The tags that the transform ability itself has is there to show you what tags the abilities you gain in that form will have.
Some abilities in swarmblade form have minion tags, some don’t. Minion affixes can help your damage in swarmblade form.
The tags that the transform ability itself has is there to show you what tags the abilities you gain in that form will have.
Some abilities in swarmblade form have minion tags, some don’t. Minion affixes can help your damage in swarmblade form.
No idea why it happened but it’s not level locked, you just have to complete the previous one to unlock the next.
The ailments have a max stacks of 20. The amount that resistances can go negative isn’t capped though so you could have 100000% increased effect for fire res shed and that would nuke the target’s fire res into the ground.
Edit: sorry, didn’t see armor shed. That one is slightly different, no cap but it gets crazy diminishing returns to eventually hit -85%
It’s related to the addition of the squirrel icon. I think I know how to fix it.
I know you meant Forging Potential instead of Legendary Potential and I went into a long reply about LP instead. So, sorry about that.
A lot of the points still apply to FP too. We are very unlikely to add FP to the filter. I would also recommend trying to craft on some of those medium FP items if they have a good starting point. You can get lucky and make some very strong items. I’ve had a few ultra crazy streaks in a row. The quality of the starting affixes is generally more important than the starting FP.
Roger Roger, hypothetically, if we were to give absolute control over the loot filter, you could design one where 100% of the items which drop, you pick up. We think that this would take away from a big part of the game. Looking at and evaluating loot. Because we don’t know exactly what loot you really want and we have so many options in loot, we have to drop way more gear than what you want to pick up. The goal of the loot filter is to reduce the quantity of loot displayed to a manageable amount so you can see the better options and pick from that. The goal is not to completely replace your decision making in what to pick up or not.
There is also an interesting effect that happens with convenience features like this. Every time you move the slider slightly towards automation, the next request becomes to move slightly further towards full automation. Moving that slider towards automation is often regarded positively, even if it’s a net negative to the game. However, if you mo...
Read moreThis was actually very intentionally not added to the loot filter and as of right now, we don’t have any plans to add it. We really like the time between an item dropping and looking to see if it’s really fantastic wtf awesome or just good. Having LP be something that can be filtered for would remove this. It’s not completely off the table and we will continue to monitor things post patch but it’s not looking good for it to be added.
Edit: same with Forging Potential.
I’ve read every post in that thread a few times and am keeping up with it. I don’t have anything to add to the conversation really.
I probably shouldn’t have brought numbers into it. I was really just trying to make it easier to relate to. In some circumstances it can be way worse than others and we have to design it with the worst case scenario in mind. Putting those numbers to it doesn’t really answer why it’s like that.
The belt gives you a stat that is checked in the serpent strike mutator (the thing that applies all the selected effects to serpent strike when you use it). When you use armblade slashes, in its mutator, it checks to see if you have the node which makes it apply serpent strike. If you do, it runs the serpent strike mutator on armblade slashes. So it gets everything that serpent strike would have gotten.
This might be an oversight and I’ll double check that today.
We would love to be able to give the full ailment stack counts. We can’t do it without compromising the performance of the game. I know this seems like a trivial system. It’s something that people were very confused about why we didn’t have it at all for a long time. This has been on our feature request list for years. The 15 stack limit is the only way we have been able to get the performance we need to not cause major problems.
If we find a way to increase the visible stack count, we will.
Thanks for the feedback.
I am a senior developer and one of the designers that was heavily involved with the Legendary item system. So while I’m not the one person responsible for this, I did have a hand in it and am very proud of the system. While it’s not perfect and we are still ironing out a few little things, I feel like it’s going to be very popular going forward.
I feel like there may have been a bit of a miscommunication as to the intention of these new items. Legendary Items are very rare and not absolutely necessary to have in every slot. These are end game chase items that you’ll be working towards.
Finding super end game uniques with LP at all is going to be very rare. Possible but very rare. It’s difficult to look at an item system and not want to plan for BiS but I think that’s a big difference between ARPGs and MMORPGs, you can’t really get BiS in every slot in an ARPG while you are expected to strive for BiS in each slot in a MMORPG.
I understand the draw to want perfect...
Read moreIt’s fine to have differing opinions but let’s keep things civil. I have deleted several off topic posts.
We are aware of a bug that caused the werebear swipe speed to be about 14% slower. We are testing a fix for it.
I did a thing!
It also will respond to search terms like “2 legen” to see only things with 2 legendary potential. No regex yet though haha.
Yea, it’s my fault it’s not in game too
I’m mocking some stuff up this morning and I’ll get some feedback from the team on it and go from there.
I appreciate the feedback on this from all of you. I think we can get the in-game information to a point where the relevant information is communicated well.
Sorry, I consider the petals a quest drop.
No, the only ones that can’t get LP are the quest rewards.
I understand that everyone wants to know the specifics of it but I’m a little confused. Have we given out the formula or chances for any other aspect of item stat rolling? Like exalted affixes or even just the relative rarity of each affix on an item. As far as I know, we’ve never given out that sort of information. Please correct me if I’m wrong on this one though.
I think that there are two separate issues here, the quest speciffic items being able to roll legendary potential or not and the relative rarity of legendary potential in the rest of the uniques.
The quest uniques being able to drop LP is something that should have been more clearly communicated. That one falls squarely on me. I’m sorry it wasn’t in the legendary reveal dev blog and isn’t clearly communicated in game. It’s something that we are still discussing if we want to have an alternative acquisition method which can have LP or something like that. The 200 is just instead of having an extra variable t...
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