Launch Trailer : Tombs of the Erased

And he still is.
What I read from his statement, after having read the other thread, is that if they add the proper double opt-in option for WASD, then it’s an interesting choice to add. If they don’t, it’s a disaster.
Since we don’t know which it is, though I personally don’t think they will do this (although they could easily read this and implement it like that, we’re still a month away from release after all and changes are still possible), for now his statements stand.

When we get the details on how it’s implemented I expect he’ll react positively if there’s a double opt-in (or proper steps taken for the same effect) and react negatively if it’s just an option with the same weight as the rest.

As I said, I have often had long arguments with him and we disagree on several things, but I don’t think he was being inconsistent here within the full context of the other discussion.

Then he forgot to add here, after “Absolutely amazing!”, that it’s good only with those 2 checkboxes, otherwise it’s disaster and not amazing.

Errr, if that’s the case then that’s a bug. All flat damage, regardless of the source, should be affected by the added damage effectiveness of the skill (ignoring the base damage, obviously).

Thank you for your enthusiasm and dedication! I’ll try building it and hopefully get to see your showcase soon.

Pretty sure it is intentional, otherwise the mod will be OP for Torment with its 200% dmg effectiveness and useless for other curses like Anguish and Penance that have no base dmg effectiveness and are already underpowered.

If they have no stated damage effectiveness, it’s 100%.

All that affix/mod does is just add flat damage to anything that has the curse tag, after that it’s treated as any other flat damage.

Oooooh boy I’m going to start needing Sentinel rework info sir…please!

I dunno bout that not mentioned anywhere in the game or LEtools so probably only a developer could confirm that.

No I think it works like flat damage to skill idols and passives. For example Void Spiral node in warpath bypasses the 60% base damage effectiveness. Similarly idols like flat damage to Shuriken or Hammer throw also bypass damage effectiveness.
I dunno in my testing tho its pretty good.

They have stated many times that if no added damage effectiveness is given it’s 100%. What surprised me was that Torment didn’t say on LEtools but it did say on the tooltip for Cthonic Fissure if you held alt (but that’s never stated on ELtools for some reason).

Unless the devs have stated otherwise, they “cheat” with certain skill nodes (but only skill nodes), if they want a skill to have X% chance to apply Y ailment on a node but the skill has reduced ailment % chance they give the node a hidden increased chance to apply such that the actual chance you get after the skill’s reduced chance matches the figure on the tooltip (X%) but that figure isn’t what’s used behind the scenes.

Ironically, Shuriken has 100% added damage effectiveness & Hammer Throw has 105%. Shield Throw, however, has 225%.

I’ve asked Mike.

If you make respec even 1 million gold it will be totally useless since if you play CoF reaching even 1 million takes ages and it will be way faster to reroll the char from scratch as it is now.

If it was for me, I would have left the masteries as they are BUT I would have added the option to level up alts via monoliths only (once unlocked the final ones with one toon) instead of having to ALWAYS redo the campaign (and moved additional passive points - idol slots to monoliths accordingly).

But if you wanna play “more” you can still reroll from scratch, no one is taking that away.

I have not seen this anywhere tho tbf I don’t see the discord much.

Yeah none of the curses have their full tooltip in LEtools (kinda weird). Its only available ingame and the details for Anguish and Penance don’t have any base damage effectiveness. Just like Witchfire that I’m sure also has no base damage effectiveness.

Well, that depends on how the loot system is “designed” and how much time you have to play.

In D4 I don’t really feel the urge to trade anything but runes to craft the mythic uniques. Anything else you drop will work somehow. You won’t have perfect stats everywhere but you won’t need either.

In PoE 2 on the contrary I couldn’t literally play a minion build because I didn’t find ANY +spirit gear in 35 levels and I leveled 14-35 with a grand total of 3 minions. Maybe just bad luck but at that point I was so frustrated that the choice was either to reroll or to trade for +spirit gear (which I did).

I’m a SSF guy but the games should always give a fair chance to obtain what you need without taking 9000 hours of farming.

If it had 0 added damage effectiveness then flat added damage would have no effect on it, which I’m pretty sure is not the case (but I’ve not tested it).

Base damage effectiveness is not a thing.

Even things that have lifetime-of-the-universe levels of rarity (4LP Ravenous Void)?

Why do you always come back to this point?

Let me ask this question a different way. You (I think it was you) have admitted that you rarely go very far in LE endgame. Items that have a vanishingly small chance of dropping have an essentially zero chance of dropping in any LE game session you will ever play. And yet you seem to want them in the game.

I ask this from the point of view that I’m a being that knows this game world doesn’t/wouldn’t exist (well, continue to exist), without players. In my context, it won’t exist without me. It’s for us. We are constantly reminded by the developer and gatekeepers that development is a tight rope of effort (design and development hours) and reward (money paid by players). Placing things in the game which no one will ever see is more than wasteful, it’s annoying (to some of the player base) and wasteful.

I mean, I get it in games/game modes where trading exists. If there are enough players playing for long enough, someone may get the item to drop. And the person that gets it essentially wins the lottery. As someone who never trades, and thinks that trade is fundamental in PoE being shit, you can imagine I have no sympathy for, “but lottery winners!”.

Help me understand why you like it that these ultrarare items are in these games.

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At least not things that allow your class/build to work in the first place.

I am fine with a “one shot screen clear object” to be ultra rare, I am less fine with a “3-4 shots screen clear object” being ultra rare or a “with this object you’ll go from zero to hero” being ultra rare situations.

I mean, I’m ok with stuff that makes you go from 500 to 1000 corruption being rare, I’m less ok with stuff that makes you go from “1 corruption and I’m dead to erase 500 corruption” being rare.

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Yeah, not really. I only play CoF and even when I spend 1mil I get it back pretty quickly, I have nearly 10mil right now with nothing really to spend it on worth talking about in my opinion.

Yes, LA gives you the vault where you can spend it all but what you get from that is really poor for what you spend in it. Nothing else really spends the amount of gold that counts for anything with CoF.

Yes and no.

As i was saying a gold cost to mastery respec completely changes the whole point of item factions from do u want to trade or not. To do u want to trade and do u want to experiment now.

This will make those players that otherwise dont want to trade but want to experiment end up going MG to make this as viable as possible.

A gold cost just completely throws out the whole reason item factions where added to the game in the first place.

At the end of the day this will now depend on what a player wants to do. If u want to experiment MG will be where u most likely want to go even if u do not want to trade at all.

Edit this is another reason why im in favor of removing gold as a currency from MG and giving MG its own currency as it should have had from the start.

1mill gold or even higher just makes MG the go to for experimenters. That otherwise wouldnt trade at all.

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The big part rather is how much content is in the game versus how much time is needed to get those amounts of Gold.

Getting 1 mil is not an issue, but getting 10? That’s a lot of playtime in CoF. We’re talking about tens of hours here, because you generally don’t get a million Gold per hour. That’s in the ballbark of ‘All the gold most players will ever see in a Cycle… or even several’. It’s a massive investment of time.

LA is generally a lackluster mechanic. But for CoF it’s at least a viable option since Gold has no other meaning.
For MG that mechanic is completely dead, detrimental even. The chance to get a top-tier item worth even re-running it a single time is miniscule, not to speak of any long-term profit… so it’s simply a net-loss, always currently. Not a good state.

And changing it would also cause it to become quite a ton stronger, we’re talking 5-10 times more loot, which would get multiplied by CoF and hence utterly inbalance that faction to make up for the detriments of MG’s usage.

Another reason for not having Gold be the currency for trading after all.

Exactly, hence EHG can’t make it expensive. It needs to be cheap, it’s mandatory. Otherwise MG would have massive upsides. Because even if you flood the market ‘only’ with 5k items en masse it would still cause MG people to get substantially more respecs this way. Well… the ones getting the Gold at least, others wouldn’t have the funds ever.

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Yes, and that was my point, at least for me.

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