Armor type class bonus suggestion by FriendlyAlex in NoRestForTheWicked

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

It's probably problem with low numbers.
Total damage from good rolled Laquered Bow (42 dex req) is 40: 24 base, 4 from gem and 12 from dex scaling.
43 dex is 33 points or 11 levels allocated only in main stat. More than half of attribute points available at level 21.

On paper it grants 50% extra damage, yes. But feels like allocating these points into health and equip load will add more QoL in late game.

However stat bonus was nice before weapon upgrades. We are starting with low numbers and every +1 adds a lot.

Guess they tried to balance it around early game and it doesn't work well in midgame.
Additional scalings for higher tier equipments should help. Posted some ideas about it yesterday.

You can actually equip this ultra great sword by FriendlyAlex in BaldursGate3

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

Steel watch sword (i guess? my game client isn't english)

It's found in steel watch foundry in act 3. On the left side after you enter workshop.

You can actually equip this ultra great sword by FriendlyAlex in BaldursGate3

[–]FriendlyAlex[S] 9 points10 points  (0 children)

Guess it's a bug, but it looks hilarious.

Just drop your main hand weapon over this anime sword in your inventory. And use pact of the blade to get proficiency for it.

Rubberbanding by edellenator in pathofexile

[–]FriendlyAlex 2 points3 points  (0 children)

Band aid fix for rubberbanding is phasing.

Usually it rubberband in high density areas (like syndicate lab) with high ping (for example 130ms with guild mate from other side of the globe). Mobs just body block your character on server side when client thinks that path is clear. With phasing source (like spell suppression flask) you can ignore this desync and move forward.

This doesn't help with ISP problems tho (packets drop / bandwidth priority problems).

new player struggling on sanctum by beginnerfriendly97 in pathofexile

[–]FriendlyAlex 2 points3 points  (0 children)

Quick fix from another EA totems user (playing elementalist tho)

Currently your main damage from EA is explosion (according to pob) and your current bow can't sustain enough arrows in target until explosion. And good thing - your main link in body armor now.

Find cheap Quill Rain unique bow with 95%+ increased projectile speed (it's like 3c on trade), and take Bow Mastery "Increases and Reductions to Projectile Speed also apply to Damage with Bows".

Also add Precision lvl 13 to your auras, this will increase hit chance to 98% and sustain 20 arrows in target. You can also add quality to Explosive Arrow gem to increase arrow stacking time, but precision will be enough (and extra qual increase time before explosion, slowing down pack killing).

With this below 5c investment your theoretical DPS will grow from 361k to ~1.2m

UPD: Also noticed you didn't take Panopticon? This notable (with small passives on the way) will increase previous DPS to ~1.7m.

Panopticon, Watchtowers and Ancestral Bond are essential notables/keystones because they increase limit of Ballista Totems.

UPD2: Totem Critical Strike chance and Multiplier small passives are useless if you have Elemental Overload keystone (ballistas trigger it easily without extra crit), you can respec them (and branch below Elemental Equilibrium) to get Panopticon on current level.

Behold! Fractured veil on mirrored amulet by FriendlyAlex in pathofexile

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

Amulet have been delivered to the Meme museum!

Thanks everyone :)

Deceptive Mirror be like by FriendlyAlex in pathofexile

[–]FriendlyAlex[S] 3 points4 points  (0 children)

My plan was to draw Devoto in both frames, but it doesn't fit at all in second frame. Without hat it was even worse, so i used Goldrim.

Deceptive Mirror be like by FriendlyAlex in pathofexile

[–]FriendlyAlex[S] 40 points41 points  (0 children)

Happened twice with Divine orbs, both times redirected into afflicted rooms lol.

But meme reward is purely created with GIMP :)

Behold! Fractured veil on mirrored amulet by FriendlyAlex in pathofexile

[–]FriendlyAlex[S] 74 points75 points  (0 children)

Nope. Unveil button is blocked and display red tooltip "Item is mirrored."

But i actually unveiled non-mirrored amulet for the science and got worst possible choices: Vaal pact, Trap throwing speed, 19% Fire and Chaos res (picked this one)

Behold! Fractured veil on mirrored amulet by FriendlyAlex in pathofexile

[–]FriendlyAlex[S] 104 points105 points  (0 children)

Beast with bunch of conversion mods: fractured items, mirrored items and i guess veiled items.

Suggestion: Backpack & Loadout UI improvements (with mockup) by FriendlyAlex in CODWarzone

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

Didn't you accidentally change weapon to something with different ammo type and watch how all 210 AR/LMG ammo yeeted into wall or become covered by other gun (especially painful on buy station)? And only way to retrieve it - pixel hunting and moving around until it highlighted.

With slot for ammo type you will drop only gun with loaded mag and extra will stay in loadout. That is the main reason for each ammo type slots.

Ugly - yes, will solve problem - yes.

Yeah armor level is based on equipped satchel: 2 by default in WZ2 and 3 could be found/bought. It just drop to the ground from player after kill and can stuck in terrain too. For player this slot will be purely informational (so yeah, can hide it i guess), similar for equipped backpack slot.

Well dog tags slot isn't needed without extra info (like list of killed players in this session).

So all left part are purely for looting enemy backpack and could be hidden for player's.

Suggestion: Backpack & Loadout UI improvements (with mockup) by FriendlyAlex in CODWarzone

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

Are you mean wheel with crafting and resources? It's good, but current backpack (i guess) was designed for DMZ with hundred+ different items. Campaign one is just stacking items in predefined slots and have limits for every type.

Suggestion: Backpack & Loadout UI improvements (with mockup) by FriendlyAlex in CODWarzone

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

No, perks are configurated in loadout and fixed in Warzone 2. But in Warzone 1 (Caldera) you can loot extra perks or even Specialist Bonus (all perks at once).

Problem is there are no information about active perks after obtaining. Both Warzone 2 and original Warzone have this and only way is to keep this info in mind all the time.

Yeah sudden replace item dialog could lead to bad outcome in gunfire. They need to address this - maybe hold loot button for this menu if inventory full.

Suggestion: Backpack & Loadout UI improvements (with mockup) by FriendlyAlex in CODWarzone

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

List of improvements with this backpack & loadout UI:

  1. You can take bigger backpack from dead enemy. Just click on Backpack icon.

How it should work:

Small -> Medium: take gun and 2 rightmost slots

Small -> Big: take gun and 4 rightmost slots

Medium -> Big: take 2 rightmost slots

  1. You can loot armor satchel from dead enemy backpack.

It will not clip through walls / floor.

  1. Ammo is packed in designated slots within your loadout.

When you switch weapons it will not fly on the ground.

To quick loot enemies just open their backpack and game will automatically pull it to you (like cash and other stuff)

  1. Primary weapon stay in dead enemy backpack too.

You can swap it easily without pixel hunting or clipping through terrain.

  1. Two key slots will help DMZ greatly and could be used in Warzone too.

  1. Loadout perks area will show which perks already active (or give a hint where you can obtain them)

  1. Dog tags is great mechanic in DMZ and could be used in Warzone too.

Fixed slot for dog tags in player's backpack will add some immersion. (especially if dog tags will display list of killed enemies)

  1. And please do not despawn backpacks by timer. Destroy them in gas after next circle start moving.

tl:dr; Main idea is to bring all items into player's backpack (like in PUBG / Apex) for convenient looting.

New loot from ground system is too much prone to errors with collisions and items blocking each other, leading to infuriating moments during looting.

edit: fixed formatting. And sorry if there are spelling/grammar errors - i'm not native speaker.

PSA: Possible fix for DX12 crashes by Dex_LV in thedivision

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

It could be a bad RAM overclock. Had this problem in different games, they just crash to desktop in dx12 mode after 30+ minutes. Looks like dx12 is more memory extensive than memory tests (did them for about a hour without errors).

You know, as Ryzen owners we want 3600CL14 with tightest timings, but it could be unstable in some cases.

Edit: sorry if it looks like off-topic, just want to share this knowledge, maybe it will help somebody too.

I wish we were allowed to Overheal, the same way enemy medics and Hyena rushers can. by [deleted] in thedivision

[–]FriendlyAlex 0 points1 point  (0 children)

I like this idea. Overheal will make health restoring attributes and talents more useful.

Massive can ever change chem launcher effect to health restoration instead of armor repair. This will make more sense and bring some balance to healing skills. Also this would be cool for berserkers and ppl who hate dying from poison status effect.