Temporal Chains and Chilling Ground are on 80% of maps

There are three stats that exist for a reason.


Reduced effect of chill on you.

Reduced effectiveness of slowing effects from debuffs on you.

Reduced effect of curses on you.




You aren't supposed to be able to just spam damage and basic defense nodes and roll the endgame effortlessly. You are supposed to solve utility problems.
It's the "Tencent experience"
"
fouquet#0993 wrote:
There are three stats that exist for a reason.


Reduced effect of chill on you.

Reduced effectiveness of slowing effects from debuffs on you.

Reduced effect of curses on you.




You aren't supposed to be able to just spam damage and basic defense nodes and roll the endgame effortlessly. You are supposed to solve utility problems.


Sure but to be honest I'd probably prefer it if you had to haves other axis of progression than having to invest into reducing tedium or "slog-factor"
With that being said, I was wearing the "reduced slow" armor base for a while (20-30% implicit) et it does already make a pretty nice and noticeable difference, and they added decently located clusters on every side of the tree for it. Might keep a silver charm on permenently as well.
So there's that, but with that being said I still don't like it.
Not sure it's such a great idea for a barrier to overcome when we already tend to complain about the game being too slow even without it.
Like what? What other possible mechanism is there to put pressure on the player to pick something other than base damage/defense stacking to the moon? The entire design of PoE1/2 endgame is throwing unreasonable, build bricking, debuffs at you and forcing your build to find solutions while maintaining dps and base survivability. This is what this game is.

Half of any PoE1 build is just finding ways to stack up utility stats so you can ignore as many endgame map mechanics as possible.
I agree and hate these modifiers, the only counterplay really is to just become chill and curse immune or wear wanderlust boots giving up all your defense in boot slot, it doesn't feel fun or engaging to me to deal with being slowed THAT much.
I like both of them because neither affects my build all that much nor does it slow me down noticeably. Chilled ground covers too much of the map however.

There need to be more negative affixes so there is a larger range of stuff that can roll so players can decide what to run.
Waystone mods are intended to make maps more difficult. But those slow mechanics mostly just make it more tedious and make mapping boring.
"
Waystone mods are intended to make maps more difficult. But those slow mechanics mostly just make it more tedious and make mapping boring.

This is a point. Guys above are talking about "face challenges and try to fix them". That is not the case.
I am so frustrated by the chilled group effect making my rolls slow so I cant roll out of ground effects or run away from the abyss big green drop AoEs. Its beyond frustrating to be THIS slow and I cant run away from these stupid superspeed abyss mobs.

They want to game to be slow, fine. but this is not the way. This is just annoying.

JOHNATHAN THIS IS NOT FUN!!

with love,

me: -40% experience on my lunch break..
"
The problem is that there are only a handful of affixes to begin with, and then they went and removed all the prefixes (which were positive buffs). By removing all positive modifiers from an already small modifier pool, you've essentially doubled your chance of getting temporal chains or chilled ground from the previous patch.

This means is almost guaranteed that you'll get one of these mods if you alc a t15 map.


wait are you kidding me? they removed all the positive prefix modifiers? WTF?

Report Forum Post

Report Account:

Report Type

Additional Info