Map modifiers

Ok.. mods that disable builds do not make the game challenging. They make it overly annoying for no reason.
To fix this is remarkably easy to do and there's plenty ways to do it.

Marked for death, players die after x amount of time, players deal no damage for 3 out of 10 seconds, players throw less traps.
These are extremely annoying and have nothing to do with skill.. its spreadsheets and math. It does nothing for the game except annoying us by forcing us into hideout to roll maps or use third party stuff like Regex and thank god for regex or the endgame wouldn't be playable at all anymore.

Simple fix #1
Remove these ridiculously stupid mods. Add a built in gameplay difficulty slider. This makes newbies happy, they can decrease difficulty. Veterans will be very happy because right now the endgame isnt based on knowledge or skill. Its based on "how much time do i wanna spend trading and farming to obtain god gear" difficuly slider fixed everything.

Simple fix #2
Make the mods make sense....
Monsters deal 100% more damage
Monsters have 200% more life.
Monsters block attacks
Monsters suppress spell damage
Monsters highly evasive
Monsters penetrate resistances.

These mods make sense, are easily readable and easily scalable to make the game harder. Ground effects can also stay if "WE CAN SEE THEM"

Simple fix #3
Remove map rolling all together and simply have map difficulty scale per tier of map including drops. Similar to the gauntlet how difficulty increases from white to yellow to red except they would instead increase per tier.
Example tier 1 0 difficulty, tier 2 monsters deal 10% more damage more life etc uo to 160% at tier 16.


Theres so many ways to fix this mess. 1 thing is for certain. T17s are absolutely trash. The drops aren't good enough to justify the time spent rolling them. Rolling them is annoying.... running them can be annoying. The map boss's with certain mods can make them harder then the Uber bosses themselves and that is a complete joke. Ubers should be the pinnacle of difficulty in the game.. not the bosses that lead u to ubers being 10x harder then the ubers themselves. Fucking stupid.


T17s don’t ask:
“Can you play better?”
They ask:
“Will you tolerate more friction?”
That’s not difficulty. That’s administrative labor.

Ubers are supposed to be:
opt-in
pinnacle
mechanically demanding
clearly signposted danger
When a random T17 boss with stacked mods is more lethal than an Uber, the difficulty ladder collapses.
That breaks:
player expectation
progression logic
emotional payoff
It makes the endgame feel hostile, not aspirational.

GGG keeps stacking annoyance because:
it slows down the top end
it extends engagement metrics
it hides balance problems behind friction
Last edited by Jradlot21#0486 on Jan 19, 2026, 4:43:54 PM
Last bumped on Jan 19, 2026, 4:22:52 PM
It should be i died because that monster or boss was very tough.

Not -

I died because I forgot to read that one modifier that bricks my build.
difficulty should challenge your skill, build, and decisions, not your ability to decipher or dodge arbitrary, punishing modifiers that feel like cheap traps.
Back in the Awakening era, ubers and bosses were punishing, but the challenge was clear:
You died because the monster hit too hard, or you made a mistake in combat.
Not because some hidden mod stealth-killed you or made your skills useless.
Rolling maps endlessly to avoid unfair modifiers is not gameplay.
It’s tedious work. Mental tax. Time wasted.

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