It will be turned back on. It was disabled because we couldn’t fix it in time for 0.9.
It will be turned back on. It was disabled because we couldn’t fix it in time for 0.9.
Can you post a screenshot of the passive tree? Are you talking about the big vertical chain line that splits the passives? Which mastery did you pick? What nodes are locked?
We have a new auto mod system that we’re still training. Sometimes the false positives it flags are silly but we check through the rejections and allow-list anything that it catches that it shouldn’t. 95% of the stuff that it does catch is it doing it’s job well but there are some things we’ve either had to loosen the restrictions on or allow list that don’t make sense. 1pt, afaik, isn’t a term we’d want to block, haha!
Had me going for a second. Happy 32 March
Anthropology?
Anthropology?
Anthropology?
...
Anthropology?
Every ability has a unique "settle low priority ratio". This is the percentage of the use duration which can be interrupted with high priority actions, like moving or movement abilities for example. You can end an ability usage slightly early by moving.
Just want to make sure we are clear that this is something we have very specifically decided not to do. We do not ever want to put a player in the position where they are picking between these types of rewards and power. They can go into pools where they are all together and power is not an option like blessings. But it is very carefully done so that the timelines which have these types of rewards don’t have any character power rewards.
This is a very hard rule that would require monumental shifts to be even remotely considered.
Likely “yes, there have been internal discussions about it”
Yes
We are aware of this internally. Thanks.
We have a fix for this internally along with, Flight of the First and StormTide.
I would suggest verifying your steam files.
We have this fixed internally. Sorry about that. Thanks for the report.
We already have this fixed internally. Thanks.
Thank you for your report and getting back to me. I’m glad it works with dual wielding correctly. I was worried our patch to address the mobility problems with Dancing Strikes had adverse effects.
Currently it’s a very common reported problem that weapon requirement skills are not working, this is because we don’t have a way to stop a player from using those abilities in a multiplayer environment. This easily leads many players to assume it’s broken. I brought up internally and I am hoping we can address this problem soon.
We are still looking into Shift, it’s a known issue internally.
We're currently testing a fix for this that prevents it happening in future and fixes stashes that are already broken. In the meantime I'd suggest avoiding deleting categories.
Please remember to follow the Code of Conduct and remain civil in discussions.
The movement from Void Cleave is an intended part of its design, which can be used to advantage, or disadvantage - similar to dancing strikes, and warpath having forced movement as “movement” tagged skills.
It is valid feedback that you’re encountering frustration with a forced movement skill, and it’s certainly something we can take into consideration as to “how” it forces movement, or perhaps other aspects concerning it. At the current time it is intended for it to force movement in the attacking direction as a core part of the skill’s identity when you use it like other movement skills.
If you’re having issues identifying telegraphed attacks and accidentally Void Cleaving into them, I think adjusting the Telegraphing clarity would certainly be worthwhile to discuss, such as if there’s particular enemies it happens against, or in particular areas (We do know of and are adjusting som...
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