Changes to Map Mods for The Awakening
As we raise the level of content in The Awakening, we're introducing a new range of maps, and readjusting map area levels to better suit the level we expect most players to start mapping. To coincide with this, we felt we should take a look at the pool of map mods that can typically roll, and take this opportunity to allow for a smoother entry into mapping, and a more interesting and challenging pool of mods for high-end maps.
It's important to note that none of these changes affect existing maps with the old art. Only the new maps will have the below set of changes: The More Magic Monsters Mod has been combined with the Bloodlines Mod, meaning you get more magic monsters, but each magic pack will have a Bloodline Mod. The More Rare Monsters Mod has been combined with the Nemesis Mod, meaning you get more rare monsters, but each rare monster will have a Nemesis Mod. All Mods which grant Increased Item Quantity will now also grant Increased Item Rarity to the Maps. This value is multiplicative with all other forms of Rarity increases. Increased Item Rarity and Monster Pack Size on Maps will now appear at the top of the Map Item next to Item Quantity and the Level of the Map. The Monster Pack Size Mod has been removed. All Mods which directly apply an effect to the player, or adjust the player's stats will also increase the Monster Pack Size on the Maps, this includes applying curses, reducing maximum resistances, preventing regeneration (or reducing it) and others. The Maps have been split into three tiers, low-tier maps, mid-tier maps and high-tier maps. These thresholds determine which Mods the maps can get and the power of those mods. Currently the mid tier starts at level 74, and the high tier starts at level 79. It also unlocks combinations of mods which aren't possible at the lower tiers, for example multiple Elemental Damage mods cannot occur until mid-tier maps, and multiple Curse Mods cannot occur until high-tier maps. There will be new mods added in patches following the launch of The Awakening. Last bumped on Oct 28, 2016, 1:58:05 AM
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Definitely an interesting new interaction of map mods. Will be curious to see how it pans out while leveling.
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VERY VERY VERY nice!
I like 2.0 every day more!!! | |
I love manifestos
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can't wait for 10. july
Trading still sucks
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How about Invasion, Neon? Can we finally get that thrown into the regular pool of maps affixes plox? Or is there a particular justification for it being purchaseable from Zana only?
Jul 27, 2011 - Sept 30, 2018.
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If u wanna get more exp u gotta play hard maps ,thats good
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nice, its worth running dangerous maps again, not only rolling pack size/magic mobs
go to work, get married, have some kids, pay your taxes, pay your bills, watch your TV, play PoE, follow fashion,
act normal, obey the law ... and repeat after me: I AM FREE. | |
Nice changes - Multiplicative IIR! Woo!
Bloodlines/Magic monsters affix change sucks though. Always hated bloodlines mods. Last edited by Eyedol on Jun 26, 2015, 2:09:43 AM
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All Mods which directly apply an effect to the player, or adjust the player's stats will also increase the Monster Pack Size on the Maps, this includes applying curses, reducing maximum resistances, preventing regeneration (or reducing it) and others.
This is just... I for the live of me don't understand why I'd want more mobs when I'm being directly de-buffed by the map. That's like double-dipping but in the worst possible way. Designing Cospri's Will: https://www.pathofexile.com/forum/view-thread/1665314
Designing Cospri's Malice: https://www.pathofexile.com/forum/view-thread/1717008 Iron Heart/Iron Fortress too! |