Players cannot regenerate life, mana or energy shield
Minions cannot leech mana for their player, mana flasks don't work when you have 90% of your mana reserved so you can play minions. Next time you design map mods for PoE and PoE2 or let other players design the mod for you, please think about the hundreds of other builds other than Lightning arrow/strike, or whatever godmode items you give your developers to test these idiot map mods.
Thank you. Yeah sorry, just because you don't like the "language" in the other thread doesn't mean some of these mods aren't a giant nagging infuriating problem. (No way to play around this and just feels REALLY bad) Either add a node on a Jewel or on the Passive Tree to allow minions to leech some mana for the player, FOR THE PLAYER. Or remove this mod that was never tested properly to begin with. Last edited by Hrvaska on Oct 24, 2024, 8:24:16 PM Last bumped on Oct 31, 2024, 5:11:02 AM
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" Are Enduring Mana Flasks too weak? | |
Already tried, its not enough for even T16.
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put on a devouring diadem for those maps. problem solves
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Just roll past the mods, not every build archetype is expected to run every mod.
" That sounds like a really terrible advice to fill one of the more important slots of a minion build with a random unique item for little to gain, especially since Eb is pretty much around the corner of the witch area anyways. But I guess + to level of all minion gems and defensive stats like spell suppression, life and whatnot else you can get are clearly overrated... Gotta stay nice zhp and zdps in the trying times :) Flames and madness. I'm so glad I didn't miss the fun. Last edited by Pashid on Oct 24, 2024, 9:09:07 PM
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" i said put it on for those maps not to permanently use it. and its much better advice than to say "just roll over the map mod" lol. what if the map is corrupted? if he wants to run his corrupted maps then this is a good option for those maps. Last edited by Lyutsifer665 on Oct 24, 2024, 9:28:08 PM
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A lot of map mods get really ridiculous when you scale them with atlas modifier effect, imo that should never happen. Stuff like "#% reduced effect of auras" becoming 100% so no auras for you. Reduced recovery becoming basically no regen. And then this leech example. And its very funny when monsters get 3 projectiles instead of 2, or when they get 100% suppression because of modifier effect. The list goes on and on and on. It's so bad, map mods are just in a horrible state atm. They affect the player wayy too much.
At this point just change the modifier effect nodes on the atlas tree to raw quant/rarity and call it a day. It's pretty cringe to have to deal with scaled up mods that get 10x worse or disable entire aspects of a character just because you want some more loot in a t16. Last edited by Toforto on Oct 24, 2024, 9:46:23 PM
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" You do realize that this could brick their build with missing resistance and such stuff? Rerolling a map and running those with a functional build is pretty much the smarter and more obvious choice. Not everyone is interested to handicap their builds with bad choices and end up dying thanks to that. " In this case they could grab a new map and sell the other one on trade or let the kingsmarch mappers run those. GGG specifically introduced those for this reason lol Optional there's the option to just grab a new map and forget about the other one if you can't be bothered to either sell the map to players or have your mappers run them. The simple solution of "skip it if you can't run it" or in case of a uncorrupted map "just reroll it" works amazingly fine since the introduction of maps. But suggesting them to switch one of their more important stat items for a unique even if it's just for a map is downright a terrible advice as it could turn the build into a real mess and not everyone is really interested to map with extra handicap. Flames and madness. I'm so glad I didn't miss the fun.
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i gave him a possible solution. its up to him what he does. i didnt load his POB to see if it bricks the build or not. this is just something many people do to run no regen maps instead of just throwing the map away.
Last edited by Lyutsifer665 on Oct 24, 2024, 11:44:13 PM
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It would be even a better choice to spec out of one passive node and spec into eb in this case as you don't get rid of important stats.
OP has 70 ele res and 34 chaos res on their helmet, that's something a diadem ain't gonna fix. Aside of that the minion gem level is also a important thing as minion builds do heavily rely on those. The % life for minions is also a thing that would hurt in specific maps. So yea throwing a map away if it's corrupted or just re rolling it if possible sounds more feasible than losing potential expensive specters or time due to slower more cautions mapping with res below cap. Flames and madness. I'm so glad I didn't miss the fun. Last edited by Pashid on Oct 25, 2024, 12:23:16 AM
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