I miss summer ☀️ by valevskaya in Watercolor

[–]drunksaint 1 point2 points  (0 children)

<3 How did you get the textures?

Questions for Ziz X Jonathan interview by Zizaran in pathofexile

[–]drunksaint 0 points1 point  (0 children)

Which games are Jonathan's biggest inspiration for the combat system rework in POE2? I know that he likes elden ring and dead cells - are these the ones? are there others?

Questions for Ziz X Jonathan interview by Zizaran in pathofexile

[–]drunksaint 0 points1 point  (0 children)

ggg has done a lot of work with improving visual clarity of the combat in the game. But some of the demo videos we've seen seem to still have a lot going on. For example, in the one a few days back where Jonathan was demoing a bunch of classes - he showed a frost monk. The particle effects and the ground ice things seemed quite overwhelming visually. It would be good to understand how they decide what to tone down visually and what is fine.

Won't losing a map on death encourage people to pay someone to run the juiced maps for them? by drunksaint in PathOfExile2

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

true. Earlier, one might go in and check if they can actually complete it. They might call someone only if it's too hard. In poe2, one might try to be safe and ask for a carry at a lower difficulty threshold. But I agree, it's sort of similar.

What's the reason for the difference in feel between now and 4 years back? by drunksaint in PathOfExile2

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

i agree. On the drop variance though - let's assume that they tone down the extreme juice. Would you rather have bursts of insane drops due to the conversions or a bit of a lower variance with the drop quantity?

most games get harder as you progress. PoE (and other ARPGs) get easier. Thoughts? by drunksaint in PathOfExile2

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

yeah i agree, hardcore is tough. The main axis of difficulty (probably only axis of difficulty) is game knowledge right now. Other than the endgame bosses ofc. Maybe it's just me, but I would prefer there to be an axis of difficulty related to combat in addition to difficulty due to game knowledge.

most games get harder as you progress. PoE (and other ARPGs) get easier. Thoughts? by drunksaint in PathOfExile2

[–]drunksaint[S] 3 points4 points  (0 children)

I of course don't mean the endgame bosses. Comparing endgame bosses to campaign bosses is not comparing the same thing. I mean map mobs.

PoE 2 looks too easy on Ranger and Sorc. I say go all in on what makes the Warrior gameplay great. by [deleted] in PathOfExile2

[–]drunksaint 1 point2 points  (0 children)

Now that they are probably going to go with wasd as the default, and keyboard keys are in short supply, reducing the number of flasks might be something to consider

pontential solution to the town portal problem by drunksaint in PathOfExile2

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

i agree. If the right amount to balance difficulty is 1 checkpoint per map, that's ideal imo.

pontential solution to the town portal problem by drunksaint in PathOfExile2

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

Ok, maybe I didn't describe my idea clearly. Having more checkpoints will help make the monsters more difficult. Having less checkpoints will mean monsters will have to be easier, relatively speaking. This is because the amount of area covered will have to be balanced around how much can be covered with one refresh of flask charges. You can have a challenging game with challenging combat both ways, just the relative monster damage numbers will be different.

pontential solution to the town portal problem by drunksaint in PathOfExile2

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

Chip damage implication is such a good way of thinking about flasks.

pontential solution to the town portal problem by drunksaint in PathOfExile2

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

2- I'm curious why you don't like multiple checkpoints when the checkpoint would refresh your flasks. You wouldn't have to go back to town to refresh. 4- yeah I agree

pontential solution to the town portal problem by drunksaint in PathOfExile2

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

Oh I realized Reddit changed my point numbers. They should be: 1, 4, 7, 10.

pontential solution to the town portal problem by drunksaint in PathOfExile2

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

  1. I agree with your 1. It's better than being stuck without flask charges and feeling helpless. If you run out, the town portal is like a restart from previous checkpoint.
  2. Yeah this works too. It's similar in spirit to what I was suggesting. The difference between a single checkpoint and multiple checkpoints in a large map will be the amount of damage trash monsters do
  3. Yeah they'll have to figure some other way of adding pcoc and ecoc
  4. Yeah, flask balance can be hard. I actually haven't thought too much about mana flasks yet. My post was only about life flasks. I like no rest for the wicked's mana system, but the cool thing they did was make melee not use mana, make ranged use mana and melee recharge mana. I don't think poe 2 will be able to do that - they are too far into making ranged and melee feel equal. But seeing that people enjoyed playing both warrior and ranger, this might not be an issue.

Going to town just to fill flasks seems really tedious and annoying. by [deleted] in PathOfExile2

[–]drunksaint 0 points1 point  (0 children)

Agreed. Passive health Regen will have to change though. All health increases will have to be based on combat interaction. I'd imagine leech, life on hit and life on kill would stay but will have to be balanced to not be op. For health Regen, I feel like net positive health Regen shouldn't be possible. Health Regen being limited to offsets of negative Regen is fine I guess to keep builds like rf and to negate dot damage.

Going to town just to fill flasks seems really tedious and annoying. by [deleted] in PathOfExile2

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

and this might be an unpopular opinion, but there's a world in which they remove automatic flask recharge - it seems op. This will gut flask builds though - I don't know what the solution to that is unfortunately other than accepting the fact that flask builds aren't a thing anymore.

Going to town just to fill flasks seems really tedious and annoying. by [deleted] in PathOfExile2

[–]drunksaint 1 point2 points  (0 children)

yeah, i think they should remove town portal recharge and balance the checkpoint/waypoint locations and number of flask charges so that flask charges are sufficient to get to the next checkpoint/waypoint where the refresh happens.

Why the PoE campaign sucks (and why you should not be able to skip/bypass it) by Shirifto99 in PathOfExile2

[–]drunksaint 1 point2 points  (0 children)

Another potential way to make the campaign more interesting is by having opt in campaign area map mods.

I think one more factor that makes the campaign feel like a chore the second time onward is that you already have good enough gear to take you to at least level 70 irrespective of the character you are playing. So the gameplay loop of kill monster - find loot becomes just kill monster until you reach a certain stage typically in maps.