@Flats_OW fake out since its +2 or other priority moves, focus sash, etc. can't really 'play around' it since its a total random item, and expecting it with its low proc chance will end up bad for you, its just a gg go next kind of thing if u get cheesed by it, kind of like a turn 1 freeze
@DOJRR47 those are not the same photo frames. the left is black; the right is brown. this is easier to judge when black and brown don't all look the same to you.
@RyIey42 They should add trade tokens to the game, remove heroes, and overhaul the yields for the shop and clan requests. You should be able to request up to 100 commons at higher levels and gem prices should be updated taking into account their use now, as well as daily card counts.
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@NeverSinkDev totally agree with you, it feels like they're neutering tempo of map completion across the board when the discrepancy of high-end builds vs lower-end builds could be expressed more with like what you said, an hp buff or something else along those lines.
I'm very happy with most of the patchnotes for 0.4.
95% of all changes sound super reasonable to me.
There are few exceptions, amongst them this:
Bosses now have an Anti-Burst damage mechanic:
Once a boss has finished it's emerge or becomes aggro the damage reduction period starts counting down. The damage reduction tapers down from full effect to no effect over the course of this duration. For every unit the boss moves from it's starting location the damage reduction will fall off even faster. Bosses which cannot or barely move have a shorter damage reduction period.
It doesn't specify WHICH bosses, but I hope it implies pinnacles.
I personally dislike such mechanics on map bosses.
If the issue is that the bosses are too weak, I'd rather see their HP buffed.
If pre-stacked effects/AoEs are an issues, other solutions are imo more elegant than this.
What do you think?
@HydroZenith Not sure if this one is champion specific but me on Yone with a thick caster wave built up couldn't walk in- between them to walk down from botside T1 turret, I was being dragged back in until I just used my mouse to click past them. (MELEE) Auto champs feel strange and clunky.
One thing I'd love to hear from players as they try out WASD:
How does your favorite champ feel to play with WASD controls? Are there any combos/actions for that champ that feel off compared to Click-to-Move?
@TalkativeTri I understand group play should yield more drops to accommodate extra players, but it ends up being strictly superior to solo play due to dedicated magic find builds assisting powerhouses. Can they lower the quality of loot for group play, or at least raise the quality for solo?
It's officially happening again! Next week, I'll be having a conversation with Path of Exile 2 game director and GGG co-founder Jonathan Rogers about PoE2's 0.4 content update, the Last of the Druids. As usual, most of the questions will come from YOU, the PoE community, I'll be collecting them via video, stream, here, our Discord, and Reddit after the coming reveal and ZiggyD Q&A.
Thank you all kindly for the support. Without al of you, pods with guests like this guy are NOT possible.
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My agency (forge.coop) did the design for Zohran’s campaign.
While I wish I played a part, it was all the masterful work of my partners, Aneesh and Phil.
Having worked with these 2 for close to a decade, it’s no surprise they created what many consider (the most?) iconic political branding.
I’ve seen Aneesh go deep into the archives of typography and color theory, and Phil spend hours custom-building animations to bring a UI to life.
HYPED to see their work getting the credit it deserves.
@NeverSinkDev I dont have many hours on POE1 but Breach tree does produce a lot of very good rares which make them go from very good to average. It's hard to sell items as a result since they aren't literally perfect, and makes uniques feel very hard to obtain without putting in 6+ hrs a day.
I have a problem with the Keepers of the Flame league.
There's a LOT to like about Breach v2.
- The encounters are fun!
- The genesis tree is a great concept!
BUT: I seriously dislike how keepers and last patches in general have made access to INCREDIBLY well rolled items almost trivial.
Items with 3-4x T1-T2 mods are now almost trivial to access in many cases.
This happened in mercenaries, memory items, shipping in kingsmarch and is now in an extreme state in Keepers.
Items that were previously
Why this is a problem:
- Rare drops pretty much don't matter at all anymore in the endgame
- The system itself has made similar systems like memory strands, shipping gear obsolete
- Fractured drops barely matter anymore
- Expedition, Delve & Ritual are on all life support
- Sources of exotic mods like incursion are barely relevant.
Rares with mods that usually would require thousands of chaos orbs or a well structured strategy using fractured items and different systems are now sold for less than 10 chaos... while 5-6 linked.
Personally I always found Expedition/Rog to have the perfect balance of effort, reward and randomness.
The league gives you control, you occasionally create great items, but it doesn't make everything else obsolete.
I don't think anything can or should be done anymore in this league.
Now don't get me wrong. I LOVE the keepers-tree. I think it should stay in one form or another. The other branches of the tree are pretty nice.
However, I think the equipment-branch needs to become way weaker.
Changes I'd like to see NEXT LEAGUE:
- T16 monsters becomes slightly weaker to account for defenses being less accessible
- Keepers tree stays, but the tree doesn't spit out endless 6links and 3x T1+ items anymore. It should still do so rarely, but not with the overwhelming odds it does right now.
- Shipping&Keepers are less likely to roll T1 bases and T1-T2 mods.
- Memory items become a little bit more rare
- Shipping provides less well rolled items
What do you think?
Do you share the same sentiment?
@GhazzyTV I agree and I also felt like Divs have no weight outside of trade, and am hoping there is some crafting process that hard sets the market price of some items like how you said in POE1 w/ certain crafts. Its hard to get friends on after the first 2 weeks because of market prices.
Had a lengthy segment in the latest Tavern Talk covering inflation in PoE 2 and the opinions seems very divided. I wanted to share my take and hear what others have to say on the topic and I intend on making a video covering this more in-depth!
Let's start by saying that nothing will ever stop the inflation of the most commonly traded orb in both PoE 1 & 2 being the Divine Orb. However, the inflation is significantly slower in PoE 1 than 2. Why?
To answer this there are tons of different answers so I want to boil it down to some core features in my take:
In PoE 1 we have access to a Divine Orb sink being the bench-craft for meta crafts. In PoE 2 these meta-crafts are entirely player market controlled due to being gated behind droppable Omens. This results in them being priced based of the use-power of said omens rather than a flat fee from a bench-craft. My take here is that this is gatekeeping the more casual playerbase (which makes up for the vast majority of the playerbase (duh!)), as they skyrocket pretty early in a new league. In PoE 1 the price of these crafts remains steady at 1-2 divines due to the bench-craft.
Other factors plays a big role here such as the valuation of the lesser valued orb beneath Divines (Chaos in PoE 1 and Exalted orbs first 1-2 weeks in PoE 2 which later transitions into Chaos Orbs as well).
Another factor is the use-case of Divine Orbs:
In PoE 1 we use them for the bench-craft as well as rerolling numerical values on rares/unique items and ultimately trade-power. In PoE 2 however, there are a very limited use-case-scenarios to actually using the Divine Orbs and therefor ultimately serves 1 main purpose: trade-power. Exalted Orbs are barely used for trading in PoE 1 and have limited use-cases there whilst Chaos Orbs received a massive sink via the rerolling of T17 maps. In PoE 2 we got tiered currency and the sinks barely exist ramping up the devaluation of both orbs which is why we use Exalted Orbs as the main trade-power currency till they have inflated to the point of insanity upon which a transition happens in the market and the more commonly used trade-power-currency becomes the Chaos Orbs.
As a new league progresses we end up having more and more players dropping more and more of all orbs, without a proper sink for Divine Orbs in PoE 2 they ultimately only serve the purpose of trade-power and without proper sinks for neither Divine Orbs nor Exalted Orbs or Chaos Orbs the prices skyrocket. The currency orbs casual players mainly drop will not be several Divines a day but more so the Chaos and Exalteds which at the time they reach end-game farming is heavily devalued due to inflation. It's fair to point out that when someone then drops a Divine Orb they can sell that for tons of Chaos/Exalteds which does indeed have enough trade-power to get pretty decent gear to manage end-game content. For me, that's the core issue as all of this results in this type of playerbase to be completely gatekept out of other aspects of the game such as crafting as nothing is regulating or keeping the prices of such orbs and omens down, or at the very least slowing down the speed of which the inflation is kicking in.
What's the solution? Some people argue that it's completely fine the way it is and maybe it is and I'm just viewing this entire topic from a streamer perspective? I don't think that's the case, I firmly believe the solution would be to create direct sinks for 3 main orbs being Divine, Chaos and Exalted Orbs. I also think that the sink should be connected to crafting processes such as metacrafts like Omens and be taken away from being player-controlled. The 1% blaster playerbase will never have an issue accumulating currency to participate in utilizing this whilst I believe casual players are entirely gatekept away from a massive part of what the game has to offer.
Now, I'm making this post to hear your thoughts on the topic as we streamers have a tendency of falling in the trap of tunnelvisioning the perspective from a blaster and no matter how hard we try to see things from the more casual playerbases shoes we sometimes fail.
I also want to point out that I've seen plenty of comments from people saying "hey I'm a casual player and I made 300 Divines this league" and I'd like to point out that noone but you believe you're a casual player if you manage to accumulate that type of wealth!
@empyriangaming Do you think you could do a guide for crafting like this but with either life rolls or spirit reservation for the body? I think it could help myself and other blood mage users in the league.