I'll just leave this WIP image here.
I'll just leave this WIP image here.
The load screen images were made by Tomas Honz. Here's his art station page for those that want to see other work from him: https://www.artstation.com/artist/tomashonz
This is a good example of something I call a "perfect storm unique"; It has a very strong and instantly understandable theme, and all the parts(name, stats and flavour text) contribute to the whole in a great way.
Is he gunna be on reddit too? :D
Yes, I will! =)
Fixed, will probably go in a patch sometime after 2.3.1
So uh, quick question, aren't GGG staff supposed to have red/colored names? Seems a tad suspicious that you claim you guys are "narrowing it down" when this is a pretty small issue not affecting everyone. Did everyone at GGG just stop their current work to focus on this? lol.
Fair call, it is my first post here. I just read this thread shortly after seeing that getting extra information about this specific problem will help in finding a fix, that's all.
I'm the guildie, Uh, its on every single node, no Idea how it happened...
Thanks. Is it still happening? We're trying to narrow it down, some have mentioned it only occurs when they have their loot filter enabled. Makes things look interesting none the less.
Was this on just this particular node, or throughout the UI?
If you also have any details on how to reproduce this it would be appreciated, thanks.
Back in the days(after someone suggested it) I did some initial testing using blue/silver instead of gold, but it looked kind of out of place and clashed badly with blood red especially. Maybe golden opulence and blood strikes a chord psychologically in a way that blue/silver and blood doesn't? Either way there wasn't a quick and easy way to make this work and since I'm quite happy with the current mood in Lunaris it is unlikely I'll try to change it again.
The Spice King was indeed a big inspiration when it came to the creation of Cadiro!
The infested crabs found in the wetlands have had their color pallet shifted to a lighter hue of blue. The normal versions look less like magic versions as a result.
Good point. I changed the colour of them now, and it will probably get through to the live realm with the ascendancy release.
Who did the artwork for the ascendancy classes? Pass on to them that they did a f**king amazing job.
They are made by Jaan-Paul Van Eeden, here's a link to his blog: http://eedenartwork.blogspot.se/?m=1
I'll pass this on to him for sure!
The boss in Plateau is called "Drought Maddened Rhoa" yet it is pretty much surrounded by water. That boss is currently at the top of the list of map bosses to be redone(not just renamed) once it is possible to find time fore it.
Ondar's guile is the god send to any projectile build that wants to avoid reflect.
I can't fully explain it to you out of the top of my head (I recommend you give it a read in the wiki), but the way evasion works with crits is the hits get rolled twice, once to see if it crits, and once to see if it hits. The way this works with crit reflect is that not only you have a chance to avoid the hit entirely but also to turn a crit into a normal hit, making it much easier to handle.
The only thing you want to avoid is something like a lioneye's glare or resolute technique (hits can't be evaded), or you won't be able to evade your own reflect.
Reflected damage cannot crit, so the evasion check to downgrade a crit isn't really applicable
You can evade the reflected damage from all parts of ice shot unless you have the "hits cannot be evaded" stat
So how do you explain what happens in the video?
It's a bug. If it's bugged in the way I think it is, it should be easy enough to fix :)
cyclone has a target limit of 8. that's why this happens. It has been this way ever since the release of the skill and i still dont understand why GGG hasn't removed the limit yet.
There is no target limit on cyclone.
The patch note is incorrect. 1.3.0 actually fixed the mana orb not showing as reserved when you had Blood Magic.
Damage over time cannot penetrate resistances, so no
Edit: Also damage over time applied to yourself doesn't use any of your offensive modifiers
Fixed a bug where Static Strike's to-hit checks did not alternate hands correctly while dual wielding.
Thought it was intended behavior. I've been building for main hand damage with it since level like... 30. I'm level 84.
It alternated weapons for damage, just not accuracy checks.