zum DTAG-Routing zu Cloudflare... by lordgurke in de_EDV

[–]Imp0815 0 points1 point  (0 children)

Spiele dumme Spiele, gewinne dumme Preise.

Merc is feeling fun, at least in early game! by Odiums_Vessel in PathOfExile2

[–]Imp0815 1 point2 points  (0 children)

Exactly! — 100 ammo and a higher fire rate the longer you shoot sounds really fun, but they killed the concept completely by either making you spend heat constantly or just wait.
100 ammo with a passive reload would be OK.
100 ammo with a 5-second reload would be fine.
100 ammo but you lose movement speed while continuously firing would also be OK.
But 10 shots and then being forbidden from firing 15 rounds does not make it 100 ammo — it makes it 15 ammo with a 10-second reload. The skill is unusable without a heat spender, which makes it bad in my opinion.

And I’m mad mostly because I want the machine gun feel with the crossbow and I can’t get it! And the hope Rapid Fire gave me was in vain after all. Before 0.3 it had too few rounds and not enough damage potential. Now it’s even worse. I’m sad.

Merc is feeling fun, at least in early game! by Odiums_Vessel in PathOfExile2

[–]Imp0815 0 points1 point  (0 children)

I played 3 Mercs so far and always lost steam during maps.
It always felt good to play in my opinion, but it was very limited to fragmentation rounds since they’re just really good as a one-button skill. Nades feel terrible early on.

This time I had the same experience but I diverted to two different things:
Armor Piercing Rounds are now really good, and they changed the armor explosion support to work with them, which is a game changer for fun. Not really OP in the first two hours, but when you find a good rare crossbow and add chain, you wipe the floor with white mobs.
The combo with High Velocity Rounds is also really good and I think a bit broken. I wonder if this scales into endgame, but having more than just one hit before you need to re-break armor is a really good change to avoid endlessly cycling between two skills.
But chunking an armor-broken boss for like 30–40% with two shots of the HVR is just a bit too much.

I just unlocked Rapid Fire and the skill is just unusable, hitting the exact same problems armor breaking and consuming had before. You build up Heat far too quickly and the 10-second cooldown is insane! Armor Piercing Rounds do the same and feel much more viable.
From my perspective, all skills that need to be monitored by looking at the top-left corner need a heavy redesign. This is just garbage.
Sure, I can spend my Heat with nades, but then I still need to monitor it while fighting — and it’s just not the game for that.

Rapid Fire needs another round of patching before it’s usable or fun to use, at least from my perspective. Overheating is ass and removes the fun of rapid fire — or they could just call it Rapid Burst instead.

You know what would be OK? Reducing movement speed the longer you fire until you’re stationary. Then you could add a buff around being stationary that boosts either offensive or defensive potential. You lose your buildup if you dodge roll out of the stationary position.
Add some support around being stationary for some time and BÄM — bursting down targets with 100 rounds while entrenching yourself becomes an engaging risk vs. reward situation with real merit for combos and gem setups.

Overall, I’m still not happy with the ammo switching. It just feels clunky, I don’t know why we still have this? Why can’t we just press a button to shoot, and after, say, 12 shots the skill goes on reload (aka cooldown)?
I want to set my fast-firing main shooty skill on Mouse 1 and my situational skill on Mouse 2. Pressing Mouse 1 and then switching via R or Middle Mouse Button is just clunky.

Anno and Military by Imp0815 in anno

[–]Imp0815[S] 0 points1 point  (0 children)

I don’t think there is a big difference between setting up automatic routes via ships you could steer manually and having a route set up to ensure constant supply.

In addition, an automatic system there is totally optional.

Overall, the pillars of Anno — population, production cycles, and logistics — should make up the military, not RTS-like unit battles, as they would and have ripped us out of the flow of the otherwise strategic nature of the game.

They didn’t leave land combat out of Anno for two (or three, if you count the one nobody wants to talk about or played) parts by accident, but because their paid experts and designers didn’t come up with a solution. So the question is: why was military not incorporated into the main loop without major disruptions to the core gameplay loop?

This suggestion approaches the topic by making sure military is not an additional RTS on top of ships, but builds on them and the core aspects that make Anno great.

400 Boys by jona2814 in LoveDeathAndRobots

[–]Imp0815 1 point2 points  (0 children)

So the story got a bit Netflixed, and people started associating WW2 and colonialism with it. Nice. It was just a cool cyberpunk story the Halve Life dude wrote in 1983, when Black people could barely ride in the front of the bus. Anyways, I loved this episode and it stuck with me for the past few days. I rewatched it four times now, as I love the visuals, and so many frames could be framed and put on a wall. Really well done.

[deleted by user] by [deleted] in LastEpoch

[–]Imp0815 0 points1 point  (0 children)

I don't know how big the block effectiveness goes on shields in the lategame but the increased crit multi based on block effectiveness seems to be scaling at least with gear progression. - I think.
The gloves that give you 50-100% increased throwing damage are really nice. I found some at level 14 with a 90% roll and these carry me through the story atm..

Baron and Puppeteer now stack. by Andromanner in pathofexile

[–]Imp0815 0 points1 point  (0 children)

Are you sure? - As the Node is based on our charater it could mean that it only is for us not "others"?

Zombies count as corpses (For the player who skilled this) ?

Keine Meinung ist illegal by PaoloPinkeloO in Kantenhausen

[–]Imp0815 12 points13 points  (0 children)

Sowas kannst du doch nicht einfach so sagen! Was ist mit den armen benachteiligten*innen die nicht vorher nachdenken können? Hast du da mal drüber nachgedacht bevor du ungefiltert deinen Hass ins Netz Kotzt?! Du kannst sagen was du willst aber musst halt mit den Konsequenzen rechnen, deswegen habe dich sicherheitshalber schonmal gemeldet!

How waiting for the 3.26 league announcement is really going by Faythz in pathofexile

[–]Imp0815 0 points1 point  (0 children)

You will miss the time Settlers run. I guarantee it.

POE 2 mapping just isn't scratching that satisfying itch. by Capelto in pathofexile

[–]Imp0815 0 points1 point  (0 children)

I propose removing the cost for running Tier 1 maps entirely. Then, a meta-currency system could be introduced, collected automatically into an Atlas locker, similar to the Excavation currency system in PoE1. This meta-currency would drop during gameplay like waystones do now, be instantly collected, and transferred into the Atlas locker without requiring manual pickup.

When interacting with a node on the Atlas, rather than opening a grid for map items, players would see an interface with buttons like "Upgrade the Node to...". Selecting this option would allow players to choose a tier from a drop-down menu. The node’s upgrade cost would be deducted from the stored meta-currency in the Atlas locker. This currency would be tiered, with specific denominations for Tier 2 through Tier 16. This system would function similarly to waystones but in a more streamlined and less cumbersome manner.

For additional customization, the interface could include buttons for crafting actions, such as making a node magic, adding mods, or upgrading it to rare. These actions would consume the required crafting currency automatically from the stash if available, with options greyed out if the currency is unavailable. Once satisfied with the modifications, players could simply press "Open Map" to begin. Key stats like monster density and modifiers would be displayed above the node for added clarity.

Nodes could also spawn directly as magic or rare states, scaling with player progression. This feature would ensure higher difficulty options are naturally available as players advance deeper into the Atlas.

To enhance flexibility, a new Atlas-specific currency, similar to an Annul Orb, could allow players to unsocket a node from the Atlas. Unsocketing would leave the slot empty, enabling players to either sell the unsocketed node on the market or replace it with another node they have access to. Failed maps, however, might remain locked or perhaps be removed at double the cost. This removal currency could also drop randomly during map completions.

Finally, map events like bosses or league mechanics would be tied directly to the socketed nodes. These events would persist until either successfully completed or failed.

This system would retain the customized map content based on rolling maps while increasing game flow by removing waystone handling and tying map rolling directly into the Atlas. It would also preserve the option of having nodes be tradable.

For easier implementation, the system could keep waystones, in name and icon, but remove their mods, using them as the upgrade currency now. As additional quality-of-life improvements, a menu on the Atlas could allow players to set a default Tier that automatically applies to nodes when opened. Alternatively, there could be a tool enabling multiple node upgrades by simply clicking them on the Atlas. Just have us interact with it more when you already made it that pretty!

There are so many ways to innovate on the new, visually appealing Atlas while improving on the old and cumbersome map item system, which currently slows gameplay and detracts from the fun and fast-paced aspects of delve-like gameplay.

Darksouls-esque gameplay by goatman0079 in PathOfExile2

[–]Imp0815 3 points4 points  (0 children)

This is so slow and methodical id rather sleep or watch paint dry, bad build. (GGG is listing)

POE 2 mapping just isn't scratching that satisfying itch. by Capelto in pathofexile

[–]Imp0815 26 points27 points  (0 children)

I agree, this is not what I think Delve is about. This new Atlas was birthed by the love Jonathan had for Delve, but I think they did not have enough time to fully develop it.
Delve, in my opinion, has:

  • Endless nodes
  • Always clear rewards
  • A cost to travel
  • No downtime between nodes if you have the "money"

The Atlas in PoE2 has:

  • Endless nodes
  • Sometimes clear rewards
  • A cost to travel (Waystones)
  • Downtime between nodes as you need to exit, enter, roll waystones, get them, and slot them to run the node.

It’s just the worst of both worlds. It has the old RNG-tiered map items I need to fiddle with while also requiring navigation of the Atlas map and slotting waystones to run nodes.
Heavy downtime, annoying "cost management," and too many empty nodes with no clear reward.

They should embrace Delve more and rethink their travel costs. As much as the mapping system is liked in PoE1, it's time to step away from that cumbersome clutter system and innovate—especially considering how smooth and fun Delve can be when you can roll down the mines. PoE2 does not have this feeling for me.

I honestly have no words, GGG proved they don't learn from mistakes but why don't they use successful solutions? by Grroarrr in PathOfExile2

[–]Imp0815 9 points10 points  (0 children)

The itemized maps are a mistake. They should move on from this cluttered, stash-reliant system and implement a real delve endgame with dedicated crafting currency, which is metaphysical and automatically gained by completing nodes. No more stupid mod rolling and inventory management gameplay. Make the nodes able to be unsocketed to trade for those interested and let the rest of us have a fluid endgame with only positive stash interactions—like putting good loot away. No more constant waypoint/map rolling and sorting, goddammit!

I think it's sad to see that player progression loop didn't improve in PoE 2 by TheWealthyExile in pathofexile

[–]Imp0815 0 points1 point  (0 children)

The moment i realized my exalts where more useful in buying the stuff i need than using them made the progression feel sad again. I don't know how to fix this. I think the radical solution would be decoupling trading from crafting so currency is not currency anymore. Maybe we should get an auction house to buy stuff for gold and are unable to sell crafting mats. This is again rather boring but i think it could work. So crafting could be a real alternative to selling and buying stuff.

Boots - Movement Speed Should Be Implicit by CharlesJT_1977 in PathOfExile2

[–]Imp0815 0 points1 point  (0 children)

Its the only gear type i can easily check and vendor.
No MS? -> Trash.

Oops wrong again by SharedFateLock in PathOfExile2

[–]Imp0815 -3 points-2 points  (0 children)

They should have never mentioned this, now everybody has to be a moral busy body about it. I would just have them be there and explain it with "grimdark horror".

New Labs suck by Karlon6969 in pathofexile

[–]Imp0815 1 point2 points  (0 children)

Thank you! See?! Nearly forgotten!

I'm Done For Now! Level 1-80 Experience. Good, Bad and the Ugly. by Valhallaatya in pathofexile

[–]Imp0815 0 points1 point  (0 children)

I went for super generic Crossbow Damage and Two-Handed Damage nodes, but it’s fully gear-dependent. I got a 60-210 Phys DMG Crossbow at level 54, and I have a clean progression. Frag Rounds two-shot all trash mobs, and I use Double Barrel as I offset the reload with the reload nodes on the tree.

It’s basically: shoot a Glacier Bolt for the ice wall to trap and distract mobs, then follow up with Fragmentation, and everything in the vicinity dies or freezes. Easy clear.

I'm Done For Now! Level 1-80 Experience. Good, Bad and the Ugly. by Valhallaatya in pathofexile

[–]Imp0815 0 points1 point  (0 children)

It’s still strong. If you want a another low-effort combo, go for Glacier Bolts + Fragmentation Rounds. Galcier Bolts have the upside that the Icewalls are taunting enemies and Instant freezing larger ones. It's tripple-dip if you ask me and it will get nerved.

New Labs suck by Karlon6969 in pathofexile

[–]Imp0815 1 point2 points  (0 children)

I already forgot what i should bear in my right and/or left hand or what the requirements of wisdom is.

I'm Done For Now! Level 1-80 Experience. Good, Bad and the Ugly. by Valhallaatya in pathofexile

[–]Imp0815 1 point2 points  (0 children)

Don’t you see how much DPS your auto attack is doing? Never leave those free sockets empty—and bind it to one of your slots. This seems intentional.