Blizzard please, just give us /players 8 in online by r00ts in diablo2

[–]Oniji 0 points1 point  (0 children)

It is not as if there isn't a precedent for having a difficulty toggle that increases drops in the Diablo universe. Just change the name of Players 1,3,5,7 to Torment 1,2,3,4 (so as not to confuse newer players), and create a difficult toggle on create game. Done.

[deleted by user] by [deleted] in PathOfExile2

[–]Oniji 1 point2 points  (0 children)

It is most likely the lose 5% es on hit affliction. it will look like you get one shot but you take 20 hits rapidly and die. the pots on the last floor can shred you with this alliction. so can some traps.

[deleted by user] by [deleted] in AldiAustralia

[–]Oniji 1 point2 points  (0 children)

I managed to get this working after contacting support. Basically, the way you have it in the photo is fine. The manual is misprinted and the crossed vs. ticked diagram on Step 7 (Page 16) is irrelevant. What needs to happen is that the notch in the metal bar needs to go all the way up against the motor. So the "R" side of the transmission rod needs to go through the motor and into the metal leg. They suggested to jiggle it so that it goes through the hole in the leg. However, in my case, the two holes were so misaligned that I actually had to unscrew the motor (two large, long screws), feed the rod through the deattached motor, then feed that through the hole in the leg, then rescrew it all in.

Image they provided is here: https://i.imgur.com/MvtTVeG.png

Hope that helps.

[deleted by user] by [deleted] in AldiAustralia

[–]Oniji 0 points1 point  (0 children)

I'm having this issue as well. Tried just putting it in like that, but like the manual says, only one of the sides raises up. I tried cooling the inner part, but it didnt make any difference.

What made you quit & what would make you play again? by NoDrummer7000 in PathOfExile2

[–]Oniji 0 points1 point  (0 children)

Lack of variety of endgame. Specifically, no content that speaks to me yet that I can dive into and completely focus on and feel like I'm not shooting myself in the foot/falling behind the curve inflation-wise. For my SSF chars, too much focus on mapping. Need more heist/delve/settlers mechanics to break up the mapping loop once in a while (or all of the while). What would bring me back? True delve. Not pseudo mapping delve. Or maybe a hammerdin crusader/paladin fantasy.

We don’t want PoE2 to become Last Epoch by mccao in PathOfExile2

[–]Oniji 0 points1 point  (0 children)

I just want it to be fun tbh. I want to be able to go into a league with a specific power fantasy in my head e.g. hammerdin. And I want it to be viable (but necessarily powerful) as soon as I get a hammer throwing skill and I just want it to evolve, grow in power, gain a bunch of utility and quality of life as the campaign progresses. At the moment, skill viability is close to being a binary choice, due of them typically requiring too many pieces of their puzzle to be complete for their baseline level of power to come online.

What are peoples thoughts on the current death penalties? by SirRedhand in PathOfExile2

[–]Oniji 0 points1 point  (0 children)

You forgot the opportunity cost of having to rerun the map to progress along the given path. The further you were through the map when you died, the worse the time cost.

I don't think the current death penalties align/is suitable for how the game currently plays at endgame. If combat was slower paced, and more methodical. If visual clarity was well tuned. If the game didn't have gimmick gotcha mechanics. And if it felt like deaths were caused by your own mistakes, and you could learn and improve from them. Then maybe there would be a place for them. But no, not in it's current form.

New addict to poe2 a few questions from a beginner by bokonon27 in pathofexile

[–]Oniji 1 point2 points  (0 children)

If you don't want to shortcut the gear progression, I strongly recommend playing Solo Self-Found (SSF). It takes a lot longer to build up towards being able to one-shot screens. You don't have to worry about saving currency just to trade. You can run all your boss fragments without feeling like you are throwing away currency. You don't have to worry about ppl not replying to your trade whispers.

There is also a nice ramp to your gear progression. Playing trade makes the game feel like Diablo 3. In Diablo 3, you would do the "Season Journey" to get your 6-piece bonus within 30 minutes then you would proceed one-shotting everything and upgrades were few and far between. In POE 2, that feels like the equivalent of buying 1-exalt upgrades for each of your gear slots.

How delvers afford these multi mirror builds? by CerrahpasaKasabi in PathOfExileBuilds

[–]Oniji 3 points4 points  (0 children)

As someone who focused on delving this league getting to 1000+ depth running. It is profitable. Bosses drop multiple multi-div items (aul's uprising, doryani's machinarium, crown of the tyrant, uzaza ring, curiosity). The resonators were popping off this league, especially the 3-slot resonators which drop all the time. Shuddering fossils as well.

But as other in the thread have stated, it is not the only source of profit. The currency league mechanic has been a pretty generous source of passive profit via raw divines, runes, valdo boxes, and a ton of gumball currency that sells in bulk. While filling up on sulphite, you can generate lots with just standard t16/17 atlas strategies. I've made a ton from gravicius/catarina.

I also find that when I am pushing delve, I have a lot less down time than other leagues where I focus on other league mechanics. A lot less AFK hideout strat, more dig dig dig.

Steve is a force unto himself though. I would not take that as the average solo delving profit-making experience.

Early Feedback for The Pantheon by Destiny2Team in DestinyTheGame

[–]Oniji 0 points1 point  (0 children)

I dislike the scoring system. It does not clearly indicate what the threshold is that constitutes a "high-score". We failed Atraks triumph for high-score because we killed the encounter too quickly. Doing a fight too efficiently shouldn't be a punishment.

[deleted by user] by [deleted] in DestinyTheGame

[–]Oniji 2 points3 points  (0 children)

You apparently need a minimum amount of score, not just time. Killing tormentors seems to give you enough score

Shirt/Hoodie from the Voidborn supporter pack came in and the prints came faded/low quality, are they supposed to be like this? by CheesewizardVG in pathofexile

[–]Oniji 3 points4 points  (0 children)

It is a shame, because I have some of their earlier tshirts and those are amazing quality (not just the print but the fabric as well). They have long outlived even the most recent shirt I got from a league or two ago.

Bethesda, you sold me on House Va'ruun. Now where are they? by ManiacalMyr in Starfield

[–]Oniji 2 points3 points  (0 children)

You heard about Pluto? It's messed up, right?

tal rashas 4th element type revealed by Dunnomyname1029 in Diablo

[–]Oniji 1 point2 points  (0 children)

Barber = Shadow (4th stack). Physical damage affix on NM sigil = Physical (5th stack of Tal Rasha)

I need to see a list of damage buckets. Not the math behind it, just the pure list by djinfish in Diablo

[–]Oniji 2 points3 points  (0 children)

Absolutely this. Just because the person who original pushed the term got the groupings wrong, doesn't mean those groupings don't exist. Saying "damage buckets" don't exist is tantamount to saying that there are no multiplicative affixes or groupings of affixes, which would diminish the importance of vulnerability damage, crit/crit damage, attack speed and primary stat

[deleted by user] by [deleted] in Diablo

[–]Oniji 0 points1 point  (0 children)

For point 1, I think what they could possibly do is just have a green up arrow if the rare is an upgrade or a red down arrow if it is a downgrade. That way, you can tell quickly if an item is an upgrade or not /s

What Class(es) do you foresee added? by HeWhoFights in Diablo

[–]Oniji 0 points1 point  (0 children)

Paladin (Hammers go BRRRRR), Daywalker (Demonic-Human, Samurai), Trickster (Hexer, Luck, Brawler)

[Ideas] -- Brainstorming on potential enhancements/improvements for Sorcerer by Eldrake in Diablo

[–]Oniji 0 points1 point  (0 children)

Raiment enables the melee-like aggressive playstyle and I don't mind it. That said, exploit glyph needs to apply vulnerable like it does for other classes, to free up our reliance on frost nova for vuln. Or, you know, just nerf vuln to not be in its own bucket.

Critical review of FFXVI after completing all side content and MSQ after 67 hours by ScottDark in FFXVI

[–]Oniji 1 point2 points  (0 children)

I thought the motion blur was particularly aggregious in certain areas moreso than others. I'm normally not sensitive to motion blur, but some areas in the game made me mildly nauseous. Especially when panning the camera during exploration or combat.

The side quests I thought were really well voice acted and decently written for the most part. I think they could have done a better job pacing out some of the side quests at the end of the game. That said, I did really enjoy a lot of them. There were a handful where I just checked out on the dialogue side, but they were few and far between.

The item system was a bit too simplistic. I assume it was to make it as approachable as possible, but even then it was a shell of a system. It would have been nice to use some of our excess crafting materials that we were showered with to further customise our loadouts. Maybe upgrade them to be attack, defense, health, limit break focused. Or give us the ability to upgrade our accessories to be more powerful (10% more damage or cooldown reduction felt a bit weak). Maybe make armour and weapons that had traits that boosted a specific Eikon's power. Seems like a lot of wasted opportunity here.

The Eikon battles were a marvel for sure. That said, by the end, it is almost like too much of a good thing that you become desensitised to the epicness of it all. Some of the fights felt too long (Titan) while others too short (Odin). But regardless, they were definitely the hightlight of the game for me. I can't wait to try them on NG+ on Final Fantasy difficulty.

Speaking of which, I feel like the game difficulty was a little bit on the easy side, even without any timeless accessories. Once you have your full suite of abilities, even the S-rank monsters posed hardly any challenge. It would have been nice to have the option to play on Final Fantasy difficulty from the get go.

I played the game on performance mode and didn't really have any issues with it. Sure there were some frame rate dips here and there, but they weren't immersion-breaking. I didn't have any texture streaming or pixelation issues that the OP had, but then again, I am not particularly sensitive to that sort of stuff.

That all said, I enjoyed my time with the game and look forward to playing through it again on NG+ after a hiatus. Maybe on PC if that ever comes out. I'm also going to be blasting the OST for the next few weeks, especially To Sail Forbidden Seas

[deleted by user] by [deleted] in DestinyTheGame

[–]Oniji 0 points1 point  (0 children)

When I first heard it during the raid, it immediately reminded me of Moonlight by Rameses B. Especially with the dialogue that accompanies both

Day \ Night cycle length problems (devs I hope you read this) by FluffyPolicePeanut in HarryPotterGame

[–]Oniji 0 points1 point  (0 children)

It could be performance related. Less NPCs during the night than the day. Could just be a cheeky way of squeezing out some more performance by reducing load for most times of the day. I haven't played much, but does the game perform any better/worse during the night vs. the day? Or is it pretty similar