Mono can feel rippy at times. At first, I thought it is just ch9 mobs, but I notice other ch mobs can be rippy too. I attribute it to the strength of each mod and mob having higher base strength. The difficulty can spike a lot with just few unlucky mods.
My suggestion is to revert the changes so that mono mod still applies for 5-8 nodes. In exchange, the power of each mod is reduced. For example, the current frenzy and haste on hit now use chance instead (33%), enemy has increased damage goes from 60ish to 35ish, and so on. the exact number is to be balanced. This way, the increase in difficulty of clearing maps is more gradual, instead of map being easy to suddenly being rippy in just 2 map.
Yea, I know the argument of “we want player to read the mod”, but I am in the camp of feeling the difficulty increase in gameplay instead of by reading. Also, the way mono is structured in LE, avoiding map and detouring will increase the number of map needed until the boss fight.
There were balance tweaks to the mobs in monos to make their danger scale more with corruption if you’re having issues with higher corruption monoliths?
No, my topic is more general for non corrupted, corrupted and empowered version. To note, I am still in lvl 90 non corrupted map at the moment.
The argument is to spread out the power of the mod to reduce the probability of getting all 3-6 mod being offensive mods and rip the character. With more active mods, we increase the probability of mods being mixed between defensive and offensive mods.
Having a more diverse modifier pool would be great.
In particular, we need more modifiers that affect Ailment/DoT builds.
Some mods I would suggest would be things like:
Enemies have x% chance to avoid ailments
Enemies take x% less damage over time
Enemies take x% less damage per ailment on them
Other than that i disagree with:
That is the whole point of the whole system.
Going the shortest and most efficient parth should come with difficulty/risks.
You cna either go an entire different path or if you already have a few difficult modifiers and can’t handle a particular modifier, do a few other echoes with less difficult modifiers and then return to the echo you couldn’t do.
To be fair, that is entirely in your hands at the moment. You can choose whatever mods you want to do & avoid the ones you don’t. The game doesn’t force you to go directly out from the centre & just suck up whatever potentially nasty mods spawn.
But yes, having more mods is always a good thing.
Edit: You can even run easy monos before you do the boss to run out any nasty modifiers. The player has an aweful lot of control over the difficulty.
Agree on more modifiers too so it dilute the pool.
Yea, this is the camp that recommend reading the mod. Nothing wrong with it of course. That is one way to play the game, but when the later mono requires 25+ maps to complete, it discourage people that do not have a lot of time to not take the most efficient path. Not to mention there are times when the reward of nearby are not worth it for your build for example arena key, double handed sentinel finding dagger node and so on.
By spreading out the power, we reduce the number of times such occurence happens. There will still be times when we are unlucky and have 5 offensive mods and the next one is another offensive mods. The current mono setup, i have felt anecdotally that the rippy moment frequncy has increased.
But the difference between “the most efficient path” and some detour might not even be 1 or 2 echoes. Sometimes the difference is literally 0.
And even with 1-2 echoes longer, it would be about 5-10 minutes.
Same goes for the “most efficient path”.
Sometimes the rewards are not as good or interesting then some detour.
There are 3 factors how people choose their paths:
Timeline Stability
Reward
Enemy Modifier
There will be always one or two of thsoe factors which are massively more impactful or important to you, depending on where yo uare with your current build/progression.
With this update EHG already took away massive power from modifiers, expecially early on up to ~200 corruption.
Even after that the power is more on the base power of the mobs and the corruption more health and damage, rather than on teh enemy modifiers.
I would not like to see the modifiers getting nerfed even more, sinceI do really like that you sometimes have to plan around them, if you build can’t handle them.
Btw, I forget about a point on the item rarity. Does it increase the chance of yellow item over magic item as well? If so, that can be quite detrimental as rare item often bricks your resistance if the affix does not match. I would rather have more chance of high affix magic item.
@heavy i would say it is 0-3 map, then on worst case for boss, more maps might be needed to clear the unwanted mod. Also, I look at it this way. A map can be cleared in 2-8 minutes. Spending time reading the current mods and new mods and making decision if mod is appropriate + looking for new node takes 30 sec to 1.5 minutes. To me, other than efficiency, that time spent on reading is stale time.
Also, the while the individual mod is nerfed, as the stack number of mods in a map increases, the level of power of the overall map remains relatively the same.
Yes it does, but this is an entire different subject for discussion.
We already got a update to Rare/Magic Items last major patch.
I do agree that magic items are usually better, but a rare items with high tier desired modifiers is evne stronger since 082, with the changes to Item Instability, same goes for Exalted Items.
Well, it is still part of mono mod discussion. Agree on the exalted rare that fit your build is powerful. It felt good when one dropped for my rouge. Thing is if the magic item chance is reduced in favor of rare item, there can be a lull in the early to mid-late mono where it is hard to find an upgrade appropriate for our build without bricking it.
But you will also find more 3-4 affix rare items with only 1 undesired stat, which can be made into a very good item with a bit of luck and a rune of removal.
Maybe when he get more rare/advanced crafting glyphs/runes in the future, this issue will be less of an issue. (Maybe deterministic prefix/suffix removal?)
Sadly, my luck with rune of removal has been crappy these days. True, I forget about the future upgrade of crafting. I think I saw some post sugggesting rare rune/glyph that target removal between prefix and suffix. That would be a good start to solve the pacing issue.