Map modifiers stacking too much, effecting too much

I understand the motivation behind making all waystone modifiers into non-benefit ones but...

This just allows stacking different modifiers that have the same ultimate effect on top of each other, making it impossible to avoid.

I played a desecrated t15 map with:

- area has patches of chilled ground (30% slow)
- players are cursed with temporal chains (30% slow)
- monsters inflict grasping vine on hit (???)

It could simply say "players can't move or take action at all"

NOTE: I know they do not stack. I'm saying it makes it almost 100% uptime of 30% slow.

1 - Map curses automatically having 30% magnitude is madness. Even player curses don't have that much effect on rares/uniques

2 - Ground patches are too tightly packed. Especially when it's chill, there's no way to avoid them (considering the gameplay is designed to be hit-move-hit-move)

3 - Lowering player movement speed, combined with this... Argh.

4 - I'm really missing my utility flasks from PoE1. The few tree nodes giving reduced effect of ailments are way too hard to reach (especially if you are not starting at the north or north-east part of the tree) AND none of them are within the radius of any unique gems.

Also, chilled ground makes sprint pretty much useless when you are trying to get away from the mobs and recharge your ES.

Last but not least... I know many people talked about not being able to see ground effects buried under skill animations, but that's especially true for curse circles in the map.

So, can we please do something about it? Either lower the magnitude of curses and ground patches, or give us some kind of immunity/resistance that's not locked in otherwise useless uniques?
Last edited by tzygane#4613 on Sep 8, 2025, 4:00:40 AM
Last bumped on Sep 8, 2025, 3:56:15 AM

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