Temporal Chains and Chilling Ground are on 80% of maps

not able to do any skills or escape is just stupid. They did nerf it though since 0.3 but it is still way too overpowered.
There is a huge difference between making things challenging and pissing off the player-base on purpose.
Last edited by Renegade_Archer#1313 on Dec 31, 2025, 10:05:55 PM
I propose a compromise of instead of less skill/movement it should be reduced.
At this rate, I’m expecting something like a “skill jam” mod where there’s a 25% chance your skill won’t go off. Wonder if people would pick that over the temporal/chill ground combo.
I agree it is too common.

Unrelated, but you know what has also been on 90+% of my strongboxes?

Volatile crags.

Seriously, I can't even remember when the last box I had that didn't have volatile crags. Or mobs WITH volatile crags within. Its insane.
The visual clarity along with these effects can create some misery for sure. Take a corridor type map, add chilled ground on top of rituals and abysses, throw in even more ground effects like tornados and volcanos and rot and poison and blood and tracking orbs and just for fun get hit with chains in the middle of all that. Good luck.

I won't add anything fun to a map that isn't desert or grass because I have a chance to see things and have somewhere to move. I'll do the chains and ice but only with some room to avoid stuff. Too many claustrophobic maps full of clutter and shit to get caught on that just don't support all this crap.

Its on every map because GGG decided to fuck over players by adding 6 bad modifiers to every waystone.
“The bird of Hermes is my name, eating my wings to make me tame.”
pls delete
“The bird of Hermes is my name, eating my wings to make me tame.”
Last edited by Alzucard#2422 on Jan 1, 2026, 5:55:11 AM

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