Just timed it, 23 seconds for me. I have a good but not amazing computer from 2 years ago.
Just timed it, 23 seconds for me. I have a good but not amazing computer from 2 years ago.
Any chance of it happening for 1.2?
I'm not sure what the status of it is off the top of my head so I don't want to give you too much hope but I'm hopeful.
There is a bug that has prevented it from working. It shows up on our internal development environment and we are working to get it for everyone.
I love it when stuff like this happens. Congrats!
I didn't play arpgs in 2019 so i just went and watched the synthesis trailer and damn you are right, now i wonder did EHG build the monolith system based on synthesis ..
Having another game release content that is very similar to what you are already working on and have to change things so people don't say this is a right of passage of every game dev.
There is more stuff they just unveiled for PoE 2 that we are also working on. Given the timing of some things they have released for PoE1, I have no doubt that it's happened to them too. We are both trying to solve the same problems in the same genre. There is bound to be overlap in approaches from time to time.
Nice sounds dope.
I saw that it takes a while to max a character Do u recommend starting now or when the new season starts/ when 1.2 launches cause i dont think i wil be able to max a character in 1 month
I'm just about as biased of an opinion as you can get, just to put it all in context. I'm one of the devs. Sooooo, I recommend starting now.
It's not really designed to hit 100 to "finish" a character. The power progression curve from leveling starts to fall off around 90 and the last 5 levels give so little that hitting 100 is more of an achievement hunt type thing.
1.2 launch window is between Jan1 and Mar31 so we've got a bit more than a month at minimum and a bit more than 4 months at max. We will have a more specific launch date as we get a little closer.
Controller support is pretty good at this point. Some of the abilities don't target "smart" enough in complex situations. We are currently going through every skill and every variant and making custom targeting system for controller so you can properly orb walk and use more complex setups with controller. Right now some select builds are possibly actually better on controller but most are better on keyboard and mouse. 1.2 will have the update next season in Q1 2025.
We do have seasons (previously known as cycles). 1.1 did last a lot longer than we initially intended.
Fixing build mistakes is very straight forward. We added some new ways to do it even easier in 1.1 and it's getting easier again in 1.2.
All the dlc and extra editions have is cosmetics. You can always upgrade for the price difference later if you want too.
One of our main strengths is build variety. As you get into the post-late-endgame, there are a few builds which do pull away from t...
Read moreThen I love it already it's going to be a great QoL change. I had accepted that the trade off for relaxing with my controller was a bit less precision on some spells and given up on always hitting those since I don't always feel safe enough to stop and rotate my character towards the boss. But if I can have both that's even better.
Yea, every skill is going to have context specific targeting methods for controller that will help it aim a lot better. For lots of abilities it won't change much really but this is the prime example of where it's just way better.
You are going to love the controller changes we have coming. These exact same inputs will have your fireballs casting at the boss every time in 1.2.
Thanks! This certainly helps put into context for myself how to avoid the situation for offline characters.
Just for the record, I think it's steam sync causing the problem.
The only scenario where it is the game working as intended that you have to play around is if you change a ton of stuff really fast and unplug your computer really fast.
Edit: or the save folder is being compressed by Windows or it's getting a file lock from a 3rd party sync program like one drive or Google drive.
Are there other actions you can share that force a save?
I also play exclusively offline for a couple reasons. I've transferred an item from my character inventory to the stash, exited quickly and upon next login the item(s) is still in the character inventory. Not a huge issue since nothing gets lost, but your answer makes me more curious.
So many things, it's really not an important step in the instructions because of how often it happens. Basically anything that would mean a save is in order. It does have a limit to how frequently but it's like a 5 second timer or something.
I'm pretty sure that one just doesn't have a stat line in your character sheet that is the same stat.
Backup your save files.
Disable steam sync.
Move an item in your inventory. (This forces a save)
Open the save game folder and check that the file date has updated.
Close game.
Why can't you lol? You clearly a dev that knows of the problem now but now rely on a end user to do what you want to be fixed as a developer.
It's a valid question and I understand why it seems like I'm just being lazy. I will sometimes just make the bug report myself. Here is why I normally just request that players do it themselves in no particular order.
Thanks a lot for the response. You were right, the animation for the blackhole ends much sooner than the actual duration. Tested this out on the dummys at the arena, they got damaged even after the animation ended.
Nice, well at least it's only visual. Please do still make that in game bug report though.
I just looked at the code for it and it's nothing fancy. Happens the same way as every other duration node. Check to make sure that it's not just the visuals that are ending early and submit an in game bug report and we'll look into it.
There was an issue that was going around not too long ago so you might still be encountering it. If your system is very powerful, the frame rate can start to creep up and actually cause problems. If you cap your fps at various levels, you might have a more smooth play experience. Start with 60 and see how it does. On high end systems, changing the graphics quality settings often has little to no effect on performance.
I didn't go through all uniques, just hats, body armor, 2h axes, wands, and relics.
I think it's fair to say that most of the uniques that require T4 are things that define a build variant, not a build.
Harvest Lich is the build. Harvest Lich with damage to mana is a variant.
But the legendary versions of those items are not so they don't count.
Read moreI like the consumable idea a lot, I'm hesitant to run TS unless I have a slam I am absolutely confident in.
Another idea for solving problems with itemization would be to have slams generate an item which can eventually be used to force a slam to apply the desired affix. Right now if I slam a 1 LP unique and I get the wrong affix, the next slam is just as likely to fail. I would prefer if each failed slam somehow gave progress towards getting the affix I wanted. If I knew that after ten or twenty slams that I would get the item I want, guaranteed, I think I'd be more willing to slam things. This would possibly be really complicated, it would almost have to be a crafting item which specifies the unique item and the affix which failed to apply, and that would be a pain to store from a DB perspective.
We explored a cumulative approach to it but it encourages a really degenerate burden of optimal play. With that system, now you're just slamming useless uniques and whatever exalteds until you build up enough "luck item resource" then you funnel it all into the one you actually care about. Now suddenly the optimal way to do a slam is to get a dozen keys, run Julra a dozen times and then do 1 more with the "real" item.
I do like the idea of having ways to put resources into improving your odds. I don't think having it guarantee 1 specific mod is necessarily ideal but maybe being able to force it to pick at least 1 prefix by handing in a rare drop modifier item or something might be an option.
Read moreTwisted Heart requires level 80 and therefore T4, and is a fairly popular item, at least for Warlocks. I don't think any builds require it, but it is a huge defensive upgrade for hybrid life+ward builds that have leech.
I am fairly casual. I have had exactly one drop. I used Nemesis to upgrade it, and it gained a legendary potential. I'd almost rather have had it get an affix, I'm probably never going to get around to slamming it. If I ever do slam it, it'll be better, but if I never do, the LP is useless. The fact that dying to Julra wastes the key, and my desire to get the perfect item to slam with, together make me not at all inclined to try. There's just too much opportunity cost involved.
Other uniques that require level 80:
Vessel of Strife: I would argue this is build defining.
Seed of Ekkidrasil, defensive item but eventually mandatory for Harvest Lich. Arguably build ...
I would push back on all of those by suggesting that each of those builds is online and functional long before a legendary version of any of those items is necessary and the normal unique version is plenty to make the build function if any of them are build enabling.
Your feelings towards the system in general are well heard though.