Suggestions for upcoming patch

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Tantrum changes fan
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You said all builds could but you only list a couple. It takes more than defense to farm fauztinville with melee barb and you would know that if you've played one recently...or ever. Saying any build can farm Toraja is bullshit, not all builds can focus on cast speed and still survive in toraja before acquiring harder charms/gear but feel free to make that claim. How can someone with as much knowledge as you, not see that some builds don't work in certain places? You shouldn't assume that everyone is as talented as you are.
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facelockmo
Acid Prince
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[SUGGESTION]
HC characters going straight to Standard/Softcore league.
Pros: Rare stuff you craft/loot in HC can be transferred/recovered once your HC character dies
Cons: Kinda loses the hurt factor once your precious little hardcore character dies.
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iwansquall
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Judging from PoE experience, standard did become a dumpster for all characters / drops from all leagues
Not sure if it was possible to code it that way.

It wreck economy so much that good item is cheap, but godly item is super expensive.
This gonna happen with non-ladder stuff in the future.
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cache
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make astrogah drop resistance more often.

zzzzz rage
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archon256
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One thing I've always found annoying about end-game runewords is that you have so few slots to put MOs into. This isn't a question of power (because the RWs are already balanced with that taken into account), but of cutomizability. Sometimes I don't want a weapon runeword to have high %ED, I want it to have high life leech, or LaEK, or Crushing Blow, etc.

With that in mind, would it be possible to:

a) Make some, if not all, end-game runewords have a new stat like "Can use up to X MOs for free", with the cube recipes being changed to take that stat into account? Something like Req Level = Base Req Level + Max(0, No of MOs used - No of free MOs allowed) * 2

b) Actually rebalance RWs to take this into account? Maybe if the no of free MOs allowed is small?
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iwansquall
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I would rather something like 1 time upgrade using specific uber charm like shrine blessing.

I know MO have more option but at least this new recipe will required less work to balance it out.


Like butcher give open wound, optical detector give attack rating etc. Life steal maybe from legacy of blood.


How to need to balance it up with double mo and lucky upgrade though.
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Ducky
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archon256 wrote:One thing I've always found annoying about end-game runewords is that you have so few slots to put MOs into. This isn't a question of power (because the RWs are already balanced with that taken into account), but of cutomizability. Sometimes I don't want a weapon runeword to have high %ED, I want it to have high life leech, or LaEK, or Crushing Blow, etc.

With that in mind, would it be possible to:

a) Make some, if not all, end-game runewords have a new stat like "Can use up to X MOs for free", with the cube recipes being changed to take that stat into account? Something like Req Level = Base Req Level + Max(0, No of MOs used - No of free MOs allowed) * 2

b) Actually rebalance RWs to take this into account? Maybe if the no of free MOs allowed is small?


I don't think this is necessary, we have the ability to craft items to suit our needs.
If the runeword doesn't have the stats you require then you can always use something else.
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Nitz
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New skill: Shuntrum - replaces Shunpo on Naginatas, is pretty much the same but spawns a tantrum flower.
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iwansquall
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You have deity bow iirc for that
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archon256
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Ducky wrote:I don't think this is necessary, we have the ability to craft items to suit our needs.

The problem with crafting is two-fold

a) It carries with a large random element. With a runeword or a honorific item you know exactly what you'll get, except a small variation in stat values.

b) Some properties simply cannot spawn on a craft, due to balance reasons. You'll never have a craft that has a Ligea shield's ctc Hades Gate on kill or a Shockwave bow's 100% ctc Punisher on kill.

This idea was meant to further improve the usability of runewords end-game, on top of the recent additions that allow you to use end-game versions of early-game runewords by adding in a Xis rune.

Ducky wrote:If the runeword doesn't have the stats you require then you can always use something else.

If Laz used that logic he never would have added Mystic Orbs to the game. I'm just suggesting something that would allow them to have as much of an impact in late-game crafting as with early-game.

Oh, and it doesn't have to be limited to just runewords, of course. You could very well have SU and Set items that have the same stat. I just went with runewords since they're already a nice combo of guaranteed stats + customizability (variable item type), which is why I prefer using them.