The vast majority of the tree is brand new. We started from scratch. Some of the nodes are very similar. Please don’t assume any node or the layout is the same as it was.
The vast majority of the tree is brand new. We started from scratch. Some of the nodes are very similar. Please don’t assume any node or the layout is the same as it was.
The way it works, move speed will have very little effect on this actually.
Hi everyone,
I just wanted to poke my head in and let everyone know that we are actively reading every post in this thread. As always we take feedback from our community very seriously and will continue to do so.
I think that the opening paragraph of our multiplayer FAQ might not be quite clear enough. The information is what our current plans are but they are by no means set in stone. We have already been in heavy discussions about many parts of the multiplayer FAQ based on early feedback from the community.
I like to think that we are an adaptive group and when something doesn’t work, we pivot. Some of you have been with us for a couple years and have seen several systems vanish or be heavily reworked based on player feedback. Sometimes it’s a little hard to see a system you worked hard to develop get scrapped but I know from first hand experience (old passive grid) that it makes for a better game if you can let go of things that aren’t working. Even if this g...
Read moreIt is interesting but just having the potential for a stat to become a downside like that is a bit of a non-starter.
Yes, then you would take less damage from crits than regular hits and critical strike avoidance would actually be a negative stat to have.
Not likely, if we did, t7 would go up to 50% and we would drop the rest accordingly.
Hey all, has anyone actually gotten one of these items as exalted yet? It shouldn’t be possible. Some affixes shouldn’t roll as exalted.
It looks like we’ve found a bug that would allow affixes that shouldn’t be exalted drop from the guaranteed exalted items as a monolith reward. It will be fixed for next patch.
That seems like the sort of thing that was just a typo when it was being put in. I’ll take a peek today.
We aren’t planning on changing the core functionality of the crafting system.
Yea, I can’t really give full details on it just yet but we are doing a ton of automated testing to make sure that the difficulty to get different average tiers from different starting points stays pretty similar to what it is now.
Some scenarios get very slightly easier and some scenarios get very slightly harder.
The goal in the changes is mostly to remove the feels bad that I was describing above. While still keeping the difficulty at a similar place.
Possibly, we do have some big plans for crafting that will make this problem go away though.
2 crafts is not a statistically relevant number of crafts to prove a problem in the probability.
It is possible for you to fail 100 crafts at 90% success chance in a row. The chances of this happening are astronomically tiny.
If you get 2 fails in a row at 90%, the chances of that happening are 1%. So, while it is very unlikely, it is possible.
If you do 10 crafts on an item all in the 85-95% range, all of those feel like they should be sure things and any one of them failing would feel bad. There is about a 65% chance that one of them will fail. If any of them fail then all the success are pointless so you only remember the fail at high success chance.
Now, if you do that repeatedly, all you end up remembering is dozens of failures at high success chances. This is when we hear people say things like “it always fails at high success chance”. They aren’t wrong, most crafting failures happen at high success chance. I know this seems counterintuitive but it’...
Read moreI was summoned by the linking of a post.
While we aren’t ready to pick out specific languages to translate to just yet, Germany is one of our top countries for player base. Last time I looked it was number 2.
The crafting percentage is accurate. I am absolutely certain of this. If you believe it to be wrong, I am very open to looking at evidence showing it is wrong. Evidence that will convince me looks like 100+ contiguous crafts shown in an unedited recording. If you can show me this, I will rewrite the code.
Having said that, the feeling that it is wrong is enough for us to re-evaluate how it works and is displayed. I’ve talked fairly extensively about this on stream but it boils down to that because the highs aren’t very high and the lows feel like you’ve been cheated, we should probably change how it works. So we are working on a replacement system that alters the system just enough to feel much better but doesn’t betray its identity.
We fixed a bug that was causing judgement to do way less damage than it was supposed to. The overall fix for it feeling clunky and the tree being meh is coming later.
I’d just like to clarify, as I did in discord, that the boxes are actually circles and each one is different for each ability for each minion.
Oh I get it now. My bad
You don’t, enemies do. The node I was referring to says, whenever something dies nearby.
Well, in multiplayer, it could even be another player.
Just to clarify what I think I said in stream (or at least what I meant) was that when appropriate, like with the necromancer, we sometimes use when something dies nearby instead of on-kill.
We are just shiftng away from kill effects in general. Not 100% getting rid of them, just less popular than they once were.
Maybe you should go back and watch the clip carefully.