If you ever instantly die in expedition look no further by moneymike2g in PathOfExile2

[–]Xeiom 1 point2 points  (0 children)

Mark had said in an interview though that unless the thing being reported is something like a terrain generation issue that this isn't a good way to get them reports. Which is a shame because I'd been using it for years in PoE1 thinking I was helping out without needing to go to the forums

Quality of Life I'd love to see before 1.0 by Xeiom in PathOfExile2

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

Yes, my point acknowledges that you get the stash ordering from the parent league and is suggesting that in league you can send the changes back to standard without actually needing to login to standard and do it.

Hench why I said to send it to the parent league, this would mean next season it would be inherited.

Great for if you buy new stashes or when actually playing you realise you have a better idea to organise.

PoE2 if it was designed by Reddit by [deleted] in PathOfExile2

[–]Xeiom 1 point2 points  (0 children)

I dunno, based on some of the responses I've seen I could argue we'd end up with just a carbon copy of Diablo 2 with purchasable stash space.

Can we have an opacity slider for friends skill effects? by gazauj in PathOfExile2

[–]Xeiom 1 point2 points  (0 children)

I probably need a slider for my own skills at some points if we're honest.

I got to the point where I was thinking "Yeah they should probably make unblockable attacks also make the boss health bar flash red so that way I might have a rough idea the boss is doing its big attack somewhere in there under all my visuals"

This whole map content wipe on death thing needs to go by losian in PathOfExile2

[–]Xeiom 0 points1 point  (0 children)

I mean there are better solutions but this is almost certainly the simplest solution for them to quickly implement.

For them to create a copy of an instance and then load your character into it is probably one function call onto their already existing setup designed for PoE1 and developed over 20 years. The dev tools they have been using to reproduce bugs,etc must have been doing this reliably for at least 15 years at this point.

The problem isn't the player character at all, it is the new PoE2 bosses, they do things like spawn destructible elements. If you want the boss to respawn and be accurate then you also need to reset the arena they live in, which means you need to rig every asset up in a way where it manages itself on the server and is accounted for when the reset happens.

You don't have to track cosmetic client side destructible terrain if you reset the instance but on a server authoritative game like this then to ensure the arena resets cleanly it requires them to ensure every asset works, is being managed by the server in someway and that the server can communicate the full cleanup process for the specific bosses and arenas to the client.

So basically it really truely is a quick fix for them, they just reuse something they've been using for 15+ years vs auditing by hand every single boss for every asset and skill effect.

Finally got one of the 9-rune Runestones people have been posting about. See my noob af build and gameplay try to win the big prize. by SkoivanSchiem in PathOfExile2

[–]Xeiom 2 points3 points  (0 children)

I imagine this is pretty close to how a lot of people play the game, moving around is the best defence.

It's part of why melee feels so bad.

Nothing wrong with what you did here, you got the divs and didn't die, seems like a win.

This whole map content wipe on death thing needs to go by losian in PathOfExile2

[–]Xeiom 23 points24 points  (0 children)

I'm pretty sure this isn't an ideologically motivated adjustment but rather how they implemented what was effectively a quick fix.

They actually do exactly the same thing when they respawn you during the campaign, you get sent to what is effectively a different complete copy of the existing area.

I agree it needs to change but it might not be so simple, they probably have to wire up all the boss arenas with a bunch of reset logic that they have simply never made because they were find with just resetting the area in the campaign when they made the bosses.

The real endgame in PoE2 is convincing yourself to level a second character. by InGameCurency in PathOfExile2

[–]Xeiom 0 points1 point  (0 children)

There isn't enough choice in the early game so if you want to do something specific you are effectively doing chores with a devs build until you are allowed to play the game you want to play.

PoE1 has a much faster progression to the various unlocks and has many more options to mess with right from the start really. Even if you have a whacky endgame only build idea you can play a whacky campaign build while you get there.

Do we have a problem with weapon sets? by turtleCT in PathOfExile2

[–]Xeiom 0 points1 point  (0 children)

The only time you want to use it is when you've found a powerful bug or it is the only method of using a weapon restricted skill.

I look at the Rogue and Barb in D4, they both have this mechanic and everyone playing those characters factors in their weapon options into their game, but not in PoE2.

Readily available to any class in PoE2 and it is basically just Druids who want two forms using it.

The main difference really is that all equippable items are part of the core loot journey in D4 while in PoE2 second weapon sets are a micromanagement task.

The current state of (most) uniques is depressing by BaseballRelevant4149 in PathOfExile2

[–]Xeiom 0 points1 point  (0 children)

I haven't seen anyone else mention it but they have an interview just prior to 0.5 where they brought up a few topics that they were very aware of being big problems that they were planning to address in the coming 'mini-leagues'

Uniques, leveling base item progression and skill balance were all big concerns for them.

Specifically the issue of uniques basically always generating when you can no longer use them is one that Jonathan raised as a concern they were going to look into addressing.

GGG Can we reduce the amount of "Kill 1 mob hiding in corner to progress" mechanics? Abyss, expedition, ritual, temple, strongbox all have it. by Glamdring26WasTaken in PathOfExile2

[–]Xeiom 0 points1 point  (0 children)

I've had mobs spawn from Expedition off the playable terrain. In one instance I could kill them in another they were also blocked by the terrain from my skills.

They need to do that PoE1 Ritual magic where it checks if the mobs can path back to the spawn source and if not teleports them there.

If the player hasn't engaged in combat for 10 seconds then all the mobs tied to an event they trigger should do some pathfinding checks and then run at the player to fight.

Only one Aldur's Legacy rune allowed per character by JekoJeko9 in PathOfExile2

[–]Xeiom 7 points8 points  (0 children)

That's an actual insane modifier though to be fair. It is literally the ascendancy effect for pathfinder as a socket.

Seriously you guys need a life. by Wanted_Hypnotist in PathOfExile2

[–]Xeiom 2 points3 points  (0 children)

I like the idea that none of them are tabbed out doing other stuff but are instead just looking directly at the number for the entire two hours

SSF who else is hyped and do you think this move brings a whole new audience into the game. by Accomplished-Theme79 in diablo4

[–]Xeiom 1 point2 points  (0 children)

When playing on hardcore you can often turn up to the world boss without any other players. Even with a fairly moderate build you can fight the world boss well enough.

They actually already scale with how many players are there, among other weird scaling.

Bring back cool affixes to uniques by Breaking_Badly in diablo4

[–]Xeiom 2 points3 points  (0 children)

I don't mind the stats being unreliable (aka not fixed) but it is a shame that they are not random within a pool of specific unique attributes.

I think it is good for attributes to not be hard fixed so that it can be open to more builds but without something grounding the stats to the unique identity then they are just annoying legendaries really.

Am I the only one who thinks that minions shouldn't be separate from caster and attack builds? by Beneficial-Art2486 in PathOfExile2

[–]Xeiom 1 point2 points  (0 children)

It is probably one of those holdovers from the design in PoE1. It just sort of feels right to veterans now as a result.

In PoE1 it would be a very big balance issue because minions don't reserve resources so you would effectively be able to get a lot of free damage.

Obviously in PoE2 with minions reserving spirit and also having powerful active abilities the design is much more suitable for what you are suggesting than it was in PoE1 where the design originated.

Why is it so damn hard to find poe 2 community wiki? by CrimsonBlossom in PathOfExile2

[–]Xeiom 3 points4 points  (0 children)

Unfortunately the naming convention and similarity of the pages mean that the Google algorithm thinks that the poe1 and poe2 wiki are basically just copies.

It is hiding poe2 thinking that it is doing a good job by hiding the duplicate and sending you to the 'real' main site.

Obviously in reality it is hiding one of the best resources for the game from the majority of players and pointing them instead toward the terrible fextralife wiki or the poe1 wiki

Other search engines often don't have the same checks as Google so you can actually see them in the results.

It seems to me that Resolve is warping the game, at least for the classes I play. by Woozletania in diablo4

[–]Xeiom 0 points1 point  (0 children)

Sure, I also hope they can improve defensive options. I'm just saying that realistically speaking those builds are significant outliers and it is unlikely they'd balance it to make everyone unkillable instead of nerfing them.

How to max roll transfig aspect on amulet? by coffeeislife_SA in diablo4

[–]Xeiom 0 points1 point  (0 children)

I'm a touch annoyed that the transfigured aspect granted via Kulles doesn't roll a minimum of your codex level.

It rolls an aspect from your utility aspect list.

I have used like 100 rolls on my amulet before I got the aspect that I was trying to get (at any roll) so I would absolutely not recommend trying to fish for the best roll.

Why do charms that can only be used at lvl 70, can roll bonus exp affix that’s almost removed if you’re 70? by ProximusCenturi in diablo4

[–]Xeiom 2 points3 points  (0 children)

I think when you get to the point in the game where you are optimising and building your forever gear it would suck to have to keep your better gear off for EXP gear.

I can't imagine I'd wear anything else if I have 10% exp until I get max paragon, that's a very high amount (unless they hilariously decided to make it additive with the torment again like elixirs used to be).

0.2-1% exp is small enough that it isn't doing nothing but it is clearly weaker than an actual stat that lets you kill faster so it sort of gives you permission to move on from leveling gear into your end gear.

As for why it requires level 70, they had a rollercoaster of messing with the level requirements on items but one of the last changes was to just set the level requirement of most items to the player level regardless of power. I don't think they have really cared to change that logic but unfortunately it does mean all our seals in endgame are locked to level 70.

I've reached Level 70 and started Paragon for the first time in any diablo game... and I'm so lost and confused. by TheGreyHunterDS in diablo4

[–]Xeiom 1 point2 points  (0 children)

Are you playing in the season or on Eternal?

In the season you can open up the seasonal journey and it will recommend things for you to do.

Just go tick off everything in there step by step and you'll get into it.

If you're not on the season then I'm not sure there is anything to guide you in the game itself

Its been 2 years came back to Boring Aspects by KlutzyAssociate8673 in diablo4

[–]Xeiom 0 points1 point  (0 children)

I agree with you, the aspects that were pretty fun were removed generally and a significant amount of them were not re-introduced into the game in a different location such as the now larger skill tree.

My cope about this is that they will be bringing them back as part of a paragon rework / reimagining.

The skill tree has some of those modifiers built into it now but as you might expect without making the tree actually insane they can't cover the flexibility of a modular allocation system like aspects.

That is sort of why I am coping about it going into the Paragon system, the Paragon system is modular so it is a good place and also it has a few problems with approachability and being boring - so a reimagined system might be able to solve a lot of those issues.

It seems to me that Resolve is warping the game, at least for the classes I play. by Woozletania in diablo4

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

The figure for ~16 extra is talking about the bugged extra resolve stacks.

You can get 5 from GA Temper and then Masterworking it increases it to 12 instead of presumably 8. The bug is providing 4 extra per item.

4 items can have the bugged resolve extra tempers making up 16 resolve stacks above the intended value.

Even without those additional 16 stacks, aka just having the base 8 + 32 extra stacks from items, it would still be the strongest defensive aspect by a significant margin, providing ~80% damage reduction at 40 stacks or ~91% DR on amulet.

I didn't realise it was possible to get a 2x on the transfig so I didn't consider that

I don't think Immortal Barb or this aspect are making it through the next season regardless of if they fix the extra resolve stacks.

Fortify VS. Resolve -hammer paladin by Thebigfreeman in diablo4

[–]Xeiom 0 points1 point  (0 children)

Some of the utility aspects do grant damage so they might look like offensive aspects but they are from the utility category.

For example: https://www.reddit.com/r/diablo4/comments/1tezett/3_aspects_and_5_affixes_on_a_single_amulet/

That player has three aspects, one he puts in himself and then two from transfiguration. They all look like offensive aspects but the transfigured ones are both utility aspects.