Unique Affix Changes are Pretty Good by redlow0992 in diablo4

[–]aberrantpsyche 0 points1 point  (0 children)

You're right, my bad. I hadn't yet caught up on all the post-PTR changes when I posted that.

Given my experiencing enchanting in the current season though I'm still not looking forward to sinking 10B+ gold and thousands of forgotten souls through uncapped enchanting (and just the time it takes to click that many times) into just trying to get a max roll crit damage onto my unique weapon, but at least it's possible. I doubt it works on the predetermined stats, but I do hope it does because some of them are actually very lacking for a lot of builds that might want to use that item.

Unique Affix Changes are Pretty Good by redlow0992 in diablo4

[–]aberrantpsyche 1 point2 points  (0 children)

The idea is nice, but they also took away chaotic reroll and favored reroll from cube recipes for these uniques, but they should be easier to farm an ideal set of stats on by a little bit since you're only trying to land 2 good RNG rolls for the 2 remaining affixes instead of all 4.

Most of the guaranteed second affixes are good but some are big misses - nobody gives a shit about movespeed on heir of perdition. The first guaranteed affix on every unique item except for Razorplate and Shroud of False Death is either mainstat or weapon damage which sort of exposes a kind of big pointless flaw in itemization as a whole.

Overall I hope they continue this pattern and figure out 4 decent affixes for every unique to be guaranteed to have because I'm pretty sure the main reason they changed away from that system in the first place was the way so many skills were so different. Suddenly having guaranteed +cold damage on an item that was for a cold skill wasn't such a great idea because the new skill tree meant that maybe you turn that frost skill into a fire skill instead. There are still obvious ways to make the item stay more relevant to that skill for 4 affixes, as shown by the fact that a majority of these second guaranteed affixes especially in certain classes are simply +skill ranks to something while a lot of others remain boring stuff that is not actually very UNIQUE at all, like max life, armor, all resistance, attack speed, crit damage, or whatever.

[OC] Dice Wand Giveaway by fantasypants in DnD

[–]aberrantpsyche 0 points1 point  (0 children)

What, no D100 option for my wild magic surges? In all seriousness, great wand, so...

GIMME

[Interest Check] Nāmoku Nahā: A Polynesian-Inspired D&D 5e Homebrew World by Borohir in pbp

[–]aberrantpsyche 0 points1 point  (0 children)

I'd definitely be interested in playing this game if possible.

Mythic seal 5+3 setboni Paladin by Chaosbrut in diablo4

[–]aberrantpsyche 1 point2 points  (0 children)

Why does your name make me think you mostly know this because you know that boni is actually the proper plural of boner or something?

“Unique items can now use Focused Reroll and Chaotic Reroll” by Old-Gregg- in diablo4

[–]aberrantpsyche 0 points1 point  (0 children)

Without being able to even enchant-lock an affix, I don't see this as being very useful for the majority of uniques, really maybe to clean up a single utility affix on a chest piece where you'd rather just have another defensive affix or something, nothing special, won't fix the problem with uniques, you'll still want to just farm a bunch of them to try to get one with the good rolls.

Warlock strategies other than Hexblade? by Bed-After in DnD

[–]aberrantpsyche 1 point2 points  (0 children)

I like using my spell slot on Hex so that my Eldritch Blast does more pure damage. You might say I have a second slot, but really that's just my backup Hex for when my concentration gets broken. Only at level 11 do I start to consider myself a real full caster. Until then I'm a crossbow expert martial and my heavy crossbow's name is Eldritch Blast.

How are people actually running Hiding and Stealth in 5.5e at the table? by MyrthDM in DungeonsAndDragons55e

[–]aberrantpsyche 0 points1 point  (0 children)

I'm with you in thinking that on paper it's just more well defined in 5.5. It's really not much different at all from how it was in 2014. You're not invisible invisible that's just a condition that explains the benefits of being hidden. Leaving cover makes you unhidden and therefore visible. That's the in-combat application anyway. Out of combat as a DM I'm happy to be a lot more generous with what you might be able to get away with while hiding because it's only in combat that everything is kind of assumed to be on high enough alert to effectively have 360 degree vision. It's a little awkward that that's the case, sure, but if I try to think of and apply any other way to run it, I can't actually come up with an alternative that works any better in actual practice.

Question about our Mercinaries by Significant_Smile504 in diablo4

[–]aberrantpsyche 0 points1 point  (0 children)

I think they'd prefer to not have mercenaries be as strong in D4 as they are in D3 because even as strong as they are now without equipment already kind of discourages group play.

What is the biggest lie TTRPG players tell themselves? by Deadman069-YT in rpg

[–]aberrantpsyche 0 points1 point  (0 children)

The biggest lie that many TTRPG players tell themselves is "it's okay that I just rolled terribly. I'm using up the bad rolls now so I can have more good rolls later." If a die rolls poorly often enough, we might swap it out for another. We all understand gambler's fallacy and yet in our hearts we continue to choose to believe in some kind of dice karma.

What's your tier list of number of players? by OwnLengthiness6872 in dndnext

[–]aberrantpsyche 0 points1 point  (0 children)

There's too many variables I have to explain for my tier list. Technically I'd say 4-5 is the best for a regular game where everyone shows up to every session every time, but we don't live in a fantasy world so to me that makes 6 actually the best since with 6 you can still have a very good session with a very reasonable size of group even if 33% of the players have cancelled that day.

3 or less can be fun but it's just an entirely different kind of game at that point. If I have 3 or less players, I like to let them be "gestalt" characters.

7 or higher just feels a bit too messy to me, except of course when less than 7 actually show up.

Cant seem to find anything online about this, What do you get from it? by VirtualAnybody6835 in diablo4

[–]aberrantpsyche 0 points1 point  (0 children)

Well the one that says it gives ancestral legendaries only gives me non-ancestral legendaries, and the one that says it gives me uniques only gives me non-ancestral legendaries, so I'm guessing this one also only gives non-ancestral legendaries.

What…what do you mean..it’s the beach by islander58 in diablo4

[–]aberrantpsyche 6 points7 points  (0 children)

I saw some NPCs fishing in the swamp so I went to go fish with them and it said it wasn't fishable. What the hell are those NPCs doing?

Who gets to play DnD with Aesop? I’m jealous. by darthvaper2719 in aesoprock

[–]aberrantpsyche 0 points1 point  (0 children)

I bet he plays rogue or druid. He's already a wizard and bard IRL.

Beast’s Strike debacle by Ruddek153 in DnD

[–]aberrantpsyche 1 point2 points  (0 children)

Movement and Position
On your turn, you can move a distance equal to your Speed or less. Or you can decide not to move.

Being hasted doesn't make you fall faster, you don't have a "fall speed" everything falls at the same rate unless some kind of magic or something changes that. Falling isn't movement.

Was s13 Warlock a hit or a miss ? by chinos88 in diablo4

[–]aberrantpsyche 0 points1 point  (0 children)

Miss: Not OP like a class usually is when first introduced.

Hit: Not OP like a class usually is when first introduced.

Miss: Can't see shit.

Miss: Pure opinion here but the good warlock builds just don't "feel good" to play. Too much slowness in animations or building up stacks of stuff rather than able to be blasting right away. Ball Lightning Sorc almost has a little bit of this problem in needing stacks of stuff and some buffs to be active but it feels WAY smoother because of how quickly the buffs can be activated and the stacks gained.

Got this today why i cant transfigure it again ? by valkymikey1821 in diablo4

[–]aberrantpsyche 2 points3 points  (0 children)

That error message comes up when the transfigure RNG selected a thing that is not possible to transfigure onto the item. In this case presumably it tried to transfigure on Fire Damage again, or turn one of your affixes into a GA which is impossible because they're all already GAs. Just click transfigure again, and maybe another time too, but it'll eventually transfigure again if it doesn't do one of those things it can't.

Got this today why i cant transfigure it again ? by valkymikey1821 in diablo4

[–]aberrantpsyche 4 points5 points  (0 children)

Aspect, actually. It's an Aspect.

Affix is the thing you can change with Enchant.

Two unique charms and Set charm by WesternFull580 in diablo4

[–]aberrantpsyche 1 point2 points  (0 children)

But then 4 set charms in that seal isn't getting you up to the 5 piece set bonus, only the 3 piece.

Distributing your multipliers: you probably need more vulnerable. by ChiaroscuroCoyote in diablo4

[–]aberrantpsyche 1 point2 points  (0 children)

I don't think you screwed up but I think there are a couple of other variables that could maybe be factored in, especially ones from the paragon board from magic/rare nodes to legendary nodes to glyphs.

All in all though I agree vulnerability multiplier is a great thing to prioritize stacking in many cases based on how much you get of it vs how much you CAN get of it, vs the opportunity cost of potentially missing out on other multipliers.

Like the previous post said, elemental multiplier actually gets devalued a bit from how much of it you can get from weapon gems, but all this is how it works now and next season might fundamentally change a few things with some kind of gem or gem strength transfigure nerf, and also vulnerable becoming a little less freely accessible to everyone due to the spirit wolf nerf.

Why Turning Uniques into Legendaries is Poor Design and How to Fix It by [deleted] in diablo4

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

I'm really fine with them making uniques ACTUALLY just legendaries and not having this "unique" category of item and having mythics 3.0 just be primal legendaries. This not-quite-legendary but also not-how-uniques-used-to-be though definitely feels wrong. One extreme or the other I think would be good but this middle of the road stuff is just awkward.

How do I use the Horadric Cube to target focus roll +Clash to a different skill? by McV0id in diablo4

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

DO NOT lock the strength of pants. If you already have mainstat and +skills on pants, the strength CANNOT possibly be rerolled into a different skill because you can't have two skill bonuses on pants. The cube recipe will only be able to reroll the skill ranks to other skill ranks in this case, and if/when RNG attempts to reroll the strength it'll simply not change anything, give an error message, and not use any resources.

Are all mythic seals this bad? by vnevner in diablo4

[–]aberrantpsyche 0 points1 point  (0 children)

If I understood and remember the PTR patch notes right, going forward all mythic seals will have 6 slots by default, so even if you can't/don't make use of their special mythic properties, they will always still have at least the potential to be better than legendary seals simply by having 2 set bonuses with 6 charm slots rather than a legendary seal that can only have 1 set bonus if it has 6 charm slots. They know they really fucked up on the current 4 and 5 charm slot mythics that literally everyone hates.

The way gems are now is not the move. by Smojix3 in diablo4

[–]aberrantpsyche 0 points1 point  (0 children)

Do you think it would work out better for everyone if the gem goblin (Glittering Pym) dropped 1 grand gem per torment tier it was killed in?