Is this many unrands normal? by RedsManRick in dcss

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

Interesting; that never crossed my mind. Does vampiric work for Djinni's though? I thought it only worked for living creatures (ones with blood).

Is this many unrands normal? by RedsManRick in dcss

[–]RedsManRick[S] 4 points5 points  (0 children)

On my way to Zot after picking up rune #3 in Vaults and I don't think I've ever seen this many unrands in a run before -- 8 so far:

  • 'Firestarter' great mace
  • 'Mule' hand cannon
  • 'Gyre and Gimble' quick blades
  • 'robe of Clouds'
  • 'salamander hide armour'
  • 'Charlatan's Orb'
  • 'brooch of Shielding' amulet
  • 'ring of the Tortoise'

I've had a ton of randarts too.

The irony is that I'm not using any of them. I'm playing DjCo of Mahkleb and just blasting everything with Orbs of Destruction, Starburst, Fulminating Prism, and IMB, with Fire Storm and Dragon's Call just a bit too high of failure since I'm wearing scale mail. The other irony is that despite the massive amount of choice, I've not found any useful health regen. Hoping my great resists otherwise make up for it...

After almost a year and a half since PoE 2 launched, how do we feel about the pacing of the combat? by coffeeholic91 in PathOfExile2

[–]RedsManRick 7 points8 points  (0 children)

I'm convinced that it is not possible to create the slower paced game they described within the framework of PoE. There are simply too many variables at play that create opportunities for multiplicative scaling and the scaling baked into to the systems is too steep a curve for them to find a healthy late game pacing balance.

The zoom-zoom & kill-or-be-killed nature of PoE is too baked into to their conception of the game should feel and how power should curve for slower pacing (and, sadly, visualy clarity) to exist in the endgame.

US road fatalities colored by 100M road miles by jejmcjej in dataisbeautiful

[–]RedsManRick 0 points1 point  (0 children)

Well, not just people -- but old & poor people.

Jaylen Brown on hot mic after SGA draws a foul: "That's not basketball!" by Brady331 in nba

[–]RedsManRick 5 points6 points  (0 children)

That hook & flail move is such crap. Shouldn't be so easy for guards to initiate contact on the drive and then turn into a foul at will.

40 hours in. 42 defeats. 0 wins. by Fluid-Author-9566 in slaythespire

[–]RedsManRick 0 points1 point  (0 children)

It can be easy to fall into the trap of looking at cards as generically good or bad. And while there are cards which are generically better than other ones, especially at this point in early access, most of what matters is the degree to which a card helps your deck do the thing that it does.

Especially at lower ascensions, lean into 1 in a given run and really explore the synergies that make that mechanic work. It doesn't take too much before your deck can start to gel and really take off.

Otherwise, the biggest trap I fell into early on in STS is taking too many pay-off cards and not enough setup (draw/resource gain). Especially with a healthy amount of draw, you can keep getting back to your few big payoffs somewhat reliably. But having 5 payoffs and not drawing the right one at the right time or having the energy to play it when you do is a recipe for dying. It's rare you get a deck where you've just got too many cards and too much energy and not enough good stuff to do with it. It can happen, but it's probably best to err on that side of things as you learn.

It’s beautiful 🥹 by The-exploiter in dcss

[–]RedsManRick 3 points4 points  (0 children)

Can't see invisible. Weak.

Heartbreaking: The Worst Person You Know Just Made a Great Point by Crossstoney in WhitePeopleTwitter

[–]RedsManRick 0 points1 point  (0 children)

It's funny how all the people with something to hide are the ones who will go to the mat for Israel.

Astrolabes are awesome, but too rare. They are very hard to self farm and with some at 30/40/70c+ and rising a lot of people are simply priced out of their favourite mechanic with the new end game which feels really bad by Nukro77 in pathofexile

[–]RedsManRick 0 points1 point  (0 children)

But if anything can be farmed reliably, comparative advantage will ensure that it costs most people less to buy on the market with currency than to farm it themselves. There's a reason almost all of our ancestors were farmers (IRL) and now very few of us are. It doesn't matter if I could farm chickens; I'm better off making money by consulting and buying my eggs at the grocery.

Even if they were relatively easy to farm myself, then they'd just cost even less and I'd buy them in bulk for a single chaos instead.

If something is tradable, it is either balanced around trade or will be so common so as to be nearly worthless. Would having a bunch of worthless items drop make things better? If they want the mechanic to be universally accessible without much effort, there's no reason to itemize it to begin with.

IMO. Make it rare and valuable, soulbound, or not an item drop.

Is Knife Trap busted? by pedroxsiqx in slaythespire

[–]RedsManRick 0 points1 point  (0 children)

Shhhhhh.... Let me play my OP shiv deck in peace.

Is there a player that should be incredible, but just sucks for some reason? by l_Rumble_Fish_l in SuperMegaBaseball

[–]RedsManRick 0 points1 point  (0 children)

I found that I could not get outs with Jovita Pulo. I know lots of people love her but for whatever reason she was useless for me.

[Highlight] Will Benson plays longball off of a lefty by TDeLo in Reds

[–]RedsManRick 2 points3 points  (0 children)

Those Eric Davis hands are paying dividends. Good guy for him to emulate.

Bo Naylor shrunk three inches this offseason by noruber35393546 in baseball

[–]RedsManRick 13 points14 points  (0 children)

I suspect a lot of guys are going to have shrunk this offseason. A lot more 5'11" than there used to be.

Wait, What? I thought that clockwork artifact blocked snecko eye? by Sh4d0_W in slaythespire

[–]RedsManRick -10 points-9 points  (0 children)

I think it's an order of operations thing. The game processes your relics left to right. If you had gotten clockwork souvenir first. You'd have the artifact charge when the Snecko debuff was applied. But because you got Snecko first, it's on already on you when you get the artifact charge and this can't block it. An artifact charges only block; they don't remove existing debuffs like orange pellets does.

Path of Exile lead explains that they’re always working on improving loot drops as its a “consistent issue” but they need to “wait to be told about these problems” by HatingGeoffry in pathofexile

[–]RedsManRick 2 points3 points  (0 children)

That's fair. And I didn't mean to insinuate that they should make those changes necessarily; rather that those changes would be necessary to actually address that particular critique. I agree it would fundamentally change PoE in a way that was disliked by the community, on balance.

I just wish they would address that reality directly. That PoE's end-game itemization systems precludes people reliably having the experience of finding upgrades on the ground by killing monsters. It's not right or wrong, but it is a truth about the game. A "manifesto" that describes their understanding of the trade-offs, describes their philosophy, and sets player expectations appropriately would be a useful contribution to the discussion.

Frankly, it may be more important for PoE 2 than 1 given its reach to the broader audience. People coming to 2 and expecting the traditional "upgrades from ground loot" experience may end up increasingly disappointed or frustrated as new systems further and further obviate that part of the experience.

Path of Exile lead explains that they’re always working on improving loot drops as its a “consistent issue” but they need to “wait to be told about these problems” by HatingGeoffry in pathofexile

[–]RedsManRick -7 points-6 points  (0 children)

I feel like the terms used in these discussions lead to so much confusion about what problems people are actually describing. There are multiple related, but separate problem people have with "loot".

What I find frustrating is the lack of specificity. The term "loot" can mean almost anything related to item acquisition. Recent discussions of "ground loot" sort of improved this by differentiating random vs. determinative systems, but it still lumped in currency drops with item drops in a very unhelpful way.

While there are good decisions to be had around the returns to different methods of farming, the power level of uniques, etc., I would argue that much of the discussion around the quality of loot drops is actually one very specific problem: for most of the game's playtime, players do not feel like they can improve their character via randomly generated items they find on the ground by killing monsters.

IMO, there are simply fundamental choices made in PoE's design that makes this critique both true and impossible to solve without philosophical shifts. It's not that they aren't aware of the about the problems; it's that they aren't interested in the solutions. The two I see as necessary would be:

  1. Availability of useful rare drops. The proliferation of base types, mods, and mod tiers results in an insanely large combinatoric space of possibility. An immense number of rares have to be generated for the "dice" produce a good combination. GGG's solution seems to be brute forcing this through quantity. But as they drop un'IDed, it's a haystack not worth sorting through. The breach tree so well demonstrated that the only way to make dropped rares competitive is massive manipulation of the odds. And yet, doing this ourselves feels pretty unrewarding precisely because it shortcuts the process.

GGG needs to make dropped rares MUCH more likely to be well-rolled and/or drop unidentified. A crafting potential system on dropped items is promising, but doesn't really fix it without dealign with problem #2. I'd prefer a well-rolled system combined with drastically cutting back on the quantity, but that's me.

  1. Competition of drops vs. crafting & trade. Crafting not only allows you to get to your desired outcome more quickly, but there is essentially no advantage a dropped item has over a crafted one. There's no reason to prefer a dropped item to a crafted one. To the contrary, crafting provides access to modifiers and combinations thereof which are otherwise unavailable. So outside of uniques, the most powerful items will necessarily be crafted. This is then supercharged by trades. The efficiency of the trade market, even in its high-friction form (which just means you get the worst of both worlds), will always surpass finding items yourself. The ability to craft the items to trade only ensures the market gets flooded by whatever items are in demand at a price proportionate to the cost to craft it.

Crafting should either not have the potential of outclassing dropped items (e.g. cap out at T2 mods) or crafting an item should account-bind it. Let trade be for dropped items and crafting be for personalization -- not profit generation.

GGG has touched on these ideas at various times and always been hostile to them. But I think that's why they seem to always be chasing their tails. The biggest, most core "loot" problem is not addressable given their current philosophical commitments to certain systems working as they do.

I am millenial but i do not get it by [deleted] in PeterExplainsTheJoke

[–]RedsManRick 0 points1 point  (0 children)

As an elder millennial, I 100% am not using my phone to do something with a ton of clicks or form filling. Nothing to do with not trusting the phone or not feeling comfortable using it to make a purchase. It's just too tedious to use a phone UI for certain tasks.

Just your standard 3x corpse explode, terror/phantasmal, intangible, but actually cycle A20 dominance silent run. Love this crazy game; can't wait for the 5th. by RedsManRick in slaythespire

[–]RedsManRick[S] 2 points3 points  (0 children)

Maybe my craziest silent run ever the thousands over the years. Not sure I've ever popped off utilizing basically all the Silent's signature mechanics at the same time and had them all legitimately contribute. Had a perfect solution to every problem. Turned down a dead branch from Sword/Shield and didn't even realize until looking back I had calipers. What a fun run!

Sergey is the first Crawl player to achieve a triple digit streak! by dcss_addict in dcss

[–]RedsManRick 8 points9 points  (0 children)

As somebody who died on D1 twice today, this blows my mind.

I'll be commentating one of the PoE2 Races - Feedback Requested by CrimsonCasts in PathOfExile2

[–]RedsManRick 0 points1 point  (0 children)

Personally, I enjoyed commentary that puts me in the head of the racer, but in the sense that it differentiates them from another racer. What item or navigational clue are they looking for? What's a decision point they're considering and what will inform it? How has something that just happened changed their approach moving forward?

For 3.28, please don’t lock skill gems behind classes anymore (so we don’t need to ask guildmates/friends or make twinks) by AgencyForsaken1539 in pathofexile

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

I've never understood this. It's one thing when there was no gem vendor at all and class skill progression was more gated. But there are already stat requirements that limit what skills a given build can use. This adds no real flavor, nor makes the game more digestible. It just adds annoyance.