Rolling Maps Discussion

I see alot of post complaining about the process of rolling T17/T16.5 Maps.

Just here to say, please don't change this GGG.

I cant be the only one who enjoys this process, right? Doing a big set of maps, looking over the results, hand picking the juciest ones, discarding the mid-rolls with annoying mods, etc.
“Freedom is what we do with what is done to us.”
Last edited by Piousqd#0073 on Sep 20, 2025, 1:43:14 PM
Last bumped on Sep 25, 2025, 10:10:13 AM
I've been thinking about this lately. Isn't it strange that most of difficulty goes from map mods, not by map tier itself?

Usually in other games all lvl 60 dungeons have more or less same difficulty. But in PoE same t16 map can have difficulty range from 100% to 500%+ due to crazy mods and mod synergy with others, like extra elem dmg + -res. Even common "less block" reduces your ehp from 4x to 1.6x, i.e. increases mob damage to 250% of normal. In result in one map mobs can't even scratch you, but in other they almost instakill you. And it not very cool experience.

Isn't it better to have more smooth and predictable map difficulty curve? I.e. increase base hp/dmg of mobs twice, but reduce power of mods twice. So we have map difficulty from 200% to 300%. And we don't need to roll mods a lot.
Last edited by felix0808#2550 on Sep 20, 2025, 11:41:26 PM
I would argue that POE's map flexibility is one of the things that makes it better than the other games you are comparing it to.

Also worth noting:

Given POE's build diversity, no mod can be objectively hard/easy really. What bricks your build may have zero impact on another.

“Freedom is what we do with what is done to us.”
I'm mostly with Felix on this topic and would add that the synergy between map mods isn't at all reflected in the rewards. Maps that aren't risky at all (often due to build mechanics) can often offer more reward than a super deadly and slow playing map - even before taking RNG into account. I do think it's great that you can roll up a lot of variance, but risk and reward should scale together.
Let each player choose which version of PoE to play:
https://www.pathofexile.com/forum/view-post/24770192
"
I'm mostly with Felix on this topic and would add that the synergy between map mods isn't at all reflected in the rewards. Maps that aren't risky at all (often due to build mechanics) can often offer more reward than a super deadly and slow playing map - even before taking RNG into account. I do think it's great that you can roll up a lot of variance, but risk and reward should scale together.


T17 mods are directly tied to static loot multiplers
“Freedom is what we do with what is done to us.”
I'm basically "in the middle" as I don't think the current system is oppressive but neither is it particularly enjoyable (to me at least) when it comes to rolling maps.

What I do believe is that map mods that highly synergize with each other perhaps also need to result in a juicier map than the individual mods would yield themselves (in isolation):

-- +Ele damage, - resistances, and - max Res
-- Extra Life, + Damage avoidance / mitigation, +recovery

Should these extra RIPpy (sp?) maps be super juicy ... no. Is it OK to make them a little juicier -- sure.



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