Reimerh_QArts

Reimerh_QArts



30 Jun

Comment

Indeed, ailments don’t hit, so won’t be affected by this node. However we have started to write these descriptions slightly different on newer skills, so those should be less confusing. They should say “Rive hits deal more damage”, referring to the act of hitting with Rive.

And in some cases thos...

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Comment

Those nodes will say ‘You deal…’ or ‘You gain…’ rather than ‘X skill deals more damage’

Comment

Ah yes Global modifiers are different. Those just grant you an increased damage stat as a buff to the character, rather than modify the skill’s damage, like a passive node or an item does.

To the ailment question. Correct, ailments inflicted by that skill gain benefits of such nodes.

Comment

It would be really good with an example, but yes, if a node says “increased damage” it is likely a mistake and should be change, but it will function as a ‘more’ multiplier. A few patches ago we used to do that and modifiers were not multiplicative with other modifiers within the skill tree. Hence ‘increased damage’ made sense back then. But now all generic damage modifiers are actually multiplicative, so they should say so.

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This has always only been with % damage modifiers. Not attack speed, crit etc.

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All damage modifiers inside skill trees are multiplicative now. That way players no longer need to know the old hidden mechanic of skill trees modifiers being multiplicative with modifiers from outside tress. Now it literally says it on each of those nodes. If a node doesn’t say (multiplicative with other modifiers) in the description, that’s a bug. But they are multiplicative in the background now, always, even with other damage modifiers on the tree (which wasn’t the case before).


29 Jun

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We don’t have class specific weapons. If something is class specific it will say on the item.


26 Jun


25 Jun

Comment

Oh it’s still getting nerfed.


21 Jun

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Indeed, we are also aware of the ‘rush to objective’ feedback. But that’s not so easy to fix.

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Can we all just calm down a bit. We hear the feedback about this for sure! We’re working on making this feel better soon. Please be civil when talking to each other.

Thank you!


15 Jun

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We’re aware of this and we have been planning to rename all those pet abilities with similar names to player abilities, to eliminate confusion.


25 Apr

Comment

It’s probably because you use glyph of the guardian when you craft, which reduce the level of a fracture. Meaning you can’t get a destructive fracture.


21 Apr

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Soo cool! Keep up the good work :smiley:


19 Apr

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Yea it is two specific spots in this map where there is a spawner bug.

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Not a bug, but yes they shouldn’t probably despawn after he dies. That’s how we normally do it, so characters don’t get killed after killing a big boss.

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Thanks for the report, we’re looking into it!

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Hey! This will be fixed in the next content patch.


15 Apr

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If that makes your next spell cost less that 40 mana, then it will not be affected by Afterglow.