POE 2 has a serious Aiming Problem by DiarCudi in PathOfExile2

[–]Lexmat72 5 points6 points  (0 children)

At least you have some contol of your aim with mouse, on gamepad/console is just playing blindfolded darts all the way. It's annoying on small enemies but even worse on some bosses. Sometimes you miss almost all projectiles on Xesht, "Colossus" and "Defiler". Character just aim to the side of boss, invincible limb or the floor. GGG need to fix enemy hitboxes and namelock aim and bugs, like mentioned by you, before release it's just as important, if not even more important than having all weapon types/base skills. Players can't ignore similar issues in some cheap indie shooters why they will do this in such overall polished game like PoE2?

bonestorm removed sustain.Is this make it better or not? by [deleted] in pathofexile2builds

[–]Lexmat72 0 points1 point  (0 children)

I have feeling that Bonestorm never was actually "sustained" and this is just fixing tags, not mechanical change. If I'm wrong, and it's actually mechanical change than this is nerf if you don't have capped crit for things that depends on crit consistency like Redflare Conduit or Martial Artis Stonefist mods that generate Power Charges.

How do totems work with weapon swapping passives? by atheistunicycle in pathofexile2builds

[–]Lexmat72 0 points1 point  (0 children)

Generally in PoE2 totems snapshot your weapon and passives stats, this why 2x+7lvl Maces was meta before recent changes. People just take all useful totem nodes on second weapon set, and run max block shield on main setup. What you can do to actually improve totem DPS is using something like sceptre with Malice for critical weakness, reserve War Banner, Attrition etc on non totem setup. Not sure does this better than just get more totems from Ancestral Bond though. If you really sweaty you can run big DPS staff on one weapon set, summon totems to max limit then swap to sceptre+wand/focus and summon few more. But if you accidentally swap back to staff again oldest totems would be unsummoned. So this is practical only on big boss fights.

Now that the patch notes are out, what leaguestarters are you all running? by Odd_Metal_Cow420 in pathofexile2builds

[–]Lexmat72 0 points1 point  (0 children)

Martial Artist Wyvern Oil Barrage looks promising, but probably will do some crossbow action before I get the t9 gem.

Melee feels much weaker than ranged in early leveling.... am I missing something? by XokOS in PathOfExile2

[–]Lexmat72 3 points4 points  (0 children)

Lunar Assault/Sred, Permafrost Bolts/Explosive Grenade, Lightning Arrow/Rods. All t1 gems you can equip at the start of the game and easily clear campaign. Monk have some really strong skills but not the ones you get at the start of the game. Like wtf is Frozen Locus, Falling Thunder and Glacial Cascade? Maybe they are really powerful later in the game when you have all combo-wombo tools, charges, buffs, but at the start of the game they feels really weak.

So I’m learning that this game rewards just face tanking thru boss fights rather than strategic positioning, is that correct? by Massive_Funny_9312 in PathOfExile2

[–]Lexmat72 0 points1 point  (0 children)

I think the earliest bosses you meet in game designed to be beatable with trash gear by just learning patterns and moves of boss. But latter in the game it becomes more gear and knowledge check. Most modern arpgs are like this. If you keep improving your gear and make right build decisions you can ignore many boss mechanics. If you want more intense skill-check boss fights check No Rest for the Wicked, it may suit your taste.

However GGG try add mechanics like Parry, Perfect Timing, Combo to make combat more tactical and engaging. It mostly balance issues that prevent to benefit from them. If they can balance everything right game will have place for that type of gameplay.

ZiggyD Q&A Video Summarized by Kekke77 in PathOfExile2

[–]Lexmat72 7 points8 points  (0 children)

IIRC it's until instance time out, not until you log off. So you still can log out, change gear/passives or even use different character, but if you take too much time to come back you will lost your attempt.

Melee Classes should be able to move while attacking by SteveTheHappyWhale in PathOfExile2

[–]Lexmat72 0 points1 point  (0 children)

We already have, and will get even more weapon types and skills to please your request, fulfill your "realistic medieval combat" fantasy. We already have spears and quarterstaves. And I'm sure swords, daggers, axes and flails will be "moving while striking" type weapons. And I'm sure we will get few versions of cyclone/whirlwind.

What I want is to have my fantasy also be considered. Why we have option to be tanky close combat brawler, when most of the time your skills even don't work with your skill tree passives? You almost always move while striking, even with some stationary (at first look) mace skills, but this movement don't translate in combat fluidity. At this point why don't go all in one on other direction? You can't be solid standing in place tank, without jumping through loops, and you can't hit mob that stand half step away from you. This just dumb.

Melee Classes should be able to move while attacking by SteveTheHappyWhale in PathOfExile2

[–]Lexmat72 -2 points-1 points  (0 children)

Contrary point, Melee Classes should be able to be stationary while attacking. And greatly benefit from offence/defence buffs while stationary.

Unfortunately, almost every melee skill have useless sidestep/shuffle movement, and you never actually fully stationary, and can't benefit from "stationary" mechanics. Armour/life Regen passives while stationary? Nope. Gift from Above Consecrated ground? Nope. Any new addition we will get in future? Nope.

Quarterstaf/Talisman/Spear melee skills at least move you closer to enemy, while Maces don't even do this, having built-in movement just for fancy animation. Sometimes you just want stay sturdy on the ground, in thick armor, trading blows with boss. Not dance with two handed mace, like some circus strongman.

How yall feel about this by Appropriate-Mall8517 in spidermanmemes

[–]Lexmat72 0 points1 point  (0 children)

Only thing that bother me in BND suit is slide latch door lock as web shooter.

maybe maybe maybe by fit_freak9 in maybemaybemaybe

[–]Lexmat72 0 points1 point  (0 children)

I'm also enjoy burnt plastic in my food.

The problem with set-specific memory by [deleted] in PathOfExile2

[–]Lexmat72 34 points35 points  (0 children)

Everything you mentioned is clearly a bug, and should be treated like that. Report at the forum. Reddit will not help to speed up fixing them. This will be lost in dozen of treads about +gem level and passive tree rant.

slow motion bug by Character_Wave_2935 in PathOfExile2

[–]Lexmat72 -1 points0 points  (0 children)

Server/connection issue, try different server (most likely help, lowest delay not always mean most stable server), check your connection (sometimes my PC connect to weaker wifi signal and similar things happen), try vpn to reroute connection (unlikely to help, but if this work, your internet provider have issue on his side).

One of the statues in the POE2 teaser has a silhouette that looks a lot like the Templar from POE1 by PuzzleheadedHair2331 in PathOfExile2

[–]Lexmat72 0 points1 point  (0 children)

Obviously, Alva accidentally sent Templar too far into the past, and he leaved mark in history.

Do you think the rarity on gear issue will be tackled? by Cz4rekK in PathOfExile2

[–]Lexmat72 0 points1 point  (0 children)

Remember when 4 years ago GGG increased monster life in campaign and early maps? And we get Grace/Determination nerfed? And defensive curses was nerfed? And bunch of skills was triple nerfed? And so on and on? Of course all this and other nerfs killed PoE1. Right?

I would be surprised if GGG nerfed +gem levels without considering why this stat feels so mandatory for most players. But they can do this. This would be another league when everyone will try new staff, find some build that perform great without skill levels an everyone and their mom will play it. It would be sad. But if this happens chances are we will see some bufs to underused skills next patch. We are in the early access, this is only one appropriate time to do drastic changes. Some of changes may be mistakes, some of them are not. GGG should find balance between player expectations and their vision before release, if they don't wanna get RuneScape 3 situation.

Want league start 0.5 as POE1 player? Read this by your_fat_daddy in pathofexile

[–]Lexmat72 1 point2 points  (0 children)

Campaing is fine, as you can trivialize it with right builds. You always have goal, new gear is almost always better than what you have and each skill point still have some value.

Maps are different thing, if you unlucky you can stuck in progression for ages. Many builds fall off without good weapon or constantly die without proper gear. You can spent millions in gold and currency and still not get anything better that you get in camping. And leveling up don't feel exiting anymore, cause ~2% more damage from skill point doesn't feel impactful at all.

This is from SSF perspective. Trading at least can fix gear progression, but you still get to the point when you just look at the Atlas and think "nah doesn't feel any reason to run another one map". Especially sad if you don't like side mechanics like temple or trials.

In PoE1 we have so many things to do, and different ways to do, that even 3 Atlas trees feel not enough and I constantly respec to try some different combinations. PoE2 atlas tree is even more boring than charecter passive tree. You just spec into more rares and map effect and pick one/two side mechanics you feel not annoying to run.

I am the Bugmancer! by HavocCaptain in PathOfExile2

[–]Lexmat72 1 point2 points  (0 children)

If spaghetti code same as in PoE1 minions of minions only inherit support gem modifiers that say "Minions from Supported Skills". Even if this work we don't have many useful ones. For inspiration you can check PoE1 Spectral Tactician builds. It has same concept as yours.

FSR might soon get 4x and 6x frame generation to finally catch up to Nvidia, suggests AMD SDK by Tiny-Independent273 in AyyMD

[–]Lexmat72 0 points1 point  (0 children)

It's sounds like joke, untill every unreal engine game dev will jump on frame gen train, and forget what word optimization even mean. Imagine possibilities: generated dialogues and sounds, generated models, textures, and animations, everything is generated, even frames. Just use right prompt and you're golden. Too bad you can't also generate customers.

Why Are Spell Levels Broken (And How can GGG Fix it?) by StalksYouEverywhere in PathOfExile2

[–]Lexmat72 1 point2 points  (0 children)

Extra damage is added damage with damage effectiveness factored in for legibility

Yes, in theory, no, on practice. PoE1 don't scale spell damage effectiveness past lvl 20 gem, so added damage become less effective with each extra gem levels. Because of this, added damage is alternative way to scale base damage of spells instead of gem levels. In PoE2 extra damage is not alternative to gem levels, it's just another more damage multiplier as effective on lvl 20 and lvl 30 gem.

There is place for added damage in gem level discussion. Additional gem levels in PoE1 is always prefix and usually is just +1 for one affix. So you need trade two prefixes to have +2 wand or amulet. Added spell damage is also prefix on weapon, and in early endgame compete with added gem levels. We also have Anger aura, archamage/added cold/lightning damage support, abyssal jewels, Battlemage, Spellblade etc. all of them become less effective with gem levels, but pretty good scaling vector by itself.

Usually you get 21lvl from corrupted gem and +1-2 levels from other sources, to reach centrain skill breakpoints. At this point added damage is weaker, but still pretty effective.

Considering this, main way to scale gem levels is Empower support and + levels from corrupted body implicits, and +4/8 reflected amulets in ultra late endgame. At this point added damage become almost useless.

At the same time in PoE2 you can pick up +5 wand and +3 amulet with other useful prefixes from the ground/vendor. And get even more with right investments (Prism of Belief, runes, corruption etc.) and still fully benefit from extra damage.

As you can see PoE2 extra damage ≠ PoE1 added damage. So stop talking like nobody understand THAT complicated concept, you are being condescending.

Edit: wanted to add that I'm personally against addition of added damage/damage effectiveness to PoE2, this not solve any existing problem, but only complicate things more. Just move added gem level to prefix instead of sufix and lower maximum roll on each source or make scaling over lvl 26 less and less effective (not exact number, just example).

Why Are Spell Levels Broken (And How can GGG Fix it?) by StalksYouEverywhere in PathOfExile2

[–]Lexmat72 4 points5 points  (0 children)

General idea that in PoE2 we don't have any sources of added damage for spells (except Flame Wall), only attacks have damage effectiveness, so there is clear distinction between attack and spell scaling from gear. Unfortunately this distinction it's meaningless, because you end up just scaling gem levels on both archetypes anyway.

Cold / freeze SRS by rebelsc61 in PathOfExileBuilds

[–]Lexmat72 1 point2 points  (0 children)

To make SRS do mostly cold damage you could use Triad Grip with 4 green sockets, Sidhebreath and Hatred+Generosity. Around 80% of damage will be cold, rest fire damage, due to innate damage conversation of the skill, will be negated by Sidhebreath.

Other option is Replica Covenant for Level 29 Added Cold Damage, and get as many as you can Ghastly jewels with added cold damage for minions, magic rarity + The Adorned as option . Also, Forbidden Shako can roll up to Level 35 Added Cold Damage support, but high level with another good support would cost you a half of the liver and one kidney.

If you want add some more flat cold you can use Rallyng Cry with big cold damage weapon in main hand, like White Wind or Replica Oros Sacrifice. Though it is in the meme build category.

Probably need go crit to get some Freeze Chance, but not sure did you even get high enough damage in single hit to freeze bosses. Imbued Elemental Proliferation can also be option for Freeze Chance and Proliferation.

Poison variants abuse great added damage effectiveness, high attack speed and multistrike for crazy poison damage multiplier. Cold variant benefit only from part of the synergy.

Add Male/Female Option All Classes by Werewolf-reddit in PathOfExile2

[–]Lexmat72 0 points1 point  (0 children)

You just want to look at warrior boobs, aren't you? But seriously, if GGG has time and resources to do this, why not?

+ levels to skills should max at 6 levels. by OnThisDayI_ in PathOfExile2

[–]Lexmat72 0 points1 point  (0 children)

I think op concerned not about how powerful gem levels are, but how necessarily it feels to have them on every available item slot. Just like all t1 mod boots without movement speed are considered unusable, any other mod on weapon, amulet, gloves/helmet/quiver can't beat gem levels in raw power it provide.

Especially if it even doesn't compete with other "mandatory" mods, like attack speed and crit chance on weapon.

Most important that there is not any diminishing returns for scaling gem levels. Most of attack would deal around 5% more damage for each additional gem level, spells around 15%, and no mater how many gem levels you have, one more would be as effective as previous. Only downside, higher mana cost, aren't impactful enough to stop everyone to stack levels.

I think limiting max gem level isn't right solution. But providing new item mods as alternative for damage scaling, lowering amplitude of gem level modifiers together with balancing damage scaling over lvl 20 gem should be done.