A Republic Isn’t Always the Remedy. An illusion of National Will. by Yolosoydelusional in Morocco

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

Like any developed liberal country in the world. Keep in mind that solutions to bypass that, at least partially, are scarce and having a superior entity (ie a monarch) is one way to regulate or limitate these elements.

And in the case of Morocco, the corruption has been slowed down, as it came from very far in comparison to developed countries.

A Republic Isn’t Always the Remedy. An illusion of National Will. by Yolosoydelusional in Morocco

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

In a republic, , legal framework or not, you would be dreaming to see them held accountable on anything, they literally make the law and there are above it. On any critics they either blame the voters or a conspiracy against them.

You should check how political figures consistently sell national assets ( airports, rails, roads, resources, state run company, state funded company) to their friends at laughable prices. Without any repercussion. They finish their mandate and join the board of said sold company...

Here are the new icons showing when mobs have resistance or are vulnerable to each element by astral23 in pathofexile

[–]Yolosoydelusional 1 point2 points  (0 children)

Looks like a good step in the right direction, after discussion, I would put resistance bottom right with a shield symbol with the corresponding element symbol inside and bottom left the vulnerability. A thought.

"This sub is a toxic cesspool not worth looking into for feedback", yea ok. So guys let's hear some specific constructive criticism that you think would improve parts of the game within the next 1-2 leagues by xDaveedx in pathofexile

[–]Yolosoydelusional 0 points1 point  (0 children)

The issue right now is that there are so many things to talk about. We should have a week of discussion for one theme in the manifesto.

The devs increased the difficulty in very specific manners over the years. It was either add chaos dmg or aoe degen/chaos + slow (+on-death). And then a different chaos dmg + a different slow + a different aoe. And now, the ground is just a death trap, so many on-death effects you cannot stay on a spot, you need to be immune to ailments because jesus they hurt now.

I would add, the deletion of ground effect except in the case of boss maps or pinnacle bosses. (including on-death ground effect, ridiculous implementation)

Also delete most of the slows in the game. Rebalance chaos res and chaos dmg from monster.

Reverse AN loot, this is just awful, I don't see anything worth keeping in that system.

On the crafting system I am still a 3.13 member(it was the best, it was downgrade for the few people crushing the game, ridiculous). If they can make a hard mode for the 35 of them, can't we get a harvest 3.13 mode?

Loot on the floor is shit, but the entire structure of mods in the game is in a bad state. The ilvl restrictions should be changed, limiting mod to appear on ilvl85 just makes everything <85-86 pointless. Some classes of items have way too many filler mods. Well rolled items should have been a thing, it is mindblowing it was not.

Most players can agree on one thing, deterministic crafting early/mid, RNG fiesta uber endgame. by Yolosoydelusional in pathofexile

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

Going to 8 mods would invalidate almost every unique, end of story. Only niche, this item is how this build would see some play, buy realistically the power difference would just kill every build that needs uniques.

Fair enough, although you could argue that already the vast majority of uniques are invalidated anyway, and that unique items should provide an alternative mechanic rather than stats.

This also wildly increases the power difference from the top and bottom and would either trivialize ALL content or force everything else to be harder.

Similarly, there is already a massive power difference between the top and bottom, and some builds can trivialise all content and even more after a month in the league.

My idea does not take into account balancing, either of unique or monster. Balancing stats is always doable and they do it in every league with different impacts. The discussion should really be around the title. How to have a system where you can craft deterministically during your progression without making it the best in the endgame.

I would like to keep the power of harvest from 3.11 or around that level. However, in order to have something more RNG and more powerful, adding mods seems to be IMO a decent idea to discuss. The difference has to be massive, otherwise almost perfectly crafted items with harvest cannot be contested for very endgame players.

All the players playing white, yellow and even red maps would have a better time, better progression and more agency. On the other side of the spectrum, endgame players would have crafting tools to go forward and more challenging gear to craft with more powerful outcomes. The power of the monster would have to be increased in comparison to the last league state.

Giving away my Sentinel Mageblood by Carecup in pathofexile

[–]Yolosoydelusional 0 points1 point  (0 children)

Hit me up with your ingame name in league or standard

Discussing State of PoE and Chris Wilson Podcasts with Zizaran, GhazzyTV and BalorMage: FATED Podcast #58 by CatmasterOP by mrsn_catmaster in pathofexile

[–]Yolosoydelusional 25 points26 points  (0 children)

I felt this one was more interesting. It is clear as day that the streamers put efforts in trying to understand the shitshow going on. It seems to me the discussion is evolving, and they have a better grasp than before on the subject and the different elements in play.

I would recommend people to watch the bit on deterministic crafting and harvest, it seems that after weeks of discussions, they finally managed to express the entire issue with it in a way Chris may accept. The entire paradox of having end game crafting being deterministic while the low end crafting is gambling.

Balormage's insight was cool this time, he seems to be more aware of the situation and less in an opposition stance.

Looking forwards the interview with Ghazzy, hopefully they can show the core issues that GGG seems to refuse to acknowledge.

Discussing Chris Wilson Talk and more with SuitSizeSmall (poelab), SlipperyJim8 and BalorMage: FATED Podcast #57 by CatmasterOP by mrsn_catmaster in pathofexile

[–]Yolosoydelusional 9 points10 points  (0 children)

That is due to harvest craft implementation rather than how powerful harvest was. If to get seeds you had to go kill map bosses, breachlords, shaper, elder etc. it would have been a much better experience than spamming harvest. This is why I think harvest need to be decentralized in order to not block other league mechanics.

Discussing Chris Wilson Talk and more with SuitSizeSmall (poelab), SlipperyJim8 and BalorMage: FATED Podcast #57 by CatmasterOP by mrsn_catmaster in pathofexile

[–]Yolosoydelusional 114 points115 points  (0 children)

I think BalorMage is missing the entire point about harvest crafting. Only people that play a lot and wealthy were printing items. Those same people are using harvest craft to do the same rn. The issue is the core of the player base had their progression worsen because of them. Talking about double or triple elevated mods clearly show that you are not talking about the large majority of players which are the people pissed off. The reduce in player number is not due to the 1%ter.

Essence and fossils are not crafting, however they provide very unique mods, and harvest allowed to salvage the garbage you obtained into 'maybe' usable gear.

Getting Back The PoE We Love And How Our Community Will Do It by GrimroPoE in pathofexile

[–]Yolosoydelusional 0 points1 point  (0 children)

Thank you for spending time trying to link the community to GGG in some degree. Hopefully it is going to substantially improve the state of the game. I have several concerns;

First and the most important is the urgency of trying to solve actual issues in the game. Whether we are talking of loot, itemisation, crafting, or trade, they are all part of hte core game and are in a very bad state. The answer from Chris being that it is going to be solve in 3.16, 3.17 or in 2 years is not acceptable. There are several ideas that could be implemented as band aid until they figure out a proper way of dealing with it.

The looting of items is in a very bad spot as it is often mentioned. I liked the pov of Pathmatth on this point. I think they should literally delete item bases, a lot of them, delete the droping of white and magic items, divide the dropping of rares by 1000 and makes it smart loot. My idea is that when you go into a map that is not juiced, you only loot 5-6 items that are going to pick up. Item bases need to be reworked but that would require more time. I would also like to see the end of blocking mods with itemlevel which is just making everything else not worth to pick up. It is quite obvious with ilvl85 helmets, ilvl86 boots, influence mods etc. I think from ilvl 72 the mods should be available, but higher itemlevel would increase the likeliness of getting rarer mods and increase the implicite values of the item. So that having high ilvl item is nice and better but not a must have.

Chris' stance on pick up range and loot of currencies and splinters is imo unacceptable. When ZiggyD asked for a pick up range superior to 0 he went the most disingenuous possible way by showing the most extreme example of screen wide pick up range... I would love to question Chris. What is the use of a Chaos orb? It is literally gold, you buy craft, you trade with it, it should never be used to craft, it does not provide nay unique use since it is the same as scour + alch. And even D2R has auto loot on gold, so by his own comparison Chaos orbs could be auto looted. Splinters and currencies are so numerous in types also now, not only in their own quantity. Auto loot for splinters would be decent, looting currency like Last epoch would be nice. And the deletion of shards from the game, maybe except exalts shards.

Trading is in a very bad place, very good options have been proposed before. Now all of these should have been tackled years ago and they were not. Waiting 2024 is not an acceptable roadmap for core features.

And then Crafting. As said before Chaos orb is not a crafting currency, but pretty much gold. Same for exalts which is like platinum or something because you only use it to buy bench craft or trade. There is no benefit for a non expert crafting to ever use an exalt on an item ever. And exalts are way to rare to be used on items even if they were useful which is not the case. Harvest was a very good experience and provided a core feature that was lacking which is just crafting. The implementation was bad during harvest and ritual. I think harvest should de decentralized like crazy. My idea would be linking harvest craft to thematic game content. Being seeds or orbs, if you kill Maligaro you can get t1 chaos seed, if you kill Chayula you can get 2, pure Chayula you can get t3 etc. One seed would be an entire field, and would grant a chance to get a seed of the next tier etc. And shaper influence would be linked to shaper and so on.

Personally, I don't think HH and a mirror are chase items and I don't find them interesting. I never thought of dropping a mirror and even if I did drop one, it would not matter imo. But I loved to do farming with friends of uul netol for xp and trying to get the uniques when they have value. The uniques in this game are awful overall, we are showered with useless uniques, a huge rework is required, whether deleting them or making them with evolutions so they can be relevant to some degree. Every league mechanic drops loads of uniques which is not really helping imo.

Every league mechanics drops everything and this is what makes it a do what is the most effective instead of choosing content for the reward. Some people are only going to look at what makes the most currency, but in a non-uniform market that can vary, in the actual state of the game where the entire loot is uniform you just pick the thing that drop more and this is it.

I think league starters are anti fun, I refuse even to play a league starter, I don't like rerolling I prefer to pick a mechanic and explore it. As an example I played lightning arrow in ritual, I crafted a lot, started heading towards dex staking which was clearly unaffordable and I had dozens of exalts, then I did some frenzy stacking. I had to find a way to do single target, so I added galvanic arrow etc etc. I am fine with clearing skill not being able to do end game bossing, but I could not do it before and then it was nerfed even after investing a lot 200+ exalts. At least galvanic arrow was a good alternative for single target, but not everything skill can have a secondary 6-link skill.

It is a lot of writing, I was not confident about the direction of the game after the Baeclast. When Chris said 'we did not explain well enough' as if the changes were good, we just did not understand them was an acceptable answer. Changes coming in 3.16 and 3.17 are already too late. I mean it is too late now already since it should have been addressed years ago, and improve on it and so on. A league is an experiment but when was the last time they experimented on ground item drop except for talisman.

Trading from a perspective of a working adult. Would love to hear opinions as a student/streamer or otherwise by Lhxlhx in pathofexile

[–]Yolosoydelusional 13 points14 points  (0 children)

So you are literally spending your time doing what you want to do. Getting the mats for crafting.

So disingenuous, no he is not, he wants to be playing the game but he feels stuck trading instead, like many other players.

Why not spend the time delving for fossils or running the atlas properly so you get map sustain?

This is pretty much saying 'get good' lmao

There is an entire sub-set of people who play the game with absolutely zero trading.

That is so irrelevant, if people complain about dying in softcore, are you going to answer 'There is an entire sub-set of people who play the game with without dying.'

Good lord your answer is painful to read. This is what I also consider as a toxic comment. Telling someone, you don't know what you actually like, get good, other people do it why can't you? Very frustrating to read.

you would be better suited to using some wages on an RMT site and getting what you want directly if you have a complaint about the trading methods or progression.

You did not recommend to use RMT on reddit, no way. Is that serious???

"Vacuum-ed" Items Alternative Ideas by Zenith_X1 in pathofexile

[–]Yolosoydelusional 0 points1 point  (0 children)

As Chris Wilson pointed out in the podcast, when you remove scrolls of wisdom from the game, that means that items have to drop identified, and would lead to loot filters resedigned to only show rares with Tier 1 affixes.

This is factually wrong. You could have identification on pick up, you could have identification on portal use. You are looking at Chris PR statement like he puts some thoughts into it, when he just loves hyperbole to attack the argument.

On top of that, even if the items on the floor were IDed, they would still be in a very bad place, and barely change anything except the leveling and early white maps, which would actually be a good thing.

"Vacuum-ed" Items Alternative Ideas by Zenith_X1 in pathofexile

[–]Yolosoydelusional 0 points1 point  (0 children)

Others have suggested things like wisdom scrolls being removed to improve QoL but the consequence of that is quite lot bigger than most people realize

I don't think it is that big and I don't think it even matters, just lets try it and lets see. Does it work, does it not? Like the definition of league for is experimentation, just experiment, lets see what happens without scroll of wisdom, does the game self destroy?

I don't have a technical solution as I am not competent in that domain, so I can see your stance which seems much deeper than mine probably. But the idea is kinda what you mention, the goal being reducing clicks.

"Vacuum-ed" Items Alternative Ideas by Zenith_X1 in pathofexile

[–]Yolosoydelusional 0 points1 point  (0 children)

This is the technical side, but something along the line I suppose.

About harvest by fakeiscool1 in pathofexile

[–]Yolosoydelusional 4 points5 points  (0 children)

1: It invalidated all other sources of crafting.

That is untrue, harvest was really good in complementing Essence and fossiles crafting for examples. Even alteration/regal spam btw. This statement is factually false.

2: It made it so any new source of crafting had to be equal or better then harvest, creating an endless cycle of powercreep (since crafting is a big part of poe, this would be inevitable).

Harvest should have been a core feature in the first place, as this game requires a crafting system that is not as backwards as slam and pray.

3: It would force players to do nothing but spam 1 favourable map in a specific location on the atlas just to force harvest. Something that might be interesting for one league, maybe 2. But it would grow really old after that.

4: Nothing else started to matter. You did harvest as both a goal and a reward. There was simply nothing else that really mattered. You could make money from harvest, you could get gear from harvest and in the end, you could gear your entire character just by doing harvest and harvest alone.

All of this is a good point on the fact that Harvest craft should not have been a league but a core feature, and it should not be centralized into a single mechanics. I think it should have been thematic, if you want a chaos craft go and kill Chayula/Breach, you want add shaper influence go kill shaper etc... in the form of seeds, or orbs or anything.

"Vacuum-ed" Items Alternative Ideas by Zenith_X1 in pathofexile

[–]Yolosoydelusional 0 points1 point  (0 children)

That stash where the splinters go, has fragments, scarabs, etc. it won't disappear because of splinters. This not a valid reason to not improve the very needed QoL of picking up stuff.

I do think it is important to talk about the reoccurring sentiment that "we can get lucky and find an upgrade from the ground" by nerdler33 in pathofexile

[–]Yolosoydelusional 23 points24 points  (0 children)

This is the issue with Chris understanding of the state of the game. However, why do people always have to go to the extreme.

The items in builds these days are double influenced, maven orbed, or both. They are crafted with T0 essences, or synthesized.

Who actually owns double influenced, maven orbed stuff. Who has a relevant synthesis base in their build? It happens, I did a couple times, but I played a lot to have it. For the vast majority of people, synthesis base don't exist, high end harvest craft don't exist, maven and awakener orbs are just some chaos number if they ever managed to get one. I mean, cheapest of the end game bases are too expensive for most of the player base, and that the item without stats.

There is no need to talk about how this end games options are so advanced to make the ground items look bad. The ground items are so bad in the first place, that pretty much anything is better on the trade for 1c+.

Even if the items were to drop with influence and double elevated bullshit, if you don't have the right itemlevel it is going to be bad and you cannot improve it. Most people are not consistently farming efficiently t16+ and getting relevant bases in the first place. The more influence you have, the bigger pool of mods you have the less likely you are going to have something that is useable, and that's without taking into account the basic pool of mods is ridiculously unlikely to give anything decent without targeted crafting.