
Oh, I get it now.

Still, I'm not sure if your intended effect would be the real one. Would map groups reroll the map as you intend, or simply kick out the CI people and find others? I'm worried your idea would be subverted, causing more rotation in membership of map groups, leading to a more mercenary, less team-centric map grouping experience.


Pub groups will always be unsettling but if this is happening with friends it's terrible friends not bad map affixes.
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856

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