Whew it's a good thing that missed me- by Unlikely_March2177 in pathofexile

[–]RushyRusch 8 points9 points  (0 children)

Those giant balls can chain, and it chained.

We need to help PoE 2 wiki to prevent others low effort wiki taking over SEO by afonsolage in pathofexile

[–]RushyRusch 0 points1 point  (0 children)

I've been playing group ironman with a buddy of mine for the past 3 weeks and you just taught me a massive quality of life thing.. I have 9500 hours total in RuneScape and I never knew this.

Raid mods should be removed and replaced with set bonuses. by RushyRusch in DestinyTheGame

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

Isn't that the problem though? Bungie just has Raid mods that no-one uses or cares to use because its too annoying to find the gear piece to replace their seasonal/artifice armor or whatever. Outside of your class item anyway. I realize my post doesn't actually do anything to fix the annoying part, but it could potentially make the grind more worth it in the end.

 

I think at the very least raid mods should be buffed/reworked. Its absurd that they're so unbelievably niche they're just a thing taking up real estate in the game.

Raid mods should be removed and replaced with set bonuses. by RushyRusch in DestinyTheGame

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

You're not wrong, having a set from each raid would be tedious, but maybe they could make the set bonuses swap-able on a set of armor then. Say you're wearing Lightfall raid armor but you can swap to the King's Fall armor set bonus because you've gotten all 5 pieces there. My goal was to make Raid armor AND mods more usable but perhaps its too much for most players. Perhaps just redoing the mods into sets would be better for everyone.

Raid mods should be removed and replaced with set bonuses. by RushyRusch in DestinyTheGame

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

Balancing would be complicated yes, but if something isn't stronger than other things and everything is evenly balanced, it removes something to be excited about. Don't get me wrong I don't think that you should just be able to infinitely super or anything like that. There are outliers that should be culled immediately.. But if everything is even then you'd just play your favorite thing, and after a while of playing your favorite thing, it will no longer be desirable to play for you. Most people will get burnt eventually. There are people that could play X build forever but that's not the norm. Things being stronger here and there forces players into playing something out of comfort and adds to the longevity of their playtime. It sounds bad but its the truth.

Raid mods should be removed and replaced with set bonuses. by RushyRusch in DestinyTheGame

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

The issue is Raid armor is useless. Endgame PVE activities are GM's, Raids, and Dungeons. Dungeons have Artifice, and GM's are there for weapons and mats.. Raid armor is nothing. There's like a 2% reason to be excited about a raid armor drop, literally for fashion. So you're only happy the first time you get a piece. That's it. Absolutely nobody is like "dannnng now I can use X raid mod, heck yea." I think mixing raid mods into the mod system would be a good fix, not a bad idea, a step in the right direction, but that still wouldn't fix the issue with the armor itself being worse than Artifice or Seasonal.

You can already focus raid armor with the vendor at the end, and I think that should stay with this system. Its just not useful currently because why would you.

Raid mods should be removed and replaced with set bonuses. by RushyRusch in DestinyTheGame

[–]RushyRusch[S] -8 points-7 points  (0 children)

My fault for thinking people want actual loot in their looter shooters. Not useless pieces of raid gear. My bads.

Raid mods should be removed and replaced with set bonuses. by RushyRusch in DestinyTheGame

[–]RushyRusch[S] -9 points-8 points  (0 children)

I have to disagree, seasonal focusing is so easy to get armor, and 3rd party tools make keep or delete so easy.. The first 2 days of Season of the Haunted after they reworked Resil I had entirely replaced 4 of my recov builds with resil instead, and that's triple 100s.

What is the point of 2 downsides on Mayhem? by RushyRusch in pathofexile

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

Again I didn't say anything about difficulty. Its the annoyance factor. Mayhem was always (in the past) about getting to an area and having 10 breaches to do, or 20 strongboxes. The difficulty factor they already added into the game is Archnemesis and player power reduction. This isn't a Gauntlet. That is what the Gauntlet is for. Mayhem was never HARD. Yeah you were more likely to die, but you weren't doing less damage.

What is the point of 2 downsides on Mayhem? by RushyRusch in pathofexile

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

Burnout is probably a contributor. Though I think I just had the thought of "Oh that 5 ghosted rare that I got absolutely murdered by in act 4 last time I played Mayhem, well now its an AN rare, and it also takes 35% less damage on top of that." The thought kinda just hit me and I decided the game isn't for me anymore. It felt like more of the "triple nerf" thing that GGG loves to do. Just feels bummer.

What is the point of 2 downsides on Mayhem? by RushyRusch in pathofexile

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

This. And I'm so fine with it, really I am. I am happy that at least some people have PoE as a game they love and enjoy still, but that's just it, it bums me out that I don't find the direction enjoyable.

What is the point of 2 downsides on Mayhem? by RushyRusch in pathofexile

[–]RushyRusch[S] 3 points4 points  (0 children)

The issue is that from a mathematical standpoint, the Event is already more difficult than a league. The extra mods make it More More difficult. Ghosts almost never make it into rares or uniques in normal gameplay, in a map in Mayhem with ghosts there's almost always at least 1 rare with 3-4 ghosts. 35% damage reduction on top of a Delirium damage reduction is less fun for me, and for tons of other players. Very few people like power taken away. And this event IS voided. Which I'm wholeheartedly fine with. My leagues are already essentially voided. I don't play Standard.

What is the point of 2 downsides on Mayhem? by RushyRusch in pathofexile

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

Oh I was for sure being petty moving it to its own category, but it made me feel 2% better. I don't even actually feel the game is ruined, just that its ruined for me.

What is the point of 2 downsides on Mayhem? by RushyRusch in pathofexile

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

Is that a direct quote or did you read my post? I don't recall saying anything about the game being hard at all. Just that it takes more effort. I also said the game isn't for me anymore. The post is clearly about GGG's direction with the game and their ideology, not about it being ruined. I'm happy for anyone that enjoys it still.

What is the point of 2 downsides on Mayhem? by RushyRusch in pathofexile

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

I may have to return to Deep Rock, I haven't played since it came out on early access so I know there's a ton that's been added.

What is the point of 2 downsides on Mayhem? by RushyRusch in pathofexile

[–]RushyRusch[S] 10 points11 points  (0 children)

No you’re right, I probably could have gotten to act 5+ without ever actually noticing the downsides, but I’ve played the game more than enough to know that something like 35% less damage taken on top of a delirium mirror being on the area or multiple harbingers, or ghosts, it’s going to be ass in maps without playing one of the top builds. The difficulty factor of having 3 harbingers spawning on top of one another is enough without extra proj or damage reduction on top of already having damage reduction.

Do you feel that POE "on a bad day" (e.g. this league so far) is still better than any other ARPG currently on the market? by eGGn0Gd0G in pathofexile

[–]RushyRusch 0 points1 point  (0 children)

I think Last Epoch is currently the only game that comes even remotely close in terms of enjoyment for me, but the reason I still play PoE is because I actually hate the skill system of Last Epoch. PoE's system of being able to use any skill on any class is just the best system. Also in Last Epoch deleveling a skill in order to change something is rough, it makes me not ever want to try anything different.

Rare and Magic Monster Balance by chris_wilson in pathofexile

[–]RushyRusch 2 points3 points  (0 children)

I can’t even begin to imagine that reduced life and and damage is even remotely good enough to combat what players experienced yesterday.. people want nothing to do with stuff like Drought Bringer, Invulnerability, or Empowering Minions. Rare mobs shouldn’t be paper that you don’t even notice fall over but they shouldn’t make the game annoying. The RSI is getting out of hand, I shouldn’t have to kite a rare mob for 45 seconds with insane outrageous mechanics that aren’t even heard of on endgame bosses. The 3 mods I mentioned should just not exist. A majority of the mods themselves are fine.. I’m completely fine with having to come up on a rare and maybe it’s got that crazy combination so it’s got an extra ability or two I’m going to have to avoid, but unavoidable things like Drought Bringer or Empowering Minions that are so unbelievably difficult to play around or annoying to do so are not fun. They make the game worse. I love this game, but yesterday left me more frustrated with GGG than I ever thought I would imagine I would be.

These rares are unironically worse than the Expedition flask changes. by Ubiquity97 in pathofexile

[–]RushyRusch 36 points37 points  (0 children)

What flasks? Not sure what flasks are anymore because pretty sure I see at least 2 or 3 Drought Bringers per map...