Mike_Weicker

Mike_Weicker



10 Mar

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The first mod has a roll range but the mods are always those 2.

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That catalyst is rolled very well but none of its rolls are quite perfect.

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Funny thing is that we actually tested out exactly that at one point.

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Cool. Unfortunately, this has a similar level of development investment required and has the same response as the initial request.

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We hear that some people want to have more skills on their bar. We do not agree that more skills are strictly better or simple a QOL change. This is a very significant game design decision with large implications on gameplay. Even if we wanted to change it, we do not have the time between now and launch to make this change without compromising other features or extending the launch target. These costs are too high to entertain this as a viable option.

I will encourage everyone to continue the discussion with the fact that we will not be changing this pre-1.0 in mind. I say pre-1.0 because after launch, we can afford to set people on longer term tasks like this. It might not seem like it but this would require many people to spend a very long time on. Post launch it is extremely unlikely but not impossible.

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Hi Bemsmann83, welcome to the community!

We don’t have a timeline on localization just yet. We also haven’t announced which languages will be first. We do know that we have a surprisingly high German population of players though so that is a good sign for you at least.

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Yea, we are still working on the set item problem. We have a few options that we are experimenting with but aren’t quite settled on one so we don’t have any major changes to set items coming yet.


07 Mar

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When you have a triggered ability, you are essentially creating a new ability that is the combination of the two. You are still making the decision to use them both at the same time. The issue comes from removing that decision by making it an auto-cast. I can see why it seems similar but they are different in our eyes.

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Slowly exposing my laziness. You’re exactly right why that’s happening. I’m sure you’ve noticed descriptions that are clearly copied from different skills too. Most commonly for enemy abilities because those descriptions aren’t shown anywhere.


06 Mar

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Thanks for the feedback. I can say that this will not have an adverse effect on the release date of the game. I’m quite proud to be able to do something to help people in need. We are working hard to get to 1.0 and I’m really excited to share multiplayer with the world.


21 Feb

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When we are designing a skill, we look at several axis. With movement skills, it’s a little tricky because the primary function of all of them is identical and pretty simple, move quickly. We like skills to be as unique as possible and reflect thematically on the class using them.

A really clear example of this is wolves vs skeletons. They are both “foot soldier” style minions but one can get far more, has less health, is often used as a resource and the other can buff each other and can be restored when downed. We take the themes from both classes and apply them mechanically to the skills to make them distinct from each other.

This is the same when it comes to movement skills, it’s just a little less clear sometimes. A good example is the distinction between teleport and transplant. The skills are extremely similar, the biggest difference right off the bat is one costs mana and the other costs health.

Movement abilities don’t have a lot of ways to be made mecha...

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10 Feb

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The mad ramblings of a crazy person.

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It was a little cheeky of a response, sorry about that. I was serious in that you can just sacrifice yourself early intentionally so you don’t have to worry about it. It’s hard to pull off in the first zone so you can do it right after you get through the first camp easily enough and then just enjoy without having to worry about it.

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Or at least really stupid difficult like get level 20 in pre-searing in GW1 or don’t play the game for 5 years in The Stanley Parable.


09 Feb

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Yea, you could apply poison to yourself with Aura of Decay and manage to kill yourself.

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The whole first zone, you shouldn’t be able to die in it.

Edit: sorry, enemies shouldn’t be able to kill you. You could maybe manage to kill yourself.

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Let me know if you figure out a way to do it.

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You can always try and just let the first enemy kill you and not have to worry about it.

Edit: Before you try this I should probably mention that the first enemy can’t kill you.

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Well, they do get those stats but it’s only useful if they summon a minion themselves.


08 Feb

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It’s an interesting thing to look at for sure but I’m sorry to say that I can confidently debunk this one. The data for what was on the item isn’t stored anywhere. We don’t record what it was and only use what it is in the calculations to determine what will happen.

I don’t want to discount a bug causing an issue like this but we would need a pretty sizable dataset with a clear pattern forming in order to investigate further.