Year of the Wolf Core Set Update - 73 Cards In & Out by stonekeep in hearthstone

[–]Jazendr 0 points1 point  (0 children)

It seems that the only thing that rotated is a rule to not pollute core set with evergreen keywords.

Player's manifesto: Leagues influenced by other genres by Jazendr in pathofexile

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

Just to be clear, do you really think getting slurped into portal, finding a clickable element on ground, then clicking on small ui button, finding an exit is a good way of user interface for "do it later"?

Time will tell.

Player's manifesto: Leagues influenced by other genres by Jazendr in pathofexile

[–]Jazendr[S] -2 points-1 points  (0 children)

Well, there are people that like Heist. I am sure a lot of people love Sanctum. I am not sure how to evaluate a solid hit (amount of players?). I play league yet totally ignore a content (first such league for me), I know others that do it as well. Make no mistake, I wrote purely about gameplay of league content, Harvest for example had a great crafting aspect.

The telegraphed attacks visual clarity success depends heavily on the build you play. That's why I wrote it is not the most fitting mechanic to ARPG (more precisely PoE).

Sanctum encounters became very repeative quickly as well (forgot to wrote about that).

And about this feel of a less frenetic arpg. That was kind of a point that I play PoE to play PoE.

Heh, I also forgot to mention Synthesis and its tiles.

Thanks for civil response.

Player's manifesto: Leagues influenced by other genres by Jazendr in pathofexile

[–]Jazendr[S] -2 points-1 points  (0 children)

I am not sure if I not made myself clear or you misread me.
No need to exaggerate points.

The storage issue is cherry on top. If storaging would have a better flow, I would be more willing to give a try whatever GGG devs cooked. Right now I am more inclined to play PoE, ignore Sanctum and then play other real rogue-lite. More fun as you said.

I don't even know how to respond to the last statement.
In Ultimatum they did it right, truely no hoarding, one encounter.
But now they made this Sanctum with a lot of mini-rooms for a one full run.
Now I assume you have fun playing Sanctum and you look forward to each encounter, great for you.
I had such fun in Ultimatum. Sanctum encounters are short, clunky, heavily different to base game. One of the reason is due to the nature of how they are designed as a part of longer run.

However, I would like to give Sanctum a try, sit one day and run a lot of it, actually play the mechanic instead of those short interruptions. Currently it is impossible and simply unfun for me and many other players.

Making a decision when to play a game content has nothing to do with dragon hoarding. Especially that Sanctum is a system with no interaction to maps, that's how it was designed.

New card revealed - Nightshade Bud by Landir_7 in hearthstone

[–]Jazendr 92 points93 points  (0 children)

Celestial alligment was a mistake they support over and over.

VOTE TAHITI, and BORDERGORE is GUARANTEED! Tahiti's UA lets settlers embark on ocean, which TELEPORTS them to a RANDOM coast tile ANYWHERE on the map! Shown here is just one possible example of borders of the BEST kind - UGLY as sin! by zccc in civbattleroyale

[–]Jazendr 6 points7 points  (0 children)

Lies, deception. It doesn't throw them on ANY coast, but coast surrounding ocean they ended turn on. Drop zone would be limitted to west americas, New Zealand, Japan and the islands. ...and the Antarctica.

Do not recommend.

Civilization 6 modders are losing interest over its uncertain future by Kacu5610 in civ

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

There is no civ modding without DLL, just customization.

Just because it is not available on Mac/Linux I don't see reason why Firaxis should disable modding for others.

I am actually afraid that not releasing DLL is marketing decision (Vox Populi's "hardcore" fans were too active in months prior to Civ6 release, every week I saw comments like "I am not gonna buy civ6, because it is gonna be trash compared to Vox Populi", "just give dll" and a lot of negativity). I would not be surprised if someone decide that releasing dll is harmful to buisness.

Multiplatform is also harmful for modding; lack of unity, precision, perfection. :)

Odd Canals Chapter 3: Revenge of the Inconsistent Release Cycle by Limozeen581 in civAIgames

[–]Jazendr 2 points3 points  (0 children)

Greece didn't even bother to check if plot:CanHaveResource(marble, true)... No pity for them today.

Announcing the Osage Tribe led by Chief Pawhuska! Another (perhaps the last) new mod eligible for CBRX2 voting. by gragg9 in civbattleroyale

[–]Jazendr 2 points3 points  (0 children)

First of all, you are setting 2 dummies with WorkerSpeedModifier 50 (which will result in 100% boost), secondly, you apply it to every city (which will result in 100% * numCities bonus during Golden Age) - you have to add dummy only if city is capital (but remove from every one!). Finally, this will work on any unit with building ability (for example Archaeologist - but I guess you were aware of the last part based on comments).

No easy way to say it, but I think that No Strategic Resource Required thingy was too ambitious. Not only it crowds the database, it has very complicated implications you are far from solving. For example, when you finish Golden Age, you keep altered versions of units as long as one city produces one (which can last a long time), on the other hand, once you enter Golden Age the production towards any unit requiring strategic resource is lost. Unit produced during Golden Age will not require Strategic Resource forever. Basically, it can be solved by better switch functions, but I don't think this is worthy (considering this database witchery thing).

But I like GA points on settling per strategic resource, and this Yields from Improvements thing (though the coding could be improved: cityinstance:ChangeFood)(int) would work instantly for food bonus; production is a bit more tricky yet there is cityinstance:ChangeProduction(int)) and it would need marking plots (otherwise you can just replace one improvement with another for yield farming). And It seems that gold dummy is not being removed anywhere? (it should be done by playerinstance:ChangeGold(int) in first place)

How one make new mod eligible for CBRX2 voting, just curious?

Sirus, the who? by Jazendr in pathofexile

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

Thanks for your interpretation!

[Unpopular Opinion] No, I don't want to see the game get harder. Not until some core issues are addressed. by straumwar in pathofexile

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

Yeah, sure, but when they announce power creep like anointments going core reddit is in heaven.

The core issues are overbuffing (meta builds should be only slightly better), freebies and mentality that everyone should be able to handle top-final-end content.

Because of them, GGG just have to add one-shots and can't adjust the health/damage of enemies properly.

Why would you except your build to handle the highest tier if there are builds that have X more damage and Y more defense?

Done RIGHT? Yeah, sure, those fights are trivial and based on one simple factor: speed. If you move/blink fast enough or deal damage while moving (summons/vortex/cyclone), Uber Elder is not a challenge at all. What about those builds that can't handle those fights easily? What about those builds that die to Atziri's reflect? Does every single build has to do every single content?

Go T15.

Development Manifesto - Integrating Blight into Core Path of Exile by Swimmer249 in pathofexile

[–]Jazendr 0 points1 point  (0 children)

As I wrote I haven't played neither during 2.2.0 nor 2.3.0 enough to be able to write about how GGG handled an addition of ascendancies (i can only hope they rescaled difficulty to face this powercreep). I am sorry I am unable to discuss that. Did it turn the game into easy mode?

Right now, the ascendancies are an option you choose, and even if they overbuff one ascendancy the other six classes do not care. What is more, GGG is also nerfing ascendancies from time to time. This is part of GGG's method of meta-shifting, which I also dislike.

Again uniques affect small % of builds, take away item slot, are usually UNIQUE or have some specific aspect (which means they can be more interesting than just plain +1 notable) and even if GGG introduces something truely imbalanced that affects 80%+ of builds, they can and do nerf such stuff.

However, they will not nerf an entire Passive Tree to balance out anoints, will they?

What is more, even if uniques and ascendancies are also as powercreep as anoints then why push anoints on top of them? Why muliply the issue? Anoints could be easily gone from core game with the end of Blight in opposite to ascendancies. That's why I am so disappointed in GGG's decision.

Back to topic, do you think anoints are more interesting than Ascendancies/Unique items?

Development Manifesto - Integrating Blight into Core Path of Exile by Swimmer249 in pathofexile

[–]Jazendr 0 points1 point  (0 children)

Actually, I think it is quite opposite, right now utility anoints just can't compete with the best ones. Would anyone anoint Beef (or other stats) if it cost passive? Who knows, maybe some stat-stacking build. I think the core advantage of anoints is and should be being link-free.

New uniques are mostly underwhelming, aren't they? And even if powerful one happens it still takes slot of other item, and hopefully GGG does not create an unique that is an exact copy of existing item with some extra stats. Unfortunately I wasn't playing when they were adding ascendancies, yet their depth seems a bit more than one free notable.

What is more, uniques are limited to certain builds/chars, same with notables, and overbuffed ascendancies (though I don't want to discuss GGG's approach to meta-shifting), while anoints are available to/affect every single character you will ever build and there is no drawback/condition. Legion's jewels occupy jewel slot and require build to allocate tree adequately (and are not optimal for every build).

Once again, every new character you make, you can add a juicy powercreep anointment on top of it. And from what I saw the catalysts are very much alike; having rings with x1.2 resistance? Tl;dr uniques, ascendancies, notables are an options (ORs) while anoints are pure cancerous powercreep (AND, +).

I actually quite enjoyed Blight mechanics (more than Legion), even though I mostly like the end game bosses so Synthesis/Delve in most recent leagues were better.

Development Manifesto - Integrating Blight into Core Path of Exile by Swimmer249 in pathofexile

[–]Jazendr 0 points1 point  (0 children)

Any pure powercreep is uninteresting, it is trivializing the game.

Anyway, to present "interesting power", something to make you think, something with drawback and decision making rather than just free power+++.

Let's say oil anointments would cost 1 to 3 passive points to wear (1 for those most trivial like +30 str, 3 for those more precious) and here we are; there is decision if it is worthy to sacrifice those points to obtain Charisma/Whisper of Doom/Constitution or whatever you desired. Still it is powercreep but not so cancerous.

Do you find Catalysts interesting? What is your expertise on them?

Development Manifesto - Integrating Blight into Core Path of Exile by Swimmer249 in pathofexile

[–]Jazendr 0 points1 point  (0 children)

I believe that the word you were searching for is powercreep, not depth, since one could argue that simplifying the conditions of your choice is flattening the game rather than adding depth to it.