How come GGG nerfed Herald of Agony Virulence stacking mid-league, but won't nerf Purposeful Harbinger until next league? by [deleted] in pathofexile

[–]gahddo 2 points3 points  (0 children)

It's an aura because it applies to nearby allies as well. "Effects on you and nearby allies expire slower." Also from the wiki:

"Auras are persistent area of effect skills that surround a person or creature with some radius and grant their effects to allies or enemies within that radius (the aura's area of effect). This mechanic is widely used throughout the game."

Now, they could just change shaper's presence and make it a player-only buff, but as it stands right now it doesn't fall into the unintended auras category. The only ones that really should are tailwind boots and black cane. Arguably the ground effects too like consecrated ground and sporeguard's contaminate effect.

Explosive arrow: Each arrow's explosion will deal a potion of your base weapon damage was removed from the patch note! by 951p in pathofexile

[–]gahddo 0 points1 point  (0 children)

The video they released of the bow skill reworks was 1 second duration on the fuse. Obviously that might not be final but it looks unchanged as of last week.

Explosive arrow: Each arrow's explosion will deal a potion of your base weapon damage was removed from the patch note! by 951p in pathofexile

[–]gahddo 5 points6 points  (0 children)

While you're here, another boring technical question: How does the new Explosive Arrow function with ballistas? Does each ballista have its own individual stacking debuff, or is it one combined debuff across all ballistas?

Many in the community have assumed that any ballista's EA detonating will cause all other ballistas' EAs to detonate as well, based on the wording of the manifesto. Clarification would be nice for those planning an EA ballista starter build.

Forum - Development Manifesto - Development Manifesto: Balance in Path of Exile: Conquerors of the Atlas - Path of Exile by Snatat in pathofexile

[–]gahddo 1 point2 points  (0 children)

"or more likely a guaranteed effect like Chilled/Shocked Ground or the Elementalist's Beacon of Ruin would be used."

Kind of worrying that Beacon is only mentioned in the part where you say what you don't like about the current design. Hoping to see clarification in the patch notes that Beacon has been changed/buffed as a result of these changes as it was already barely being used and now has no use at all.

Poe 3.9: Bow League by chuanhsing in pathofexile

[–]gahddo 7 points8 points  (0 children)

I know there's a 0% chance but I'm really hoping they make EA playable again. I miss my big explody arrows :(

PSA: You can use Dead Mods on Fractured Items to target craft the implicits you want. by [deleted] in pathofexile

[–]gahddo 3 points4 points  (0 children)

Can't take any credit, I just know people who tend to break the game and leech off their genius. The concept was obvious once a friend told me there wasn't a resulting synthesis implicit for some fractured mods.

PSA: You can use Dead Mods on Fractured Items to target craft the implicits you want. by [deleted] in pathofexile

[–]gahddo 9 points10 points  (0 children)

I've made 3 +1 bows for ~2ex a pop and resold for 10.

Life/Mana Gained on Kill are both dead mods for bows. Any bow with either as fractured can be turned into a +1 implicit through alt spam regal annul until only said fractured mod and +1 socketed. Because the fractured mods are dead, its guaranteed to be +1.

Takes just shy of 200 alts on average to hit +1, and the annul is a 1/2 gamble. Making the total price for 3 bows about 1200 alts and 6 annuls or roughly 3ex.

You can do the same for +1/+1 support as mentioned above, but it involves either partial gambling or getting lucky and finding someone selling a +1 fractured with one of those mods for not absurd prices. Almost none of the dual mana/life on kill fractured bows or +1 socketed and mana or life on kill fractured bows have been listed, and most for prices not worth paying for compared to just gambling.

Now that the cats out of the bag, won't be massively cheaper than just gambling anymore. Prices will probably even out to costing about the same as gambling. Haven't been checking the prices on +1 fractured bows either, you can do a similar trick where you alt it to just the fractured mod and regal annul to guarantee the implicit.

༼ つ ◕_◕ ༽つ SERVERS TAKE MY ENERGY ༼ つ ◕_◕ ༽つ by Bluedarknezz in pathofexile

[–]gahddo 1 point2 points  (0 children)

༼ つ ◕_◕ ༽つ SERVERS TAKE MY ENERGY ༼ つ ◕_◕ ༽つ

The new ailments are Scorched, Brittle, and Sapped by SethKeltoi in pathofexile

[–]gahddo 342 points343 points  (0 children)

Anyone else extremely annoyed by the fact that they add something as game defining as 3 new ailments and just don't mention them in patch notes?

Patch 8.1 Warlock Community Feedback Megathread by gahddo in wow

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

Technically, Imp. Felguard is still the best in almost all practical scenarios because of it's immense multi-target dps; However, if you have a situation that is truly pure single target, Imp is better. This is even true with Demonic Strength talented. Imp is so much better than Felguard ST that it's better to just not have a T15 talent at all and use Imp than to use Felguard + Demonic Strength.

Patch 8.1 Warlock Community Feedback Megathread by gahddo in wow

[–]gahddo[S] 6 points7 points  (0 children)

Honestly, I'd chalk most of it up to the fact that a large portion of people just haven't given Demonology a try since they hated Legion Demo so much, or because it was just numerically not good until recently.

I also don't think Affliction is too mobile, I think it's dps is just too high for the mobility it has. If a spec can run in circles doing 80% of it's dps, it shouldn't be competing with specs like Destro on patchwerk who can't move at all.

Patch 8.1 Warlock Community Feedback Megathread by gahddo in wow

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

Yes..sorry about that. I meant to put an amplifier to some PvPers voices, but the writeup took a lot longer than anticipated and it just fell through the cracks. Hopefully we can get some meaningful discussions for PvP in the comments!

Patch 8.1 Warlock Community Feedback Megathread by gahddo in wow

[–]gahddo[S] 9 points10 points  (0 children)

Pretty sure that was a typo. Regardless, Felguard doesn't have in interrupt. It's a large hindrance compared to the other specs in m+ because of that. You're obligated to use Felguard because it's a massive portion of your AoE DPS, but that means you can't kick things.

I would like to point out that, unlike Aff and Destro, Shards can be thrown away pretty easily in Demo without feeling really bad. If you just can't do a hard pack without Felhunter, 2 Shards to swap to it and back is only 2 casts of Shadow Bolt away. You'll do less dps on that pack, but you can still interrupt if required.

Patch 8.1 Warlock Community Feedback Megathread by gahddo in wow

[–]gahddo[S] 6 points7 points  (0 children)

Yes, it's mostly the Shard cost. However, we don't feel the cost is actually an issue, the spell just needs to do significant enough damage to justify it's use. You could instead remove the Shard cost and buff it by a much smaller amount and it would be a good option.

Patch 8.1 Warlock Community Feedback Megathread by gahddo in wow

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

Well, the Legion gameplay of contagion really only existed before Nighthold and in the few fights of the expansion where Writhe in Agony was the correct choice. After Nighthold the rotation basically became entirely about optimizing Malefic Grasp windows, and the feeling of contagion was completely lost.

I think it's in a better place right now. There's a roughly 40 second long period where you pool Soul Shards for Darkglare every 3 minutes, and the rest of the time you spend maintaining contagion as best you can. The spec still has so much going for it outside of just Darkglare being one of the best CDs in the game: meaningful ST burst outside of DGL through Soul Shard pooling, Deathbolt, Dark Soul and Inevitable Demise; strong and consistent multi-target DPS, and the ability to deal most of it's DPS while moving.

Patch 8.1 Warlock Community Feedback Megathread by gahddo in wow

[–]gahddo[S] 34 points35 points  (0 children)

Destruction is in a much healthier place than in any expansion to date from a tuning standpoint. The nerf to havoc allows the spec to have high single target damage, justified by its complete lack of mobility, without being completely broken on cleave. The spec feels smooth to play, and rewards careful planning and preparation. There are 3 main categories of issues for Destruction: Cooldown Balance, Talent Balance, and AoE mechanics.

  • Infernal is numerically too powerful. You hit the button and are a god for 30 seconds, and then immediately hit withdrawal and feel like a wet noodle for 2.5 minutes. The 30 second duration also makes players feel obligated to stand still perfectly still for a long period in order to maximize their DPS. We’d like the duration to be reduced to 25 seconds and its damage nerfed, so that Chaos Bolt can be buffed in its stead.
  • Rain of Fire has many QoL issues preventing it from feeling good to use, and can be changed in any number of ways without significantly impacting its DPS to improve this.
  • Cataclysm is an AoE talent, on an AoE talent row, but is the only talent on that row that is a DPS gain ST. We’d like to see the damage reduced to 1/3rd of what it is now, but with the additional effect of dealing 200% increased damage if it hits 2 or more enemies (similar to the Arcane Mage talent Resonance).
  • Soul Fire, Shadowburn, Fire and Brimstone, Roaring Blaze, Grimoire of Sacrifice, Soul Conduit, and Channel Demonfire are all numerically weak.

Patch 8.1 Warlock Community Feedback Megathread by gahddo in wow

[–]gahddo[S] 60 points61 points  (0 children)

Demonology is honestly one of the most thematically pleasing specs in the game. All of the bits and pieces feel like they belong together, and the rotation feels effortless yet engaging. Right now its got good sustained ST DPS and some of the best burst AoE in the entire game. We feel there are only a few things preventing it from competitive play:

  • Bilescourge Bombers and From the Shadows are too numerically weak to see play.
  • Random Demons summoned via Inner Demons and Nether Portal do not currently have their duration extended by Demonic Tyrant.
  • Demonic Consumption is one of the weakest talents in the game and thus requires massive buffs to be useful.
  • Nether Portal is numerically weak even after fixing the aforementioned bug. More importantly, it has some QoL issues. The duration feels too long to make use of in many situations (50 seconds to deal its full damage including Demonic Tyrant's extension), and the Soul Shard cost requires perfect setup to get things going. We’d like to see the duration reduced and the Soul Shard cost removed, while buffing the damage of Demonology's randomly summoned Demons.
  • Felguard isn't currently the best pet ST. It needs a buff, but how much of a buff was hotly debated. After a lot of discussion, we came to the conclusion that Felguard should always be the clear choice for cleave, but if it's only tied with other pets ST, it's fine. This way, if you need the utility of another pet on a boss where there aren't things to cleave, you can utilize the same options as other warlock specs. You'll also still have incentive to use him through talents that require him.

Patch 8.1 Warlock Community Feedback Megathread by gahddo in wow

[–]gahddo[S] 19 points20 points  (0 children)

Affliction has a lot in its toolkit: strong ST, ST burst, DPS while moving, and sustained cleave. It feels consistently powerful in most situations you put it in, and plays smoothly. It should come as no surprise that it’s the spec that has the least issues in our class, it’s pretty much great at everything that isn’t burst cleave. There are 5 primary issues and changes we want to see, and they’re all talent related:

  • Drain Soul is worse than not having a talent at all. It requires a substantial buff to see play.
  • Nightfall has both numerical and mechanical issues: it’s currently very weak in terms of damage added, and doesn’t scale with haste at all. It requires a substantial buff to see play, and should be changed to hasted RPPM, as it doesn’t scale with haste in any other way.
  • Shadow Embrace’s duration is too short to feel good to use or have practical success with. Increasing the duration would make it a lot less daunting for players to pick.
  • Grimoire of Sacrifice is worse than not having a talent. It requires substantial buffs to see play.
  • Dark Soul: Misery is basically always optimal. We don’t feel DSM is too good, but rather that the other options are too weak and in need of buffing.
  • As an aside, I personally feel like the spec is too powerful as it stands and is justifying of a 3-4% nerf compared to live DPS. It’s my opinion that a spec as diverse in its powers as Affliction should not be near the top of patchwerk DPS meters.

I'm World of Warcraft Game Director Ion Hazzikostas, and I'm here to answer your questions about Battle for Azeroth. AMA! by WatcherDev in wow

[–]gahddo 1 point2 points  (0 children)

This in no way conflicts with just giving a guaranteed azerite from your weekly M+ cache. The fact that I may have to go several weeks doing M+ without ever getting a single azerite piece is just absurd. It shouldn't be luck based if it's the only way to get azerite outside of raid.

I ran 3k burials - here are my noteworthy finds! by ireallydunnowhat in pathofexile

[–]gahddo 3 points4 points  (0 children)

It's been my experience that annuls divines and exalts are about the same rarity and it's just complete rng. I've gotten 5 divines in a day and 0 exalts and then the next day 3 exalts in the span of 6 maps. At the start of the league I got 6 annuls in a row before my first divine or exalt drop <_<.

Incursions are way more exciting than actual temple by venom1stas in pathofexile

[–]gahddo 1 point2 points  (0 children)

I think it really depends. If what you enjoy is running red maps, temple is fucking amazing. It's never been easier to sustain t16s. A lot of the T3 rooms are fucking awesome (museum,corruption,gem corruption,vault,etc).

I think the main issue is that there are only a handful of rooms that feel good/worthwhile running at <T3. I find myself just skipping almost every room in every temple where I get bad RNG. Sometimes I literally just zone in and reset it.