Mike_Weicker

Mike_Weicker



18 Mar

Comment

Thanks for the detailed feedback. This is something that we are well aware of and actually had a meeting yesterday to work on this specific thing. We want to improve several aspects of combat feedback and feel in general and this is probably the worst part of it at the moment.

I would like to add one small piece of information. The “flash on hit” setting is actually functioning and functioning as expected. The visual effect which is causing problems is the On-Hit VFX. This is 1/3 of the hit visual feedback at the moment, hit flash and when-hit VFX being the other 2/3. The other parts are really hard to see because the on-hit vfx is way too bright in several cases.


17 Mar

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No, health gained on block is different than healing.

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It does not give full details of what you have already selected at this time. I do think it is a good idea and something we discussed today.

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Yes but I don’t think we will do that as it would give characters who can heal a massive advantage.

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I know a lot of people wanted to know if the Vaults had a mod quantity limit. We had previously stated that it didn’t, and up until last night, it didn’t. We found in balancing the gold costs that it was not quite appropriate and are updating those costs along with planning a mod count cap which will likely scale based on dungeon tier.

We will continue to monitor and update the system through hotfixes based on your feedback.


16 Mar

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Every time you press decline, the cost of subsequent offers goes up. So, you can theoretically see them all, if you have the cash. It’s a lot of cash to do that.

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Yes, we’ve tested it with several different types of melee builds and the strategy for using the mechanic does change slightly for melee vs ranged characters but I don’t think it’s significantly worse.

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It is displayed at the top of the screen below their health bar where a monster mod would normally be. It’s pretty clear once you get there.


15 Mar

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I think that is a fantastic idea and one we have considered. A build that is fun to play and a build that is fun to play against are quite often very different things. That doesn’t mean that we can’t modify the build slightly to make it “fair” so to speak. It would be a new type of reward and I think it would be really cool. Like how awesome would it be to have as a reward for being the top build of each class. Becoming the arena champion boss for the next cycle.

I have no idea if it’s possible yet but I love the idea.

I think it would likely be done as a competition reward rather than a backer tier. Partially because I love the thought of competing for top spot and partially because we could only sell a few each cycle and I’m not sure of a fair way to pick which one gets it without making it so crazy expensive that almost nobody could afford it or just holding a lottery. I don’t think either of those would feel great in general.

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That’s right, the ladder system is unchanged, you just have some more options when entering the arena now. Those earlier tiers are not included in the ladder and the infinite mode doesn’t have various difficulties.

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It’s coming down to the wire, we’ll see what happens in the hotfixes.


13 Mar

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We don’t have it decided upon yet but at least once a week I overhear someone on staff say that they tried to rotate their character on the select screen again. I mean, I do it myself every time the game starts up.

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Nothing will automatically convert into a crystal skull and nothing stays the same as they are all new and there are more now than before.

Have no fear though as the builds will not be bricked by this.


12 Mar

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It’s hard to see with the image quality and the visuals are very subtle, possibly too much so but it is possible to see the fingers in game. Here is a super closeup at stupid high resolution.
image

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I don’t have a full solution right away but yea that does sound frustrating. In the meantime, you can order your minions to “go stand over there for a sec” by pressing the A key and they will run to your cursor.


11 Mar

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I love reading threads like this. Most of these terms were considered and debated heavily for a long time. I can’t say we looked at “Slaughterhouses” but I see what you’re going for :grin:

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This has been resolved.

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No, I mean runemaster and warlock.

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Totally agree about teleport and transplant, both are on the rework radar. Those classes are also missing a mastery still.