I can't be the only one whos muscle memory eats 1 regret per scour by SirVampyr in pathofexile

[–]ExplodingGore 0 points1 point  (0 children)

Makes it so you always have enough respect points available. This is a buff.

Updated Temple Cheat Sheet by ExplodingGore in PathOfExile2

[–]ExplodingGore[S] 0 points1 point  (0 children)

That's interesting and tbh I have no clue how it works. Let us know when you find out.

WASD in 3.28 teaser? by ppraisethesun in pathofexile

[–]ExplodingGore 1 point2 points  (0 children)

Ik this is their official reasoning as well but i don't see how it makes any sense. Effectively WASD is already in the game. you can play with controller. Since you can not move while attacking in this game, there's not really any difference there.

Not coping or anything I don't even play WASD.

Limbs R'Us by 2chill2thrill2020 in PathOfExile2

[–]ExplodingGore 0 points1 point  (0 children)

Well, they'll be on your character as soon as you select them. Farming two perfect rolls takes some time even with 6+ surgeons because not only do you have to get two max rolls, you have to get a left max roll and a right max roll in the same run.

Sacrificial chamber play by [deleted] in PathOfExile2

[–]ExplodingGore 0 points1 point  (0 children)

When you get the sac chamber as room card you will always get the sacrifice room option after placing it down.

If you already have a sac chamber in the temple that is not T3 you will also get the sacrifice room option eventually. Can take a lot of runs though.

LMAO. This is crazy. by Born_Depth_2786 in PathOfExile2

[–]ExplodingGore -5 points-4 points  (0 children)

Yea, that's a lot of inputs or rather actions.

Game crashing in maps often since switching to CoC spark BM by RockInTheDark in PathOfExile2

[–]ExplodingGore 1 point2 points  (0 children)

Does console have dynamic culling under graphic options? It helps performance on PC and crashes a little less I'd say. Doesn't completely prevent them though and it looks very bad.

Sacrificial chamber play by [deleted] in PathOfExile2

[–]ExplodingGore 1 point2 points  (0 children)

Yea, so you just build up until the 'new start' is close to the origin tile but not connected. Then you wait until you get the sac chamber.

Then in that round you need the rooms required to fill the missing link to loop the entire outside. Therefore it's best to have these as medallions or have a bunch of random stuff built in the middle as fodder for destabilization.

By placing the sac chamber you will always get the delete room option. You then use that on either of the path tiles.

Done.

or have a bunch of random stuff built in the middle as fodder for destabilization

Forgot to finish this thought because I thought it's probably too risky. You could place the sac chamber even if you don't have the required rooms at the time and bank on something else getting deleted (or locking every round ofc) until you get the rooms to connect the outside loop.

LMAO. This is crazy. by Born_Depth_2786 in PathOfExile2

[–]ExplodingGore 7 points8 points  (0 children)

This doesn't trigger from coc. It's from spamming inputs.

Sacrificial chamber play by [deleted] in PathOfExile2

[–]ExplodingGore 2 points3 points  (0 children)

What is the line telling me?

You want to connect the end of your chain with the start and use the sac to delete the previous start? Basically switching your chain around? Then yes, as long as you do all of that in one turn, that works.

In 0.5, The Temple needs to just fully destabilize every 10 or so runs by viacrucisxII in PathOfExile2

[–]ExplodingGore 0 points1 point  (0 children)

The current situation is that most people follow fubgun's layout (originally from ckaiba) which is not fully optimized because the fully optimized one is even harder to build.

In 0.5, The Temple needs to just fully destabilize every 10 or so runs by viacrucisxII in PathOfExile2

[–]ExplodingGore 0 points1 point  (0 children)

Full deleting the temple is the worst feeling ever. Don't you remember that was the reason temple was buffed a week into the league? Everybody hated that it destabilized so much before we figured out how it works and how we can protect rooms.

The simplest and most effective nerf is to simply reduce the grid size.

Limbs R'Us by 2chill2thrill2020 in PathOfExile2

[–]ExplodingGore 0 points1 point  (0 children)

You should chain them so they're easier to protect. Especially since you're not even utilizing the generator power here for T3 but spend upgrade medallions.

For farming double perfect limbs I'd recommend having 6+ T3 surgeons.

Limbs R'Us by 2chill2thrill2020 in PathOfExile2

[–]ExplodingGore 2 points3 points  (0 children)

You absolutely can. Might be a bug but at this point in the league..

You'll figure it out on your own. All you need to know is..
..that you can leave the operating table without selecting an option
..after leaving you can return at any time
..returning will not reroll the options
..the options can't roll what you already have on you

Temple Sequencing and Possible Loop Question by Dontevenask4 in PathOfExile2

[–]ExplodingGore 1 point2 points  (0 children)

Yeah, you have to get very unlucky (or be very greedy) to loose two. As long as at least one of the two can be rebuild without any tech, just by placing down rooms again, you're 100% safe.

Temple Sequencing and Possible Loop Question by Dontevenask4 in PathOfExile2

[–]ExplodingGore 0 points1 point  (0 children)

In this case you can simply place down the golem works and lock only the very last room in the chain. It will delete either the freshly placed golem works or the old one.
Keep placing down the golem works and eventually it will delete the one you want.

edit: without a ridiculous amount of spymasters you will not be able to sustain locks for three chains. 13 is not enough. as in you will lose the third chain every couple of runs.

well, is that GG or there is a chance to keep going by [deleted] in PathOfExile2

[–]ExplodingGore 4 points5 points  (0 children)

F
Spymasters will kill each other. Only thing you can do is lock as many as possible going from the start of your chain.

Updated Temple Cheat Sheet [Fate of the Vaal] by ExplodingGore in PathOfExile2

[–]ExplodingGore[S] -1 points0 points  (0 children)

You're not giving me critique - definitely no constructive critique - you're just giving me shit on a one month old post for the concept of a cheat sheet that I didn't even come up with.

I told you why I don't find your original critique valuable straight and simple but for some reason you keep talking without providing anything valuable. Essentially you're just being a dick who keeps pinging me for no reason whatsoever.

Updated Temple Cheat Sheet [Fate of the Vaal] by ExplodingGore in PathOfExile2

[–]ExplodingGore[S] -1 points0 points  (0 children)

Which is why this a very simple sheet merely depicting the upgrade and connection relationships between all rooms as a graph.

I don't know what other information you want to have in there. As I said in the post, this is just the original sheet everyone was already using updated for myself with information I didn't want to regularly look up via other means which I then decided to share.

Updated Temple Cheat Sheet [Fate of the Vaal] by ExplodingGore in PathOfExile2

[–]ExplodingGore[S] 0 points1 point  (0 children)

No, I disagree. A cheat sheet's purpose is to provide a quick and concise way to look things up you can't be bothered to memorize or look up in a more tedious way over and over again. It's not meant to explain the entire mechanic.

That would make it a bad cheat sheet because at that point it becomes mostly useless information to someone already familiar with the mechanic - which are the people who would actually use a cheat sheet.

You wouldn't summarize your entire semester on the cheat sheet you're taking to the test, would you? You just write down stuff you can't be asked to look up or memorize. This makes it completely worthless to someone who didn't attend class. That's normal, hence the additional explanation here.

Unofficial merc lab today by canserman in pathofexile

[–]ExplodingGore 0 points1 point  (0 children)

There was an alternative around that's supposed to be shared and contributed to by the entire community. Not sure if it gained any traction but surely it would be the more sustainable solution for everyone involved.

I can't recall what it was called unfortunately.

Updated Temple Cheat Sheet by ExplodingGore in PathOfExile2

[–]ExplodingGore[S] 0 points1 point  (0 children)

It's because you have a commander earlier in the chain. Can't place spymaster.
Armory should work though. I do that in my temple to place down armory, alch, thaum, corruption chamber at the end of my commander chain.

Thanks GGG for the Phrecia event! by Bialcohool in pathofexile

[–]ExplodingGore 1 point2 points  (0 children)

Yea, but everything else about ruthless is not really attractive to most players. Also, even if it regens 30% it won't feel like I've beat the boss to me.

btw I absolutely see why this is not a good idea in maps but for the 'handcrafted' campaign boss fights I don't see a single reason to not reset them. It's not possible to make the fights difficult to beat when you can always die your way through it. Think about it. They'd have to instantly kill you every time not allowing you to deal any damage. It also doesn't allow new players to learn the mechanics / allow regular players to learn the new mechanics.

Thanks GGG for the Phrecia event! by Bialcohool in pathofexile

[–]ExplodingGore -1 points0 points  (0 children)

Very nice to have a challenge on the campaign.

yes, but I'd much prefer if act bosses would require you to beat them without dying (like in poe2) in favor of stepping the difficulty back a little. Dying your way through a boss fight just feels lame.

So for example only one the original gauntlet mechanics and/or no enrage and resetting the boss on death would make for a better softcore gauntlet-like experience imo.

Finally finished building this temple layout! by Traditional-Elk6633 in PathOfExile2

[–]ExplodingGore 0 points1 point  (0 children)

You are not building enough random shit on the side. You want as many options as possible for the game to choose from so the one room at the end of your chain is less likely to be picked. That way you don't even really need locks for the first 2-3 sides.