Fiatil wrote: »
PoE really needs to steal the miraculous Last Epoch feature of "explaining game mechanics and the math in game".
I was stunned to find out you can actually explain what these modifiers mean via an optional yet verbose mouseover tooltip! It's the future.
akjak wrote: »
Clear as mud, thanks! This game, I swear.
(No, really, thanks. That helps. I think.)
akjak wrote: »
They're spells, but that doesn't really explain whether taking the "14% increased damage while wielding a wand" will do anything. Does "wield" mean have it equipped, or be actually shooting it?
Also I can't wait til Chaos Orbs really start to roll in, because I wanna shoppppp.
Jubal77 wrote: »
Im done pretty much. Only thing that kept me in was the lucky drops and the 6L of my actual main chest piece as an additional really lucky thing.
The balance is ok but it is still off. Definitely better than it was. But I have run into some really shitty combos. The mitigation of rares is overtuned but not as bad as they were. I was one shot early in the league by off screen rays hitting me several times. The character mitigation factors for builds are not balanced right now very well. I just had to go ultra dmg and if I died I died. Not particularly amazing gameplay.
The league has a chance at some insane power items but doing 32k chances to get a perfect aegis aurora with divs of RNG worth of crafting grinding is not good crafting. Not the deterministic kind that was the best time for crafting in the game.
Edit: Armor applying to Chaos dmg is not bad. Especially wiith the new wither/chaos map BS affix on maps.
jungleroomx wrote: »
I feel like keeping certain things RNG is fine. Health, resistance, defenses, etc.
I think there's certain stats that are so build-definingly important that stuffing them behind RNG is a dick move, and forces players to either have really shit gear or use trade. We should have some determinism with + Skill Gem levels, Reduced Mana Cost, Chance to %Ailment% on Hit, Curse on Hit, things that truly make a build pop and get it into the upper echelons. Some weapons should have inherent ailments built in to them. Some armor should have inherent defenses built into them.
You can even make it grindy to get the materials for it, that's not the problem for me. The problem is that I'm not working towards something, I'm working until something. Until a divine drops, or until a super valuable piece of gear drops. I working until the game decides to let me proceed. There's no practical difference, they're both inherent lines you need to cross to progress... but one is defined and something I can know, and the other is whenever RNG decides to do it.
And I think that's a bump I can't get over. I got into yellow maps with my toxic rain Scion and was faced with this very predicament: No matter how I skilled up or grinded, nothing would matter unless the game decided to give me what I needed. It could be the next monster, it could take to level 98. And I just don't find it fun anymore.
Xantus wrote: »
i did manage to drop one of the new league uniques, but im not sure why i would want to do this, or what kind of build would actually want it
akjak wrote: »
More dumb questions from me, as I've never been this far in the game before:
Did I "beat" Kitava? I was doing fine, getting smashed a bit but thought I was ok. Then I died? And got cursed with some bullshit the internet says is just "lol now you have to get your resistances back up again because fuck you that's why." And Sin is sending me back to Wraeclast?
So did I do the thing, or did I fail? Is this one of those fights you're supposed to lose?
Ranlin wrote: »
So what interaction is leading to all that health regen? 'cause that's very silly
surrealitycheck wrote: »
(i have indeed lowered my health to 2.3k 2.5 felt too much and have added prismatic burst to my attack links because it looks cool)