6:00 Settlers bosses should be much harder (regular pinnacle level) BUT they also should have 6 portals. It would make rescue vs ransom decision more interesting.
I discovered when playing with a friend that Valerius does actually have six portals, but you can't see them or use them in solo. As long as you're there though, your friend can still come back in.
Great patch. The only thing missing for me is the ridiculous amount of gold needed for the currency exchange. If you farm a lot of scarabs, fossils or essences you can't place them in there because you drop less gold than you need to sell these in bulk...
what I do to solve that is just don't touch Kingsmarch for awhile. I mean one can easily get hundreds of thousands of gold now in maps due to all of the strategy videos on this. So you can make a few million gold in no time and then just set that aside for the currency exchange. I don't think the town is meant to be ran 24/7
I just noticed the absence of uber boss fragments yesterday and I surmised because they are not stackable in your inventory they are not present in the auction house. They stack in the stash though. I guess the reason they are not stackable in inventory is to make it easier to click multiple of them and slot in the map device although they could just make it so that when you click a stack of them to a map device it automatically unstacks to map device slots. Otherwise they are completely fungible and should be in the auction house.
Great vid. Extremely minor complaint: your "end of video" links cover up the text in the last little bit. Maybe make the outro slightly longer in this type of video with patch notes on the screen.
@@ryan17stehle You dont need to spent all your time farming gold, it's not meant to be utilised all the time. Take some time off your mappers & sailors to build up gold for resources. It wasn't ever meant to be utilised the entire time.
I mainly want the expensive reroll to cost less. Spending hundreds of thousands of gold for mappers who aren't even lvl9 or 10 is an annoying gold sink. Also want a drop rate increase for power runes. Last thing I need to max my town
One QOL they forgot to add is a disable button to turn off a specific part of Kingsmarch without unassigning workers. If I'm doing boat trading, I'm running my farm, smelters, disenchanters prior to trading. But if I'm prioritizing mapping by the endgame with my town upgraded, those three aren't prerequisites so I should be able to disable all of it and just focus my money spent on three map devices. The only way to disable everything is to unassign workers when you can just tell them not to work/work for that day.
Unless you have ore to be mined/smelt, items in the disenchant queue, or an active trade ship on the way, they wont expend gold. The only workers that truly can't be turned off is the farmers.
@@imari5582 so you're saying I should stop mapping or not get ores from the map even if they spawn? Once I get ore from the map, both the miners and smelters will be at work. And yes, I would like to turn off farming too sometimes if that makes way for three mapping devices being active. You can turn off farming by unassigning the farmers. The QOL needed is just prompt for the workers to take the day off even if there are work to do without them being unassigned. Hope you get it this time
I haven't looked at any weights, but I think the biggest effect is that by removing so many mods from the pool, the most valuable mod, increased % of rare monsters, becomes much easier to roll.
I did some fiddling around and found that for the new shipping changes, dust has diminishing returns over the value of the total cargo. So if you send 1 million value in goods, you can put in 1 million dust and it will double the value.
Thx about the harvest noob suggestion. It’s helped a lot compared to what I was doing. I’ll need to work on getting good maps faster and I think things will get even better hehe.I was able to d a few t17s too
6:00 that happened to me, disconnected while battling boss, lost all my crew. Much better if it have multiple try but every time you enter, the admiral is at full health.
Glad they are buffing boats. I only sent like 1 shipment a day once it wanted 10s of thousands of resources and didn't give almost any more resources than when it was asking for like 10% of that
Oh so the gloves were bugged ... I was using the admirals gloves during leveling and noticed having full rage without being aware of having any inate rage gain ... I thought I had just missed a source somewhere. Also some numerical nerfs are a bit pointles ... like the action speed one or the "only do damage for x seconds" one ... if you did not take them before (like most players did not) you are not going to take them now since they are basically just as bad as before.
I tried a no damage map that had buffs expire faster, and it made my fortify fall off before I could do damage again. Now, you have to stack map mod effect to run into that problem. It's also better uptime for things like overleech. It's not going to trivialise the mod, but it makes several pain points a lot less painful.
@@OtterSeaborne8901 I mean the "do no damage for x seconds" one is kind of a meme in my opinion. You can take it and it might not be so bad depending on your build. For me I never take it since I am kinda reckless and play a melee build that relies on leech and killing fast so if I jump into a pack and the no dmg thing is on I get insta gibbed. I could of course play around that but it just one of those annoying things. Kind of like volatile cores ... volatile cores are actually not really that bad if you pay attention but you die if you dont so I dont take them because I am lazy...
my guy its done so that you can not get to 10 out of 10 seconds......4*250%=10sec.......3*250%= 7,5sec.......corrupted t17 exist there is no "taking or not taking".....
that thumbnail goes hard. you look like a pissed off game of thrones character about to execute someone I dont know if you used AI or just edited it together, or both, but it looks well done.
Thanks man. I've never understood the logic behind build-bricking mods on maps or monsters. I know they're going to be doing things like this in PoE2 as well.
Yeah I was mildly excited about the shipping changes until the Admiral Valerius mention reminded me that I'd stopped paying attention to the league mechanic after losing my best crew to Admiral Valerius. It's simply too hard for me to come up with enough gold to invest in the town, hire new workers, and trade currency with. Once I decided to ignore Kingsmarch my enjoyment skyrocketed...
Actually I stand by my post I originally deleted. I’ve been testing this and I can put 100,000 or 1,000,000 dust with the same shipments I made with 10,000 before the patch and the rewards have all been way worse. This change is dog water.
i hope they take these map mod changes to heart more. every mod should be interact-able. mods that just say "no", aren't interact-able. they're circumvent-able, at best, but often that requires tedious or expensive adjustments that you'd only make for the singular map. it's just not fun. likewise, 50% reduced poison/ailment chance would be so much more reasonable than 50% less poison chance, for example. you can get more poison chance. you cannot, realistically, circumvent 50% avoidance and especially not once map mod effect pushes it to 90%+. nice patch notes. want to see more.
I'm going to miss rage on self-hit. I already have 100% uptime from warcries, but it was nice to just spend a few seconds hitting the ground before starting a solo boss encounter instead of nearly a minute.
I think a good solution for the disconnect issue would be - if you fail the admiral fight then the ransom becomes more expensive (maybe 10x?) instead of being fully unavailable.
@@87539319 I have never paid ransom so I don’t know how it calculates, but my point is that it can be a high cost that is still much lower than the burden of replacing a whole crew of lvl 10 sailors…
I am looking at replica headhunter now, with all the magic packs that can go into a map now, though they scarabs might be too expensive, to really utilize a budget farming strat.
i think this will make t17 maps overall harder, pretty much all of my t17s usually have 1-3 of those now deleted mods that dont affect most builds at all now replaced with something that does
If you are not geared, sure. Like it spawns more curses on you, monster life and what not. But thats irelevant if your character is put together. Its way easier to see this without getting any bricky mod on top.
thanks again for your service mr gog if you happen to catch this, are you planning on making a top 8 maps (or alike) thus far for this league? cheers mate o7
Feel like you would know this sirgog. Related to The bestiary wheel top left on tree. Node far left states beasts are less common variety. If I allocate that node, but I want to farm fenumis and farrul.; should I allocate the nodes pertaining to those beasts ? Or the other two. Might be thinking to hard on this. if the far node produces less common varieties of beasts and I choose the nodes for the beasts I want to farm, it’s that counter intuitive? Making the beasts i want more common but also increasing chances of less common variety of beasts to spawn. Hope that is somewhat clear
cheeers!!!! I KNOW WE CAN ALL COPIUM BUT I SERIOUSLY HOPE THEY DIDNT RUIN THE SHIPPING RETURNS!!! i have no idea what the background calc has been, but with the multipler thresholds and no dust value after we could keep plenty of useless dust, but AFTER PATCH I WENT AND TRIED OT DO MY USUAL 4 HR, 3MIL VALUE RUN THAT GETS ME A LUCKY OVER NIGHT DIV AND NOW IT TOOK ME 250K CROPS AND 200K DUST! i hope thats now waaaaaaaaaaaaaaaaay more loot after because now my risk stay wayyyyyyyyyy below failure, hell put in a ton of verisium and amber to pump it to 5.5mil with 20%~ faliure rate and going to PRAY it works. HOPEFULLY THIS IS A NET NEUTRAL WITH LESS RISK SCALING OR A MINIMAL BUFF otherwise it could be suuuuuuuuuuuuuuuuuuuuuch a nerf with how slow my crop growers are lmfao cheeeeers personally i think its AWSOME seeing some disgusting t17 mods removed nad now instead of farming t17s to sell ill just farm thme ot run myself since my build is almost ready to go and try my luck buuuuuuuuuut the "nerfs" to some t17 map maods were completly worthless and they shouldnt balance around 86%+ inc mod effect gamers, but with that those mods still brick builds os ohh wlel~~~
Marked for death was giga cancer mod. Pretty much meaning: "oh you killed a rare? Go afk 20 seconds, idiot! " a lot of cancer mods removed as well as some other nerfed is a good change, since t17 won't become easy all of a sudden, but you won't need 3 regexes anymore. Maybe only 2 if your character is weak.
I would really appreciate if they would let us know if they're going to adjust power runes. i dont care if they dont, i just dont want to start buying them if theyre going to buff their drop rate
And Divination Scarab of Plenty went from 1c to 20c and still going up, I wonder how good it will end up being or if it's just flippers trying to capitalize on hype.
The number just affects chances for bad effects (like the King seizing half your shipment) and tattoos and runes. Number down is mostly a buff. Dust looks SLIGHTLY better so far.
Tbf it seems like a giga nerf. The only option now seems to be to send out small shipments out often cause dust cost to get anything decent is mental. I tested it on a few ships of all my food to a food request of like in a span of 6 hours each with 3mil dust each. One gave me 1 div n basic runes. The other gave me 3 divs n the same runes. Most of my farmers are tier 9 or 10.
would have been nicer if they removed dd spider from the game... more seriously, curious to see how the new mods play out, t17 already are substantially easier than in 3.24 and in a pretty reasonable spot, more importantly im curious if this is going to impact of loot you get from running the maps as well, it feel kinda unfair that they drop the same amount of loot while being significantly easier
your thumbnails seem like you want to take over the world, video by video... like! EDIT: do you have the website where one can check the Tiers of uniques? I think i saw it in one of your videos but cant remember where.
3% reduced action speed instead of 4%? WOW! Now i can click 2 buttons before getting stunned, instead of 1 button. 😑 How was this left in the mod pool while removing cannot regen?? Cant regen is still on t16 basic mod pool.
Even on a character that need regen for mana hp and es... you can play around that with flasks. NOBODY can play around being slowed to 0% for clicking any button. Its not even build disabling its straight up not being able to play the game.