If this occurs again, please list out all of the mods that are active, it’ll help us a lot in tracking this issue down.
If this occurs again, please list out all of the mods that are active, it’ll help us a lot in tracking this issue down.
Thanks for the report.
Why? What day is it?
Avalanche should be scaling by Attunement, do you have any screenshots of the damage numbers or DPS tooltip with higher int vs higher attunement? I just checked Avalanche on our end with 8 attunement vs 9, 10, and 11 attunement and the damage was different each time.
Today is a wonderful day to be a part of this community! We have been sitting on this secret for a very long time. We have done our best to keep quiet until the perfect moment, but we couldn’t help dropping hints over the years. If you missed them, don’t worry. We’ve added the secrets here so you don’t have to go off hunting for them.
Since the beginning, we have been trying to clue you in on this secret but, no one ever commented on their theories when we did. Because of this we worried no one had noticed.
These hints have been around for years, but now it is time to be as blunt as we can be.
... Read moreThanks for the report. This is an issue we’re tracking internally. Additionally, an issue like this wouldn’t necessarily be Level Design related, it’s more of a UI issue.
Gotcha, thanks for the report. We’re tracking this issue internally.
We plan to have it so that the first arena waves don’t start until you move a little just like in the arena echoes in the monolith. It might not be until 0.8.6 though.
I’ve seen a few of these kinds of complaints in the past, and I thought this would be as good a time as any just to make a quick comment regarding this. This is not directed towards anyone in particular, or in regards to anyone in particular. I’m only replying as a point of reference. The internet can frankly be a fairly spooky place sometimes. Many people may want to try to get involved with a community, try to share their ideas, and immediately get feedback concerning their ideas that may be a bit rough.
Generally, I personally find it’s the first few responses that have the hardest responses, and you’ll find later on that more people may come by that agree. However, it’s still quite easy to have social anxiety in such an environment and want to pull back when you receive some of these earlier responses. And while we certainly understand that that can cause frustration for some people to lose that information on what the topic was, we believe it’s important for people to be...
Read moreSounds awesome, thanks for the dev reply <3
Of course!
It’s something we’re very well aware of and agree with. I won’t give too much info here but keep an eye on patches coming out over the course of this year. It’s been quite an adventure going from 0 resources and ~10 people to where our studio is currently!
Thanks for the report.
Thanks for the report, we’re tracking this issue internally.
Thanks for the report.
Sorry, my response was not meant to invalidate your original post, or imply that it’s a non-issue.
I think your post was well researched and generated good discussion. As a pierce of feedback, it was particularly useful for highlighting the issue that the bonus stability system currently rewards rounding up large groups of enemies while rushing through a zone and only killing them once you reach the boss. That will likely have an effect on what changes we prioritise for subsequent patches to refine the system.
The data comparing stability gain over time for rushing compared to killing enemies on the way to the boss was also helpful as it shows that we probably need to shift more of the total st...
Read moreThanks for the report.
Thanks for the report.
To clarify, the purpose of reducing base stability and increasing bonus stability would not be to avoid having to backtrack. That is already avoided by being able to reach maximum bonus stability without having to clear the whole zone.
The point of reducing base stability and increasing bonus stability would just be to more strongly incentivise killing enemies rather than ignoring them on the way to the objective.