yo! has anyone done a breakdown of the "new stronghold mechanics"?
im not a poe hater but i really dunno if i can stomach another 40 hours of this if alls they did was like add a multiple choice xp reward for a dancing drunkard buried 3 load screens away in the courtyard or something.
There is a questline where you defend your precious stronghold against a hostile takeover by pretentious nobles which leads to a cool battle.
There are also a ton of new companion tasks which give unique powerful items.
It's one of the better (the best?) RPG strongholds now, but that still isn't really high praise since they were always quite lackluster.
I agree that intuition-types should be catered for as well. But I think that other RTwP games struck a decent balance both for intuition-types and calculation-types. It doesn't make much sense to me to block the calculation-types out of a game full of numbers.
I'm genuinely curious what calculations you mean in other RTwP games - I'm pretty math inclined myself but I hardly remember doing any in these specific games.
Every decision I'd make would be based on relative (compared to each other) enemy stats, even calculating the percentages PoE gives on mouseover seems superfluous, since you basically clump them into horrible-ok-terrific and decide to triage from there.
There is also hardly any mutually exclusive optimization since basically everything stacks with each other.
Calculating DPS from proc weapons is the only thing I can think of, but then PoE has more complicated weapon effects so that point is moot.