Our whole team agrees. Dev team is looking at solutions.
Our whole team agrees. Dev team is looking at solutions.
I’m going to give just one criticism to it, and it’s not even necessarily one that has to be addressed by that chapter itself.
I started a new Mage and got a little thrown by how the game gives you the old intro for your character, and then the game thrusts you into your trek to the peace-talks. There’s a left by a traveler that supposedly asks for your aid in these peace-talks, but it’s not clear if it’s actually asking your character specifically to join or if it’s just, like, an invitation to no-one in particular.
The solution would involve re-doing the intro cutscene to make it more clear whether or not your character was aware of what was actually going on. I can’t remember if it was mentioned that those cutscenes are going to be re-done in the future or not, but I imagine it’s probably lower priority for patch content.
They are going to be redone.
Is it applied, with this workaround? 🤞
Should be, the only thing wrong with it is that it's just backwards so the raycast gets blocked by the back of the frame. As far as a controller is concerned, it's just a normal node.
Yea they are a bit longer right now, apologies. We are working to reduce them with both small and large efforts. Later this year we expect them to be significantly reduced and in the short term we can shave a bit of time off them.
They look really great! They need to have a look at the sabertooth now after looking at these haha
new sabertooth is nearly complete!
This is a general visual bug with non-skill specific conditional effects not being reflected in tooltips or the stats sheet. It is actually applying to the minions themselves. Julra gloves were bugged before and a side effect of that bug was that tooltips sometimes reflected their effect as if it were correct.
We have a fix for this internally and are working on getting it into a hotfix. Thanks for the report!
We’re looking into this. Thanks for the report!
We have a fix for this internally and are working on getting it into a hotfix. Thanks for the report!
It appears Burning Daggers from Cinder Strike’s Firebreathing node do not receive the benefit, while Burning Daggers from other sources do.
We’ll work on a fix. Thanks for the report!
This bug did indeed manage to slip back into the game. We’ve got a fix for this internally, we’ll get it into a hotfix. Sorry about that!
We’re working on a fix. Thanks for the report!
As a temporary workaround, your stats will be correct next time you load into that character, so you can exit to character select and enter game on that character to get the stats applied correctly.
We’re looking into this. When the invisible enemies are attacking you, if that enemy uses projectiles, are those projectiles visible?
Does the issue seem to stop happening if you restart the game, or verify files in Steam?
You mentioned this seems to occur the longer you’re in a particular zone or monolith. In the case of monolith, does this mean running lots of echoes, or spending lots of time in one echo?
A player log from a play session where this occurred may also have useful information.
Thanks!
We're working on a fix for this.
In the meantime if you're in online and experience this issue, I'd suggest joining a party with a player who has a character beyond the blocker and portalling to them.
Read moreReally inspired by some of the ideas on here, and I wanted to explore the idea of this being a true partnership. The falcon having intelligence and autonomy, while also being a companion.
So I put a sort of class archetype together here for fun. I was imagining all sorts of fun abilities as I wrote these out and imagined the partner dynamic.
Here's a text version:
Soar in to high speed, high altitude combat with your falcon companion - as intelligent as it is fierce. Become a duo of death, as your successfully coordinated attacks place you into a vicious battle trance.
Fast-paced, high impact offensive action.
- Attack bonuses for catching enemies by surprise.
- Respond to your falcon’s maneuvers and pull off powerful combo attacks.
- Your falcon adapts its combat tactics based on your unique talents, and the flow of combat.
...
I hope you're in marketing because the graphic, formatting, and wording is stellar here. Legitimately got me hyped.
More QOL/flavor, but it would be fun to have the falcon be able to retrieve loot or pick up shards or something.
I also love that you made this thread and are brainstorming with us!
In addition to the many great suggestions already posted, I would say 3 main builds: a "nuke" build where the falcon comes diving in and deals massive damage, before flying up out of harm's way for a "cool down"; a build where falcon pesters enemies, drawing aggro and applying debuffs; a build where falcon flies around the battlefield dropping buffs, heals, ward, clouds of smoke... whatever. maybe even powerful consumable weapons like special arrows.
I'm having a ton of fun reading the idea, so really it's my pleasure. Also, good suggestions
Read moreHmm. So first of all, I’m thinking a falcon is small, lightweight and fast, so it’s abilities should reflect that.
Second, a new Mastery means a new passive tree and several new skills, and the early nodes and skills have to be useful to Marksman and Blade Dancer as well … and I feel like that’s the tricky part. Obviously the Mastery Skill will be the falcon itself, and I feel like the skills should mostly be player+falcon interactions, which would have to summon temporary falcons for the other Masteries.
For the passives, the early tree should include benefits while the falcon is active (permanently for the Falconer, and for the Marksman and Blade Dancer, for a few seconds after using a Falconer skill). The falcon would be distracting so crit avoidance, increased dodge, increased chance of glancing blows all feel appropriate. Damage-wise, I think bleeds, increased crit chance and improved penetration seem appropriate.
Having nodes to change the type of fal...
Love to see the thematics/flavor being converted to appropriate existing mechanics. This is how our designers think!