

Trinity Siege Cascade feeling poopoo boss damage
Helloes!
I'm in a bit of a pickle, as I can't really find a good way to increase my boss damage to satisfying levels. Yeah they die in sub 1 minute, but that's just on T15s and my goal this season was to at least do the 8 challlenges. I got 7 on my bonk Smith of Kitava with Sunder and big hammer, which was nice, but the the Abyss boss caved my skull in repeatedly so I wanted to try something else.
So, this is mu current setup on Siege Cascade Tactitcian which I really enjoy.
https://poe.ninja/poe2/profile/TehFisharmahn-7185/runesofaldur/character/ChonkyPewtato
I initially had full phys setup with pin into armor break and a lot of armor break related passives but it was actually terrible on bosses so I googled and found people using painter's gloves + trinity and it's actually much better. Mobs on maps die like crazy, but bosses really want to first have a chat. And I actually have to do some mechanics, which means that abyss boss will, again, cave my skull in.
My budget is, currently, rather spent, but I did start with 80div anyway, so I am moreso looking for pointers on where to go and what to aim for. I feel like I spread a bit too thin with jewels, but at current level ups I'm not sure where to go anyway (slowli grabbing +armour nodes). I also have a cheapo Megalomaniac with not that bad passives on it, not really happy with it, but it was just 1 div or so.
I do plan on getting a better crossbow with +% elemental damages, making money for it now, I read it's good and does not show up in store dmg calcs, so that should be big. But is there something else I'm missing?
Oh, and the Seismic Cry is there so I get Endurance Charges more often from instill. I don't even have it bound.
Feel free to be ruthless.
Hey GGG, make perma skin transfer please
I'll buy 10. And 10 mystery boxes as a thank you.
Looking for inspiration for a random-less, but combat-focused TTRPG
Hello!
I've got good 15+ years as a DM for D&D (3, some 4, then a lot of 5e) and now PF2e and I've been wondering if there exists or somebody tried to make a completely non-random RPG in that vein?
It basically comes from two things - one that I have a bit of a down feeling when I see a player miss 6 times in a row or get crit twice in the same turn and feeling like they are being punished for nothing, and two - I like more mythic adventures and after two very high level d&d campaigns where hitting was a formality and players had to really roll low to not hit, rolling felt more so like a crit check. Wearing down players' and monsters' hp combined with positioning and crowd control was all the combat was about (which was kinda nice, albeit shallow, since it's d&d 5e).
So I was wondering if anybody has some experience with such games? Or designing some proof of concept I could take a look at to get inspired? I looked at Amber but the combat rules were just "higher stat wins, add details later" so that's not for my or my party. I believer more so a resource management game could work.
Outside of TTRPGs I am an RPG enjoyer, laterly got into soulslikes and was wondering if some of mechanics of that kind of games - so positioning, managing a replenishing resource (like stamina) and locational damage (attacking legs vs torso vs head, etc.) are an important factor - would be doable and fun to play. I play on FoundryVTT and could write a system there so some mathematical complexity wouldn't be terrible, although playing in-person would also be cool, so there's a bit of a schism design-wise.
I also wonder if non-random games wouldn't be too stale? Every combat turn becaming same-y I mean. That being said, some more global randomness I wager could be cool - like rolling or using a deck for some situation modifiers like weather that could affect the combat and such.
Thanks in advance!