Mike_Weicker

Mike_Weicker



10 Dec

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So, we actually tried allowing HC players to come back from arena deaths early in the beta and we got a very clear response from the community. We don’t currently have plans to allow HC players to come back from death in HC still. We are still considering allowing HC players to transition into SC after they die, not decided yet though.


01 Dec

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Hey guys, I haven’t read all of the posts in here yet but I just want to remind you all to keep it civil. It’s totally fine to disagree and express your opinions.

Edit: I’m really liking what the ladder is doing now that it’s working better. We’re starting to see a fledgling meta form. We were aware that werebear was very strong going in to this patch. We may have underestimated it a bit. We really want to make sure that it stays fun without it being too over the top.

(Disclaimer: The numbers below are hypothetical and just to illustrate a general philosophy and not exact values that will be used)
Our general philosophy regarding balancing and nerfs is that if a build is 50% stronger than anything else, it’s too strong and needs to be brought back down to earth. However, many players will have invested time and energy in to creating this character that is supposed to be very strong. We will probably nerf it down to say 5% stronger than everything else. This might ...

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30 Nov

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Unfortunately we can’t really give a guaranteed yes/no on this. There are a lot of factors that go in to how well the game runs. That video card is above the minimum requirements and should do fine. We have many performance improvements still coming down the pipe (Unity 2019.3 was just released 2 days ago and we’re upgrading asap).

I think that an RX590 is a great choice for video card and should serve you quite well. Other components in the computer or software that might be running in the background could cause a computer with an RX590 to not run at 60fps some of the time.

Personally, I have a GTX 1080 and can play on high settings with no frame problems.
...

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28 Nov

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Confirmed on discord already but leaving this here so we know, it’s a balance concern, not a bug. Working as written.


22 Nov

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(I have this thread bookmarked and check it every morning. I don’t always reply but I am watching it.)


20 Nov

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The Beastmaster pets do a lot more to help the player do more damage. It’s a tight balancing act of theming and well, balance. It’s not finished at all. We do intend to work unique effects in to the manifested weapons and armor too. Possibly not all of them but we’ll do our best to get all of them working.

The Beastmaster has primal companions that he has made a connection with. Part of his character specialization is around his connection to his companions. Many of the nodes say something along the lines of “you and your minions gain…”. It’s all about growing as a team.

The Necromancer has minions to do her bidding. Tools to be utilized as she sees fit to achieve a goal. Her skeletons can be broken and rebuilt to serve that end. They are a manifestation of her magic animating inanimate objects or drawing upon the power of lost souls of the lost. She has no connection to her pets except as an expression of her power.

The Forge Guard is an artist in steel, a man ...

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That’s a big part of it, as a “minion” Forge Guard, you still have really good personal damage stats so you’re not useless. Lots of minion builds often leave the summoner feeling a little like a support character to their minions. Something we’re working to solve on those characters too, but that’s another topic all together.

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Manifest Armor and its tree are the best example of the type of scaling that we like for the Forge Guard. We really want them to feel like you can just take one if you want and have it be useful without needing to take minion focused passives and gear affix slots. You can still take multiple of the minion related forge guard abilities but because they are all individually still useful without those minion passives, having lots of passive skills that gave minion bonuses would make them overpowered, Then we would have to look at removing some scaling that comes from the gear. That’s the main flavor of the skill so we don’t want to resort to that.

The current plan is to lean in to this scaling from your gear as a base functionality for Forge Guard minion related skills. I think that the best place to give customization of this is through the individual skill trees.

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I’m sorry to say that this is very unlikely to happen. The Forge Guard is not currently designed as a minion class. The minions that it does spawn are designed to scale directly off of your gear as they are themed as manifestations of that gear. Our goal is that they don’t need minion affixes and passives to have those skills be useful. We also have to consider screen clutter, 100% spawn rate with an AoE attack can result in dozens of minions being spawned in an instant. It’s just too much with regards to visuals, networking and cpu usage.

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Yea, we’ve got some tools to affect these. The early levels in particular haven’t had a big change to difficulty in a while. It might be as simple as reducing the xp you gain from things. We do some balance passes almost every patch and we are hesitant to do really big changes all at once but we’re working on it. We recently just made a few changes to how enemy scaling works so that we can alter these things a lot easier.

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All I’m hearing is that we need to crank up the difficulty haha :smile:

In all seriousness, this is very good feedback and we will be altering the difficulty and leveling curves as the game evolves.


19 Nov

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Cool video that you’ve put a lot of thought into. I think the underlying concepts and reasoning you’re going for it great and you’ve outlined almost an entire progression system. I feel like you could design an entire passive system around stat milestones. I think D4 would do well to use it.

I know a lot of it is directed at D4. I think we’re doing most of the things that you are suggesting as important things to do. Player choice in gear with trade-offs being the catalyst for interesting decisions. Build customization through skills and character building. The milestones system is actually really good at doing something that we’re struggling a little bit with gear. It puts a “tax” on gear. It forces you to equip a minimum number of rare items. Certain slots will have uniques and sets but you’ll require a minimum number of rares to hit your breakpoints. Games like PoE and D2 do this with resistances by making getting res capped almost mandatory. As you mentioned, that’s not o...

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15 Nov

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Sorry for the misunderstanding, I could have been more clear. I said that you would “have a way that you can build”. I didn’t mean to imply that this would be the only way to build. We want people to be able to pick any playstyle along the spectrum from quick switching all the way to very slow switching. If you want to be a bear and just a bear then that’s cool too. I think that is much easier and is closer to the final goal than the quick switching style.


13 Nov

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I’m not, and I’m the one that set it up like that. It is an option that we are working to have as a tool for balancing at the very least. The intent behind shapeshifting is that we would have a way that you can build where you are switching in and out of forms fairly regularly. That’s probably only going to feel good if your other skills don’t all go on cooldown or at least ones that would have come off cooldown based on the time you spent in transform. (so you can’t cheat big cooldowns by quick switching)

Personally I really like the idea of viable druid builds that use 0, 1, 2 or 3 transform abilities regularly.


12 Nov

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This is something that we don’t quite have set up the way we want yet. We know that many people want to have the ability to combine move and attack on the same button. It’s something that we are debating and testing internally how best to set up. If you have a suggestion, we are happy to hear it. I will note that we are reluctant to add a 6th skill to the ability bar.

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No, they also probably won’t be in 0.7.5 either.

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We’re working on it :smile:

Because of how modular our skill system is, it is quite difficult to have a generated preview of how much damage a skill will do. We are working on implementing this in a performant way. You’re absolutely right that it’s a necessary feature.

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I’m not quite sure what you mean by this. We are working on chapter 7 right now and we plan to release 2 more chapters after that for the base game. We do plan on making more content after release too.

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Lots of great feedback in here. I didn’t want to make mention of how we were considering it at first just to see how people were feeling about it.

Some ideas that have been proposed are restricting some more advanced crafting methods to town, giving lower fracture chances in town, allowing you to “buy” infinite shatter stone uses in town with lower shard output than normal, and several others that I can’t remember off the top of my head.

We aren’t really sold on any of these ideas right now and it appears that most of the people here aren’t huge on the idea of location specific forging. I think that if we did go forward with something like this, it would be adding in more options in to the town version instead of removing what’s already available. The danger with that is we might make it feel mandatory to go back to town to craft anyways. We do want it to feel good crafting out in the field.

If you have any ideas of things we could add to town with regards to cr...

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07 Nov

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Yea, that’s the sort of thing that would be an interesting multiplayer boss fight variant. Maybe the boss would have a tentacle that was easy for specific classes to deal with and it spawned one for each class in the fight and you had to find “your” tentacle to do it quicker. If you’re solo it might just spawn one for you though. That’s the style of mechanics that we are exploring. It’s still a work in progress for us and we welcome more ideas like these for sure.