Don't let the guy who is hundreds of uniques deep looking for this see it.
Don't let the guy who is hundreds of uniques deep looking for this see it.
ok, the really messed up thing is that I had no idea it was there either.
hey thanks! you might mean my Easter Egg video. It turns out that most the nodes in the game are puns about something, but there's other good Easter Eggs in that video also. There's a handful of secret zones too, some of which haven't been utilized yet.
in the DPS Dummy area, there's a weird zoom-in feature that might be a secret in the future
there's a "Broken Key" prophecy, and there's a corresponding artwork for it...but the art hasn't been added to the game yet, so presumably in the future...?
there's the zone in the Ancient Era with the totems that float up and down. No one has figured it out -- probably hasn't been implemented yet
and of course, "How to Grow your Spriggan"
Puns or references to magic cards....
Check perrythepig on YouTube for a good secrets video.
Welcome back! Hope you enjoy it.
There’s many creators and sites that have put a lot of effort and love into creating build guides that you’ll find with a quick Google search. Some of those classic sites you may know from early access days continue to level up. I won’t call any of them out specifically to avoid bias though.
We'll be making adjustments
This has already been fixed internally, and that fix will be included in the next patch.
The ability to switch is more of a failsafe release valve than a mechanic to be used. It's more of if you really don't like one but you didn't learn that until most of the way through the campaign on your first character then this let's you switch without having to remake the character all together.
Mmm. Not great. We'll fix it.
Awesome to hear that! Do you think you're gonna revisit current dungeons when that tech is up and running or are you only gonna use it for future content?
Fix existing first for sure.
The devs just really need to work on a proper map layout randomizer like Path of Exile has. That single-handedly makes everything feel WAY less repetitive and boring and with that in place they could also get rid of all the arbitrary dead ends in dungeons that just feel bad due to all the backtracking.
I bet that takes a crapton of work to get done properly, but the longterm payoff is massive.
Big time. We've been working on it for a little while and it's a huge project but it's going to be so good.
Could I get a separated image of it?
Yea, I'm already looking for it for you on discord :)
just let us use key to fight boss again, not to run dungeon again
Yea, options for using keys to resume or reuse are on the table.
Yup, we have both short and long term changes planned for dungeons.
Made me smile. Tell your buddy the game director says he's glad he's having a good time!
Glad you enjoyed this cycle u/TheStinkBoy! Agree with all of your suggestions. We're literally working on improvements to all of them for 1.2, haha!
Hey u/NotARealDeveloper, funny enough this topic was something we discussed last week in a game design meeting and your suggestion is actually what we landed on. Current plan is to boost the minimum level so you can experiment more easily early on in a skills development.
Learn some C# and come join us!! Haha
It does a few other things too. If you are wanting to apply a lot of ailments all at once to hit a threshold to trigger something. Or maybe a chance based on hit effect that you'd like to significantly up the chance on a single ability use.
It is really focused around hitting one big target with many arrows.
Sorry, this is the age old multiplicative vs additive chance sources issue in a different package.
There is a big response I left on one of the forum or Reddit or discord threads about this but the specific suggestions just don't work the way you'd expect them to.
It's also possible to add new factions but adding more to the MG/CoF subset breaks the primary reason for having them in the first place.