Rory_Rackham

Rory_Rackham



11 May

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This change was a result of us discovering that Ballista Totems could keep using Vaal Rain of Arrows and Vaal Burning Arrow with Hateforge with no limit at all (as they ignore all costs, which was never tested because it was assumed at the time that they worked slightly differently), but as far as we could tell nobody was doing this build (and it requires no investment other than owning the gloves). We decided to change it quickly before it became known, but by no means should it have been changed without any warning or patch note. I'll have to investigate how this happened.

We weren't aware of the trap use case, and it's definitely not something we'd want to change mid league. We usually only nerf something mid-league if it far outclasses anything that is otherwise possible (like the unlimited Rain of Arrows) or give unlimited damage or damage immunity. I'll look into having this changed temporarily to only apply to totems for now, as soon as we can deploy the restartless ...

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19 Sep

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This is probably an actual enchantment that has a stat that isn’t being described. If you hold on to the item it’ll be fixed in an upcoming update, most likely!


16 Sep

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The reason comes down to the area of each impact being significantly larger, in a smaller area, so each enemy is hit significantly more often per impact than before. I’ll see if I can confirm the updated radius when I get the chance, but off the top of my head it’s hitting targets more than twice as often per impact, maybe even three times as often as before.


09 Sep

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Originally posted by Quote_a

Speaking of influences, was the new Splitting Steel influenced at all by how Shattering Steel interacts with Fury Valve? It's basically identical functionality-wise, with some added area hits, so I'm curious.

Not a knock on the design team at all, because Shattering Steel with Fury Valve is one of the most satisfying builds that I've ever played and I look forward to being able to play something like it without needing a rare item like Fury Valve.

The idea was just to make more use of the powerful Split mechanic by introducing it at low levels. I wasn't aware that it was already good with Shattering Steel!

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Originally posted by Clyp30

Blaze Artillery Protea

does is also deal more damage for each subsequent hit? also, i know you have no say in this, but could we have a more depth showcase of the new skills? how does the new lancing steel interact with volley support or even arrow nova?

edit: i just realised that rory already said the they work opposite, so i guess Lancing steel does more damage at the start and less damage with each fire.

but why? is there any reason for this? for me as a player, it feels better to start from 120% damage effectiveness and reach 160% at the end, than to start from 160% and go to 120% with each attack

just the though of slowly losing dps feels wrong to me, but maybe i'm missing key informations here

Ah there is more info in the skill reveal post coming soon that'll explain all the details, I shouldn't spoil any more!

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A generous helping of Frost for the orb, a splash of Hildryn for the shield cost, and a dash of Harrow for the crit buff.

It's also worth noting that Lancing Steel was inspired by playing a whole lot of Blaze Artillery Protea. How they build up damage is kinda the opposite, but you can still see the inspiration!


13 Mar

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Originally posted by butsuon

Functionally the combination is just a readability thing yea? It didn't actually change any functionality in the game?

Previously, because of how the stat was worded, an attack with a mace while using a dagger in the off-hand would benefit from the "Damage with Ailments from Attack Skills while wielding a Dagger" stat, but not the "Damage with Daggers" stat. Now, none of that applies to the Mace hit.

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Originally posted by fdmleozin

Can you confirm that the new notable:

Follow-Through

Projectiles deal 15% increased Damage for each remaining Chain

will work for ailment damage please?

Conditional modifiers like "Damage for each remaining chain" would apply to ailments, but not to non-ailment damage over time.


12 Mar

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When we combined the hit and ailment damage stats, Wrecking Ball had the change made, but the new stat wasn't described/displayed. This will be fixed for release!

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Originally posted by Erreconerre

Do aoe modifiers affect the size of the runes, or only the explosion? Also is crit rolled per stormbind use or per rune?

Area modifiers only apply to the explosions of Stormbind, not the rune sizes. Critical chance should be rolled per rune explosion.

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Originally posted by Athenau

So, rune detonations can shotgun?

Also, is it possible to detonate an un-improved rune? If I understand the mechanics correctly, letting even a single tick of rune blast complete would upgrade the rune once.

Edit: I just realized that a single tick might cost less than 24 mana, so in that case the rune wouldn't upgade but would still detonate.

Rune detonations can overlap their area, hitting multiple times. You can detonate un-upgrded runes, so a very short cast is all that is needed to set off the detonation.

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Originally posted by Person454

How does it determine the order? If I have a self blade vortex, a totem blade vortex, and a self bladefall, then will my bladefall blade blasts get increased AoE on them?

The multiplier to AoE is only for Blade Vortex blades detonated, so if they cascade to other blades then no additional area will be applied.

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Originally posted by Katie_Lyndis

When Blade Blast is supported by Spell Cascade support, does only the initial explosion have the 2 additional area of effects, or will each Lingering Blade exploded with Blade Blast also get the effect of Spell Cascade?

Blade Blast with Spell Cascade only gets the extra area of effects on the initial cast; detonations of other blades won't have the extra areas.

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Originally posted by Strang_

Do repeats from spellecho/unleash count as triggers or selfcast?

Spell Echo and Unleash count as casting the skill yourself.

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Originally posted by epharian

/u/Rory_Rackham If i animate the lingering blades from EK, BV or BF, are those now animated weapons still considered lingering blades? If so, will they explode with Blade Blast? Eg, can I animate my EK lingering blades, wait a minute to get even more on the ground with EK, then explode all of them for a really big burst, then start the cycle over?

Animated lingering blades don't still count as lingering blades, so you can't re-animate them or detonate them with Blade Blast.

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Originally posted by vizhawk

You can no longer take Phase acrobatics with a small radius thread of hope. Either this is an unannounced nerf or something with PoB

This was moved, but I've now moved it back again. Sorry about that! It will be back in position for release.

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Originally posted by welpxD

So a triggered/totemed cast of Bladefall would leave 2 blades, then, assuming no lab enchant? And 3 with the lab enchant?

After some investigation, it seems that it randomly drops two or three if you have 5 volleys, picking randomly based on action id, which is close to random.

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Originally posted by H4xolotl

So Bladefall was 5/6th as strong as people thought it was for ages?

Sorta; The total area you saw was still being applied, and there was the same amount over overlap; It was better for the critical chance stats on the gem, but less total area if you knew the size of each damage area and their distances between them.

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The Bladefall change warrants some explanation, mainly because nothing has actually changed. When setting up the skill gem's Labyrinth enchantments, we unintentionally used the same stat description for both, which resulted in the skill gem saying it would have 'additional Volleys'. This was never the case -- Bladefall always had and was always intended to have 5 volleys by default. When updating the description on the website's gem, there was a bit of a miscommunication. For that, we apologise. Bladefall still just has 5 volleys, and the Labyrinth enchantment still adds additional volleys. Nothing has changed, we've just fixed the description.

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Originally posted by Melkrow2

What is 50% of 3 blades as far as EK + Blade Blast is concerned?

I've looked into this a bit more, it's semi-random rather than rounding down with blades being left behind. It'll average out to ~50% of blades over multiple casts, but per cast can vary up or down by one.