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

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IcarusHU#0804 wrote:
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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 :)




Yep, old 300 more currency maps were difficult but rewarding. Nowdays with 47-90 more currency I barely notice the difference but it takes lots of time to roll those maps.

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