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    Path of Exile Questions Thread - July 02, 2020

    Path of Exile Questions Thread - July 02, 2020


    Questions Thread - July 02, 2020

    Posted: 01 Jul 2020 05:06 PM PDT

    Questions Thread - July 02, 2020

    This is a general question thread on July 02, 2020. You can find the previous question threads here.

    Remember to check the Wiki first.

    You can also ask questions in the #any-question channel in our official Discord.

    The idea is for anyone to be able to ask anything related to PoE:

    • New player questions
    • Mechanics
    • Build Advice
    • League related questions
    • Trading
    • Endgame
    • Price checks
    • Etc.

    No question is too big or too small!

    We encourage experienced players to sort this thread by new. We'd like to thank those who answered questions in the last thread! You guys are the best.

    submitted by /u/AutoModerator
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    3.11.1 Patch Notes

    Posted: 02 Jul 2020 02:01 PM PDT

    The Harvest Change Everyone Wants

    Posted: 02 Jul 2020 07:05 AM PDT

    Been playing since Closed Beta and I've never even dreamed of crafting an item like this. Say what you will about Harvest, it made me enjoy end-game crafting for the first time.

    Posted: 02 Jul 2020 08:30 AM PDT

    Mathil1 - New trade technology

    Posted: 02 Jul 2020 05:55 AM PDT

    I hope we won't get there

    Posted: 02 Jul 2020 10:26 AM PDT

    Changes to Harvest Crafting

    Posted: 01 Jul 2020 08:57 PM PDT

    Last week we released a hotfix that made changes to Harvest crafting. The goal of this hotfix was to make Harvest crafting more accessible and better for players all-round. However, the hotfix unintentionally resulted in a significant nerf to crafting. This was a big mistake on our part. Tomorrow's 3.11.1 patch will significantly buff the affected crafting outcomes so that they are in a much better place.

    When we launched Harvest, some of the crafts were accidentally disabled at higher levels. We planned a hotfix for last week that would turn these crafts back on, double the number of seeds you get in high-tier maps, fix up a bunch of crafting option weightings so that the more desirable ones occur more often, and so on. Generally a positive patch, we hoped.

    Unfortunately, we made more mistakes and deployed a patch that made the situation a lot worse.

    The final impact of all of the changes from the hotfix was that the chance of getting a desirable mod-adding or mod-removing craft decreased by between 25% to 40% for most mod tags. This is not what was intended, and we are very sorry about this mistake. It should not have been made and should have been fixed a lot faster.

    One reason why we've been slow to fix this is that we wanted to check with code review and gathering logs that there was actually a problem (rather than players misreporting the issue or being unlucky). While it's good to be careful, it's unacceptable that this process took a week.

    The 3.11.1 patch will not only fix this problem but will also get crafting into a much better state where you're getting way more of the outcomes that you actually want. The precise details will be in the patch notes early tomorrow, alongside deployment of the patch itself. (As a side note, 3.11.1 also doubles the rate of Tier 2 seeds that you find, which in turn results in you finding more Tier 3 and 4 seeds.)

    This whole situation actually prompted quite a lot of internal review about how we handle processes like this. We're not pleased with what happened either. While we'd love to reassure you that it'll be better in the future, we're going to go with actions rather than words this time.

    submitted by /u/Bex_GGG
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    I'll just brick these Sirus Gloves.... wait, what?!

    Posted: 02 Jul 2020 08:47 AM PDT

    The most loyal sunder player has a subtle message for GGG:

    Posted: 02 Jul 2020 05:13 AM PDT

    Petition to require all timeless jewel posts to include the seed number

    Posted: 02 Jul 2020 08:50 AM PDT

    It's as low-effort as posting Ventor's, but when a seed # is listed it provides an actual service to the PoE community.

    submitted by /u/MaskedAnathema
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    Misconceptions on Garden Efficiency and a Fix

    Posted: 02 Jul 2020 08:46 AM PDT

    Misconceptions on Garden Efficiency and a Fix

    I see a lot of posts complaining about storage capacity, then a lot of other posts optimizing farms in The Grove for space and, in doing so, setting up dedicated farms for T2/3/4 seeds separate from T1 seeds. I'm here to tell you that these two complaints are related.

    The Problem

    Here is an example of what a lot of people appear to be doing in their gardens:

    Ineffecient T3 Farm

    This is a very easy mistake to make. On its face, it looks like it's a good way to ensure all T3 seeds in this farm can be grown, giving you access to a bunch of awesome crafts all at once. However, in reality, this causes two problems: 1. Feeding this farm enough condensed life force to grow all of these seeds at once requires a LOT of harvesting of other seeds, and 2. The storage required to both have enough to feed the next T3 farm and store the resulting lifeforce once this farm is harvested is enormous.

    The Alternative

    Before I present an alternative, let me offer up some overall tenets for Grove optimization:

    1. What we're maximizing is craft output across all seed tiers. We are NOT trying to maximize space utilization or storage capacity.
    2. Storage Tanks are Lifeforce Buffer Inventory used to feed active growths and accept spikes from frequent harvests. It is only required to store what is needed to grow, not excess.
    3. Harvests feed active growth, not stored seeds. That is to say, you aren't storing Lifeforce to grow seeds you haven't planted. You're storing Lifeforce to feed the seeds currently planted.

    In the above farm layout based on ilvl 81 seeds, you require between 40,608 and 54,144 condensed life force to grow all the seeds, and it will produce 24,408 life force once harvested, which would require 82 storage tanks to fully store (not counting other farms). Each T1 farm produces 432 Lifeforce so you'd have to harvest a minimum of 38 T1 farms to bridge the gap between the T3 lifeforce generated and what it takes to grow the next set as long as you were able to store 100% of the T3 output.

    A more optimal solution is to grow a T4 or T3 seed in every farm, fill the remaining space with T1 seeds, and harvest everything often. Here is my seed layout per farm:

    Output-optimized Farms

    The Analysis

    This layout gives 19 T1 Seeds in a T3 farm, and 17 T1 Seeds in a T4 farm.

    But how does this affect life force and storage?

    Just looking at the T3 farm, let's say you plant only 3 cycle T1's, 6 cycle T2's, and a 9 cycle T3. You have enough life force feeding the farm and enough seeds so that you harvest every 3 cycles until the farm is empty. This takes 18 total cycles (lowest common multiple for 3, 6, and 9), and at the end you would have collected a total of 7134 condensed lifeforce. So that means you need 24 storage tanks, right?

    Obviously not. Harvesting this farm is feeding other active farms. The per-cycle Vivid+Primal cost of a Wild T3 farm in this layout is 412 (still using ilvl 81 numbers, and am combining the Vivid and Primal costs into a single number for math simplicity).

    Consider the following table:

    T3 Farm 18 Cycles

    The most you gain in a single cycle is 2375 Lifeforce, which only requires 8 storage tanks.

    Notice in the table that by the end, you've generated 282 LESS life force than is required to grow similarly-optimized T3 farms. This means that despite being ABLE to grow T3 seeds continually using this method, you will not have enough life force generation to chain T3 growth. A gap must still be filled by having T1-only harvests. However, if you extend the chart out to cycle 21 and in cycle 18 you only plant 24x 3-cycle T1 seeds, you end up with a net POSITIVE of 150 Lifeforce.

    The more savvy of you probably realize that I'm leaving out quite a bit. Specifically, there's no guarantee that you'll have seeds to fully plant a farm every time (the rate of incoming seeds can be modeled using a Poisson Distribution, if one were so inclined), my examples only use the shortest cycle time seeds which makes real farms less efficient than I've modeled (they cost more and take more cycles), and there's no guarantee that life force generated will evenly supply seeds currently being grown (your active T2 seeds will favor a life force type instead of being even). Also, I'm using only ilvl 81 numbers when it's likely you'll have a mishmash of ilvls between 80 and 84.

    But all that is actually fine because reality is always a bit messier than the math. The tenets for output optimization remain the same even if we won't have a perfect 21 cycle harvest.

    My Grove

    Just to give an example of how my Grove looks to use the above farm layout, here's my bottom left corner where I grow Wild seeds

    4 Wild Farms

    In all honesty, 4 farms is too many for current seed drop rates, but I wanted a little extra built in just in case GGG increases the numbers later.

    I use dispersers and storage tanks as bridges between pylons, so everything is connected even though it might look like I don't have enough pylons to connect everything together.

    I currently have 12 storage tanks for each seed type, but I have plenty of space to add more elsewhere if I feel it's needed. But like I said, I only care about having enough storage to feed active growth, so I end up throwing away Primal life force since I'm always running excess of those seeds as compared to Wild and Vivid.

    The Takeaways aka TLDR

    Build your farms to grow a single T3 or T4 seed, add in the minimum number of lower tier seeds to meet adjacency requirements, and fill out the rest of the farm with T1 seeds.

    Harvest everything as frequently as possible, don't harvest if you don't have enough seed stock to replace what you just harvested that would cause adjacency failures.

    Have enough storage to deal with spikes created by the frequent harvests.

    Save seeds to plant a T3 or T4 seed and meet all adjacency requirements. Don't bother plopping down a T3 seed if you don't have 4x T2 seeds, for instance.

    Pipeline your growth so you don't end up with multiple T3 seeds being harvested at the same time.

    My Credentials

    I actually majored in this in college 15 years ago. I woke up in a cold sweat the other night once I realized that. Flashbacks of stochastic processes and probability theory...

    Want to learn more?

    I highly suggest reading the book The Goal by Eliyahu M. Goldratt. It's not a textbook, but instead a work of fiction that introduces the theory of constraints in a very attainable way. I've read it a dozen times and revisit it often. Understanding constraints/bottlenecks and how to deal with them has far-reaching benefits outside of industrial process optimization.

    submitted by /u/Ardentfrost
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    Zizaran RIP

    Posted: 02 Jul 2020 05:35 AM PDT

    How much dodge would you like? Yes - Glyph Spark

    Posted: 02 Jul 2020 11:30 AM PDT

    +4 Bow with attack speed and DOT, made with obscure harvest crafting interactions

    Posted: 02 Jul 2020 12:31 PM PDT

    That's no Seed...

    Posted: 02 Jul 2020 08:00 AM PDT

    Criticism is fair, but how you express yourself matters

    Posted: 01 Jul 2020 10:20 PM PDT

    Edit: regarding whether this post is a dupe or should have been in the main mod thread — my goal for this post was to bring a bit more visibility to reframing the discussion away from "people who are critical = bad / people who are telling me to shut up = bad". I'm not trying to make your life more difficult and won't be offended if you decide to lock/remove this in favor of discussion elsewhere. Thanks!

    obvious throwaway because I'd like to be able to talk about previous work experience without linking my personal identity

    [huge wall of text incoming, tl;dr: at the bottom] With a lot of recent discussion about tone and perceived negativity in this subreddit, I wanted to try to offer some constructive discussion about empathy and what working on reducing negativity can mean, without censorship of opinion. I'll preface this by saying that a lot of this discussion is emotional in nature, born out of frustration from many different people with many different viewpoints, so it is entirely subjective. You may also disagree with my take on this, and that's perfectly acceptable too.

    Negativity Funnels

    At my previous job, I worked as a software developer at a very large tech company that you undoubtedly know, working on software that was made available for other developers to use in writing their own apps and software. (For the more technically-inclined, I was working on a low-level systems framework for 1st- and 3rd-party devs on some very popular platforms.) One of the big parts of my job was designing this software, helping make it available to developers, and doing some amount of public presentation of this work.

    I very much enjoyed my job and the work that I did, but one of the most difficult aspects was having to deal with consumers of my work. The company that I worked for is notoriously secretive, and we were not allowed to discuss details of our work publicly beyond what was vetted and approved; despite this, the popularity of our platforms meant that we had tens of thousands of developers working with our shipped code daily, and hundreds of millions of devices which were running that code. Even small bugs could have large lead-on effects, not just for our own products, but for developers who were relying on us and our code for their own livelihood, and for the happiness of their own customers.

    Part of the secrecy here led to at least two big negativity funnels:

    • The bug-reporting system we had allowed 1st- and 3rd-party developers to file reports which were routed directly to us. However, we were not able to communicate with 3rd- developers directly through this system, lest we divulge information. Our communication had to go through a department which was in charge of vetting what we wrote. We were not allowed to discuss underlying information about bugs, nor timelines about when those bugs might be resolved.From an external perspective, the experience of trying to file a bug was awful. The most common experience would be filing a bug report effectively into a black hole, never hearing back again. Or, if you did get a response, it would more often than not sound at least somewhat canned, if the right information was even communicated back to you. This was an immensely frustrating experience both internally and externally, but it largely meant that the bug-reporting system which was so crucial to my work was largely a huge pile of sad. Frustrated developers (some with angry customers) would write in reports (sometimes rudely, but largely well-intentioned) that channeled their frustration into an unfortunate gift for me, and because of company policy, there was very little I could do but try to process up to several dozen reports a day. I read every single bug report ever sent to me, but not only was I not allowed to respond to many of them in the way I would have liked, I wouldn't have been able to because simply wasn't enough time in a day
    • Although the fruits of my labor were available publicly, the technical aspects of planning the work were not. (For the technically-inclined: I worked on several APIs over several years which took months of design, iteration, review, and testing, but developers would just see the end package with no justification.) This led to many situations in which certain decisions that were debated heavily internally for many months were released, only to be torn into again and again by developers who hadn't had the time to build an understanding of all of the internal constraints and difficulties in reaching solutions could take.I don't blame them. It wasn't their job, it was mine, and what I was allowed to say publicly to explain some of the thought processes, I did. Many developers were respectful, curious, and receptive to this information, and others were not. Many developers were frustrated by more intricate parts of our work that weren't so easily understandable, and took to venting that frustration out in public spaces — our forums, Twitter, Reddit, etc. This public frustration bled into some of the spaces I used to frequent online that I had enjoyed, and it was difficult to separate that content from what I was trying to consume, both emotionally, and technically (i.e. there was no way to filter it out)

    Because of the nature of this work, a lot of my daily interaction with the outside world involved me being on the receiving end of what was essentially a negativity funnel: online anonymity makes it very easy to post what you're thinking without interaction with anyone on the reading end, and I was reading a lot of content that the poster had no idea would reach me (and of those, 99.9% of posters have no idea who I am).

    I want to stress that none of this was personal. I doubt that almost anyone expressing opinions about my work had any wishes toward me one way or another, or were even considering me when they wrote what they did, or even knew of my existence. It's hard to say what they had in mind, but I have a strong feeling that they were thinking of the code, and not of the person behind the code.

    Tone and Content

    I can't and won't speak to the experience of GGG devs or anyone else who visits this subreddit; I can only speak for myself. I am an empathetic person, and I can tell you that being steeped in this negativity had a hugely harmful effect on my mental health and well-being. My boss always used to tell me "never read comments" and "you need to grow a thicker skin", but that's just not the type of person I am. I suspect that some of the people who are themselves frustrated reading about all of the frustration feel this way too. More so, I suspect that some GGG employees, especially ones who feel like I did, might agree that this subreddit can be a negativity funnel: they are likely not allowed to interact with the content on here publicly because of company policy, but are still interested in seeing the fun and cool things this community produces, and want to be involved in that.

    Being frustrated about something that you don't like is normal, valid, and expected. I don't think it's reasonable to expect of someone to bottle their emotions and just shut up, even if just because that's simply not healthy. I think that when we get emotional about anything in life, we should express it in a constructive way. I think the key to this is that emotional health rides on your funnels being constructive.

    I want to pull some phrases from comments around the subreddit that have stuck with me, but I don't want to link to the individual comments for people to brigade:

    • "If GGG is fucking up, we don't hold it back to protect their feelings."
    • "In a game riddled with bugs that go ignored for long periods of time on the official forums, you want to censor bug reports on Reddit?"
    • "It shouldnt matter if developers are unhappy coming here."
    • "They were MEAN! Get em mommy moddy! They say bad things! Ban ban ban!"
    • "I have no problem with the vitriol and negativity as it's usually funny and some people should have thicker skin. Sycophancy is just as bad as the negativity."
    • "Screw Harvest, it's basically Standard!"

    Some of these have stuck with me because of their content, and some because of their tone:

    • "fucking up", "riddled with bugs", "Screw Harvest", etc. are all phrases which are obviously born of deep frustration, but I strongly believe there are better and healthier ways to express this, for your own sake
    • "it doesn't matter if developers are unhappy", "I have no problem with the vitriol" are also phrases born of deep frustration, and of wanting to be heard, and of feeling like their being silenced; not caring about other people so that you can say what you want to say however you feel like saying is concerning, though
    • Some comments are unfortunately downright childish, and I hope you find better ways to express yourself

    I think that these sorts of expressions are not only unhealthy, but also harm your own interests. Not only are they unhelpful (and some are intellectually... lazy), but they drive away meaningful conversation about what is making you frustrated, and how it can be solved. I think that one of the keys of this conversation revolves around what boils down to the following thought: "bugs are outright ignored unless we complain loudly enough about them". I think this is an unfortunate (but understandable) view of how software development works, and find it highly unlikely that bugs reports to GGG are ignored. Software development is incredibly complex, and it scales poorly in terms of that complexity — complexity grows much, much faster than the number of people working on a product does, to the point where it's very easy to reach a level where you simply cannot address all of the issues people might encounter. It's easy to produce software where the number of outputs for a given combination of inputs is so unimaginably large that you simple cannot test it all.

    I think it's extremely unlikely that GGG is ignoring your comments, suggestions, or bug reports in any way; they simply cannot feasibly respond to it all, for various reasons (largely policy, time, prioritization, etc.). More importantly: although more often repeated feedback is more likely to be noticed, it's not that the more negative, the more critical, and the more aggressive we are as a community, the more we'll be listened to.

    Giving Feedback

    I think the mod post strikes a chord with many people about how to give feedback, some positive, and some negative. I don't agree with all of the points that the mods have made, and I especially don't want members of this subreddit to feel censored, or to be censored. I do, however, wish that this weren't necessary in the first place.

    The mod post brings up some good points:

    • "I don't like this league" (phrased however strongly you'd like), although expresses your opinion, is not an actionable statement. Beyond your sentiment, GGG can't fundamentally learn from your comment, and can't learn from what you might consider to be an action in your best interest. This is not inherently bad! There's simply not much substance to it at the end of the day
    • "I don't like this league because of x, y, and z" is definitely better, and more specific
    • "I don't like this league because of x, y, and z, and wish that GGG did a, b, and c" is optimal for acting on your needs but also isn't always reasonable to expect. Sometimes, you just have a feeling that there's something that you don't like but you don't know what you'd prefer instead, and that's totally okay

    The question is: "if I'm at point 1 or 2 above, what should I say instead? Is expressing my disappointment wrong or should be disallowed?" No, I think that you should always be able to express what you think. But I think there are better ways to go about it:

    • Is a comment necessary? If there are threads full of an opinion you share, consider whether you truly feel that another comment like this will add to the conversation. Your time may be better spent upvoting many other comments that resonate with you interacting with those. One less negative comment and one more "Yeah I think this is a great idea" is a great step in the right direction
    • Along those lines, are there comments or threads that point out changes that you do want even if you didn't initially think of it? Those are the best threads to interact with, upvote, and promote, because they not only let you express an actionable opinion, they show that we as a community want to interact productively with GGG and offer meaningful suggestions
    • More drastically, is interacting with the subreddit/forums/community right now productive and healthy, or express my emotions elsewhere in a more productive way? Sometimes, dumping your thoughts verbatim isn't the healthiest thing to do, even for your own sake. Sometimes letting it stew in this way only makes things worse, especially because of pushback from other people. If you feel very strongly about something (this goes for anything in life, not just PoE), maybe see if you can take a step back and evaluate whether there's a better option for self-expression

    Conclusion

    I say all of this, and bring in my own long-winded experiences to try to get at the following: your frustration of feeling like you're being ignored, or silenced, or trodden on is understandable, valid, and completely normal. However, you do have a choice in how you choose to express that feeling. At the end of the day, I did have to disconnect from the communities I was a part of because I simply could not take it. I could not steep in negativity day in and day out without it affecting me, and my mental and physical well-being. My physical health worsened and I had to get back on some medications, and go to therapy. At the end of the day, this hurt not just me, but also the communities I could no longer interact with: I wasn't answering questions, or reading constructive feedback, or learning people's needs, because it was impossible to divorce that from negative responses.

    If you are expressing your thoughts in a way that pushes away other people, especially GGG employees, I hope that you consider why you want to express yourself in this way, and how you might benefit not only them, but yourself too.

    wall-of-text tl;dr: read the bolded lines, but also, being loudly negative is unlikely the most productive thing for us to be when we want to effect change for both ourselves, and GGG. The more negative we are as a whole, the more we have to lose, but this doesn't mean that we can't be critical, or express what we think. Opinions are important and shouldn't be silenced, but take the time to divorce what you think will make you feel better in the short term vs. what might make you happier with the game and GGG in the long term. Even if it's not personal, there's still a person on the receiving end of what you right: keep them in mind, and act decisively

    submitted by /u/throwaway2833232481
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    Loot boxes should be regulated as gambling (UK)

    Posted: 01 Jul 2020 11:55 PM PDT

    [HSC] Soul Beak, 1052.5pDPS Exquisite Blade

    Posted: 02 Jul 2020 03:01 PM PDT

    Am I alone who after all these years would still love to see kill stats and metrics system in the game?

    Posted: 02 Jul 2020 05:47 AM PDT

    Gameplay stats concept is always cool, especially in games about endless grinding. It's fun. And Just to make it clear - If no one in this sub wants this, I'm cool with it! But I'm eager to have an open-minded discussion of having some 'measurement system' with no over-generalized accusations of being stupid or something. Tell me why do you love it or why do you hate it?

    submitted by /u/loudbaboon
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    [PSA] Zana no longer give 1 portal mission, that's A BIG BUFF!

    Posted: 01 Jul 2020 09:21 PM PDT

    What's the point of this "Harbinger Map" subtab if Beachheads always go into unique maps subtab? I can't even put a Beachhead here.

    Posted: 02 Jul 2020 10:10 AM PDT

    Never EVER use "Split a Scarab into two Scarabs of lower rarity" with fragment tab

    Posted: 02 Jul 2020 05:03 AM PDT

    Just to warn you all. NEVER EVER, I repeated, NEVER EVER use "Split a Scarab into two Scarabs of lower rarity" craft with a stack of scarabs from the fragment tab.

    I have just used my "Split a Scarab into two Scarabs of lower rarity" with 7 gilded sulfite scarabs. Crafting bench ate all 7 of my gilded scarabs and gave me back 2 polished sulfite scarabs...

    Worst trade ever.

    submitted by /u/Zawayama
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    Unique ring idea: The Doppler Effect

    Posted: 02 Jul 2020 01:40 PM PDT

    Unique ring idea, The Doppler Effect, gives +1 level to all gems on ring side, and -1 to level of all gems on non-ring side. If the ring is in the left slot (our left), main hand, gloves, the two left gems in helmet, the three left gems in body armour all get +1, right side gems get -1. If the ring is in the right slot (our right), off-hand, boots, two right gems in helmet, three right gems in body armour all get +1, left gems get -1. Two-handed weapons are on the left, so all of the gems get +1 or -1 depending on which side the ring is on. Two rings cancel each other out.

    This idea came to me in a dream where Bex was explaining how to obtain this ring from those suffering from madness like Shaper and the Delerium boss.

    submitted by /u/Vebev
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    Thank god it was only softcore.

    Posted: 02 Jul 2020 05:41 AM PDT

    Don't upvote this a stupid question but my escape key stopped working?

    Posted: 02 Jul 2020 12:37 PM PDT

    My escape key has stopped working in game and I can't open the main menu anymore since playing today? Any clue what could have happened or how to fix? Thank you

    Edit: Can only Alt + F4 to exit the game...

    Edit 2: Tried resetting input options back to default which didn't work

    Edit 3: Restarted my PC twice and on the 2nd time my ESC key magically works in game again without holding shift. Very strange.

    Edit 4: Holy shit I figured it out. I may or may not have an "illegitimate" copy of Adobe Creative Cloud installed and it was throwing up some errors today. Turns out when these errors popped up it would then disable my ESC key, but ONLY inside POE. After fixing the issue everything has gone back to normal

    submitted by /u/Haisoku
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    SSF Mirror and HH drop 4 days apart, Harvest RNG on my side

    Posted: 02 Jul 2020 02:30 PM PDT

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