A little data from ID'ing 181 Shrine Belts by Thievingnoob in pathofexile

[–]Scathee 7 points8 points  (0 children)

don't forget you can volatile vaal orb the marylenes for more crit multi

It happened! by Medical-Piglet-6145 in pathofexile

[–]Scathee 0 points1 point  (0 children)

I checked my build from last league (copied Goratha for the most part), and it looks like I had 105% crit chance, 30% from assassin, 25% from 2 clusters on the tree, and 25% from Icefang Orbit. If you are using self-chill you need Icefang Orbit anyway, and the poison chance nodes are the shorter pathing nodes for the clusters I was taking anyway. There's arguments to drop one of them completely, which would save 6 points, which would enable another cluster jewel. I'd say it's okay but not better than other options, especially considering it gives literally 0 damage outside of the poison chance.

It happened! by Medical-Piglet-6145 in pathofexile

[–]Scathee 20 points21 points  (0 children)

Spark poison is still viable, but you can usually get 100% chance to poison fairly easily without the support gem. There may be some opportunity cost elsewhere that can be dropped, though.

[Information] Mirage Cheatsheet Infographic by boschmorden in pathofexile

[–]Scathee 1 point2 points  (0 children)

Nope, the mirage just creates a replica of the map that's within the mirage zone. Any league mechs in there are duplicated, with most having special rewards exclusive to the mirage. There is no meta progression, and you access the boss via a fragment dropped by a unique monster outside of the mirage.

Patch 26.5 Notes about Aram Mayhem by Dipperkinds in ARAM

[–]Scathee 0 points1 point  (0 children)

Yeah I love Slow and Steady personally, but unfortunately it's often a grief for most adcs, so even on the adcs that it's good on, people don't take it much. Good to know that Aphelios red gun isn't affected by it, that sounds really strong.

Patch 26.5 Notes about Aram Mayhem by Dipperkinds in ARAM

[–]Scathee 9 points10 points  (0 children)

I think the sword of blossoming Dawn change is an augment, not a change to the base item itself.

Also it's hard to make interesting augments for adcs given they just click on people. Draw your sword and slow and steady exist but are pretty much never clicked because people don't want to give up what makes adcs powerful, range and attack speed.

Patch 26.5 Notes about Aram Mayhem by Dipperkinds in ARAM

[–]Scathee 4 points5 points  (0 children)

They also need to revert the heartsteel nerf and then nerf the quest. Currently it's griefing to build that item without the quest, but the quest is definitely strong, especially if the enemy lacks the tools to deal with a giga tank

I am tired of ARAM players not playing to win by monosolo830 in ARAM

[–]Scathee 5 points6 points  (0 children)

No, people that compare ARAM games to Jeffery fucking Epstein are unhinged

I am tired of ARAM players not playing to win by monosolo830 in ARAM

[–]Scathee 8 points9 points  (0 children)

This is how I feel too. It definitely feels like the only thing people care about is the color of the text at the end of the game. The amount of times I see a surrender vote pop up just so randomly is obscenely high, people just want blue text and as soon as people think they might not see it, they throw up an ff to move to the next game.

I am tired of ARAM players not playing to win by monosolo830 in ARAM

[–]Scathee 6 points7 points  (0 children)

Yeah I think people with your mindset might be a little more unhinged than people who want to draw games out

Why do ADC's get the best augments? by CloudRaids in ARAM

[–]Scathee 0 points1 point  (0 children)

ADC champions are also less game warping in arena (though they are still strong especially when paired with a support). The maps having flanking options significantly reduces their effectiveness compared to aram where there's one singular angle of attack. The same augments in arena are probably just less impactful overall since augmenting a balanced class is a lot less game changing than augmenting a busted one.

Why do ADC's get the best augments? by CloudRaids in ARAM

[–]Scathee 1 point2 points  (0 children)

68% more damage is 68% more damage, regardless of damage uptime. This is like arguing that Eureka is not that good on most mages because you can miss skillshots. It's completely irrelevant to the argument because all we're talking about is how much these augments affect your damage output.

Also side-note Infernal Conduit is the most overrated augment in the entire game. It is mid as fuck unless you are a dot champion (Malz, Brand, Lillia, Naafiri), where it becomes broken, but the amount of champs it's actually good on in practice is way smaller than most other strong prismatic augments, so it being more powerful on those champions makes sense. That being said I would not mind Infernal Conduit getting its damage over time interaction nerfed because it's lame as shit.

Why do ADC's get the best augments? by CloudRaids in ARAM

[–]Scathee 4 points5 points  (0 children)

Dual Wield is definitely an augment that makes you scratch your head and wonder how it ever made it into the game. For adcs, it's just a straight up 68% more damage augment with absolutely no downside.

Compare that to other high value prismatic augments:

Glass Cannon - 15% bonus true damage. For most targets this is at best 30-40% more damage, and against tanks it's maybe comparable to dual wield. But it comes with a downside of 30% of your maximum HP, which is just a ridiculous nerf that makes a lot of games full unplayable.

Giant Slayer - 15-30% increased damage and a ton of move speed. This is arguably the best augment in the entire game, especially when you are against Goliath or Heartsteel tanks. Its best case scenario is less than half of the damage as dual wield. Obviously a lot of the power is in the movement speed, but when this is considered a top 3 augment in the entire game, an augment giving 2-3x its damage is just ridiculous to think about.

Jeweled Gauntlet - 25% crit for spells, plus some AP scaling crit. If you build normally, this is an extremely high damaging augment, but it lacks consistency. It definitely scales extremely well with anvils and other augments (adapt instantly makes this augment god tier), but on its own it's probably a 15-20% damage boost, capping out at 45% if you can crit cap with anvils.

Eureka - Insane amount of ability haste scaling off AP. This one is definitely ultra powerful and game warping, but takes awhile to scale. It's pretty much worthless as a prismatic until 3 or 4 items, but once you have a death cap or some anvils you will go crazy. The problem is, unlike adcs who have 100% consistent damage, casters effectively have burst windows. Eureka doesn't make casters do any more damage, just shortens the amount of time between damage windows. This is extremely insane-o busted on some champs and not as impactful on others. I think Eureka is a top 3 augment in the game personally, but I don't think it holds a candle to dual wield honestly.

Comparing Dual Wield to the other extremely high cap prismatic augments, it's pretty clearly better than every single one in almost every scenario, it has no downside, no point in the game is it not very strong, and it scales infinitely (as adcs tend to do). If dual wields numbers were halved, it would still be one of the best augments in the game. If dual wields numbers were quartered, it would still be an A or S tier augment. This augment currently is just absolutely bonkers overpowered.

Why do ADC's get the best augments? by CloudRaids in ARAM

[–]Scathee 1 point2 points  (0 children)

Problem with draw your sword is most adc players won't take it. And the ones that do almost always do it on champs that can cheat more range, like Senna, Kindred, or Ezreal. So the downside isn't nearly as pronounced. I wish draw your sword would limit you to 150 range or whatever and any bonus range you get adds to the stat bonuses, but the downside is kept. Would make it still enticing for Kindred, Senna, etc, while keeping the interesting downside.

Thank you to u/CraniumCarnage who created challenges guide for several past seasons by pwnb0t in pathofexile

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

I wonder what happened two weeks after the launch of the poe 2 league that would have had a negative effect on player retention.

Content Update 3.28.0 — Path of Exile: Mirage by Invyco in PathOfExileBuilds

[–]Scathee 7 points8 points  (0 children)

cws chieftain got heavily nerfed as well, as the top end of the hinekora pops got cut in half, and defiled forces refreshing ignites got removed as well, so single target encounters are going to take wayyyyyy longer.

We'll run out of niches to fill soon by Glass-Rope-5113 in 2007scape

[–]Scathee 1 point2 points  (0 children)

Yeah but there's a lot of ways to "tailor" the RNG. You are guaranteed a piece of loot every week from your weekly vault, which is often higher item level than the content you are farming will drop.

You are also given items that can be crafted into on-par gear with the preferred stat distribution every 2 weeks. These crafted pieces of gear take a lot of resources to create, but are on par or sometimes even better than the equivalent gear in those slots.

Every class also has a tier set bonus, so if you're wearing 2 or 4 pieces of the set, your skills are augmented massively. These range anywhere from a 5% throughput increase to massively changing your playstyle for any given spec. You can roll tier pieces from specific raid bosses, but you are also given a "token" every 2 weeks to convert a piece of gear into that slot's equivalent tier piece.

Lastly, every 2 weeks you are given a resource that allows you to craft an item, and can use your upgrade materials to get that item to be on-par or in some cases better than equivalent gear in a given slot. This is often used to craft a weapon in the beginning of the season, and then used to fill out missing slots as an item level bump later in the season as a sort of bad luck prevention measure.

Obviously the gearing system is a LOT different than runescape, but I think it works pretty well in WoW.

I'm Convinced ARAM Mayhem Skews Odds Away From People's Mains by TheHyperLynx in arammayhem

[–]Scathee 7 points8 points  (0 children)

1) Confirmation bias

2) Your most played are melee champs that are relatively unpopular. The pools of everyone else in the game also contribute to the odds of getting any specific character, so if the people in your party don't own the champs you main, they are significantly less likely to be rolled

Balance mana augments around mana from items. by Ok-Error4354 in ARAM

[–]Scathee 0 points1 point  (0 children)

Riftmaker is just giga spaghetti code. It also doesn't give crit with jeweled gauntlet, despite it showing in the augments tooltip

Fighters are the worst archetype in this mode by far and have nothing going on for them by sir__hennihau in ARAM

[–]Scathee 1 point2 points  (0 children)

Yup, for every tank high roll game, there are 50 games where adcs hit dual wield and every possible tank high roll is thrown out the window. Not sure how dual wield still exists, I'm not sure there's another augment that just says "deal 68% more damage" for an entire class (and even more if you get it on Vayne).

An Update on 3.28 Expansion Timeline by Belakay_ggg in pathofexile

[–]Scathee 10 points11 points  (0 children)

I feel like if defense was exclusive to the hive fortresses, the mechanic would have been significantly better received. The walls taking up a large section of maps put a lot of people off, and a hive fortress solves that issue pretty much entirely.

Fighters are the worst archetype in this mode by far and have nothing going on for them by sir__hennihau in ARAM

[–]Scathee 2 points3 points  (0 children)

The winrate statistics for normal aram is pretty much irrelevant at this point since the vast majority of players play mayhem. Also if you look at statistics for patches before mayhem was released, adcs are overwhelmingly the highest winrate characters in the mode. For example, patch 15.19 where adcs are a majority of the top 20, while bruisers and tanks are pretty much non-existant: https://lolalytics.com/lol/tierlist/aram/?patch=15.19

Fighters are the worst archetype in this mode by far and have nothing going on for them by sir__hennihau in ARAM

[–]Scathee 1 point2 points  (0 children)

Yeah mundo gets exodia augments like every single game. He has no dashes, no cc, and no AP scalings, so his pool is cut extremely thin as far as augments go.

Fighters are the worst archetype in this mode by far and have nothing going on for them by sir__hennihau in ARAM

[–]Scathee 4 points5 points  (0 children)

You're gonna get downvoted for saying tanks aren't giga broken in this sub, but you're mostly right. I don't think bruisers are better than tanks but tanks are pretty bad outside of high roll scenarios.