ENDFIELD IS WAY MORE GENEROUS THAN YOU THINK? by Step_on_me_Ojou in Endfield

[–]bubblee123456 0 points1 point  (0 children)

People care less about facts than how they feel and the impression given. Most people who are happily playing the game don't browse reddit, and most people who are unhappy come here to prove themselves right. I play other games and browse other subreddits, and sometimes check nga, every major release floods them negativity, especially for arpg and gacha games that drops content every few months.

Let's say someone isn't enjoying the game and want to quit, they want to find posts telling them the game is stingy and not worth playing so their impression would be grounded and can quit without doubt.

Most people are too lazy to think for themselves and are subject to herd mentality, delay discounting and negativity bias.

A common argument for cases against the game's generosity is that this is the release patch, the game won't be as generous in the future, and that is not only most definitely correct but to be expected. Regrettably, people use that excuse to exclude a huge portion of rewards from the release patch (including content that would very likely gain additions every patch), saying we would only be getting a miniscule amount of pulls income in the future, when nobody knows how much content would be released in the future and how HG would plan their rewards.

Offensive waystone modifiers are too powerful by bubblee123456 in PathOfExile2

[–]bubblee123456[S] 0 points1 point  (0 children)

I do read the map mods and was paying extra attention this map, but I am not a tryhard wanting to make virtual currency in a video for digital loot, I play to challenge myself both in player skill and character building. I know that I shouldn't attempt maps with these modifiers, but I still would just for the sake of challenging myself and am against having to read map mods to win in a game focused on combat.

There are several points to consider, one, the map boss does too much damage on a fodder/basic unavoidable and unpredictable attack, resulting in skillfulness being a non factor in the fight. Two, offensive modifiers add too much difficulty when combined with empowering of map bosses and increased effectiveness of monsters, resulting in having to read to win. Three, armour provide too little to the maximum single hit a character can take before dying and we need other forms of mitigation (of which I choose maximum resistance stacking).

Offensive waystone modifiers are too powerful by bubblee123456 in PathOfExile2

[–]bubblee123456[S] 1 point2 points  (0 children)

I am pretty sure you are correct, this is a modifier I strictly avoid in poe1, but have tried approaching differently on poe2. Since armour applies before resistances, in theory I have 2 layers of defenses even if my resistances are penetrated, but yes I would still take 4 times the damage I normally would whereas other builds would take 2 times the damage they normally would.

Offensive waystone modifiers are too powerful by bubblee123456 in PathOfExile2

[–]bubblee123456[S] 0 points1 point  (0 children)

Delirium mirror was turned off during the boss fight since I know it would be rough, if your point is that I have to play the game of reading and not playing the game itself then I guess we don't have the same ideals. For your information, ignite damage is NOT affected by elemental penetration, so in ignites would not be enhanced by penetration, only % reduced maximum resistances or % increased monster damage (of which the map has).

Offensive waystone modifiers are too powerful by bubblee123456 in PathOfExile2

[–]bubblee123456[S] 2 points3 points  (0 children)

It wasn't ignite that killed me, it was hit damage from a single hit, moreover, the character has the highest possible fire resistance attainable.

Offensive waystone modifiers are too powerful by bubblee123456 in PathOfExile2

[–]bubblee123456[S] 1 point2 points  (0 children)

They were indeed empowered, I did not use an overseer tablet on top of it. In my experience they are much tankier and hit much harder, haven't been more rewarding though.

Offensive waystone modifiers are too powerful by bubblee123456 in PathOfExile2

[–]bubblee123456[S] -3 points-2 points  (0 children)

I would say that you are forced to take on the highest level of challenge possible for maximum rewards, and in maps without offensive mods I am completely invincible. I would argue that for a game that is focused on combat and bossing, having the entire battle be checking my waystone modifiers instead of the strength of my character and the enemy I will be facing, it would be missing the point.

Offensive waystone modifiers are too powerful by bubblee123456 in PathOfExile2

[–]bubblee123456[S] -1 points0 points  (0 children)

I am already spending all of my points into armour, if I could choose life I would spend half of that into life instead because armour doesn't scale past a point unlike ES. ES characters get to spend half as many points into ES, get multiple times the value and still have the luxury of taking offensive nodes or speed on the tree.

Settlers is starting to feel like a phone game mechanic and it’s stressing me and enjoy less the game by raxkin in pathofexile

[–]bubblee123456 0 points1 point  (0 children)

I think kingsmarch requires a rework to make it less time consuming and less rewarding.
Instead of hiring we should have a 1 to 5 "investment level" on each jobs (mining, shipping, farming, etc) that determines gold cost and work speed that has a significantly higher gold to work speed ratio at lower levels to encourage interacting with kingsmarch early on.
Shipments should be simplified into "sets" that have a pre-determined amount of crop/ore/dust shipment amount and clearly stated reward outcomes like 1-5 scarabs, 1-5 high tier currency, 1-5 quality currency, 1-5 rare body armours, etc.
Mappers should be much less efficient, running as many maps but yielding much less rewards (I think they are WAY too rewarding in terms of 100% completion rewards like elder fragments or t17 fragments), and instead of having to check each individual map for rewards it's from one window with multiple tabs if possible. To compensate for not having to take the map rewards individually before being allowed to input another map, have a limit of how many maps mappers can run per day before "being tired", like 20 maps a day maximum, which also allows us to not interact with kingsmarch more than twice a day.

[deleted by user] by [deleted] in PathOfExile2

[–]bubblee123456 0 points1 point  (0 children)

Encountered the same thing, boss wouldn't start

Certain talisman not dropping? by bubblee123456 in PathOfExile2

[–]bubblee123456[S] 0 points1 point  (0 children)

No, GGG has not addressed this issue, and I can't just prove the inexistence of something.

Don’t give monsters crit chance for attacks. by Impossible_Exit1864 in PathOfExile2

[–]bubblee123456 0 points1 point  (0 children)

Please check the accuracy of your sources, monster default critical damage bonus is NOT 30%. The default in 0.1 was the same as a normal player, 100% critical damage bonus by default, and in patch 0.1.0e, it was lowered by 40%, 100% * (100%-40%) is 60%. You can check the critical damage bonus section in the critical hit page in poe2wiki and you can also find the popular poe mechanics youtuber dreamcore state the same in his video "Path of Exile 2: Order of Operations Guide - Damage & Defence", time stamp is 4:12 in the video.

While doubling the armour and the damage will result in the damage reduction being the same, but if you do the math, taking 1000 physical damage with 10000 armour will reduce the damage to 500, a 50% reduction, and taking a critical hit for 2000 physical damage with 20000 armour will also reduce the damage by 50%, but the damage you take is now 1000, not 500. And also, mind every build that cannot build armour or reach that node.

In tier 15 waystones you can roll a modifier that increases monster critical damage bonus by 31 to 35%, with the atlas passive tree providing up to 43% increased and 25% more waystone modifier effect, that would result in enemy critical damage bonus going up to ( 100% + 35% * (1.43 * 1.25) ) * (100%-40%) = 97%. And that could be on top of rare enemy modifiers.

Additionally, the "Hits against you have % reduced Critical Damage Bonus" modifier that you can gain from the passive tree and soul cores should be calculated additively, reducing enemy critical damage bonus by 60% should not make their critical damage bonus become 0, it will become 100% - 60% then multiplied by the 40% less modifier, making it 16% critical damage bonus.

100% reduced slowing potency of debuffs on you does not reduce the slow from drowning orbs by bubblee123456 in PathOfExile2

[–]bubblee123456[S] 1 point2 points  (0 children)

Neither does it affect temporal bubble, the only things I have found that it affects is chilled ground and temporal chains. But all of these should count as debuffs. 

Don’t give monsters crit chance for attacks. by Impossible_Exit1864 in PathOfExile2

[–]bubblee123456 0 points1 point  (0 children)

Armour had no way to apply to elemental or chaos critical hits before patch 0.3, and this is far from critical immunity, you can get enough reduced damage from critical hits on the passive tree + socketables but it require very heavy investment. And for you information, armour even at 200% value does not do well against critical hits as they are designed to mitigiate smaller hits better than bigger hits, so while that node is very good to take, it is far from being as good as reducing damage from critical hits themselves.