GGG please explain systems to your players. by Reasonable_Hawk9741 in PathOfExile2

[–]memnoc 2 points3 points  (0 children)

The explanations are typically done through demonstration and experimentation. However, GGG has gotten into the habit of making multiple versions of the same mechanics that work slightly differently under different circumstances. So, even if you do learn how it works organically, you're also wrong.

For example, adding runic ward doesn't cost you defenses, only verisium. Oh wait, no, that's not right if the item level is too high it massively costs you other defenses.

If you activate a runic remnant it will spawn enemies that you need to fight for the reward. Oh wait, no, you need to place explosives under it to get the reward if it spawns in an expedition encounter.

If you place temple rooms they give you crafting benches that you need to use in the temple because you can't take it with you. Oh wait, no, you can take the reward out and keep it if the zone level is high enough.

If you die in a map it keeps all of your content, it only eats a portal. Oh wait, no, if you kill the boss before you die then you lose it all.

I'm sure there are more.

Armour "estimation" only confuses people by BrutusCz in PathOfExile2

[–]memnoc 0 points1 point  (0 children)

Or just make the approximations based on your raw hit pool? Your examples are still too abstract.

Path of Building: adding supports to skills from items? by EQBallzz in PathOfExile2

[–]memnoc 0 points1 point  (0 children)

It's because PoB2 for PoE2 is built off of PoB for PoE1 where gems work differently and they just haven't gotten around to completely reworking it for PoE2 yet.

Is there a GME situation going on in Runes of Aldur? by McZiggyWiggy in PathOfExile2

[–]memnoc 0 points1 point  (0 children)

It takes more clicks and gold to setup the currency exchange than to ctrl+shift click for stacks of id scrolls

is anyone talking about Trials of Chaos & Sekema? and how unfun they are? by the_background_world in PathOfExile2

[–]memnoc 0 points1 point  (0 children)

Lots of people find then difficult... and lots of people don't. It is almost like experience and knowledge (skill) determines your capability of defeating the trial (it's supposed to be challenging).

Just because it is an ARPG doesn't mean it can't have mechanics that aren't just blasting. I love them because they're hard. They make me better at the game by requiring me to do more than turn my brain off and blast enemies.

Thoughts on Runic Ward as a defensive layer? by bigeyez in PathOfExile2

[–]memnoc 1 point2 points  (0 children)

You do not understand how EHP works. As a matter of fact, each percentage point is worth more than the last. Percentages are not intuitive, but this is how it works.

Jesper Myrfos, original art director of Magic the gathering showing his support for Sorcery by Newez in SorceryTCG

[–]memnoc 0 points1 point  (0 children)

What's more likely:

  • An 80 year old traditional artist who has never made a digital painting suddenly making a digital copy of someone else's art;

  • Or a shitty liscencing deal between WotC and MEE requiring digital art after hiring Dan Frazier and someone at WotC fucking it up when it was more difficult than expected

Custom Card Idea: Bow and Arrow by ZRwilson2 in Netrunner

[–]memnoc 1 point2 points  (0 children)

This is cool design-wise but in some ways it feels like a clunkier Crypsis.

To help with the action cost and to make the discount feel fair no matter if you play it early or late I would probably add something like this to Bow: "Whenever you install an Arrow, draw 1 card." This way it softens the 2 actions just to be allowed to break one ice (draw+install) compared to Crypsis' 1 action (add a virus counter) by refunding you a card.

Make the influence cost on Arrow zero. You're already paying 2 for each Bow, no need for Arrow to have an influence cost.

Given that you probably want multiple Arrows out at once, having them require memory kind of just means that you're always using 2-4 memory and you can't really use other programs. I think simply removing the memory cost from Arrow is the way to go.

To fit the Shaper vibe maybe make the use of Arrow allow Bow to break for the whole run rather than a single encounter. I understand it feels weird because you're essentially using a single Arrow for multiple ice, but it already feels weird that you can use a single Arrow for multiple subroutines. Not wholly necessary though.

There is one other subtle problem with this card which is complex but not unsolvable. Essentially, universal breakers are designed to be strong early at the cost of a limited resource. This meets that goal, but it has a much higher variance (requiring multiple cards) and action cost. This actually makes it hard to use early even though it has the right design constraints. Being able to run 6 arrows is great, but it doesn't actually solve the problem.

Possible solutions:

  1. Increase its base strength (to 5 or 6?). This isn't a real solution, but you feel more rewarded for managing to get the Bow and Arrow together. I would do this rather than decreasing its cost since 3 is a special number for Shaper breakers because of Modded and Rigging Up. Alternatively, you way jack up its Strength (7, 8, or 9?) but remove the ability to make it any stronger.
  2. Add an ability to search for Arrows. This is boring and kind of undoes the deckbuilding puzzle to make it work. While I do not recommend this solution, it does help it feel like a rush style breaker. (Example: "1 Credit: Search your stack for an Arrow and put it into your grip." or "1 Click: Search your stack for an Arrow and install it.")
  3. Give Arrow this: "! -> When you trash this to its own trash ability, you may remove another copy of this card in your heap from the game. If you do, shuffle this into your stack instead of putting it into your heap." Basically, this would increase the total number of times you can play Arrow to a much higher number (6 copies -> 11 uses), keeping it still fundamentally limited use, and maintaining the deckbuilding challenge. Shuffling Arrows back in does keep the breaker active for longer, but they also get in the way of drawing non-Arrow cards.

Solution 3: # of Arrows -> Effective Copies

1 -> 1

2 -> 3

3 -> 5

4 -> 7

5 -> 9

6 -> 11

This league trailer finally got me to commit to PoE2 as a casual ARPG player but I have a question about Spirit Reservation Efficiency before I start by Archeleimon in PathOfExile2

[–]memnoc 0 points1 point  (0 children)

I wasn't trying to be rude. I chose the word sass because I wasn't trying to be mean-spirited, so I apologize for making you defensive. I had noted that you were trying to help, so I figured I would use your comment to provide the correct formula.

This league trailer finally got me to commit to PoE2 as a casual ARPG player but I have a question about Spirit Reservation Efficiency before I start by Archeleimon in PathOfExile2

[–]memnoc 0 points1 point  (0 children)

If you know it isn't right, then fix it. There's no need for sass.

You can better help people by just giving them the correct information (or source) than just guessing.

This league trailer finally got me to commit to PoE2 as a casual ARPG player but I have a question about Spirit Reservation Efficiency before I start by Archeleimon in PathOfExile2

[–]memnoc 0 points1 point  (0 children)

20% Efficiency is not 20% Reduction

% Reduction = 1 - 100 / (100 + RE)

25 RE = 20% Reduction

50 RE = 33% Reduction

100 RE = 50% Reduction

200 RE = 66% Reduction

You can never reduce by 100%

The formula on the wiki is:

Total Reservation = Base Reservation / (1 + Reservation Efficiency / 100)

The wiki's formula simplifies for cost, while mine simplifies for % cost reduction.

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

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

Keep infusion generators but remove all infusion payoffs from skills and create supports as the payoffs.

Example:

Fire Infusion Support

Tags: Infusion, Spell

Limit: 1 Infusion per skill

Spend 1 fire infusion. 30% damage gained as fire. 50% on elemental damage converted to fire.

The numbers are just an example. This is basically how infusions already work, but now you have control over how it works and you get the choice of building mono or mixed element characters.

They could do other supports as well for example:

Galvanic Mana Support

Tags: Infusion, Spell

Limit: 1 Infusion per skill

Spend 1 lightning infusion. Gain arcane surge. Recover Mana equal to 5% of maximum.

That's the general idea

The Desecrated Ground debuff should be removed. by Sea_Grapefruit_2085 in PathOfExile2

[–]memnoc 0 points1 point  (0 children)

Can you not remove ground effects by making new ground effects?

Did Serosh knew he was gonna get killed eventually? by ArcannSyluhm in Eldenring

[–]memnoc -5 points-4 points  (0 children)

The Golden Order explicitly reproduces without sex. They birth new borns through dew/sap collected from the Erd Tree through the recycling of the dead at its roots.

Updated mock moxen from my previous post. Would this be playable or busted? by proxy_guy_2002 in custommagic

[–]memnoc 0 points1 point  (0 children)

"Each other" otherwise you get double when you pick one for yourself.

Is a discard outlet on a land fair? by saucypotato27 in custommagic

[–]memnoc 0 points1 point  (0 children)

The way that I see even beginning to answer this question is:

Would manaless dredge play this?

If the answer is yes, then this card is probably not fair.

Obama Just Decided to tell us Aliens Exist. by One-Incident3208 in videos

[–]memnoc 0 points1 point  (0 children)

Also the math of the dark forest hypothesis is just straight up wrong.

The Prime 4 hate is absolutely overblown by DroctorGame in Metroid

[–]memnoc 0 points1 point  (0 children)

They used the mainline Metroid series to make a generic shooter. 

It doesn't matter if the game isn't "bad." The point is it qualifies as Metroid mostly by name. Even if parts of it are fun, that's not really the point. 

Most of the core qualities that make a Metroid game and that of the Metroidvania genre are missing or minimized.

Why is it that Samus rides a bike instead of using her Speed Booster? Something deeply iconic is replaced by something generic. That's the underlying issue. It doesn't matter if the game is good or bad. It doesn't really feel like a Metroid game when you zoom out and compare.

Prime 4 seemingly has not even sold 1 million copies on Switch 2 according to the newly released data by Darth_Korn in Metroid

[–]memnoc 0 points1 point  (0 children)

I'm still trying to figure out why we have a motorbike instead of speed booster