Charge removal and charge steal should be changed to just remove one charge

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Sjatar#1090 wrote:


I can promise you that if there was a fun and good solution, I would not have this opinion.



I simply don't believe you based on your posts. You seem to THINK you have thought of everything, but you really haven't. Everything you said of the other mods, is also true of the charge removal mod. Which is why there hasn't been any other player in this thread that has the same problem.

Just like what you wrote about chaos damage ("just get chaos resistance"), you do the SAME thing with any mod that shuts down your build to such a degree. That's the whole point. And there ARE solutions, as many have already outlined.

And this "fun and good solution" nonsense.....overcoming obstacles isn't about "fun" all the time: it's about solving a problem. Subjective "fun" can usually be found when you actually overcome the obstacle giving you so much trouble. That is pretty much the essence of ALL games.

You may need to sacrifice something to solve your problem. Deal with it. A good solution is one that removes the problem, no matter what. For example, instead of getting chaos resistance I could have gotten so many more "fun" mods, such as more damage or cheaper gear. But I want and need to overcome the problem of chaos damage, so I get chaos resistance.

You already did the hard part: identifying the problem. Your defenses are almost entirely reliant on having max charges. So solve the problem: get other layers of defense, change your tree, get minimum charges, etc. That's YOUR job as the build creator.

Easiest solution? Ralaketh boots. Problem solved.


Starting anew....with PoE 2
Last edited by cowmoo275#3095 on Mar 25, 2025, 11:53:08 AM
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y3lw0rC#4020 wrote:
Well, while endurance charges go poof mod might be unpleasant, I think there are worse, like NO REGEN mod. If you rely on regen, then such map is a no go for u for sure.

In fact, it's quite brutal that it disables life, mana and es regen all at the same time... I think it could be divided into 3 separate parts. It was so uncool to throw away juicy corrupted t16 maps due to this.

In any case, poe has some nasty shit, I agree. It always did.


I am 100% fine with mods on maps that are at this efficacy. No regen did exist as a mod on rares before but was nerfed to only reduce regen by 50% now ^^

There is still sources of 100% less recovery in the form of embezzler ghosts. But it can be countered in maps with the speaker of the dead keystone!
hi <3 I stream at twitch.tv/sjatar_
"
"
Sjatar#1090 wrote:


I can promise you that if there was a fun and good solution, I would not have this opinion.



I simply don't believe you based on your posts. You seem to THINK you have thought of everything, but you really haven't. Everything you said of the other mods, is also true of the charge removal mod. Which is why there hasn't been any other player in this thread that has the same problem.

Just like what you wrote about chaos damage ("just get chaos resistance"), you do the SAME thing with any mod that shuts down your build to such a degree. That's the whole point. And there ARE solutions, as many have already outlined.

And this "fun and good solution" nonsense.....overcoming obstacles isn't about "fun" all the time: it's about solving a problem. Subjective "fun" can usually be found when you actually overcome the obstacle giving you so much trouble. That is pretty much the essence of ALL games.

You may need to sacrifice something to solve your problem. Deal with it. A good solution is one that removes the problem, no matter what. For example, instead of getting chaos resistance I could have gotten so many more "fun" mods, such as more damage or cheaper gear. But I want and need to overcome the problem of chaos damage, so I get chaos resistance.

You already did the hard part: identifying the problem. Your defenses are almost entirely reliant on having max charges. So solve the problem: get other layers of defense, change your tree, get minimum charges, etc. That's YOUR job as the build creator.

Easiest solution? Ralaketh boots. Problem solved.




I'm sorry if I am causing you frustration. I feel the conversation has gone in a circle. We both obviously do not agree with each other and that is fine. But I don't think us arguing is going to go anywhere productive.
hi <3 I stream at twitch.tv/sjatar_
"
Sjatar#1090 wrote:
"

Easiest solution? Ralaketh boots. Problem solved.




I'm sorry if I am causing you frustration. I feel the conversation has gone in a circle. We both obviously do not agree with each other and that is fine. But I don't think us arguing is going to go anywhere productive.


Lol

Not a circle at all. Answer why you cant just use Ralakesh Boots to solve your problem
Mash the clean
Last edited by Mashgesture#2912 on Mar 25, 2025, 7:09:08 PM
"
"
Sjatar#1090 wrote:
"

Easiest solution? Ralaketh boots. Problem solved.




I'm sorry if I am causing you frustration. I feel the conversation has gone in a circle. We both obviously do not agree with each other and that is fine. But I don't think us arguing is going to go anywhere productive.


Lol

Not a circle at all. Answer why you cant just use Ralakesh Boots to solve your problem


I did answer this already, hence why it's going in circles ^^

In HC these boots are 15-30d. They also introduce other issues, mainly much higher gear pressure and have no movespeed. I could boot swap in maps with charge removal. But again it's way beyond anything you have to do for other random magic monster mods.

It also only solves the issue of the defence debuff of charge removal. For my build it still does not solve the issues that my main skill is disabled. As a side note it also only prevents frenzy/endurance/power charges from being removed, there is a whole lot of other charges.

I'd say that ralakesh is only a efficient solution if you are doing for example a trauma stacker which would kill itself if your charges where removed.
hi <3 I stream at twitch.tv/sjatar_
"
Sjatar#1090 wrote:


I did answer this already, hence why it's going in circles ^^

In HC these boots are 15-30d. They also introduce other issues, mainly much higher gear pressure and have no movespeed. I could boot swap in maps with charge removal. But again it's way beyond anything you have to do for other random magic monster mods.

It also only solves the issue of the defence debuff of charge removal. For my build it still does not solve the issues that my main skill is disabled. As a side note it also only prevents frenzy/endurance/power charges from being removed, there is a whole lot of other charges.

I'd say that ralakesh is only a efficient solution if you are doing for example a trauma stacker which would kill itself if your charges where removed.


So your issue is now currency


And gear pressure is again

A build issue


Like the only circle here that is happening in this thread, is back to the answer you just cant accept.


Your build, not the mod is the problem


This is not "anything you have to do beyond any normal magic mob"

Its only true for you, this is not a general issue. Again 6 builds that use endurance charges and I dont have this problem, why?
Mash the clean
Last edited by Mashgesture#2912 on Mar 25, 2025, 7:48:56 PM
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So your issue is now currency

Well it was in the last comment as well. And yes you can boil many problems in PoE down to currency. But again it depends where you draw the line in the sand. I don't think that using a T1 unique should be necessary. For example if they had kept nullifier or old drought bringer and made magic monster be able to have it, would you say that is fine because mageblood exists?

"
And gear pressure is again

A build issue

High gear pressure is a build issue. You suggest to increase gear pressure which would technically worsen the build. A little pedantic of me, but your sentence is the wrong way around.

"
Like the only circle here that is happening in this thread, is back to the answer you just cant accept.

I have multiple times said that your opinion is valid. This feedback thread is entirely subjective. It depends on where you draw the line of what mods are outliers or not. The circle is that you cannot accept I have a different opinion then you.

"
Its only true for you, this is not a general issue. Again 6 builds that use endurance charges and I dont have this problem, why?

I have and have had this issue on other builds. Previously I have done 3 trauma stacking builds. One of them used 3 grand spectrum jewels to counter charge removal. Another used ralakesh, but it was when you only counted as having maximum charges when stationary, so the build failed as there is a large amount of knockback in the game, grand spectrums this league (ancestor) was I think around 60d ea, so I benched the build as I could not solve the issue. And then I have done another after the change to ralakesh. I have a video of only the latest one https://youtu.be/8wC6yHZanJo

Another build I have done that would have potentially not worked out was a scolds hierophant character I made ^^ https://youtu.be/HLv1Wot5zTQ It would kill itself in 3 casts if I was not able to keep up my charges.

Another build where I was able to fix the issue with just a lot more generation. https://youtu.be/t_CMW63Yexk This is no longer possible due to not having good skills for eye of innocence loops anymore.

So 6 builds where I had this issue. Most of them requiring a lot of work to fix them so I don't instantly die or put the build in great risk of dying.
hi <3 I stream at twitch.tv/sjatar_
@OP: you continue to describe the pressures and issues of nearly ALL builds in the game. While continuously ignoring how other mods affect those other builds....in much the same way as what you describe.

First the issue was removal of defenses: ralaketh fixes that

next the issue was removal of skill usage: playstyle is the solution. run away, build charges, run back. YOU chose this build, that's how you play it.

And now the issue is cost? Hate to break it to you...but your build isn't the only one cost-prohibitive to solve ALL issues. Some builds require 100s of divines just to even function regualrly, hundreds or even thousands more to overcome all obstacles. Very VERY few cookie-cutter builds can solve every unique build-crapping scenarios without investing divines into it.


With every additional post, you are showing ignorance of the issue. It is not the mod, nor its disproportional effect to everyone. The TRUE issue you describe is a mod that disproportionately screws YOUR build over, and your adamant refusal to solve the problem yourself. And yes....$$$ (divines) is a very real and very GOOD solution. 99% of all issues can be solved with better gear (aka....a better build).

I'll bring up mana siphoner as an example again: earlier you said "oh its easy to avoid because its visible". Well guess what? Losing your charges is JUST AS VISIBLE, and it has the exact same solution. Except.....mana siphoner actually can insta-gib the doryani build that it suddenly pops up against, whereas slapping on Ralaketh to YOUR build gives you far greater flexibility when encoutnering charge removal.

You are not thinking critically enough. Or you do not have the requisite experience to be talking about the "cost" of OTHER random monster mods. Mana Siphoner against a Doryani has....basically no actual in-game solution. Flask siphon...same thing, if caught at a bad time on a flask-dependent build. Chaos and on-death explosions....again, same thing. Chaos resistance on many builds adds an ABSURD cost to all the gear pieces in a lot of different situations because of mod requirements. Like the difference between a 5d piece of gear and a 150d piece of gear can be ONLY the chaos resistance mod.

And then you have those players that don't like to dodge on-death stuff, and then complain about them being too powerful. While not directly your problem, it is very much related to your complaint.

The solutions are there: maybe they do happen to have a higher cost associated with your particular unique build but that's the game buddy. Here's another easy solution: play a different build. It is often the case that the "best" builds (in terms of creative interactions or skill usage) have the largest downsides that need to be solved. This isn't a failure of the game: it is the nature of builds that are reliant on singular scaling mechanisms. Like running around with a CI build and low ES / no stun immunity. Certain things you just have to take care of, and be aware of the cost to do so.
Starting anew....with PoE 2
Last edited by cowmoo275#3095 on Mar 25, 2025, 9:25:12 PM
"
@OP: you continue to describe the pressures and issues of nearly ALL builds in the game. While continuously ignoring how other mods affect those other builds....in much the same way as what you describe.

First the issue was removal of defenses: ralaketh fixes that

next the issue was removal of skill usage: playstyle is the solution. run away, build charges, run back. YOU chose this build, that's how you play it.

And now the issue is cost? Hate to break it to you...but your build isn't the only one cost-prohibitive to solve ALL issues. Some builds require 100s of divines just to even function regualrly, hundreds or even thousands more to overcome all obstacles. Very VERY few cookie-cutter builds can solve every unique build-crapping scenarios without investing divines into it.


With every additional post, you are showing ignorance of the issue. It is not the mod, nor its disproportional effect to everyone. The TRUE issue you describe is a mod that disproportionately screws YOUR build over, and your adamant refusal to solve the problem yourself. And yes....$$$ (divines) is a very real and very GOOD solution. 99% of all issues can be solved with better gear (aka....a better build).

I'll bring up mana siphoner as an example again: earlier you said "oh its easy to avoid because its visible". Well guess what? Losing your charges is JUST AS VISIBLE, and it has the exact same solution. Except.....mana siphoner actually can insta-gib the doryani build that it suddenly pops up against, whereas slapping on Ralaketh to YOUR build gives you far greater flexibility when encoutnering charge removal.

You are not thinking critically enough. Or you do not have the requisite experience to be talking about the "cost" of OTHER random monster mods. Mana Siphoner against a Doryani has....basically no actual in-game solution. Flask siphon...same thing, if caught at a bad time on a flask-dependent build. Chaos and on-death explosions....again, same thing. Chaos resistance on many builds adds an ABSURD cost to all the gear pieces in a lot of different situations because of mod requirements. Like the difference between a 5d piece of gear and a 150d piece of gear can be ONLY the chaos resistance mod.

And then you have those players that don't like to dodge on-death stuff, and then complain about them being too powerful. While not directly your problem, it is very much related to your complaint.

The solutions are there: maybe they do happen to have a higher cost associated with your particular unique build but that's the game buddy. Here's another easy solution: play a different build. It is often the case that the "best" builds (in terms of creative interactions or skill usage) have the largest downsides that need to be solved. This isn't a failure of the game: it is the nature of builds that are reliant on singular scaling mechanisms. Like running around with a CI build and low ES / no stun immunity. Certain things you just have to take care of, and be aware of the cost to do so.


This is what I'm saying when we are going in a circle. You disagree with my subjective opinion. There is no right or wrong here. You have stated your opinion clearly. But it feels like you cannot accept I have my own.

It feels like you are accusing me of moving the goal posts for the issue. No, I have not changed my opinion on that the mod is a outlier in terms of damage gain. There is a separate issue with the mod and discharge. And in response to "just use ralakesh" I have literally used ralakesh multiple times to solve this issue. I don't think it's a good argument for the mod to stay the same though.

Good example of Doryani and mana siphoner ^^ I do wish the talisman and some other sources of "damage taken as" applied to dots. Like Cloak of flame for example. Would enable Doryani for HC play. I had forgotten about that.

Again flask siphoner is the nerfed version of old drought bringer and nullifier. It was nerfed very similar to how I'd want charge removal to be nerfed. Where drought bringer/nullifier on hit would remove all active flask effects. I'm am okey with flask siphoner though, even if I did have a death to the mod this league https://www.twitch.tv/sjatar_/clip/ThirstyReliableCarabeefFailFish-41xi7UjLZ70mZ9Xu. I do wish it was more visible but it gives you 1-2 seconds of reaction time. Not in the case for my death in the clip due to it instantly disabling the defence mechanic I was counting on to save me, witch was "x% life gain on flask use". But I was overconfident and I should have not done that.

I am not going to respond to any duplicated argument you or Mash brings up again. It's not going to be productive.
hi <3 I stream at twitch.tv/sjatar_
"
Sjatar#1090 wrote:
"
y3lw0rC#4020 wrote:
Well, while endurance charges go poof mod might be unpleasant, I think there are worse, like NO REGEN mod. If you rely on regen, then such map is a no go for u for sure.

In fact, it's quite brutal that it disables life, mana and es regen all at the same time... I think it could be divided into 3 separate parts. It was so uncool to throw away juicy corrupted t16 maps due to this.

In any case, poe has some nasty shit, I agree. It always did.


I am 100% fine with mods on maps that are at this efficacy. No regen did exist as a mod on rares before but was nerfed to only reduce regen by 50% now ^^

There is still sources of 100% less recovery in the form of embezzler ghosts. But it can be countered in maps with the speaker of the dead keystone!



What are you talking about? Maps still have a mod "Players cannot Regenerate Life, Mana or Energy Shield", it's not 50%... YOU CAN'T REGEN. Or maybe I misunderstood ur point or something.

If you corrupt your map into it, the map is bricked for u. I just saw a t10 map with this mod on poe.trade. And those are not only maps, heist contracts can have it too. It's completely nuts mod and in my opinion very imbalanced.

It would be more or less bearable maybe if 50% would be the most it could go to and not just literally shut you down.
New mute system is terrible - no trade...
Last edited by y3lw0rC#4020 on Mar 26, 2025, 12:54:31 AM

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