Map mods

You're playing a CWS Chieftain and still complain about mods. Sure.
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You're playing a CWS Chieftain and still complain about mods. Sure.


reduce aura effect
cannot regen
less recovery
reduce effect of curses
hexproof
avoid ailments
minus resistances

Fuck you Tony! (meme)
Last edited by Evil_Cooper#5789 on Aug 15, 2025, 5:40:35 AM
I think there is only one OP mod in T16 mod list - "Cannot regenerate life, ES, mana"

It should be splitted at least by two different mods
"Cannot regenerate life, ES"
"Cannot regenerate mana"

Because many, if not 90%, players play without mana flask. And i am not sure that one mana flask alone can help. You also need larger mana pool and source of flask charge generation. So even in splitted state this mods is very strong.

Other mods are fine. People complain about them, but honestly even T17 mobs without dangerous mods (-res + 100% additional elem dmg) are very weak and don't present any threat.
Last edited by felix0808#2550 on Aug 15, 2025, 6:07:48 AM
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Because many, if not 90%, players play without mana flask. And i am not sure that one mana flask alone can help. You also need larger mana pool and source of flask charge generation. So even in splitted state this mods is very strong.


Why would you try to solve it with a mana flask if you have no flask investment?

Most good builds solve it with leech, %mana on kill or the mana mastery for 10% recoup. "No regen" is generally considered very easy to deal with.
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Because many, if not 90%, players play without mana flask. And i am not sure that one mana flask alone can help. You also need larger mana pool and source of flask charge generation. So even in splitted state this mods is very strong.


Why would you try to solve it with a mana flask if you have no flask investment?

Most good builds solve it with leech, %mana on kill or the mana mastery for 10% recoup. "No regen" is generally considered very easy to deal with.


there are builds that cant leech,which means taking dmg to recoup might be too dangerous

i.e. from time to time i run dot builds and a manaflask that is rolled well makes the mod easy to deal with just a bit slower than other maps

i would prefer to see it split to ES/Life and Mana,but its fine as it is
i will drop a hot take here, but I like T17 mapmods.
Most of them anyway.
They actually engage you and involve gameplay.
Volatile cores - you have to stutterstep those orbs
Unstable tentacles - careful with increased AOE, they are area denial where safe zone is actually in the middle rather than far away.
Shaper touched - avoid laser beam and slam

There is a counterplay to each of those mods.
Especially in T16.5 maps where you can pick a good layout (cos T17 layouts are pretty bad).

With modifiers like no aura effect, reflect damage, no regen, no recovery etc - it's just 0/1. You either ignore the mod or it's fuck you.

You can't flat-out ignore volatile cores or shaper touched attacks. Tanky build can survive some, but not indefinitely. You're forced to play the game in a different manner.

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