"Do you guys not having loot filters?". I'm really sorry that we said this. It was dense and obvious and definitely missed the mark.
"Do you guys not having loot filters?". I'm really sorry that we said this. It was dense and obvious and definitely missed the mark.
I really don't think you guys need to beat yourselves up about that one too much, it was just funny more than anything. A stricter loot filter really is a partial solution to some of the problems, snark aside.
But... the underlying issue could use a comment. Most of us feel that all these on death effects actually force us to play faster, and mostly punish slower, less optimized builds that don't blow whole packs up instantly.
It was a little frustrating in the manifesto so see the stated rationale so diametrically opposite of how the game actually feels to play. And also, 300 splinter stacks didn't help a ton haha. Why another "pick up piles of pennies" situation in a timed league in the first place?
Yes, when we were writing the manifesto I mentioned that it wasn't just about moving forward but not being able to stop because you might die but that didn't happen to make it into the writing. I'm hoping that it's helped at least in part by some of the monster changes coming.