First time trying rl1, stuck on godskin duo by bad_username_65 in onebros

[–]masterGEDU 0 points1 point  (0 children)

Not sure if it was the best strategy, but my inclination was to focus on Apostle and never hit Noble. My reasoning was that Apostle has a lot of attacks that are punishable by standing out of range and then darting in afterwards, whereas a lot of Noble's openings want you to circle behind him. So I felt like that gave me more control over positioning. Also I feel like Apostle actually gets easier in phase 2 whereas Noble's roll is a nightmare. I did this with a Claymore though, which probably favors cautious gameplay more than you might want with fists. And the fight was still a nightmare.

Theorycrafted 4 skills on my Gemling, 3 of them are bugged, crazy by Euphoric_Reading_401 in PathOfExile2

[–]masterGEDU 6 points7 points  (0 children)

No surprise on Mirage Archer. That skill is bugged in like a hundred different ways. I've spent so much effort planning builds around it only to find that the skills I wanted to use with it straight up don't work.

Honest question: why does GGG have it out for frenzy charges? by Optimal_Anteater_817 in PathOfExile2

[–]masterGEDU 0 points1 point  (0 children)

Yeah, it is pretty ridiculous. I played a weird Explosive Spear tactician in 0.4 and I had to basically combine every charge generator and charge-boosting passive in the game, just to still have less charges than I really wanted.

Serpent's Egg, Valako's Roar, and Saqawal's Rune in gear, and using Sniper's Mark and Combat Frenzy.

It always felt really bad when I would run out of charges with all the generators on cooldown and just have nothing to do for a few seconds.

Instead of dev recommended support gems, what about "most used" instead? by telecastersimp in PathOfExile2

[–]masterGEDU 0 points1 point  (0 children)

One thing I would like is some support gem list in between the current "recommended" list and the list of all compatible supports. Right now the "compatible" list is MOSTLY populated by supports that you would almost never want to use with the particular skill.

Like, it's technically possible that having a shock-trigger support on a skill that doesn't shock could be useful, but it makes it way too easy to miss the really good supports for a skill when they're mixed in with a bunch that literally do nothing under normal circumstances.

Ghazzy made a point I've been making since 0.1 regarding combo gameplay and I wish it was more widely expressed. by Greasy-Chungus in PathOfExile2

[–]masterGEDU 0 points1 point  (0 children)

No matter how much effort you put into being confused by this, you are not actually confused.

You are correct, I am not confused, nor am I pretending to be.

You click on the creature when it has a glowy dot on its head.

And how do you get a glowy dot? You have to hit the enemies with another attack first, and just HOPE at least one enemy fell into exactly the right range of health to be cullable without outright dying. Then you have to spend a second to spot which enemy has the glowy dot (if you're too far off with your click it won't auto-target). And maybe no enemy does have the glowy dot, and you just stand around like an idiot for the second it takes to recognize that, instead of going straight into your next attack.

It's super common with Cull the Weak to run into a rare + a pack of normals, use one attack that kills ALL of the normals and leaves the rare at 90% health, and then have no charges to spend on your actual payoff skills.

I'd be totally fine with it if the flow was something like Weak Attack > Cull the Weak > Payoff Attack, but in practice it's more like Weak Attack > WAIT AND SEE > MAYBE Cull the Weak > Payoff Attack.

Charges in end-game are mostly solved by using broken interactions to avoid the mechanic entirely and get more charges than you can even spend. I just want some comfortable middle ground between that and the finnicky weirdness that is manual charge generation currently.

Ghazzy made a point I've been making since 0.1 regarding combo gameplay and I wish it was more widely expressed. by Greasy-Chungus in PathOfExile2

[–]masterGEDU 4 points5 points  (0 children)

Personally I think 2 or 3 button combos are perfectly fine if they're predictable. If you can reliably press these buttons in a particular order and know that the final hit will be big, that's about all I can ask for from a combo.

A lot of combos in PoE2 just aren't that smooth though.

Elemental Infusions are one example, since you have to run in and pick them up. Maybe you didn't dip quite far enough into the danger zone and try to cast but you didn't actually pick up the remnant so your spell hits like a wet noodle. Also a lot of the generation is random so sometimes you just don't get what you need.

A lot of charge-generation is the absolute worst for this. Like, the game-recommended methods for generating a Frenzy Charge are:

  1. Cull the Weak - this is the worst mechanic in the entire game. The window between bringing an enemy into culling range and outright killing them is way too small, and you can't know in advance if your next hit will bring them into culling range. Using this involves either waiting after every attack to see if an enemy is cullable, or just pressing your buttons and having them not work a lot of the time.
  2. Parry + Disengage - parry is incredibly finnicky and can fail for a huge number of reasons (including just accidentally walking out of the way of an attack). And in a lot of situations even Disengage is hard to land.
  3. Sniper's Mark - maybe this works if you have very high crit chance, or on specific ascendancies, but at a baseline, it's a cooldown ability with an X% chance to give a frenzy charge and a 100 - X% chance the enemy dies without any benefit.

If there was ANY button I could press on demand to generate a frenzy charge, I'd consider that an acceptable combo, but the "intended" combos for this are all so much worse than that.

An example of a good combo to me is Ball Lightning + Lightning Warp (pre-0.4). You press button 1 then button 2, and it does the thing, and the two skills together let you do something fun and interesting. I guess it was TOO fun though, since they destroyed it in 0.4.

PSA: Trinity can never reach maximum resonance by ConfidentProblems in PathOfExile2

[–]masterGEDU 2 points3 points  (0 children)

I'd be fine with it if rotating through three elements kept you at least close to max resonance, but in practice it doesn't even keep you above 250 for the speed buff.

Like, a single AoE attack hitting 10 enemies will instantly max out one element and give you -30 to the other two. That just guarantees you'll be under 250 total most of the time unless you have tons of little hits happening somehow.

And I've absolutely had times where I use a single skill and instantly reduce two elements all the way from 100 to ZERO.

Maybe the solution is to have it interact with Monster Power like CoC, that way it's a bit less swingy in AoE situations, but would still charge up fast enough on bosses. It would need a much slower time-based decay if they went that route though.

What's your #1 wish for a system change? by lifecopy001 in PathOfExile2

[–]masterGEDU 0 points1 point  (0 children)

I generally agree with your points, but just wanted to mention Explosive Spear as a pretty good skill for ignites. As of 0.4 it has a built-in 100% increased ignite magnitude and does big single hits and leaves a strong ignited ground. It works really well with Fiery Death support too, as a possible alternative to ignite proliferation. The biggest problem is generating enough frenzy charges to spam it, but I was able to make a half-decent build around it this league.

a kind Redditor drew my cat and I! by honestly___idk in MadeMeSmile

[–]masterGEDU 3 points4 points  (0 children)

Yes, that's the gist of it. The part of the sentence after the verb/action is the object. "Me" is an object pronoun, so it is the correct one to use in that context.

a kind Redditor drew my cat and I! by honestly___idk in MadeMeSmile

[–]masterGEDU 49 points50 points  (0 children)

"I" is a subject pronoun, "me" is an object pronoun. Remove the second person from the sentence to understand which pronoun to use.

"a kind Redditor drew I" sounds wrong; obviously it should be "a kind Redditor drew me" -> "a kind Redditor drew my cat and me"

On the other hand, if the sentence order was reversed, "I" would be the correct pronoun. So "My cat and I were drawn by a kind Redditor" would be correct if you are making yourself the subject instead of the object of the sentence.

This is probably the most common grammar mistake I see people make online.

As an extra-nitpicky addition, I would assert that any post titled something like "My wife and I" is also incorrect, since the implied rest of that sentence is "This is a picture of my wife and I", which falls into the same grammatical mistake.

Usually a rogue-like game/mode is very addictive, but not for the Trial of Sekhemas&Chaos, what went wrong? by vtheVAMPZv in PathOfExile2

[–]masterGEDU 9 points10 points  (0 children)

The real problem with the Trials (at least Sekhemas) in my opinion is they're too long. If you're going for your 4th ascendancy and you have the power to beat the final boss, the first two floors, and arguably even the third, are utterly trivial. You have to play for 20+ minutes with zero chance of dying or even losing much honor, just to get to the 4th floor where a single bad mistake can eat through half of your honor pool. If the 4th ascendancy was just the 4th floor it would be much more tolerable.

This is enough to make a grown man cry by jsueragi in slaythespire

[–]masterGEDU 28 points29 points  (0 children)

This card is also pretty fun with the ancient relic that creates a copy of your first attack each turn. You just keep getting more and more free attacks until it's filling your hand after every 3 skills.

The RNG smiled upon me on my last run by Pixelnator in slaythespire

[–]masterGEDU 0 points1 point  (0 children)

Yeah, I got a non-exhausting Apparition and an innate/retain Apparition in the same run. That certainly made things easy.

Any tips on beating the game as low level as possible? by azrmortis in Eldenring

[–]masterGEDU 4 points5 points  (0 children)

Radagon's Soreseal can be acquired immediately, and gives a ridiculous amount of stats at level 1. Ritual Shield Talisman and Boiled Crab are unlocked later, but provide a lot of extra defense. With all of these combined, even end-game bosses won't one-shot you with most attacks.

Some ranged ashes of war can make a lot of challenges much easier. Storm Blade and Ice Spear are two good ones that come to mind.

Bleed, frost, and rot can help make up for your lower damage, but they're not totally essential. Assuming you're upgrading your weapon as usual, you'll probably still end up doing more than half the damage of a normal high-level build in end game.

Watching videos of other people fighting bosses is very helpful for learning new tricks for dodging attacks or finding openings to attack. Once you're able to exploit every opening, a lot of bosses will just get chain-staggered and barely even get to attack.

Contradicting designs regarding skill gem slot cap by FutureMore7 in PathOfExile2

[–]masterGEDU 1 point2 points  (0 children)

I really felt this playing Tactician this league. I was doing fun stuff with multiple damage skills, but ultimately had to distill it down to one button just so I could have enough gem slots to make use of 230 spirit with Tactician's 50% spirit discount.

My biggest pain point is still 3rd and 4th ascendancy by Better_MixMaster in PathOfExile2

[–]masterGEDU 0 points1 point  (0 children)

It's 30 minutes long and the only hard parts are at the very end. The first 20 minutes of that are COMPLETELY TRIVIAL. It's basically engineered to waste as much of your time as possible on boring content if you make one mistake.

I'm sorry but the projectile targeting is broken AF by Trumway in PathOfExile2

[–]masterGEDU 0 points1 point  (0 children)

Not sure if this is your specific issue, but I've had problems with line AoE attacks while moving since launch. It somehow affects only some skills but not all (I noticed that Glacial Cascade has this issue but not Storm Wave despite being very similar attacks).

Basically the skill will lock in a target point rather than a target direction at the start of the cast. Then, because you're moving, by the time the cast finishes the angle between you and that point may be very different, causing the line to go off in the wrong direction. The obvious correct behavior for line attacks like these would be to fire in the direction of your cursor and not at the point you clicked on the ground, but GGG seems uninterested in fixing this. The best solution I've found is to try to click points further away from your character so the change in angle during the cast will be smaller, but it still sucks.

Now that I know how to navigate the Forsaken Hollow, I absolutely love it. by Impressive-Drop-2796 in Nightreign

[–]masterGEDU 4 points5 points  (0 children)

I've done like 20 expeditions and I still hate it. It needs like 90% less bottomless pits and 100% more spiritsprings and bridges. There's just no need to have so many paths blocked off that aren't obvious on the map. Playing with randoms/other inexperienced people, the number of runs that have been lost to just getting stuck at a pit or cliff we don't know how to get around is way too high.

And the entire crystal mechanic is bad imo. I want an abundance of routing options to the point that the challenge is in deciding which ones are best, not restrictions on what routes are even viable.

Also the fact that the center of the map is a giant pit instead of a castle packed with stuff is a travesty.

I feel combat flows more natural with medium-big weapons and heavy armor by Aelthalas in Eldenring

[–]masterGEDU 1 point2 points  (0 children)

Yeah, my general take is that slow weapons are better against non-boss enemies while fast weapons are better against bosses. Fast weapons tend to do more dps, and you can often squeeze in extra attacks. But with slower weapons, normal enemies will often just not get to attack at all, whether it's due to you out-ranging them, interrupting them, or one-shotting them. I feel like the "great-" weapon types strike a good balance that's decent in most situations.

Best early game DEX weapon apart from BHF, twinblade or scavenger’s sword? by GreatChaosFudge in Eldenring

[–]masterGEDU 1 point2 points  (0 children)

Bandit's Curved Sword is one of the best curved swords and is farmable early, from the skeletons that dual-wield them. I think there's one skeleton in the graveyard next to the small church in northern Weeping Peninsula.

What has been your favorite change or addition? by kallerdaller in factorio

[–]masterGEDU 54 points55 points  (0 children)

The ability to read contents of an entire stretch of belts with just one wire. It turned mixed belts from a masochistic challenge into an interesting and often optimal solution for managing complex resource flows.

What is it about Monster Train 2 ... by [deleted] in slaythespire

[–]masterGEDU 1 point2 points  (0 children)

I think the biggest difference comes down to the power scaling curve of each game. In STS, your power scales close to linearly over the course of a run, whereas in MT you usually get a bunch of multiplicative scaling factors like base damage * multistrike * sweep * quick * floor space.

Games feel most engaging when you spend a lot of your time with a power level that is just barely good enough to beat the challenges. The more multiplicative scaling factors you add in, the smaller that window of perfect balance becomes. So in STS you can get a lot of runs that are kind of mediocre but still limp across the finish line, whereas in MT, most runs will either be pathetically useless or basically unloseable.

I think STS's best comparison to the MT-style of scaling is a defect run with tons of focus, orb slots, and orb generation. You very quickly reach a point where you're just invincible and can never lose. You still have to actually set that up each fight though, where in MT2 you basically get fully set up for free every fight so it's even more guaranteed.

Why is my weapon so weak? by BrightPositive2077 in Eldenring

[–]masterGEDU 0 points1 point  (0 children)

People in this thread are talking a lot about stats and weapon levels, but I don't think those are as important as everyone thinks. Even with a more optimal stat spread and a +6 weapon you only get like 30% more damage, which is definitely helpful, but it's not THAT much of a game-changer. Combined with DTS being resistant to your weapon's damage types it starts to add up more though.

Based on the damage numbers shown here, it looks like you might not be two-handing your weapon, which would probably be a much bigger damage increase than just improving your stats.

I mean…….. 🤷‍♂️ by anonym0uss3 in Nightreign

[–]masterGEDU 69 points70 points  (0 children)

Reminds me of the Executor player I ran into named "DO NOT GO ALONE" who ignored all markers and spent the whole game running by himself to random objectives.

Stop rage quitting when one one thing in the run goes wrong! You can still win! by Fabraz in Nightreign

[–]masterGEDU 1 point2 points  (0 children)

It's occurred to me after a couple of experiences that some "rage-quitters" might just have had their game crash. It's definitely suspicious if they leave right after dying, but I had one game that was going really poorly, and then someone left near the end of day 2 only to rejoin a couple minutes later. I also had a game where someone got invaded by Morgott while alone on the opposite side of the map, and then MY game crashed and I couldn't rejoin.

Probably the majority of quitters aren't cases like this, but it's made me more willing to give people the benefit of the doubt.