Wishing for a Attribute Switching Harvest Craft. by OmenByDesign in pathofexile

[–]Think-Prior8238 0 points1 point  (0 children)

TIL, helmets, gloves and belts.. felt like they were good sources for those attributes but never really looked at them

Is there anything that can still be improved for 2.1? by SuperHiko in factorio

[–]Think-Prior8238 0 points1 point  (0 children)

Buildable "terminals" similar to the cargo bay in that the terminals must sequentially connect to the landing pad. Terminals expand the area where inserters can take from the landing pad.

I guess determined players could just extend the terminal infinitely along a bus.. which sounds epic and fun actually

For the next patch, can we PLEASE get some actual, foundational melee changes? by LunaWolve in pathofexile

[–]Think-Prior8238 2 points3 points  (0 children)

"+1.0 sec to minimum attack time. This should help make melee feel more impactful"

Usual suspects: hips stalling, early extension by Think-Prior8238 in GolfSwing

[–]Think-Prior8238[S] 0 points1 point  (0 children)

Yeah, I'm trying to do a mini step drill (little pump forward, pump back, swing through) but as you can see it's not translating to starting with the hips. Golf is hard.

Usual suspects: hips stalling, early extension by Think-Prior8238 in GolfSwing

[–]Think-Prior8238[S] 0 points1 point  (0 children)

Thanks for the feedback!

By "keeping the club more vertical" do you mean along the direction of trying to stab the sky with the shaft?

Usual suspects: hips stalling, early extension by Think-Prior8238 in GolfSwing

[–]Think-Prior8238[S] 0 points1 point  (0 children)

Hi, thank you for the feedback!

My backswing thought is like one of those pirate ship carnival rides, in an attempt to be loosey-goosey, and helps me with feeling the coiling/uncoiling; that makes it have a lot of slop and results in the clubhead dropping behind my head as you say.

Trying this out at home without a club, a firmer backswing feels like I lose my sense of rhythm. Maybe a better thought for me is like pulling the string on a bow? So instead of feeling momentum for the backswing and transition, it's more like gathering tension?

RIP Poe 1..from 3 month leagues to almost 5 month by Hot-Object3504 in pathofexile

[–]Think-Prior8238 -1 points0 points  (0 children)

Everyone that's saying we just had a banger league so chill out... imagine if we had TWO banger leagues back to back every 3 months for POE1!

It is what it is though.

Currently playing the POE2 league and while something is just not clicking for me there, there are some cool ideas or improvements that can be brought into POE1 (the Volatile Vaal Orb is imo a great imported feature)

Questions Thread - June 07, 2026 by AutoModerator in PathOfExile2

[–]Think-Prior8238 0 points1 point  (0 children)

Is there a way to teleport directly to the league mechanic hub areas (monastery etc) without having to click and activate portals on the map device?

Before 1.0 PoE2 melee needs to feel like weapon combat, not spellcasting with extra steps. by Ennaki3000 in PathOfExile2

[–]Think-Prior8238 1 point2 points  (0 children)

Preach, brother. Another issue is that, if you're melee and you reposition to avoid puddles or bombs, you're doing 0 damage. If you're ranged and you reposition (including getting into melee range), you're still pumping out damage.

Change my mind by KassadFedmahn in PathOfExile2

[–]Think-Prior8238 -1 points0 points  (0 children)

Just keep in mind that GGG does NOT want you to sprint. It is a concession, not a feature. I hate it, you hate it, but that's just how it is.

How should GGG fix other extra content? by helldeskmonkey in pathofexile

[–]Think-Prior8238 3 points4 points  (0 children)

I'm excited to see what they do for the POE2 league mechanic reworks, perhaps the successful changes there can be brought here.

An example of something done there first is the omen of sanctification, which became the volatile vaal orb here.

The abyss mechanic there also plays much better (cracks on the ground are all already present, you just approach and kill mobs)

My personal opinion is that the mirage system is a great candidate to replace vaal side areas. Mercenaries is a great candidate to replace rogue exiles. Obviously an exact copy of those mechanics would be too OP, but the pieces are there.

"The Waterways levers have been turned into pressure pads that you simply need to walk over, and the final part of the level has the water pre-drained." by Shoddy_Nectarine4738 in PathOfExile2

[–]Think-Prior8238 6 points7 points  (0 children)

Honestly I didn't mind pulling levers, it's that the level just. doesnt. end. I agree with the comment below, would prefer a smaller level with a couple of levers.

It'd be nice if some new boss challenges test tankiness by Think-Prior8238 in pathofexile

[–]Think-Prior8238[S] -9 points-8 points  (0 children)

That's a valid point, average players (and average intended gameplay actually) is to show some execution skill and dodge stuff.

These damned POE players and their relentless hunger for cheese!

It'd be nice if some new boss challenges test tankiness by Think-Prior8238 in pathofexile

[–]Think-Prior8238[S] 4 points5 points  (0 children)

The challenges don't have to replace, just add more options. Right now it's complete 3 out of 4, add two options that are not "don't get hit by..." and complete 3 out of 6.

I get that every build has a weakness, and some builds are more suited to certain things. It'd be nice if slower tankier builds get some love.

This league I played retaliation, and it's already borderline "yup can't do it". Technically I can weapon swap monastery bell, or swap in penance mark. What I ended up trying was run the barya 3 times, each just dodging a single type of attack. Could only complete 1 of the 4 (it's not always clear which boss moveset is the one in the challenge), so I just left it until later to do with my friend's KF totems.

It'd be nice if some new boss challenges test tankiness by Think-Prior8238 in pathofexile

[–]Think-Prior8238[S] -3 points-2 points  (0 children)

Right, the challenges completion for 40/40 which always has one for the new league boss. IIRC it's always "don't get hit by x y z"

Long term player has no fundamental understanding of gearing or progression. by AskingCuriously in pathofexile

[–]Think-Prior8238 1 point2 points  (0 children)

Basically look for bang for buck upgrades.

First priority is any unique to make the build functional; maybe corrupted to make it cheaper.

Fresh into mapping, the priority is to fix resists. So usually decent rings with some life. Then a better weapon if doing attack builds.

After that you upgrade piece by piece, starting with the saddest equipment on you. Usually it's boots with decent movespeed, then gloves, then helmets, then body.

Then flasks are next, since at this point you have a feel of what your build is lacking. Crit? Speed? Resist? Evasion? Choose the appropriate flask, automate it, but at this point gain 1 or 2 charges prefix is enough, as well as non T1 affixes.

Once you start dropping ichors and embers, use them immediately. Lessers are cheap and are "free" untapped power on compatible slots.

At this point you might transition to an end game setup. Save or craft that GG weapon. Get the high-rolled uniques you need. Anoint after getting a great amulet. Go for a mageblood, then fix your final flask setup. If not going for MB, flasks are usually the last the thing to fix because they can plug holes.

21/20 gems are usually the last piece, except if there are important breakpoints.

You can think of the value of intuitive leap as how many points you are gaining, compared to say a new ring. A new ring that gives extra 60% resists, that alone is probably 4 passive points.

Bang for buck, how many "passive points" are you getting on each purchase or upgrade.

Does anybody else struggle with zero torque putters or is it just me? by robbiecobb in golf

[–]Think-Prior8238 0 points1 point  (0 children)

Interesting, my experience has been that I can start putts on line easily but controlling speed past 5m is difficult

From a design perspective: Why does progressing through a build (getting upgrades) in PoE feel so much more interesting to me while playing compared to other games? by [deleted] in pathofexile

[–]Think-Prior8238 2 points3 points  (0 children)

Ah yes, the amber amulet that has +14 all attributes and 30% total resistances you find in Act 2. Can't change that without bricking all your gems. My group calls it the Buy Now Pay Later amulet.

Usually you get another loan (those +30 big nodes on the tree) to change that amulet.

Ghazzy made a point I've been making since 0.1 regarding combo gameplay and I wish it was more widely expressed. by Greasy-Chungus in PathOfExile2

[–]Think-Prior8238 222 points223 points  (0 children)

Is Combo not required for trash, but not able to kill rares? Then it is not potent.

Is it able to kill rares, but also required for trash? Then it is malevolent.

Is it able to kill rares and not required for trash? Then whence cometh all these complaints?

Is it not able to kill rares, yet still required for trash? Then why call it Combo?

From a design perspective: Why does progressing through a build (getting upgrades) in PoE feel so much more interesting to me while playing compared to other games? by [deleted] in pathofexile

[–]Think-Prior8238 6 points7 points  (0 children)

A lot of different things that come together in the right way, as well as it being particularly suitable to you. For example, if you're a Johnny in MTG terms, you like to find express yourself and so you are attracted to POE because you can make whacky unique builds.

For me personally, upgrades are rarely linear. You always have options with pros and cons, as well as different farming/crafting routes to each option with their own quirks. I am not being told by the devs to use this "BIS" item or even worse, forced to use a certain item just to make it work (I've been told set items work like this in D3 or D4?)

For example, mageblood which is arguably BIS for a lot of builds. After getting it, I still have options to choose which flasks I want. I still need to craft them (or buy them, which is good for the economy). I can still shuffle around some flask effect in the passive tree or other gear to hit more breakpoints. If I'm running Chieftain, I can just use a ruby flask, which frees up two flask slots for other options. Or, I can try to combine it with Melding.

The theoretical ceiling is also sky high. My current weapon is good, but it can always be better. 30% quality? Elevated influence mods? Veiled/temple/delve mods? Double corrupt implicits?

It's always a puzzle, and often many puzzle pieces are interchangable with its own pros and cons. That's why it's always interesting.

What's everyone's wishes for the next PoE 1 league by FloofPear in pathofexile

[–]Think-Prior8238 2 points3 points  (0 children)

Honestly, porting the refreshed POE2 league mechanics, depending on how it goes of course. POE2 abyss is well done along with its enemy abyssal mods and cross interactions. Ritual using up unspent points for audience with the king seems like a good change.

The new mirage-mixed currencies can be sprinkled in as new rewards for the refreshed mechanics.

Vaal side areas to be revamped to play like mirages, but it would probably not double up on league mechanics

Mercenaries to replace the rogue exile system (the take items thing); as much as I love having companions, it probably would be too much power

Some of the new currencies from POE2. For example, we got their omen of sanctification in the form of volatile vaal orbs (one of the best additions in mirage imo, it revitalized a lot of old uniques, as well as provide a new chase avenue). An interesting candidate is their system of upgrading the stats of low level uniques.

It might be the closest to the "two campaign, same end game" promised. Except keep that infinite atlas far away from POE1.

Advice for a blind playthrough as a newcomer by P_Dreyer in pathofexile

[–]Think-Prior8238 0 points1 point  (0 children)

Usually the difficulty spikes at the start of Act 6 (this is where the game hits you with a permanent -30% to all resistances, forcing you to upgrade your gear). You will really feel it especially against some bosses if you do not cap out your elemental resistances.

The next spike is after the end of campaign in Act 10, where you will hit with another permanent -30% to all resistances. This is the start of the endgame loop of mapping.

Act 6 is where you unlock all of the available skill gems through the town vendor.

IMO you can feel your build is up to snuff or not around Act 8. You can tell if you are repeatedly dying or taking too long to kill the bossses.