T17 and T16.5 map mods are not fun.
Title.
I'll be stopping this league because endgame strongly revolves around putting as many map mods from the 16.5 and 17s to juice them to high heaven. Parts of that can be fun, but the game becomes about the map mods (ground and balls) rather than monsters. Out of the 52 maps mods, I find ~20 of them to be unfun with zero counterplay. (Runes of the Searing Exarch, Volatile Cores, Awakeners' Desolation, Players are targeted by a Meteor, etc) About 26 of them are hard, but I wouldn't say they are detrimental in the way the others are. Some also target very specific builds so they are either ON or OFF, which isn't engaging either. I'm just hoping for maps mods that do nothing to me? I'd say only a few map mods are actually enjoyable ways to make the game harder. (Rare Monsters to Fracture, accompanied by a Synthesis Boss, Unique Bosses are Possessed, Rare Monsters each have 1 additional Modifier) I would love for these to be looked at. The FOMO of missing out is stronger than my desire to run just T16s, so the frustrations of running those maps mods will eventually wear me down. Last bumped on Jul 3, 2025, 9:45:45 AM
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One of the reasons i just stick with T16 maps.
I could run the new maps and T17, but it feels very uncomfortable. Had one T16.5 where i died 2 times because of the drowning orbs. Normally there are ok, but the color and the texture of the orbs was so dark and similar to the armoury map i ran, that i couldnt see them. After i died 2 times i just run around and tried not to stop, but sometimes i run directly into these orbs, because i couldnt see them. Maybe in other maps they are not hard to see. But i stick to T16 and sell everything else. |
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Yep they were a mistake, t17s never should have been made. And the cringe map mods should have stayed only in Valdo maps, as completely optional content for tryhards or bored people in sc trade that wanna Void their characters.
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Agreed. Drowning orbs, Volatile cores, hell even one of the ritual monsters needs to be scaled down.
Fighting drowning orbs just feels bad. If they want to keep them fine, but make them stop spawning when the map boss is dead or something is completed for turning the stupid things off. not being able to loot a map because an orb pops up and instakills you with 140% increased cast speed on frost blink just feels like crap because it locks you in place and refuses to let you go. Should be 0 reason to die to it with that much cast speed and spamming the button the moment it grabs you. Yet here we are. ill run the 16.5 maps occasionally, but I refuse to run t17's because of the crap mod pool outside of unlocking the map slot. Its not worth the frustration on the annoying boss fights which really aren't that well thought out ontop of the annoying map modifiers. Sure its nice to run ubers but there needs to be some tuning on the t17 mod pool. Too many things just outright disable builds. *You take 5% of the damage your totem takes, Minions have reduced attack/cast/movement speed, among others. Being forced to roll a map because of the totem mod because totems don't have much resistance, or dealing with minions being super slow on maps where mods are insanely quick are just a few examples. I checked one with the minion movement speed and watching spiders run after a mob thats just running and casting is humorous but bad design. Its fine to punish people for bad map mods, its not a good idea to punish people to the extent of disabling builds from running certain mods unless there's a font color change for stupidity as far as coloring goes like expedition got with "Monsters are immune to X Damage."; "Area Contains drowning orbs/Mobs release Volatile cores on death/Area contains Patches of awakeners desolation, etc." being a bright yellow mod in a sea of blue would be a nice change. Especially for reflect stuff though you can mitigate it, it'd be a nice QOL to have for people. Let people push themselves on valdos maps. |
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