High currency roll maps are now boring to roll and insanely boring to play

Hi,

with 3.28 you removed a lot of "annoying" map mods, part of them were really annoying, but for my current character, half of them was ok for high currency rolls. Anyway I welcome this decision, however high currency rolls are and will be in focus all the time.

Right now for high currency rolls, there are only 5-6 modifiers, - which are not just extremely rare to have combined, but also extremely annoying. These mods are also pushed out of boundaries with map effect increase on atlas, so 90-120 more life > 200%, combined with 50% block attack dmg > 90%, 70% chance to avoid ailments > 110% and action speed cannot be modified makes every map with these rolls taking 10-20 times longer and extremely boring and annoying, even worst than petrification, no-dmg, awakener or reduced action speed caused together.

I'd strongly recommend, even ask to consider redistributing the quality/rarity/scarab/currency increase resulted by the mods, because currently it also takes 10 times more time to have a relatively high currency roll map - always seeing more life and block dmg for 90% of the time -, to get a map which doesn't bore me with 30 minutes of map clearance time.

And yes, you can say improve/change your char, - mine is an LS warden and I like it -, don't really have time to recalibrate/build another just to have fun for some hours after work.

Last bumped on Mar 28, 2026, 12:05:19 PM
+1

I agree they need to add currency bonus to a couple more mods. It is very annoying that reflect has such a high currency bonus, as it is very annoying to work into your build if not running mageblood.
“Freedom is what we do with what is done to us.”
I dont know for you guys, but the worst part for me is that in the end, I just got a lot of alts, chromatics and exalted on those maps with 140+ currency. The number of divines or valdo boxes are not that different of the drops that I got from other strats that are not currency oriented.

In other words, normally the map don't pay itself investiment (standard player here).


This and the end of kingsmarch killed the game for me.
Exiles, pffff!
same for me though, and I'm also in STD. streamers say the basic drops are better now, I don't really feel it, also as I see, farming some maps have a huge downside, just tried some not-so-farmable maps to test astrolabes, and out of the blue wildwoods, reflecting mists, a lot of different mechanics and wonderful drops, divines on normal T16 maps after running a ton of high invest strats for almost nothing on Dune, City Square and Beach.

but I don't know, you probably right, also a ton of wisps or risk + bloodline doesn't really matter that much anymore (just a feeling)
I guess they lowered the impact to be able to have high drops in mirage, but in the meantime, STD is just stuck with garbage currency for now :)

if you search YT, you get awesome strats with 3-4 divines per hour :D

but I'm mixing up things a bit, still insanely annoying having 47% currency for 80 map rolls, than 111.... blockdmg,... and again and again :D maybe they should remove it?
Last edited by IcarusHU#0804 on Mar 25, 2026, 10:32:37 PM
https://www.poewiki.net/wiki/Block_Chance_Reduction_Support

non-ailment reliant build

high dps

proper pantheon / reflect immune skill choice.

Solves what, 90% of what you said? And you can literally plan all of this long before you ever even begin rolling or running these maps. I don't really see how this is "annoying" in any way: its pretty much standard practice for the entire game. Build to what you choose to run. I'm not going to be running Maven runs with my righteous fire build anytime soon. I'm not going to be running Ultimatums with my glass cannon. I'm not going to be running Simulacrums without my block recovery characters. etc.

It's also a choice to further push these mods into unreasonable ranges...they don't START there.
Starting anew....with PoE 2
Last edited by cowmoo275#3095 on Mar 26, 2026, 2:18:44 AM
"
IcarusHU#0804 wrote:
... also as I see, farming some maps have a huge downside, just tried some not-so-farmable maps to test astrolabes, and out of the blue wildwoods, reflecting mists, a lot of different mechanics and wonderful drops, divines on normal T16 maps after running a ton of high invest strats for almost nothing on Dune, City Square and Beach.
...


I have wildwood on city square all the time, but i also suspect that the droprates for dunes and jungle valley are lower thna on less popular layouts. It would be cool if some degen streamer could test that with 1000s of maps, i would not be surpised. It just feels like it but it might be rng playing tricks on the mind.
"
https://www.poewiki.net/wiki/Block_Chance_Reduction_Support

non-ailment reliant build

high dps

proper pantheon / reflect immune skill choice.

Solves what, 90% of what you said? And you can literally plan all of this long before you ever even begin rolling or running these maps. I don't really see how this is "annoying" in any way: its pretty much standard practice for the entire game. Build to what you choose to run. I'm not going to be running Maven runs with my righteous fire build anytime soon. I'm not going to be running Ultimatums with my glass cannon. I'm not going to be running Simulacrums without my block recovery characters. etc.

It's also a choice to further push these mods into unreasonable ranges...they don't START there.


I have a rather generalist character, good for bossing and for mapping, almost all content is doable until a pretty high level (but eg. up to 60 delirium)

some watcher's eye changes for vulnerability or enfeeble, reflect is covered by pantheon and hp for hit skills. I have LS Warden Winter edition, and I survive without freezing/slowing, but a bit more annoying... and unkillable high resistance/block mobds with high crit + attack speed can be challenging if I can't freeze and kill them fast enough; DPS is not the highest 1-4m DPS and my hit pool is around 1M, but I don't really have open slots for extra skills.

Since my PC is a potato, I can't really run real massive maps anyway.

But these effects are still quite annoying. On the other hand, just to mention, I didn't really care about action speed decrease, petrification, and several of the removed modifiers, so maybe my build is not the best, but is suited for almost all content
Last edited by IcarusHU#0804 on Mar 27, 2026, 5:18:37 PM
"
https://www.poewiki.net/wiki/Block_Chance_Reduction_Support

non-ailment reliant build

high dps

proper pantheon / reflect immune skill choice.

Solves what, 90% of what you said? And you can literally plan all of this long before you ever even begin rolling or running these maps. I don't really see how this is "annoying" in any way: its pretty much standard practice for the entire game. Build to what you choose to run. I'm not going to be running Maven runs with my righteous fire build anytime soon. I'm not going to be running Ultimatums with my glass cannon. I'm not going to be running Simulacrums without my block recovery characters. etc.

It's also a choice to further push these mods into unreasonable ranges...they don't START there.


btw if you talk about using proper countermeasures, just let me add for the sake of the irony:

https://www.poewiki.net/wiki/Block_Chance_Reduction_Support
"It is a recipe-only support gem intended to have a player-versus-player focus."
I know that was the intention of the gem.....but it DOES work in PvE. You could also (depending on the build) get the mastery that makes it so your attacks cannot be blocked.

There are ways to build specifically for the content you intend to run, trivializing it. That is why the mods are so annoying for builds that are NOT designed for it. Kinda like how Sirus sucks if you aren't CB immune. Or Maven sucks if you rely on regen. Or that swamp dude sucks if you don't have any regen, etc.

Jack-of-all-trades builds are great....but unless they are super super divved up, they often have trouble with SOMETHING the game throws at them. In this case, perhaps its the high currency maps.

But is a particular build-type struggling more than another build-type worth changing the design? I don't think its enough rationale on its own.
Starting anew....with PoE 2
Last edited by cowmoo275#3095 on Mar 27, 2026, 6:25:44 PM
"
I know that was the intention of the gem.....but it DOES work in PvE. You could also (depending on the build) get the mastery that makes it so your attacks cannot be blocked.

There are ways to build specifically for the content you intend to run, trivializing it. That is why the mods are so annoying for builds that are NOT designed for it. Kinda like how Sirus sucks if you aren't CB immune. Or Maven sucks if you rely on regen. Or that swamp dude sucks if you don't have any regen, etc.

Jack-of-all-trades builds are great....but unless they are super super divved up, they often have trouble with SOMETHING the game throws at them. In this case, perhaps its the high currency maps.

But is a particular build-type struggling more than another build-type worth changing the design? I don't think its enough rationale on its own.


Yeah, I get it. I purely wrote it for irony :)
And yes, you are right, and thanks for the suggestions. TBH I really love the game, - thus the thousands of hours -, I intend to upgrade my build or have a different build, only work / tiredness wins for most of the times.

Changing setups for every content is sometimes a pain, but yes, the intention is to adapt not have a wildcard character.

Mastery for block is unavailable, however the idea is fine, my weapon could have the implicit mod, just left on explode enemies due to performance until I get a new PC.

On the other hand, I see really strong builds, but a lot of times for me there is the risk so I have to watch out and move, play cautiously, which is a challenge, but I can do 95% of the bosses and Maven invites without dying on 8mod corrupted setup.

For your last sentence, you are right, and while I wrote this first, I thought about the same.

But the main intention is that yesterday I spent more, than 2 divs/per map, because chaosing 90% leads to 47% currency (for 10+ minutes), than I get a higher, try to exalt, get some s**t mod (doesn't matter which), annul annul, chaos again. My point here is that back with old mods, I could roll a high curr map with 2-3 annoying mods, and then decide, ok, I will struggle a bit, but I have 396% and a risk to die a lot (awakener, action speed, unable to freeze, blades, petrification..)... ok, I take the risk, because of high return... but now... I have to take a not-risky, but super slow map for 111%... and I spent 10 min/map to roll.

You see my point? more time, slow, annoying play, not so much benefit..

and for long minutes you only see 47% .... again and again.

anyway, I hope they consider, and thanks for your thoughts, I will have to also adapt and be more flexible :)

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