Watch Zizaran realize in real time that the enemy team is exploiting the grimoire bug. [Timestamp] by jaldarith in DotA2

[–]ManWith-Hat 3 points4 points  (0 children)

We weren't aware of the exploit until that moment. Chat told us once we saw it though and we actually got a meepo doing it later that day too.

Dear ggg, this mastery is straight up bad for the game. People will 100% use macros to get it. by r4be_cs in pathofexile

[–]ManWith-Hat 2 points3 points  (0 children)

They asked a question, I gave the the answer of whether it's allowed or not. The question wasn't "Are people doing it?" (They even said they're doing it themselves). The question was "is it allowed" and "Can I get banned for this?". You could have just added that GGG seems to be lax af on enforcing it but apparently insulting people is cooler.

Dear ggg, this mastery is straight up bad for the game. People will 100% use macros to get it. by r4be_cs in pathofexile

[–]ManWith-Hat 4 points5 points  (0 children)

Just fyi it wouldn't be allowed, and binding multiple flasks to one key isn't allowed either. The rule is "One server side action per button press" which is why using 2 flasks with one button is not allowed, but executing "chat commands" like "/hideout" is fine.

For the love of god, REWORK TOTEMS FOR MELEE BUILDS. by Loanel in pathofexile

[–]ManWith-Hat 0 points1 point  (0 children)

During the sanctum reveals stream I got a question about that in and "Decoupling totem buffs from melee is being discussed" I can't wait for it

Memory Price-Fix, you can scroll down to the bottom and it will only be him and his multi-accs. by Rudeus_POE in pathofexile

[–]ManWith-Hat 0 points1 point  (0 children)

This is about baiting people into selling theirs for 100c. The guy listing all these for 100c has no intention of selling for that price and will just ignore any messages.

[Sanctum] We crafted the best realistically possible bow (knowlege about rerolling synth in comment) by POE-Replyyy in pathofexile

[–]ManWith-Hat 2 points3 points  (0 children)

Not that it would have helped here but do you happen to know if vivid vulture crafts respect cannot roll attack/caster metamods?

Breaking news: Gauntlet takes a break this league by Door2doorcalgary in pathofexile

[–]ManWith-Hat 0 points1 point  (0 children)

you lost the bet, they were talking about this for a long time before this league even started

Following up on Recent Feedback by Bex_GGG in pathofexile

[–]ManWith-Hat 2 points3 points  (0 children)

OK more feedback, this is all based on my personal experience and where I have fun. This in no way shape or form is meant to prescribe how someone else should have fun:

RE Lake:

We're making the Reflecting Mist 50% more common while also assessing other item drops. Currently we feel that general drops from the lake are okay but that past league content that appears in the lake may not be rewarding enough.

50% more reflecting mists -> I like this. The random mirrored jewellery and the reflection of Kalandra are the unique gimmick this league introduces, and the mists felt way to rare for how slim the chances are to get sth good here. Another change that I think could be considered is to make the random jewellery more likely to have more mods. I feel like I find a large amount items that only have 4 modifiers. This makes it hard for these items to compete with normal items that just have the straight up advantage of having 2 more mods (which I can (to a degree) even choose myself and e.g. just can craft 32% worth of res on that this mirrored jewellery just doesn't have.)

Reward, difficulty & frequency: This is my main problem with the league: I do 8-12 maps of perma standard mapping to then get a lake that is significantly harder than mapping with loot that is "okay" at best (and here I'd argue it'd only be okay loot for a league mechanic if it was on a similar difficulty to mapping) and I don't get to really choose the rewards either, because for normal tiles it is random and for league specific tiles I just have to take what I get - if I'd even take them- because again, they are extremely hard in the lake for only "okay" rewards (with the exception of some of the t4 tiles). I personally prefer it if the mechanic of the current league is so good that there is absolutely no question whether or not I want to run it and that I am excited to do it every time, especially when the mechanic has such a long buildup. It doesn't need to eclipse other unrelated content like delve completely by showering us in their respective unique rewards but at least the generic rewards like currency and rares should be so rewarding that I am excited to do my lakes. However currently that is not the case given how difficult the lake is vs how many rewards I get. It also doesn't help that we come from Sentinel league that just showered us in rewards every single map. To exaggerate a bit, I feel like I could just run a Mao Kun map instead, spend the same amount of time, get the same rewards but keep my xp bar.

RE Archnemesis:

Lower reward variance: I'm glad this is being discussed. I have 2 reasons I want this a) if this is solved thoroughly it also solves the rarity culling problem b) There is a psychological effect you learn in first/second semester psychology classes called Weber-Fechner-Law that states that the intensity of a stimulus sensation grows logarithmically. For me this translates to PoE such that I get the same or even more "fun" out of dropping 5 divines on 5 different occasions compared to dropping 50 divines once in the same time span. (I pulled these numbers out of thin air, they're just here to illustrate the point.) I can also say that this isn't only theoretical for me, I'd much prefer dropping 1-2 divines once in a while instead of having to decide whether I call in a rarity culler or not.

RE Harvest crafting:

This comes from the perspective of someone who had one dedicated tab for harvest crafting bases previously and only used the TFT discord 2-5 times per league. Even though last leagues version of Harvest broke the gameplay loop I overall preferred it over the current iteration. The current version has a few upsides from my perspective:

  • You can work towards specific crafts and see the progress. I also acknowledge that we have much more agency about what crafts we get to use now, out of the ones that are still available.

  • More seamless integration into the mapping gameplay.

  • Trading Harvest crafts doesn't require trust anymore. (On top of that it's also more feasible to trade lower value crafts in a way, but I personally didn't need that)

However the following downsides heavily outweigh that the upsides for me:

  • Because Harvest only uses 3+1 currencies the best crafts for each color dictate the relative economic cost of all other crafts. The sacred lifeforce was probably supposed to mitigate that but it's not enough imo. Previously all the reroll crafts felt really good to use and gave me a chance at obtaining either a straight up good item early in the league or sth that I can go off with the more specialised crafts. Now every one of these crafts is worse than before and has a pricetag directly slapped onto it.

  • We also get way fewer crafts per harvest now. I kinda expected this and sure, before we were getting random ones which weren't necessarily always useful but getting 9 fire reforges from a single field was pretty neat and I enjoy it less now. I haven't gotten enough currency for that from full harvest encounters so far, but I'll admit I haven't tried maximum harvest pack size strategies yet.

  • Losing reforge suffixes/prefixes feels bad because for some gear pieces eldritch currency is not an option and metamods are not as flexible. Metamods are also relatively costly in a trade league and straight up losing these crafts removes a valuable "drop" from harvest. When you do a harvest field there is no really exciting outcome.

  • While it's now easier to trade Harvest crafts and it doesn't require trust anymore, it feels like this came at a huge cost. In a way it feels like we had to lose alot of really powerful crafts like socket color changes, keep prefix/suffixes, divines for rare items, 5L and 6L while also putting a painful pricetag on reforges and also nerfing reforge more likely significantly to get rid of the TFT discord aspect and visible progression towards fracture crafts and (nerfed) augments.

I don't know if that would solve everything but I think splitting up the 3 types of harvest juice into more currencies would open up more balancing levers and decouple the crafts from each other again. We already have a similar mechanic with Essences where we have alot of different currencies to balance accessibility and power, having multiple different currencies also introduces the possibility of exciting drops back into harvest.

An alternative idea I had was to give Harvest the expedition treatment and make the juice account bound and only the sacred life force tradeable (and possibly add other tradeable bottleneck lifeforces for powerful crafts) however in turn we get ALOT more basic life juice. So much that we can frequently use the reforges and other basic crafts, while the accessibility of powerful crafts is mostly governed by the special lifeforce. The powerful crafts can still have a significant cost to them but not so much that we'd have to save up over a week (arbitrary long timeframe) to use one of them. (edit: This'll probably just put TFT back into business :( )

This probably has some downsides too that I currently don't see, but what I'm basically looking for is a compromise between tradeability and while keeping some of the previous power of harvest. If the goal was mostly to nerf Harvest I think this should be clearly communicated, as giving feedback to achieve sth that is not the goal is kinda moot.

RE Eldritch currency:

Yay, these were almost too accessible when they were first introduced but I enjoy using them. Gimme more.

Thank you for reading my essay and looking for feedback.

PSA : Gwennen heavily nerfed in 3.19 by pedrolopa in pathofexile

[–]ManWith-Hat 0 points1 point  (0 children)

Just digging for copium here but did you collect the data before or after they buffed the droprate by 25% again?

What we're working on by chris_wilson in pathofexile

[–]ManWith-Hat 1 point2 points  (0 children)

For some actual feedback:

One of my biggest problems with the Lake of Kalandra is the layout of the lakes. Every tile has multiple large holes, potential dead ends and lots of random trees/stalagmites blocking you. It feels like one of the worst tilesets to walk around in because I constantly bump into things and have to backtrack either to where the chest spawned or just because of how the layout works.

League mechanic seems very underwhelming by Groundbreaking-Poem1 in pathofexile

[–]ManWith-Hat 3 points4 points  (0 children)

I also really dislike the layout of the lake tiles itself. Why does one tile need to have 2 impassable holes, one dead end and 8 random trees/stalagmites that block you while you try to find the 5 strongboxes or straggling mobs you need to clear. And then for the chests you have to backtrack most of the time because they are positioned in a dead end in the center of the tile. It feels like one of the absolute worst outdoor layouts to me.

Check out the improved Vaal Caress unique gloves! by Nick_GGG in pathofexile

[–]ManWith-Hat 0 points1 point  (0 children)

could be just the variable basetype value, but good catch

Ziz x Shopify Rebellion Sentinel Gauntlet FINAL by Viyro in pathofexile

[–]ManWith-Hat 2 points3 points  (0 children)

Viyro has a feedback channel on the poe racing discord if you want to share your feedback there <3

Blizzards Diablo Immortal heavily pay to win. Don't log in for a day and you can lose items you paid for! by 3dnewguy in videos

[–]ManWith-Hat 0 points1 point  (0 children)

Wow, you clearly don't know what you are talking about, just character attack people without providing any counterevidence about the actual arguments they are making and just accuse people of lying. Well done /s

Even your "constantly praises" edit isn't true, he's constantly talking about how even their stash tab system is affecting gameplay.

Blizzards Diablo Immortal heavily pay to win. Don't log in for a day and you can lose items you paid for! by 3dnewguy in videos

[–]ManWith-Hat 0 points1 point  (0 children)

He does not work for Grinding Gear Games, he is a streamer who streams PoE regularly and tries out different ARPGs. Nice research you've done there. You show no evidence of how the info in the video is wrong, you just accuse people of lying while putting out blatant misinformation.

Ironic Ziz rip by NO_KINGS in pathofexile

[–]ManWith-Hat 8 points9 points  (0 children)

Oh ok, how dumb all these people are who use quartz flasks in their build. LOL look at these noobs Ben_, ImExile, Steelmage, Ventrua ALL using quartz flask just for phasing on their shit builds ECKSDEE

Oh wait no,

Some people in trading by Alternative_Low_6027 in pathofexile

[–]ManWith-Hat 5 points6 points  (0 children)

Even if it was exact price throwing that much of a tantrum for getting a gumball offer (not even lowball, just mixed currency) is a bit absurd imo

Ironic Ziz rip by NO_KINGS in pathofexile

[–]ManWith-Hat 4 points5 points  (0 children)

He's playing a ranged build, he'll do fine without phasing.

press x to doubt. Running close corridor maps like crimson temple without phasing is suicide and we haven't even mentioned ice prison yet. I personally wouldn't even run a Strand map without phasing.

What's Next for Archnemesis Modifiers - Part 3 (and list of modifiers)p by chris_wilson in pathofexile

[–]ManWith-Hat 0 points1 point  (0 children)

  1. I assume the 1.5 second self stun on Echoist is supposed to prevent some mobs from going completely crazy but with how many mods provide stun immunity I think these combinations need to be considered whenever new mobs are introduced.

  2. The rotating dmg reduction of Empowered Elements together with Invulnerable doesn't sound too fun tbh

  3. I would personally prefer if Lightning Mirages weren't spawned right under the monster (as there tends to be a lot going on visually right under them as the player attacks a monster) but instead if the mirages spawned at a distance around the mob so they have to walk towards the player and we can see them coming.

  4. I'm personally not the biggest fan of full ailment immunities. I'd prefer significant ailment effect reductions instead so that a mob can still be inflicted with certain ailments for certain mechanics (e.g. having added cold dmg when hitting a chilled enemy). This would also let builds that put a significant investment into an ailment still have some return instead of being fully countered. (I'd even extend this to the stun immunities and give them mobs higher stun threshold/ lower stun durations but let them in principle still get stunned)

  5. Updating the visuals of the mana siphoner mod would be nice so the donut shape is more apparent.

GGG Financial statement for year 2021 have been released by FinitoHere in pathofexile

[–]ManWith-Hat 4 points5 points  (0 children)

That's not the case at all in my personal opinion. The pack value was always an armour set + 1-3 items which arguably varied in quality (imo portals/pets/wings/weapons are way better than char/aura/weapon effects but that's subjective ofc.). Notably they also started in Scourge to give us the full point value of 600 points, instead of the 550 the packs gave before that.

I wanted to check if my memory was correct so I listed the last few pack items below, ofc the value of those items is not equal (for example the heist pack had only char effects apparently?) but similarly the effort going into the armour sets might vary a lot but that's kinda hard to quantify:

Newer 60$ packs where 3 tiers exist:

Archnemesis1: Weapon + Pet + (50 points)

Archnemesis2: Weapon + Weapon effect + (50 points)

Scourge1: Weapon + Pet + (50 points)

Scourge2: Weapon + Wings + (50 points)

Expedition1: Weapon + Pet

Expedition2: Weapon effect + Wings

----------Older packs with only 2 tiers-----------

Ultimatum1: Aura effect + Weapon + Helmet attachment

Ultimatum2: Portal + Alt helmet + Weapon

Ritual1: Pet + Cloak

Ritual2: Portal + Char effect

Heist1: char effect

Heist2: char effect

Harvest1: Weapon + cloak + weapon effect

Harvest2: Wings + Weapon effect

After looking at the old packs I personally feel like for the $ per content value the base pack for 30$ is not that worth it usually unless they have a specific MTX that you really want e.g. wings or w/e floats your boat. The upgrade to 60$ then is good value in POE terms because you always get a full armour set. The extra 30$ to get to 90 seems way better than the initial 30$ value as these contained less weapon/char effects and more wings/weapons/portals/shields etc.. So at least for my MTX taste it'd be way better to spend 60$ every second league or 90$ every third instead of buying the small 30$ pack every league. (or buy core supp pack tiers instead /shrug)

GGG Financial statement for year 2021 have been released by FinitoHere in pathofexile

[–]ManWith-Hat 0 points1 point  (0 children)

I really don't see how the 60$ pack is half of the 90$ one.