T17s are gone from the game

They are now Nightmare Maps, lvl83 areas which have the exact same mod pool as any eagon map. They also deleted all the worst,most annoying build-disabling t17 mods.

AND they're all located in far-off corners in the atlas, where they can never be affected by the new orbs that add influence and rewards. So no matter what, you will not be doing them for the best rewards, just for the boss fragments. As it always should have been.

Best patch ever, huuuuge W. Great to know that the feedback of players is being listened to.
Lifelong NEET, loud and proud about it.
Last bumped on Feb 27, 2026, 5:12:30 PM
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Toforto#2372 wrote:
They are now Nightmare Maps, lvl83 areas which have the exact same mod pool as any eagon map. They also deleted all the worst,most annoying build-disabling t17 mods.

AND they're all located in far-off corners in the atlas, where they can never be affected by the new orbs that add influence and rewards. So no matter what, you will not be doing them for the best rewards, just for the boss fragments. As it always should have been.

Best patch ever, huuuuge W. Great to know that the feedback of players is being listened to.


You might want to re-read the patch notes, my friend. The mods on T17 didn't change, they're still not going to be completable by... well, by people who couldn't beat them before. Everything being one level lower is not a change I'd even have noticed, a single monster level is meaningless compared to how deadly those mods are.

And the Nightmare maps each give an atlas passive point, so they're a lot more "mandatory" than they used to be... you've got to clear at least 5, not just one.
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You might want to re-read the patch notes, my friend. The mods on T17 didn't change, they're still not going to be completable by... well, by people who couldn't beat them before. Everything being one level lower is not a change I'd even have noticed, a single monster level is meaningless compared to how deadly those mods are.

And the Nightmare maps each give an atlas passive point, so they're a lot more "mandatory" than they used to be... you've got to clear at least 5, not just one.


Yeah, and I can scour them and run them white with 0 mods now. There is no longer a chaos sink in t17s and map device crafts are also deleted. I can also use a Scarab of Stability for more portals on the Nightmare Maps along with running them scoured, so completing them will be ez af
Lifelong NEET, loud and proud about it.
the mods are f.. gone:

The following Map Modifiers can no longer roll:

Players and their Minions deal no Damage for 3 out of every 10 seconds.
Area contains Petrification Statues.
Players have reduced Action Speed for each time they've used a Skill Recently.
Players are Marked for Death after killing a Rare or Unique monster.
Rare and Unique Monsters remove Life, Mana and Energy Shield from Players or their Minions on Hit.
When a fifth Impale is inflicted on a Player, Impales are removed to Reflect their Physical Damage multiplied by their remaining Hits to that Player and their Allies within 1.8 metres.
Area has patches of Awakeners' Desolation.
Player Skills which Throw Traps throw fewer Traps.
Players' Minions have less Movement/Attack/Cast Speed.
Damage Players' Totems take from Hits is taken from their Summoner's Life instead.



and this is a win for people not willing to deal with garbage.

these mods were the problem, the impact they had on 'viable' builds was tremendous, these few lines of text warped the game around themselves

good riddance
Agreed. t17s have slowly broken my desire to really push hard for uber kills in hcssf. lost too many lvl 98 and 99s there.

Glad to see them gone
Last edited by Lonnie455Rich#2087 on Feb 26, 2026, 6:55:41 PM
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Toforto#2372 wrote:
Yeah, and I can scour them and run them white with 0 mods now. There is no longer a chaos sink in t17s and map device crafts are also deleted. I can also use a Scarab of Stability for more portals on the Nightmare Maps along with running them scoured, so completing them will be ez af


They did not showcase any nightmare maps, so it's possible that they are still restricted to chaos orbs only. In which case they are going to be harder due to the removal of the more harmless filler mods, opening up space for some harder mods.
Aside of that since they are red tier maps, they will very much require you to run them rare and corrupted, just like any other red tier maps in order to get your atlas points.

But if you need more than 6 portals to complete a blank red tier map, it might be worthwhile to stick around in yellow maps for a bit longer, get the character going and all.
Flames and madness. I'm so glad I didn't miss the fun.
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Pashid#4643 wrote:
They did not showcase any nightmare maps, so it's possible that they are still restricted to chaos orbs only. In which case they are going to be harder due to the removal of the more harmless filler mods, opening up space for some harder mods.
Aside of that since they are red tier maps, they will very much require you to run them rare and corrupted, just like any other red tier maps in order to get your atlas points.

But if you need more than 6 portals to complete a blank red tier map, it might be worthwhile to stick around in yellow maps for a bit longer, get the character going and all.




From the announcement page for the league. The restriction is completely gone, you can now use any currency you want on those maps.

This means I can transmute and alt until the map has 1 magic mod, regal it, then use 2 Annuls and make it a 0-mod rare map. Then Vaal Orb it and hope it doesn't brick into 8-mod, if it does sell it on asynch, buy another nightmare map repeat until I get a corrupted rare Nightmare Map with 0 modifiers. Plop it into my map device along with a Stability Scarab=ez atlas points. Or I could just corrupt them while they have 1-2 mods as a rare map that I can completely ignore. This is all assuming they even have to be rare and corrupted for the skill point, since they don't count for the 100/100 Atlas Completion bonus, they are outside of it in the corners.

Either way, now they will be way way easier and more accessible by more builds.
Lifelong NEET, loud and proud about it.
Last edited by Toforto#2372 on Feb 26, 2026, 7:33:17 PM
This change means no more ilevel 84 Ritual bases though.
Also ilvl 84 cluster jewels are now only from Simulacrum which drastically increases their value. Grinding sim might be actually pretty good. Cos right now only unid voices is worth anything in there.
I'm not sure this is good change but whatever.
This seriously reduces the reason to make mirror tier builds.
Since T16s aren't hard even 8 mods corrupted.
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Toforto#2372 wrote:
Either way, now they will be way way easier and more accessible by more builds.


Well, the only real difference is the slightly lower area level, and that is such a tiny offset it barely moves the needle. T17 maps were already pretty easy before the change, smooth and straightforward for most builds. Even players who had concerns could already run them with just prefix or suffix mods, making them even easier.

Mechanics like Petrified Statues and Sirus ground effects were already easy going mods, maybe not the most fun, but not truly threatening. Now that the mod pool has been shrunk, more challenging mods will be on the menu instead, effectively making the maps harder despite the small area level reduction.

Of course, this won’t affect the lowest end of the spectrum, who would desperately run the maps without mods simply because they otherwise cannot clear them. On the other hand, players who are actively farming these maps for profit will obviously not do so on normal or magic versions, as that would be suboptimal, which is self explanatory. For the upper end, this change makes the new T17 maps feel overall harder.

But the biggest highlight of this patch will be that if players still struggle with these maps, despite adjustments aimed at the lower end, it only reinforces the real point. It would show that the game’s difficulty is not the issue, but rather players running weaker, unoptimized builds, or refusing to improve their characters to handle content outside their progression curve. As others have already pointed out, a character that can barely make red tier normal maps work without burning through six portals has no business attempting higher tier content.
In that case, the solution is simple: revisit the build, upgrade the gear, or run content that matches the character’s actual power level.
Hobby Gamer and Professional Software Engineer & Systems Architect from Tennessee

“Two things are infinite: the universe and human stupidity; and I’m not sure about the universe“ - Albert Einstein

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