>>1898393
Guy who shredded the WoF with the godroll starcannon here >>1897336
I think Path of Modifiers is just a little absurdly overpowered with the sheer DPS a good (not perfectly optimized, just good) build can bring to a fight
Through the power of stacking modifiers and knowing what modifiers to roll for (and having virtually free rerolls thanks to modifier fragments being easy to farm since I could kill eyes of cthulhu in under 20 seconds with my godroll minishark) I was able to get my starcannon to do like 13x the DPS it'd normally be able to through a combination of the weapon modifiers, gear modifiers/innate stat buffs, and the Weakpoint Analyzer turning ammo conservation chance into a 2x damage boost and effectively giving me 2.456x damage output - even before that it was doing ~5.2x its base DPS

Let me reiterate
With just some simple understanding of how the path of modifiers mod works and enough rerolling, you can get weapons to deal over 5x the DPS they normally would, before accounting for certain broken items from other mods

So to avoid trivializing the difficulty you'd probably have to set the server's difficulty to legendary via a for the worthy seed, and I don't think it's a good idea to balance the server around one guy naturally stumbling upon a broken combination and bringing game balance to its knees

Thus I'm asking to remove that mod, both so that I can have an actual challenge without shooting myself in both feet, and because it tended to devolve the process of getting good stuff into spamming suspicious looking eyes for fragments to reforge weapons and equipment into godrolls (or buying and selling something from a NPC repeatedly until you get a good roll like I did with my 2x dps crowd control minishark which I got to deal like 700+ DPS), rather than actually exploring the world and fighting new things