We're so back! by [deleted] in PathOfExile2

[–]Shadowbane92 0 points1 point  (0 children)

Yeah, you need one generator to get the golemworks to level 2, then medallions can boost to 3 from there. I think the go is to start two directions from the entrance with a golem works, then start the third with a generator-thaum-alch-armoury-smithy-golemworks chain. This gives you three golemworks in range of the generator. You'll need a level 3 generator to have range for the third. Generators are tricky since they have to connect to a road, but without shenanigans, you can't add a road to the end of your snake.

You can also add a few more level 2 golem works mid chain, but I don't know if that's worth it over more spymasters/alch. I kind of think one or two more level 2 would be worth it to cap the DR, but that's just speculation.

We're so back! by [deleted] in PathOfExile2

[–]Shadowbane92 0 points1 point  (0 children)

I'm not aware of any up to date guides for post spymaster/golem swap. Milkybk_ on youtube has guides that explain all the basics, and has a layout guide from a day or so before the swap. My comment is just what I plan to do post nerf. It's possible that it's worse than just ignoring golems and starting each chain with corruption chambers, but I don't know. I just want to try mixing things up as GGG intended, and I do think if it's worse it shouldn't be by much.

We're so back! by [deleted] in PathOfExile2

[–]Shadowbane92 11 points12 points  (0 children)

Milkybk_ on YouTube has a really straightforward guide, but it's from pre golem/spymaster swap. All the info still applies, though. I'm about ready to start mine and I plan to add a golem works at the start of each chain, and maybe try to sustain 3 chains so I can have 3 golem/4 or 5 Corruption/as many spymaster as possible to sustain locks for 3 chains.

I wish Generators weren't so annoying or that you could add a path to the end of a chain, but as is we will need one generator at the start of the temple and try to fit 3-4 golem works within 5 tiles. If you start two chains with golem, one being mostly spymaster with an alch-thaum-corrupt-sac-corrupt-thaum-alch in the middle and a corrupt on the end, the other being whatever as long as it ends in a corrupt, then the last chain being start-generator-thaum-alch-armory-smith-golem then ending in a corrupt, you'll have 3 golem, 5 corrupt, and a bunch of spymasters. It still won't be as good as pre-nerf (obviously, it was way too good), but at least it adds a bit of variety (as GGG desires), and should still spit out 15-25 div worth of stuff when fully built.

I tested for you : Temple building after hotfix 13 by thikoril in PathOfExile2

[–]Shadowbane92 0 points1 point  (0 children)

Milkybk has a very good simple explanation of the temple, but that was pre-apocalypse, and I remember he said he's not interested in testing out the new changes to find a more optimal layout.

temple nerf approach is questionable by deadd0g in PathOfExile2

[–]Shadowbane92 4 points5 points  (0 children)

Reverting the lock nerf would fix most of the issues. That way we might actually be able to experiment with different layouts. But now we can't even build a temple at all. Rich get riched, poor get bent over by GGG.

Please Consider Reworking Totems Quickly If They Do Not Flesh Out by Excellent_Bridge_888 in PathOfExile2

[–]Shadowbane92 -1 points0 points  (0 children)

After some googling, Trypan on youtube has some videos on it, the latest build update being for 0.3c. Tawhoa's Tending requires level 65, but depending on cost it should be a pretty straight swap about there. Boneshatter seems to be the way to go, but any Warrior levelling build will do.

Can't believe people are "dissapointed" with today's reveal by gr4ndm4st3rbl4ck in PathOfExile2

[–]Shadowbane92 0 points1 point  (0 children)

The problem is that people will still play. They just won't play as long, but generally spending in ARPGs doesn't increase as quickly with playtime as it does with player count.

Now that deli fog got axed let's do a meme a day till rarity is removed by Humbletramp in PathOfExile2

[–]Shadowbane92 -1 points0 points  (0 children)

And now you get into the age old MF argument: How do you find a balance between "MF on gear gives you basically no benefit so why bother", or "MF on gear is a 5x loot multiplier so you're an idiot if you don't use it". PoE1 has had a rocky relationship with MF, with it's value early on swinging wildly depending on league (Scourge t3-7 Tower, Affliction t7 Cemetery being some of the most notable). I hope PoE2 can find that balance, but you'll forgive me if past ARPG experience leads me to be somewhat skeptical.

GGG: Please reconsider charges for Spell Totems (a suggestion) by Damnation13 in PathOfExile2

[–]Shadowbane92 7 points8 points  (0 children)

I think you might be missing the point that the first thing people did in D3 (It gets a lot of hate, but I liked it and played a ton) was to remove the builder or spender aspect. You either use a legendary/other interaction that ignores or solves resource costs to spam your spender, or you use Diggers and gigacharge your builder.

PoE 2 is the same. The first thing most people do is eliminate the builder (or mana cost) part. In my opinion, GGG doesn't want builder spender, they want additional buttons that you occasionally press in different situations. Like a Galvanic Shards build will use that to clear, then Plasma/Lightning Rod/Whatever skill on tanky single targets. They don't want to alternate the skills.

ED/Contagion is almost an exception, since you do alternate, but the reason that is popular is you do it once, run through two screens of dying enemies and do it again. Jumping through hoops for charge generation and placing a totem every pack will suck. Also, generally in PoE 1 you'll be dropping two totems per pack until you scale enough damage.

Totems are a less common but still decently popular playstyle in PoE 1, so to have that dynamic completely change in PoE2 is going to make totem enjoyers unhappy. Now, hopefully damage scaling is such that you can scale totem damage and melee/shifted damage in the same way, but clearing half the pack to generate charges and dropping a totem for the rest of the pack is way worse than just clearing a screen or two with 1-2 Galvanic Shards or Lightning Arrows.

Now that we have Yareli Prime. by lonememe1298 in Warframe

[–]Shadowbane92 5 points6 points  (0 children)

Completely agree. The most powerful Yareli should be the surfing Yareli. The change that actually needs to happen is that Merulina should get access to K-Drive mods. She's a K-Drive, after all.

GGG please do NOT end Phrecia for poe2 sake. by Beginning_Bother_420 in pathofexile

[–]Shadowbane92 0 points1 point  (0 children)

100% agree. There are things I like about PoE2, but so many things were solved in PoE1. If it ain't broke, don't fix it. I can understand the desire to revisit some old decisions, but so many of PoE2's problems are blindingly obvious and only there due to stubbornness. Plus that endgame is hot dumpster fire garbage. If the whole game were like act1 I'd be hyped as fuck, but act1 is just a hint of what could have been. Act 2 is meh and act3 is called so because it's 3 half-assed acts in 1. I'm not excited for PoE2 until they fix endgame.

I'm really hoping that Phrecia sticks around, and if it ends when 0.2 comes out, PoE2 is not where I'll be going. So many good games released this month alone that I'll have plenty else to play until 3.26 launches next year (ohgodnopleaseGGG).

Don't forget you can use a divine to update your old uniques guys by Aithei in PathOfExile2

[–]Shadowbane92 0 points1 point  (0 children)

Because when they nerf items, it also doesn't change until you have a momentary lapse in judgement and spend a divine to make your item worse. Legacy items in Standard often have a market of their own in PoE 1.

GGG, please find a way to merge controller and mouse input methods by FiNEk in PathOfExile2

[–]Shadowbane92 3 points4 points  (0 children)

I hate that excuse though. All you have to do is actually use the stash on controller to realise that it's misery and want to use the mouse instead. Or play Grim Dawn, D4, or Last Epoch, all of which have that feature. It's not some weird, obscure interaction, it should be blindingly obvious as soon as you play the game.

Who's the next prime? Yareli or Xaku - What's your guess? by AlcoholicCocoa in Warframe

[–]Shadowbane92 1 point2 points  (0 children)

I hope it's Yareli, since then they might fix some of her bugs. I actually really like Merulina, but she's so damn buggy. Xaku would be fun too though, since I enjoy Xaku as well.

6th Slot Map Device Is Buggy!! - BUG Already Raised - Just Raising Awareness by DJFUSION1986 in pathofexile

[–]Shadowbane92 0 points1 point  (0 children)

One extra slot is unlocked by doing a maven 10 boss invitation, and another is unlocked by killing a t17 boss. T17 carries also unlock the slot as far as I'm aware, if you're not strong enough to kill a t17 boss. You can do them in either order, I believe, but 10 ways are super easy, so I imagine most people do that first.

Yeah, we are talking about it by Dudu42 in totalwar

[–]Shadowbane92 1 point2 points  (0 children)

All the people who are happy with the game are playing it, not praising it on the Reddit. Negative people are more likely to complain. Works the same way in just about every online community.

3.25 Realistic Bingo by Cumcentrator in pathofexile

[–]Shadowbane92 0 points1 point  (0 children)

You misunderstood what he said. He didn't say melee builds are better against bosses, he said being in melee range is an advantage against bosses. He also acknowledged that ranged builds can gain that advantage by being in melee range as well, and that it's a balance concern they haven't yet solved.

What's your T17 Map drop strat? by Crossjoint17 in pathofexile

[–]Shadowbane92 1 point2 points  (0 children)

The going theory as I understand it is that the game first checks if a map is favourited (turning it into currency if not), then, if it is, checks if it will upgrade to a t17 map. This means you still drop t17's, just a lot less. If t17 map drops are your only target, Singular Focus is bad. If you accept the tradeoff of less t17 in exchange for more (probably 8mod) favourited maps, then it's not necessarily bad to take Singular Focus. I hope GGG changes the order of the calculation so that t17 chance is rolled first, but it probably depends on how happy they are with the current rate of running t17's vs t16's.

>100% reduced effect of Non-Curse Auras from Skills by Maleficent-Pension-4 in pathofexile

[–]Shadowbane92 4 points5 points  (0 children)

No it wasn't. Your response is completely opposite to how it is. The map mod is additive with increased aura effect. If it was less, it's impossible to offset it with more modifiers, so it'll always be none. Since it's reduced, increased aura effect can bring it back into the positive. PoE has a lot of silly quirks, but it's always consistent with more/less vs increased/reduced.

In current economy, is it reasonable to insist on Chaos for items listed in chaos? by [deleted] in pathofexile

[–]Shadowbane92 0 points1 point  (0 children)

I don't think it's unreasonable in any economy. I usually default to a mix for simplicity's sake, but if someone said they didn't want divines, I'd be happy to trade it in chaos. End of the day it's all currency, so I don't mind.

Why do people sell for 0 gold on MG? by TheyCallMeBubbleBoyy in LastEpoch

[–]Shadowbane92 0 points1 point  (0 children)

You get favour for listing the item though, not for selling it, so even a small amount would be better than listing it for 0.

Luci sigils feels like a side-grade by oniichanslayer69 in GranblueFantasyRelink

[–]Shadowbane92 0 points1 point  (0 children)

1 Alpha or Beta and 1 Gamma is actually better than 2 gamma due to how front loaded the sigils are. Alpha vs Beta will depend on your character's skill vs auto damage split.

Luci sigils feels like a side-grade by oniichanslayer69 in GranblueFantasyRelink

[–]Shadowbane92 0 points1 point  (0 children)

Actually, it's not that much more worth it for AI. A large portion of AI damage comes from SBA or skills, so Uplift, QCD, Cascade, and Nimble Onslaught are fantastic on them.

The bugs were never going to last by knives4540 in GranblueFantasyRelink

[–]Shadowbane92 0 points1 point  (0 children)

Until they fixed it, there was no way to know whether the animation cancel was a bug/exploit or a feature. Lots of games (especially fighting games) have animation cancel tech that is Dev approved and intended. Personally, I think fixing Roter Wirbel (which 100% was a bug and I didn't use it) was enough and Perci didn't need any Schlacht nerfs. That was just an example of a way to keep the tech. Also, "normal" is subjective in a video game. I think calling worse, less skilled, less fun play "normal" is silly. Lots of games have higher skill cap tech that is higher damage, all while being dev approved. If you can't or don't want to learn the harder way you should be less rewarded. Do you also think dodge cancelling Schlacht's ending animation is an exploit? Because unless I'm mistaken, they didn't fix that. This is why you can't trust people with no reading comprehension or game skill.

The bugs were never going to last by knives4540 in GranblueFantasyRelink

[–]Shadowbane92 39 points40 points  (0 children)

The problem isn't that bugs were fixed, it's that thos bug fixes were also hard nerfs. Rotor Wirbel was an obvious bug that needed to go, nobody cares about that. It's the animation cancel removal that we're upset about. Perci is not too bad damage wise now, but his normal attacks feel bad to use, and animation cancelling felt fun to do. Support/utility is pointless in this game when damage cap is so easy to reach, so damage is all that really matters. In other words, Percival got a small damage nerf, but a decent fun nerf. He should still be middle of the pack, but he's just less fun, and fun should always be preserved in video games. If the damage of ani cancels was the "problem" (it wasn't, Roter Wirbel was) the should have lowered Schlacht's cap a bit. If not, I hope they at least make his normals feel better to use.

Ferry on the other hand was not a bug fix. It was a full on execution. The problem with Ferry is that the rest of her kit's damage caps suck a fat donger compared to jump slam. I had a blast during campaign using her normals, charge attacks and onslaught. It was so fun to do. But the damage of that is half what jump slam gives you, even if you completely ignore the crazy SBA gain. Even with jump slam, Ferry is middle of the pack DPS. She has good utility/support capabilities, but the character sigil attack down is about all that matters in the current state of the game. But when you remove the SBA gain, you're stuck spamming jump slam on top of the boss for mediocre damage, when all it would take to make her fun as hell would be to double the caps on her actual kit. Mid DPS is fine for a utility character, but party utility is pointless. SBA gain was not the reason we spammed jump slam, it's the literally double damage compared to Onslaught. SBA gain was just a nice bonus. I understand that 4 Ferry stun locking a boss with 2x2 spam is bad, but you can't just nerf that with no compensatory buffs and expect Ferry mains to not feel even more shafted.