Regarding reflected damage (especially as a map mod)
|
I have some ideas, which could make reflected damage more interesting.
I think there is space for a mod in the lines of: "reflected damage taken cannot be more than x% of total life and energy shield." or another wording: "reduce reflected damage taken to x% of total maximum life and energy shield." This could be in the form of a pantheon (yugul) or just baseline implemented across the whole game. I feel this is a lot better than to try to balance the reflect number on the map mod and it would allow players to actually clear reflect maps, but with more caution. Would allow players to leave the map and notice this mod sooner. And would still keep the threat and the benefit of having reflect immunity. There is one balance aspect that it benefits slower damaging builds more than builds that deal multiple hits in rapid succession. Last bumped on May 18, 2026, 4:40:28 AM
|
|
|
You know what's even worse? Totem builds have no way of getting reflect immune for some reason in this game. Normal and minion builds can get it, but totems don't count as "minions" so if I have some bricked up corrupted red map I have to re-spawn them 200 times by the time I clear the map lmao
Though the new atlas system definitely helps with that, now if I get a bad corrupted map I can just either give it to Atlas Runners or literally delete it and roll another. I think the best solution would be for them to remove reflect, but it probably wouldn't happen because something something "it would make the game easier" something something "feel the weight of the mods". Guess I'll just keep avoiding that modifier lol Lifelong NEET, loud and proud about it.
Found a way to hide any comment on the forums, my experience with using them is instantly 1000x better lemao |
|
" Was that not changed with 3.28? Modifiers that used to grant "% reduced reflected damage taken" (defensive stat, not used by totems) have been replaced with "% of hit damage cannot be reflected" (reads like an offensive stat, which totems would use). |
|
" Even the new stat from Essence of Insanity and Yugul pantheon still say "X% of hit damage from you or your minions cannot be reflected". If it was just generic "hit damage" maybe it would work for totems, but last time I tried slapping on a ring with that stat+yugul pantheon it just did not work for spell totems lul Lifelong NEET, loud and proud about it.
Found a way to hide any comment on the forums, my experience with using them is instantly 1000x better lemao |
|
|
imho, reflect damage is a shitty mod that was made solely to punish players for being too strong/damaging rather than the devs balancing the game.
if i m being honest in d3, reflect mod is better there where its not a "global passive" on the mob. mobs activate a visible reflect shield. you see the shield up? you stop attacking. simple counter play. reflect was so bad that ggg had to make ways for players to mitigate reflect. creating a solution to solve a problem that they themselves introduced. [Removed by Support]
|
|
|
And what do you actually think about this idea? Is this a good compromise in your minds?
Or would you still rather the mod completely removed with no compromises? I feel liek current reflect is outdated and needs change, this seems like one way to try to make it a little more playable around. |
|
|
They should just add more options for reflect immunity and mitigation, making it even more accessible than it already is. That way it becomes an investment for convenience, while people who don't want to build around it can deal with rolling over those maps instead.
Flames and madness. I'm so glad I didn't miss the fun.
|
|
" if i m being honest, what i have in mind is a ship that already sailed. what i prefer is a more balanced game where the ceiling isnt too high. but i do realize what i want is a game more akin tq/gd/tq2 which is not what poe is, where the power players have has gone in to millions of dps. that way reflect damage as a mod doesnt even need to exist. reflect damage was created as a way for the devs to combat player power creep back in the day. it was the only solution they could think of. and as mentioned earlier. d3 has a good implementation of reflect damage. but yeah. its a ship already sailed. [Removed by Support]
|
|
























