Mox

Mox



17 Apr

Comment
    Mox on Forums - Thread - Direct

Hey @Hex - I really like the look of that. The damage number performance issues were solved after a rewrite of the system so the display can look any way we like without issue now. I’ll put this in front of the team and see what we can do :slight_smile:


29 Mar

Comment
    Mox on Forums - Thread - Direct

Hey @kenm130, thank you for the feedback! We will be improving controller support quite a bit from where it is now. This is the first iteration that we felt comfortable enough with to release to people who really want or need to play with a controller (I am one of them, actually!). I’ll link this feedback to Dario who’s working on controller support. Again, thank you for the suggestions.

Comment
    Mox on Forums - Thread - Direct

Hey Gibbous, as the game director with a pretty severe case of carpal tunnel from an extreme amount of ARPGing I stand behind this sentinment. We’ll definitely make it so that you can be a lazy zookeeper though you may have to earn it through passives with an opportunity cost and certain uniques to make it really shine. This is another step forward in making our Primalist, and specifically Beastmaster, feel unique to our Necromancer.

You can still roll a Necro and be pretty lazy from the get go if you specialize/gear that way. The primalist just has to work for it a little more!

Keep the feedback coming :slight_smile:


12 Feb

Comment
    Mox on Forums - Thread - Direct

Please report any typos or misspellings you’ve found here

It’s helpful to include:

  • detailed description of where you found the typo
  • screenshot link of the typo
  • version number of the game client where the typo was found

02 Feb

Comment
    Mox on Forums - Thread - Direct

This was definitely our most intensley debated system internally and I was afraid that we wouldn’t come to a conclusion that all parties agreed on before this. Very happy with the positive feedback we’ve received from this version of the passive system so far and with the improvements around the corner I’m confident we’ll have a system ARPGs players can pick up quickly, has depth and interesting choices, and allows for very distinct playstyles. Great writeup, Mike!