Does this sub have any mods?
can you please start removing these low quality shitposts please
can you please start removing these low quality shitposts please
Lets say I have 4x4TB, and I need more space. What would you do?
-Replace all drives with 8TB version and try to sell your old 4’s?
-Buy second NAS and new drives?
-Something else?
They have vods disables and no category selected. Seems like full lenght movies to me? Is this legal? i have seen two big creators doing it regularly.
If you don't feel like watching the 2h 30min video Q&A, I pulled the youtube transcript and summarized it (used AI to help with formatting):
In retrospect Jonathan thinks a smaller patch might have been wiser, but the goal was to deliver a single patch that defines what an endgame league looks like in PoE2. The previous endgame had no goals — players hit maps, didn't know what to do, and quit. By shipping all the league reworks, the Atlas overhaul, and Aldur together, GGG sets a "this is the bar" template. The team building campaign acts is largely separate from the team doing balance/systems, so the act content for 1.0 is on its own track in parallel.
Trimming top-end +skill rolls and shifting some of the high tier up the mod ladder rather than removing it. Rarity is still slated for replacement long-term; in the interim, GGG wants leagues to be "more economically targetable" so players can chase the loot type whose price has spiked.
Mark frames PoE1's resilience: when currency price rises, players farm currency-leaning mechanics, dragging it back. PoE2's blanket Rarity boost broke that signal. Letting tablets/league-tree picks bias reward type restores the lever. Greater/Perfect orbs (especially Perfect) drop too easily — transmute and augmentation drop rates will be reduced. Mage Blood teased to exist but not described.
Some "main-skill" gems sit too late. Jonathan's preferred fix is rearranging where skills are gained, not compressing the unlock curve.
Player EHP between Act 3 and early endgame is significantly below the team's spreadsheet target. Their fix is a buff campaign rather than nerfing monsters:
GGG isn't restoring life nodes to the tree (yet). Jonathan's argument: don't compromise the tree to paper over a defence problem; fix defences, runes, body-armor base types, and itemization-side recovery first. Tree work in flight: kill notable clusters that grant a stat but no armor/evasion, add hybrid notables for secondary defences, fill out ascendancy-class-adjacent "starter wedges" (which are richer than the empty-class wedges). He's confident a slice can be substantially fixed in a day per slice once they have time.
DoT is on Jonathan's "top-5 (now top-10) list to fix." Pure-DoT fantasy (e.g., Flame Blast → spreading wildfire ignite) is a goal, not a current reality. Hits-with-ignite-on-top is currently strictly better. Keystones, supports, and itemization to enable pure-DoT are sketched; expected to land in an interim patch before 1.0. Combat pacing: average boss kill for the actual median player is dramatically slower than streamer pacing implies (~119s on telemetry vs. designers' guess of ~8–20s). Direction: keep the spectrum, but make god-tier require real investment, not free.
The "snake" temple strategy is being killed by an algorithmic fix: rooms that the system wants to delete but can't (because deletion would disconnect the temple) are now replaced with empty connector rooms. Snaking was producing "1000% unacceptable" item drops; GGG didn't mid-league nerf it because pulling the ladder up after early adopters feels worse than letting a strategy run out. Reward rooms post-architect get buffed; Atlas tree applies to the temple; the temple has its own quest line and atlas-mini-tree.
For players planning around 0.5: