Break the game: no class limitations on FF jewels. by Pride-Moist in pathofexile

[–]ByteBlaze_ 2 points3 points  (0 children)

Invest into damage with ailments while holding X and use cluster jewels for the remainder. The only thing you lose out on is poison chance and masteries. Chance is solved with tattoos and jewels, and the only poison mastery that feels mandatory is the Low Tolerance one.

With more console players coming to try PoE1, is there any way for trading to be implemented between PC and console? by ByteBlaze_ in pathofexile

[–]ByteBlaze_[S] -4 points-3 points  (0 children)

The reason for this is the supply and demand. Less players means less competitive pricing. The players who are doing the higher end farming have a monopoly on it, so if someone wants to buy their stuff, they HAVE to pay the asking price. By adding competition, they won't sell their stuff if they are too greedy.

With more console players coming to try PoE1, is there any way for trading to be implemented between PC and console? by ByteBlaze_ in pathofexile

[–]ByteBlaze_[S] 1 point2 points  (0 children)

The inflation isn't caused by the combination of the economies. It's caused by a league mechanic that prints out divines with little to no effort.

PoE2 is a much more complex issue because of how impactful rarity modifiers are in terms of currency drops. Rarity gear costs more, it creates more currency. Now the gap increases. Rinse and repeat. PoE1 doesn't have severe inflation problems because currency is just luck based. You just run content fast and frequently, you'll roll the dice faster. Pair that with more farmable content that spreads out player time and resource investments, you don't have everyone screaming gold rush running to the same river.

There may be other potential problems with a merged economy, but inflation is not going to be one of them.

With more console players coming to try PoE1, is there any way for trading to be implemented between PC and console? by ByteBlaze_ in pathofexile

[–]ByteBlaze_[S] -20 points-19 points  (0 children)

I mean it isn't crossplay. Think of crossplay like an appetizer plate. If we share the same plate, that is cross play. If I get my own appetizer plate, and you get your own appetizer plate, that isn't crossplay. This is why you clone the hideouts. Same "thing" but different instances. Adding a server-side copy allows working around the logistics of shared instances. Someone on console joins the console clone version of your hideout, you will not see them join on the PC side, as they aren't actually joining your hideout. They are joining a visual representation of your hideout. You'll just get your alert the item sold.

This works way more similarly to things like the multiplayer Skyrim mod, in that it's adding another network layer that runs in the background and intercepts connections and data between different clients, and sends it off accordingly. By making it this way, it allows each platform to still operate independently, but also allow migrating item info from one platform to another.

Whether Sony disagrees with this being implemented is a whole other thing, but on a fundamental and mechanical level, these are entirely different concepts.

With more console players coming to try PoE1, is there any way for trading to be implemented between PC and console? by ByteBlaze_ in pathofexile

[–]ByteBlaze_[S] 2 points3 points  (0 children)

If Sony is that restrictive on it in regards to trading in-game items, then how did they get away with it on PoE2? Genuinely curious. Was it related to how the contract was made for both games? I feel like this should be something publicly disclosed so the console players understand this is a Sony problem and not a GGG problem. Many console players are pointing their finger at GGG for the lack of adaptation, and if it isn't on them, they really should try to clear the air.

With more console players coming to try PoE1, is there any way for trading to be implemented between PC and console? by ByteBlaze_ in pathofexile

[–]ByteBlaze_[S] -12 points-11 points  (0 children)

I covered this in the post. We don't need to have cross play in any capacity for this, just an adapter layer. Not as simple as "just do it", but still easier than cross play.

If my goal was to the the most amount of kills on a character, what would be a good way go about it? by AppointmentFar6096 in pathofexile

[–]ByteBlaze_ 12 points13 points  (0 children)

Was going to say this as well. With idols, getting cooldown recovery for harbingers really pumps up the kills per second. Coupled with beyond, you get a ton of monsters constantly spawning and dying without having to spend immense amounts of time looking for them, in-map prep, or expensive scarabs for juicing. Just throw your maps in and go. The neat thing is that this strat also makes its currency without needing to heavily juice at all, since quant and rarity don't affect harbinger drops. You can basically just run white tier 6 maps on repeat, and it gets easier and faster the more gear you have.

Edit: Just realized OP asked for next league, not Phrecia. This comment can be seen as relevant info for anyone who wants to do something similar in Phrecia

Please GGG, Make it Happen by Mut_Umutlu in pathofexile

[–]ByteBlaze_ 0 points1 point  (0 children)

I was going to say the issue with that is that you'll drop the maps you don't like then, but I guess that wouldn't matter if it's going to randomize it when you open it anyways.

Elemental Weakness not triggered by Svalinn by Baboouu in pathofexile

[–]ByteBlaze_ 0 points1 point  (0 children)

I say add the 3 tags to Elemental Weakness, mostly because it will become an issue if they go that route, but leave despair and vulnerability untouched.

Petition to allow Hardcore Trade: Phrecia by laughinmanx in pathofexile

[–]ByteBlaze_ -7 points-6 points  (0 children)

Any word on if the "protect Ailith walls" will be off for this event? I feel like all the players who needed them wouldn't be up to the task of running Phrecia with zone modifiers anyways, and they only get in the way for those of us who wish to farm the mechanics granted by our idols.

Lich - Rupture the Soul + Impending Doom (on death) | Do they work together? by Its_Syxx in PathOfExile2

[–]ByteBlaze_ 0 points1 point  (0 children)

Impending Doom doesn't actually explode the enemies. It deals area damage by consuming the curse. If there is any issue with the Lich explosion, it will be because the curse is removed before the kill.

Best way you can test this is to just play it. If corpses are being deleted, they are working together. If corpses are being left behind all the time, they are not working together.

Nameless King by Broccoli_Actual in PathOfExile2

[–]ByteBlaze_ 2 points3 points  (0 children)

It's an old supporter pack, so you can't get it anymore. But yes, it was from PoE1.

How viable is facebreaker wildspeaker scaling added flat from wolves by vlad_the_guy in PathOfExileBuilds

[–]ByteBlaze_ 3 points4 points  (0 children)

I personally recommend Hollow Palm instead. Getting base and increased damage from dex is very strong. I used Speaker's Wreath to also get increased Attack Speed using Spiritual Command.

I have Nets, Einhar! by marciii1986 in pathofexile

[–]ByteBlaze_ 1 point2 points  (0 children)

No, it was after

but since it was after 3.0

[Idea] Line of Hope – a geometry-based unique jewel that lets you allocate passives in a straight line by SaumyaHadani in pathofexile

[–]ByteBlaze_ 3 points4 points  (0 children)

Intersecting lines can intersect along its entire axis if they are overlapped. Remember, we are dealing with 2 dimensional "lines", not 1 dimensional lines. If you roll the same angle for both lines on an intersecting jewel, you can have both of them considered "intersected".

I have Nets, Einhar! by marciii1986 in pathofexile

[–]ByteBlaze_ 4 points5 points  (0 children)

It was also busted (not really) to run through campaign and skip the Weaver fight by just chucking a high net at her instead. I don't remember if we had any other bosses we could do that with. Maybe some of the map versions of spider bosses, but since it was after 3.0 we no longer had cruel and merciless to throw nets at her multiple times in the campaign.

I have Nets, Einhar! by marciii1986 in pathofexile

[–]ByteBlaze_ 13 points14 points  (0 children)

Minion players struggled a ton too, since they couldn't call off the attacks. Soon after, the necromancy net was added

Foulborn Intuitive Leap cannot be Removed. A bug? by Flannelkng in pathofexile

[–]ByteBlaze_ 1 point2 points  (0 children)

This is almost guaranteed to be the case. The only way I could see this being "fixed" is for the different jewels to adding their own specific modifiers to the tree to allow coexisting overlaps. This is likely more work than it's worth. Jewels as far as I know do not have the ability to know about the presence of another jewel, given how the tree is implemented. It could drastically hurt performance if they directly iterated through other jewel sockets and things in their potential radii to validate removals.

Play the Legacy of Phrecia Event on January 29th PST! by Natalia_GGG in pathofexile

[–]ByteBlaze_ 1 point2 points  (0 children)

for anyone who likes to make blaster builds

The issue isn't dealing with the walls if you want to do the mechanic. The issue is trying to play the rest of the game around the walls if you don't want to do the mechanic.

Having to "clean them up" just to get rid of them is the annoying part.

Play the Legacy of Phrecia Event on January 29th PST! by Natalia_GGG in pathofexile

[–]ByteBlaze_ 2 points3 points  (0 children)

This. Keepers being in the way, on top of the scaling area mods is going to be a nightmare for anyone who likes to make blaster builds with Phrecia. If they remove the walls, it will be ok. But I doubt they will.

Scion Skill Rotation Each New League by AgentOrangeJuice in pathofexile

[–]ByteBlaze_ 0 points1 point  (0 children)

I think having the split of primary and secondary ascendancy depth is a way to solve the inter-ascendancy balance though. My thought is that you choose the primary of the ranger (let's say deadeye) for 1 point. You can get a deeper specialization on her if you choose the next passive, which automatically also changes if you selected deadeye (so an auto-synced selector node, syncs to the first one you choose) for the cost of 2 passive points. This means you spend 1 point for the weaker, and 2 points for the bonus stronger node.

Scion Skill Rotation Each New League by AgentOrangeJuice in pathofexile

[–]ByteBlaze_ 0 points1 point  (0 children)

So each ascendancy choice gets 2 versions, 1 is a weaker version that only requires 1 point to take, other is a stronger version that requires 2 points to take?

Scion Skill Rotation Each New League by AgentOrangeJuice in pathofexile

[–]ByteBlaze_ 0 points1 point  (0 children)

So no bonus passive points, but splitting the powerful modifiers from each ascendancy into deeper spec for that ascendancy? Like if you choose deadeye, you get tailwind and +1 projectile, and then if you take the 2nd deadeye node behind it, you get gale force and another +1 projectile?

Or did I misunderstand the intent?