This is working as intended, the affixes on unique items aren't the same as those found on magic+ items.
This is working as intended, the affixes on unique items aren't the same as those found on magic+ items.
We release our larger patches every 3-4 months. 0.9.1 was May 25. The list of updates is piling up pretty high internally at this point!
This one wasn’t on my radar but I’ll check and have someone investigate if we’re reproducing it.
Can confirm. Seems like a cool group of guys!
We’ve implemented a fail safe for this internally today because of your report that will be released with 0.9.2. Sorry for the inconvenience. Ekimarchers suggestion will allow you to progress
If you are playing online, you can get someone to go to the next Waypoint and you can portal to them.
If you're offline, there is no way to do this that I can officially recommend.
Accepted. Glad you’re enjoying it ;)
With this I have accidentaly discovered that leaving Soulfire Bastion following the path will put me in Chapter 7 in the map next to Champions Gate (Arena map) and this solve my problem of not being able to easily enter Arena if skipping chapter 5 to chapter 9 (early Julra fight).
So far you can go from chapter 4 to chapter 7.
From chapter 5 to chapter 9.
Yea, we don't try to hide that it is a campaign skip but nobody seems to know. So that's on us. The other dungeon is also a similar skip.
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Yea for sure but it doesn't say, you get x points in node y. You can know what the crown does without opening your passive tree.
Was there ever an idea of scaling the Mastery power?
e.g. "You Mastery bonus is X% increased" could be a useful stat if you build into that specific class mechanic. (Sort of the WoW Mastery stat, I guess. Generic stat, but different effect depending on class)
Yes, and if we were going to do a specific generic stat like that with regards to passives, that would be where it would go. And we for sure don't have anything like that planned at all.....nope, no way, not at all....ok fine you broke me, we're doing it.
I really like this idea. So much that I've pitched it internally before. Sadly you might have noticed that it's not in the game.
It would take some minor be features to make work but it's not a big deal really. The main reason why we haven't done it so far is just that it's a little too specific without being detailed. When a player reads +2 points to a passive is column 5 of your mastery tree, they probably have no idea what is even in that column. It's either going to be awesome or useless. They would have to go look at what is there to evaluate if it's even worth looking at or not. This inability to know what the item does without referencing a lookup table is a step we would like to avoid.
There are also some problems with removing items and having them remove a passive point and then losing access to a skill all together in some situations. Also invalidating your whole tree if they were what got you to the next rank of nodes.
So, these points wouldn't b...
Read moreIt’s pretty good but we’re making more improvements to it. We’re adding button prompts to item tooltips, making the crafting system work better with it, adding better navigability to many pieces of UI and spot fixing some skills that don’t play as nice as others. That being said, it’s definitely playable and I personally play via gamepad most of the time because of carpal tunnel.
Cycle content is going to be rolled out across online and offline at the same exact time, it will be effectively identical sans trading, partying, and leaderboards.
Confirming this is true. In addition there may be a few small differences, like newly introduced pinnacle bosses won’t be accessible in offline till killed once in online mode so that offline modified characters don’t trivialize finding a strategy for the online realm. But you’ll get to play Cycles in offline mode
Hey redeemed, we certainly did discuss this but it was fairly quickly decided against simply because we want players to feel good about using those materials for crafting instead of feeling that the best use of them is to store away to trade for something.
Some inaccuracy here. Increased Hammer Throw damage DOES apply to disintegrating aura due to how damage is passed on to subskills. The text on the aura itself mentions nothing of hammer throw stats on gear, exclusively those on tree. The text is inaccurate though, saying the stats don't apply "unless specifically stated" but the Ballista nodes (%more damage and -cost) DO apply without stating so.
Just to make sure I tested this on a level 100 naked forge guard with only the bare minimum points to get disintegrating aura, and threw hammers such that only the aura hit a dummy. Equipping a chest piece with only t6 Hammer Throw damage increased the damage of the aura ticks. The testing with Ballista nodes were done on the same character, throwing without the nodes allocated and again with them.
Disintegrating aura is actually a special case. It doesn't actually create a sub skill. Instead it adds a new damage component to the hammer itself and just adds the VFX around the hammer.
We’re very against pay to win and we don’t even have pay for convenience. If you’d like to support us further you can look pretty cool by doing so though! We have a lot of great looking gear that drops as well though these days
I've got 1,680 hours in the game and I just completed my first empowered monolith yesterday 🤣. To say the content is engaging would be a huge understatement; enough to build 40 characters and enjoy exploring all the various skill tree and gear interactions with most of them.
My only criticism would be the missing classes. There have been so many tuning passes on all the unlocked ones that it's very likely going to feel wonky and unbalanced for a while to come when the new ones get released.
Keep up the great work! You will get my vote for 'all-time favorite game' as soon as you incorporate cinematic cut scenes that I'll watch for (at least) 23 years like D2, lol.
Love to hear that you’re getting that much enjoyment out of the game already in early access. We have made significant progress on the remaining masteries and I must say they are showing us what we are now capable of and are very cool.
Are there any plans for console version?
Very likely. We need to ensure that the PC production and live ops pipeline is well established and smooth first, but we’ve always believed we’ll come to console eventually. Not at 1.0 though.
LE is firmly top 2 ARPGs for me now that D4 basically self-destructed! Go Judd!
Thanks to your early support, Jerle. Cheers bud!
Judd, also known as Chad! 😎
Haha see you soon Lizard!!