Nah, it’ll be fine. It’s not like you are being forced to pick a bad blessing or something. You would really have to try to make a 3 affix legendary. You would know for sure that it was happening before you start.
Nah, it’ll be fine. It’s not like you are being forced to pick a bad blessing or something. You would really have to try to make a 3 affix legendary. You would know for sure that it was happening before you start.
One mistake I know I made in all that was the minimum number of affixes. Right now it is possible to get a 3 affix legendary. Only one of them and you’d have to intentionally do it.
I double checked and the max right now is 12 on one specific legendary.
Save files are stored locally on your system still. The files may have become corrupted in some way causing it to not load properly.
All global data such as stash and crafting materials are stored in a single file.
Each character has their own file.
I don’t have the exact path on hand but it should be on our support site if you look for file locations.
If you’re using Steam cloud saves, it’s possible that they have a backup or that it was that which caused the problem in the first place.
The game does keep a backup save in the same location that could have the data in it too.
Because the saves are not stored on our servers, it’s very unlikely that we can do much to help get it back but I hope this info gives you a leg up.
Sorry, nothing exciting there.
Hey all, just thought I’d weigh in with a little info about why it’s the way it is.
I quite often see the comparison of base classes and masteries to PoE classes and ascendencies. This leads to the feeling that masteries should probably be respecable as each mastery is an option of the class you’ve chosen.
This isn’t how we currently view mastery classes. We’ve generally thought of the game as having 15 classes (12 for now). You start out by picking a general theme and then after about 25 levels, you pick your class. You get a chance to test it out and decide which one you like instead of having to pick right out of the gate without information. We try to give a taste of each playstyle in those early levels. Some can’t be done well, but we try to give a bit of a feel for them all early.
I know it’s a different way of thinking about it that isn’t necessarily what many people think when they interact with the system but this is how we’ve intended it so far. Like m...
Read moreYea, having the math be straight forward really helps comprehension so we try to lean in that direction when we can.
Hey, so the normalizing function isn’t as harsh as you might think. It’s really simple, it just rolls twice and takes the average.
This has 2 main purposes, one: it reduces the chance of a crap roll. Because you only have a crack or two at it usually, getting a low roll feels really bad. Averaging two rolls makes it more likely to get a useable roll rather than effectively bricking the item if it only has one shot left. The second reason is to help emphasize really good drops. It means that going out and killing stuff is just a little bit better overall.
We put the item into the game when we received a large amount of feedback that people were finding otherwise amazing items with poorly rolled implicits and no way to even try and improve that, making the items feel really bad to even try crafting on because it had a limited potential.
Now, while rune of shaping is not getting a major rework, the new system does have some pretty significant knock on effect change...
Read moreJust before entering the zone, change your default audio device in windows. This can be as easy as unplugging your headphones if you’re using them. Once you are through the zone transition, you can change the device back and it should be smooth sailing.
While it would be great to not have any snapshotting effects at all. This is, for the time being, not a bug and I have moved it to the Feedback section.
It is good and relevant feedback though, please don’t mistake my meaning.
OK! I totally didn’t understand the question on discord but the answer still stands. Abilities that minions use aren’t inherently minion abilities. When an ability tooltip shows up in a minion skill tree, it generates the tooltip as if you were casting the ability. So Blizzard isn’t a minion skill, it’s just a skill that only your minions cast. So, your minion is using its relevant stats to cast. When you summon a minion, it gains spell damage equal to your minion spell damage. Then when it casts Blizzard, it uses its spell damage, which is your minion spell damage.
This is the core of why minion skill tooltip dps is so crazy hard to calculate even remotely usefully.
If we were to add multiple conversion support, we would have to make absolutely sure that cyclical chains weren’t possible. This would restrict the options we have in making items and create a design debt that we just don’t like having.
Chaining multiples together to force all damage into one type and then stacking special DR for it would be cool but it would only work in very very specific ways and for performance sake would probably require us to have one line that it takes. So for example, if you had Fire → Void → Physical, it would work but if you went Fire → Cold → Physical it wouldn’t because let’s say the cold to physical happens before the fire to cold. Then we have this huge amount of edge cases that people need to study to see if the combo they want to use works.
Keeping it as one conversion only makes things much more easy to understand as there is only one extra rule you need to know:
Damage only converts once.
25% of Physical damage taken is converted to void.
100% of Void damage taken is converted to fire.
Fire damage taken is converted to physical at the percentage rate that you have on idols.
No damage is converted twice. So, if you have all 3, you’ve really just redistributed the incoming damage types in a weird way. It’s generally not overly useful to have all 3.
Please keep replies on topic and respectful. I have removed some that weren’t.
Please keep replies on topic and respectful. Personal attacks will not be tolerated.
Hi everyone,
I was summoned by the linking of a comment of mine.
I have taken a few to read the suggestions in here and as always with threads like this, there are some really good ones. We want to keep the core of what makes our crafting system unique and engaging while having more excitement. Right now the two main outcomes are relief and anger.
About a month back, I went on a pretty long explanation of our goals for a crafting system rework that I think mirror a lot of your sentiments. It’s about 7 mins long I think and this link should start at the right timestamp.
Nothing shows up at all. You don’t see their username.
In the future, please don’t post them publicly on the forum. The link I sent lays out instructions for reporting chat infractions.
I looked at the chat conversation. We are still evolving our chat moderation protocols as we have seen an influx of people recently. From what I can see they were trying to deescalate the situation. We have reviewed the situation with other moderators too. Thanks for the feedback on the situation.
If you could submit the screenshot of the person using the N word to support, we can quickly follow up on that.
Read moreIn the initial message, did he say that he was a mod and tell you not to because it’s against the rules or was it just one player to another asking you not to?
Getting the right people the ability to moderate chat was more important so we did that part first.
If someone masquerades as a mod they won’t have any abilities to do anything. We are working on getting them some official indicators.