T17 maps and modifiers are THE WORST thing that happened to POE

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Piousqd#0073 wrote:
New Ubers gated behind T17, win <3


Just how it’s meant to be.
It’s almost as if even the devs agree that Tier 17 maps are perfectly fine without any real changes to how Uber Fragments are acquired. They had the chance to try something different with the new Uber fights, yet here we are, another league, and T17s are still within the game.

GGG knows.


I love the sentiment, but are you watching the Q&A? They are going to gut T17s soon.
“Freedom is what we do with what is done to us.”
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If you play sc ….


“ I don’t think your opinion matters on t17”



Wow Lonnie

Wow


They are waaaaaaaaaaaaaaay easier on sc. To the point that theyre not even difficult at all and people can farm stupid rogue exile strats on t17s, which shouldn't be possible considering how difficult they are at base if you're not allowed to die. If every t17 map had the voided mod i wouldnt have an issue with t17s.
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Piousqd#0073 wrote:
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They seem to have about the same effect as m+ did in wow.

Also if you play sc I don't think your opinion matters on t17s. the difficulty difference between hc and sc is astronomical when youre allowed to die. And stuff like echoes of creation being behind an uber boss and t17s was detrimental to my personal fun in hcssf.

just my personal experience.


very few things are hard-gated anymore. You can get Echos from a valdo map, and probably also from voidborn keys (not positive on this)

But also, HCSSF is a minority of the player base. Expecting end game to even consider those modes when balancing is a bit outlandish.


Its really not that outlandish. They're ridiculous and pull a lot of fun out of the game for a lot of people that enjoy hc but hate leveling 3-4+ characters to 99 to farm them in hc only to die in an instant.

Idk if they fixed revanants in t17s but they're ridiculous.

You can't form any opinion about their difficulty when you play a mode that you're allowed to die on. Nothing in the game has ever been so crippling. Ubers before were aspirational because the drop tables were mostly the same. Now they're special drops are gated behind ubers and t17s.

You can build around ubers for hc pretty easy if you pay a little pit attention or play an op build. T17s though you can spend a lot of time investing into a character min maxing it and unless you're making a near immortal character you have a decent chance of just getting 1 shot really easily.
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Piousqd#0073 wrote:


I love the sentiment, but are you watching the Q&A? They are going to gut T17s soon.


Well, Tier 17 maps will still be around in the next league, even after the rework or removal of two or three modifiers. In the end, they might even introduce new ones, meaning that players who already struggle with these maps will likely continue to do so despite the changes. After all, in their current state, you can simply roll past those troublesome mods, and yet, even with that flexibility, players are still getting absolutely farmed by T17 maps.
Windows 11, 9950X3D, RTX 4090, 96GB DDR5, 14,100 MB/s SSD, 15,360x2160p @240Hz Ultra 4K Gaming & Workspace Powerhouse
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I feel like T17's were the worst addition to the core game, and they have literally zero positives.

There are a lot of mods that are impossible to run on 99% of builds, such as insane reductions to action speed, or mods that have literally no way to outplay, such as deal no damage for 3 seconds every 10 seconds. Not to mention T17's have the worst layouts and the most annoying mobs in the whole game.

That is just not fun, not interesting at all and it also greatly reduces build diversity in the endgame.


The upside is in the loot, that's for all map mods. The other mods are boring stat changes. I much prefer the T17 map mods that can be countered with play:
- reductions of action speed; so plan things ahead further or adjust your build, either way you're compensated with more loot
- no damage for 3 seconds; retreat and recover cooldowns, a free mod, oh it takes time? Compared to what? The extra life mod on regular maps also takes extra time.
- layouts and mobs; compensated for by better loot

What is the difference between 'annoying' mobs and 'difficult' mobs?

GGG also said there is a problem with T17 mods, I still don't see what.
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If you play sc ….


“ I don’t think your opinion matters on t17”



Wow Lonnie

Wow


They are waaaaaaaaaaaaaaay easier on sc. To the point that theyre not even difficult at all and people can farm stupid rogue exile strats on t17s, which shouldn't be possible considering how difficult they are at base if you're not allowed to die. If every t17 map had the voided mod i wouldnt have an issue with t17s.


The game is balanced around softcore. If you choose to add difficulty and you don't like it, that's a you-problem, not a developer problem. I used to play HC, but the punishment for dying on SC has gotten much worse (at least late game), because it means you miss out on loot. So that means you need a survivable build on SC as well.
they nuked T17's, again. And seem to have nuked all end-game farming. The complainers won. How is this thread still going?
“Freedom is what we do with what is done to us.”
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If you play sc ….


“ I don’t think your opinion matters on t17”



Wow Lonnie

Wow


They are waaaaaaaaaaaaaaay easier on sc. To the point that theyre not even difficult at all and people can farm stupid rogue exile strats on t17s, which shouldn't be possible considering how difficult they are at base if you're not allowed to die. If every t17 map had the voided mod i wouldnt have an issue with t17s.


The game is balanced around softcore. If you choose to add difficulty and you don't like it, that's a you-problem, not a developer problem. I used to play HC, but the punishment for dying on SC has gotten much worse (at least late game), because it means you miss out on loot. So that means you need a survivable build on SC as well.


You say that but what if they kept the balance from league start in lake of kalandra where rare monsters had 90 res and everyone was complaining the game was too hard.

Hcssf before t17s and after t17s was ridiculously different if you were interested in killing a few ubers. The game mode was given a wall that is incredibly difficult to climb without making a build that is op.

Is it wrong for a sctrade player to complain about the base difficulty of the game?
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You say that but what if they kept the balance from league start in lake of kalandra where rare monsters had 90 res and everyone was complaining the game was too hard.

Hcssf before t17s and after t17s was ridiculously different if you were interested in killing a few ubers. The game mode was given a wall that is incredibly difficult to climb without making a build that is op.

Is it wrong for a sctrade player to complain about the base difficulty of the game?


They balance the game around sc so im not sure what to say.


The game mode you play doesnt dictate if your opinion matters or not though. And again, softcore is really where the game balance lies. If feedback was to be taken into account, it would be more from that perspective than a hc perspective.

otherwise we would have an insanely difficult game, with very few players.



Further, if someone is going to cherry pick game modes but in the same breath just play guide builds like ephemeral edge splitting steel or ice nova of frost bolts, vfos, mszen, .... lightning strike like 4+ times...

Pretty much every catered build that has multiple layers of safety around it, along with a guide telling them how to play.

Im not sure how much ground that player can stand on telling others whether they can leave feedback on difficulty or not.

Just an odd sort of dichotomy there.
Mash the clean
Last edited by Mashgesture#2912 on Oct 27, 2025, 11:24:08 PM
They keep making the upper limit easier and easier.

T18 maps when, GGG?

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