the state of Curses as map mods

So, I've started a new SSF run a few days ago and I've been progressing through the map tiers. I didn't play much 0.2 before, just a week or two after launch, so I don't know when the changes to curses in maps came in.

It's kinda baffling to me, how GGG implemented them honestly. No idea how other people deal with it, but I've tried to play them so far and I noticed it's pretty much impossible to "outplay" the mechanic. U'll get hit eventually or u die while trying to dodge. Not only is the effect way to high imo, but the duration and how much it's spammed is just too much.

Right now, I'm at a point were Enfeeble and Temporal Chains is just a no go and I stash the waystone immediately if it rolls. Ele weakness I tank and just live with the fact I might get one shot at some point during the map. Occassionally I try to dodge it, but usually it's more dangerous than just getting hit. (maybe later enfeeble isn't that big of a deal anymore, but my dmg isn't high enough right now)

Also as far as I know, there isn't much one can do against it. I think there are 2 Notables on the tree that have reduced curse effect and 2 small nodes, but those are so far apart that noone's gonna use them.
The Slow immunity charm only lasts a couple of seconds and doesn't remove temporal chains, so u're still getting affected after that.


So yeah, what's ur guys oppinion on that? Is there anything I missed that helps with curses?
Last bumped on Aug 20, 2025, 3:24:58 PM
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Sadaukar#2191 wrote:
Is there anything I missed that helps with curses?


those curses respect curse limit, so running double, tripple curse maps you can game this with proper timing to get rid of lets say... temp chains pretty consistently.

I myself stopped running those maps altogether due to ground clutter.

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