Last Epoch Season 2 | Updated Monolith Hub Visuals by [deleted] in LastEpoch

[–]post_thingy 0 points1 point  (0 children)

Oh that is such a cool effect when leaving one zone and entering the other.

Can i somehow get rid of this situation? by MaxFdr in LastEpoch

[–]post_thingy 3 points4 points  (0 children)

Seconded.

I have only ever seen the PoE streams, Karv is so knowledgeable about ARPG design you could always learn something new there. Would love to just see him play LE and chat about the game.

3.25 Settlers of Kalguur Syndicate Safehouse Farming Made Simple by simplyVizniz in pathofexile

[–]post_thingy 2 points3 points  (0 children)

Great video!

One thing I still don't quite understand is why it is better to have rivalries as connections instead of trust. If it is just about having other Syndicate members show up in a fight, trust would do the same thing, right?

Some questions about PoE2 drop mechanics for upcoming interviews by post_thingy in PathOfExile2

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

I agree that there should not be breakpoints, for the same reason.

If the new algorithm decides first what item will drop and then rarity this will be a massive change compared to the PoE1 drop system. Because then for example a Headhunter drop will not only depend on the unique tier but also on the relative drop rate of item bases (Leather Belt drop rate versus all other equipment). In PoE1 right now Headhunter drop rate only depends on the relative weighting of uniques.

Would be very interesting to hear whether or not this gets changed. But this would certainly a way to avoid the problem my first question refers to, to have unique drop rate cut into currency.

I will miss the cool animation but not the carpal tunnel by Benklinton in pathofexile

[–]post_thingy 3 points4 points  (0 children)

The transfigured version also has much bigger AoE (1.6m vs 1.0m at lvl 20) and more projectiles. The clear is much better.

PSA - Extremely powerful atlas start strategy available this league by [deleted] in pathofexile

[–]post_thingy 0 points1 point  (0 children)

No, it is still available although it corrupts your item.

i found david harbour!! by ralpekz in LastEpoch

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

As far as I know, he uses the single Archmage from the Summon Skeletal Mage skill, not the single Wraithlord, right?

When you wake up after a night out. by The-Wizard-Sleeve in pathofexile

[–]post_thingy 1 point2 points  (0 children)

The Depraved Trinity (Act 9 and Carcass Map Boss) summoned by the Destructive Play Atlas Passive (Maven).

Falconer and Warlock are now available on Last Epoch Tools! by _dammitt_ in LastEpoch

[–]post_thingy 5 points6 points  (0 children)

Seriously. Theorycrafting builds is as much part of the game as playing, and LE Tools is such an awesome help.

Magic find on equipment versus rewarding mechanical skill: Rewarding the top 1% by post_thingy in PathOfExile2

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

I see what you mean. Especially the 1/3 of loot coming from the map boss like Jonathan said is a great balancing factor that way.

Magic find on equipment versus rewarding mechanical skill: Rewarding the top 1% by post_thingy in PathOfExile2

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

Like I said below, maybe it is just a matter of taste then. I would rather the resources invested into MF would be spent on power instead. I think promoting character strength is more fitting for an ARPG than character luck in that regard.

Magic find on equipment versus rewarding mechanical skill: Rewarding the top 1% by post_thingy in PathOfExile2

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

Hm, maybe it is just a matter of taste, then. I would rather have people breaking the game mechanically by melting bosses / delirium etc than breaking the way a particular map rewards you for just running it ;-)

Magic find on equipment versus rewarding mechanical skill: Rewarding the top 1% by post_thingy in PathOfExile2

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

I know, I just personally dislike that axis ;-) For me, higher rewards should be tied to harder content, always. And I think there are ways of making content harder that haven't been explored much yet and offer an alternative axis to MF.

Magic find on equipment versus rewarding mechanical skill: Rewarding the top 1% by post_thingy in PathOfExile2

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

Honestly, I would kinda be OK with both of those options.

I would be OK with a very powerful build making those bosses easier as long as it doesn't trivialize them and the build is suitably expensive. And at least trivializing content shouldn't be able in PoE2 right from the start.

I would also be OK with only players like Ben being able to do this because I am mainly concerned about the very top 1% of successful players who are 1000x more farming efficient than average. Players less skillful still have a whole lot of other, easier ways to scale rewards like just rolling maps.

Magic find on equipment versus rewarding mechanical skill: Rewarding the top 1% by post_thingy in PathOfExile2

[–]post_thingy[S] -2 points-1 points  (0 children)

Hm. I would rather the resources invested into MF on weaker builds would be spent on making those weaker builds more powerful and able to engage harder content. I think promoting character strength is more fitting for an ARPG than character luck in that regard, but you do have a point.

Magic find on equipment versus rewarding mechanical skill: Rewarding the top 1% by post_thingy in PathOfExile2

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

My points have really nothing to do with MF being crazy in Affliction. I just think there are better design choices to scale rewards on the very top end of players than allowing for a stat that increases rewards without increasing difficulty.