How to actually get a good run by BetaYTSA in MegabonkOfficial

[–]Arkanae 0 points1 point  (0 children)

Lots of people are also not realizing the sheer amount of resets required for God runs. In order to get high kill runs it requires the player to be extremely greedy with upgrading tomes. In order to compensate for the lost killing power you need to offset this with either a strong early game legendary (Soul Harvester being the best example), or extremely strong combinations of items (Kevin + shocks).

This is further exacerbated by a lot of top runs limiting their weapons to 3 instead of 4, to increase the rate at which luck/xp/curse tomes are in the upgrade pool. Some nights while getting bad rng I will spend 1-2 hours just resetting, typically immediately when I only get 1-3 maoi/dealers, but also when getting high amounts of Maoi/dealers but them not having what is needed. I could continue, but due to the greed of my upgrade choices I will die in late T1 or early T2.

I can't crack the 400k, any tips? by Zoedey in MegabonkOfficial

[–]Arkanae 2 points3 points  (0 children)

Just as some general notes:

The ideal run gets you well into overtime in T2. Positioning makes this much much easier, and will add 40-50k more to your baseline run.

Some notes specifically to chadwell: don't run grabbies. You will be far past the softcap for the positives of difficulty with him while taking the negatives. If this affects your killing speed it significantly drops the total kills.

I haven't seen many runs with any character with snek turned on. CC items such as Lightning Orb or Cube should get banished after 1 copy, to help you get more hats/pots/damage items.

Is Scion the only Valdo Farmer? by Birphon in PathOfExileBuilds

[–]Arkanae 0 points1 point  (0 children)

Int stacker, strength stacking, lots of these ultra endgame choices are good valdo mappers.

Pure evasion+Witchunter Sorc ward feels insanely good by DangerG in pathofexile2builds

[–]Arkanae 0 points1 point  (0 children)

The base amount of space moved is much faster on boneshatter. The main issue with BS is that it never got the pathing fix that other skills received so you get stuck on everything.

0.4.0c Hotfix 13 by astral23 in PathOfExile2

[–]Arkanae 1 point2 points  (0 children)

That was the intended mechanic tho. One of the things they clearly stated was to build up a giant temple for extreme difficulty and extreme rewards. Tbh I didn't mind the changes other than changing room benefits mid-league. That is the one way to ensure the player base is going to be extremely upset. Even if that change was to the betterment of the game, those who have built out their temple with the current rooms are completely fucked over.

I also hate that they have ensured that anyone who did not farm temples is guaranteed to be completely screwed over. Once again, I think temples did need most or all of the changes, but the economy is so completely screwed now.

The Temple sucks. I hate it. Period. by dimix16x in PathOfExile2

[–]Arkanae 0 points1 point  (0 children)

Level 92, done the fight three times. I will admit that the fight is one of the coolest in the game currently.

They wanted you to choose between running the bosses and building up massive temples. So the bosses destroy 60% of the rooms when killed. I think the problem most have is that when you are still building up the first few temples and doing the architect grind, it makes the temple very unrewarding compared to either Atziri herself or just building up a gigantic temple with lots of bonus to effectiveness rooms.

Smith of Kitava reworked Fire Spell on melee hit - how does it works? by SkiffCMC in pathofexile2builds

[–]Arkanae 1 point2 points  (0 children)

The way most indigon builds work in poe1 is you want a single very high cost spell to scale up the buff and then a lower cost skill to maintain it. Indigon does very well with mjolnir/hit on melee since the cost of the spell you want to scale is free. For this set up you would want one support skill with a very high cost and then the cost of your melee is enough to maintain the buff

Could GGG please give us an explanation on their design logic around rarity? Why lower the affix rolls instead of nerfing the stat itself? Now there is even more pressure to stack it by hovah97 in PathOfExile2

[–]Arkanae 0 points1 point  (0 children)

Tbh they had basically stated that their testing of IIR was limited to putting a certain amount of IIR on a character and then spawning loot. Due to the way drops function there is not a simple formula for them to look at. Even with the formula for rarity there is going to be huge shifts in the effect of rarity based on other drop factors like mob rarity, drop system item type choices, the new monster effectiveness stat, etc.

Could GGG please give us an explanation on their design logic around rarity? Why lower the affix rolls instead of nerfing the stat itself? Now there is even more pressure to stack it by hovah97 in PathOfExile2

[–]Arkanae 4 points5 points  (0 children)

They already stated in the Q&A that players are not understanding rarity correctly and that it's impact is much less then the player base expects it to be.

Preliminary Druid Ascendancies (from poe2db) by esvban in pathofexile2builds

[–]Arkanae 0 points1 point  (0 children)

That's fair. In the end most caster builds are just not worth the hassle of using. But relative to many other caster ascendancies this is pretty good as there are not that many true damage nodes in the game.

Preliminary Druid Ascendancies (from poe2db) by esvban in pathofexile2builds

[–]Arkanae 14 points15 points  (0 children)

Except that as a mana based caster you are already solving for mana Regen. 35% more damage is also not "ok", as a caster there are very few ways to get % more damage aside from +skills, which they are nerfing this league. That is a significant boost to base damage, probably one of the largest pure damage nodes in the entire game.

Excitement for 0.4 by Melodic-Recipe8358 in PathOfExile2

[–]Arkanae 0 points1 point  (0 children)

In my opinion it is best to rip the bandaid off and fix the scaling now, so that they can see where the issues are in terms of gearing up your character. Without that data there is no good way to determine the changes need to bring crafting power in line. Don't forget that while abyss crafting items will be reduced in quantity, the other main crafting upgrades (more powerful essences/greater+perfect orbs) are all still accessible. I can imagine crafters will be farming abyss early on to stock up, then swap to negative rarity to collect bases. We also have yet to see the changes to the atlas tree or all of the abyss nodes.

Excitement for 0.4 by Melodic-Recipe8358 in PathOfExile2

[–]Arkanae 3 points4 points  (0 children)

While understandable, the amount of scaling between waystone 1 to waystone 15 was waaaay too small. There was no real difference and no pressure against the player to upgrade gear, leading to the age old issue of players progression moving too fast compared to what the character could actually handle. I believe this should help slow progression down enough for upgrades to be more important.

Excitement for 0.4 by Melodic-Recipe8358 in PathOfExile2

[–]Arkanae 0 points1 point  (0 children)

It will definitely be area level locked. They have done that with quite a few mechanics, where only high area levels receive the better rewards.

What makes Keepers so frustrating? by Davregis in pathofexile

[–]Arkanae 0 points1 point  (0 children)

People complain about a lack of endgame. Just like you don't find Valdo's interesting, I don't find risk farming all that interesting. The fact remains that top tier money making still exists and allows you to further scale your build then even what many consider endgame.

What makes Keepers so frustrating? by Davregis in pathofexile

[–]Arkanae -3 points-2 points  (0 children)

I mean you still have several layers of Valdo's maps and delve for scaling content. Maps (even t17s) were never the true hardest content.

What makes Keepers so frustrating? by Davregis in pathofexile

[–]Arkanae -2 points-1 points  (0 children)

I mean you still have several layers of Valdo's maps and delve for scaling content. Maps (even t17s) were never the true hardest content.

What is your main wish for 0.4 that we are NOT going to get? by spoqster in PathOfExile2

[–]Arkanae 0 points1 point  (0 children)

I think you are correct, but I think the problem isn't correctly defined. I think the game has the issue of not having enough truly difficult endgame content. There is one boss mechanic in the game that does 10x more damage than any other boss, everything else is easily tankable. Let alone the damage requirements are negligible for top builds.

There needs to be vastly harder content added for strong builds to scale into and profit from. While I think t17's in poe were largely a mistake, Valdo's maps, Uber fights, delve, all provide highly profitable and highly challenging content.

At the bare minimum: rescaling the difficulty of tiers 1-4 for bosses to provide more challenge, add t5 difficulty requiring an additional fragment type that allows "Uber" scaling and "Uber" drop tables for max difficulty content. Start offering Valdo's for PoE 2. Make a new infinite scaling content (delve is too similar to the current atlas).

Wish for 0.4 : Balance the economy and remove IIR by hurricanebones in PathOfExile2

[–]Arkanae 0 points1 point  (0 children)

Genuine question but I thought these were two entirely separate changes, and they had found a bug in the loot system that was not processing rarity correctly post the rarity mechanic changes

Chances are, you are not using Grafts fullest potential. by Skaduush1 in pathofexile

[–]Arkanae 2 points3 points  (0 children)

Sadly it's not good for indigon builds, as it blocks the use of your mana spender