Check your quest log on the map. Likely just a quest that is incomplete. If all else fails and you're playing online, you can party with someone and have them go to the other side and warp.
Check your quest log on the map. Likely just a quest that is incomplete. If all else fails and you're playing online, you can party with someone and have them go to the other side and warp.
The maps get auto generated from the walkable area. Sometimes these mistakes happen. If you leave an in game bug report it should be pretty easy to fix.
Funny enough, none of the 3 items mentioned in this thread so far are actually Kickstarter reward items.
Salt the Wound and the spell blade fire staff that I'm blanking on the name right now were both Kickstarter reward items.
Also, at least 2 of the people who got those items passed on making them.
Its not fun to run dungeons in general when a single death just ends your run. That was the one thing that really bothered me with about 110 hours in, and ended up being a deal-breaker for me and my wife.
Yup, that was the main problem we landed on too.
This is something that we are addressing because it isn't fun just waiting for your friends to finish it you die.
Yup, iirc at their largest they only had about 30-35 people in the company. They're also fully remote, there is no central office or anything as far as I know.
We are about 3x that and growing right now. So we are getting close to being able to do things like that I hope.
That is, DoT's do damage consistently, rather than in the chunks displayed visually?
Well, it's still in chunks but they happen every 0.25s and are then batched for display. The healthbar and death checks happen immediately.
What about Soul Blast from drain life when you convert drain life to poison? Soul Blast is a hit and the conversion node says it also converts Soul blast. So Soul blast should be a poison hit right? And hits can crit?
It applies stacks of poison instead. There are no sources of poison hit damage in the game.
Just a suggestion here :) - you could make poison damage from players scale off of crit chance. It could continue being unable to crit, but maybe the DoT ticks (the ailment) tick faster the more crit stat you have. This way, it will both achieve the goal of poison ailment being unique-er that the bleed and ignite, and make poison damage more valuable in late game/more on par with the other damage types (I might be wrong, but haven't heard of many poison builds).
Poison has been the best in the game multiple times and there are still several good poison builds out there. It also already ticks way faster than it seems. We just bundle them visually so you don't see a mess of useless numbers. You could make it just scale damage with crit but that feels kinda artificial to me. Maybe a specific node or item that gives that.
What is the design purpose of having poison be purely DoT, where ever other element can do either? Oh wait, does necrotic have a DoT?
Necrotic doesn't have a widely represented ailment associated with it along the same lines as ignite or bleed but it does have dot ailments.
It's a few things but I think the simplest thing is just thematically. Like, just in real life, if someone were to spray a poisonous liquid on your arm, it wouldn't really hurt, it would just feel like water spraying on your arm. Any damage that it did would be from the physical nature of it hitting you.
On top of that, having things be different and unique give them different ways to think about the build. We already get enough feedback that ignite and bleed are too similar. If we let Poison have hit damage, it would be even more similar. The differences are what make these things interesting.
Yes. The only damage type that can't crit are dots. Poison is always a dot so poison also can't ever crit.
Are you asking about an in game key to enter a dungeon or arena?
Is this something to do with why Warlock profane veil constantly stutters and locks up and prevents movement in certain scenarios? It 100% of the time happens against Julra, causing many unfortunate deaths.
Number 1 frustrating glitch with Warlock class
It's nothing to do with any class or ability in particular. You can read OP's previous posts that they linked for the details.
I'm not sure what became of it but I did see the back end guys working on the issue after your last post. I'm hoping that this is the cause of all the rubberbanding reports that we couldn't make heads or tails of.
It does have the PlayStation button prompts but because it's going through an Nvidia device, I suspect that it will force the Xbox buttons. We don't have a way for you to manually select which you want.
"Please don't downvote people just because you disagree with them" That's what downvoting is for? It's just a little arrow, not name-calling or something aggressive.
It is entirely possible that I don't understand what it's for. I upvote way too many people ony you're right.
Read moreWhilst I agree that endgame content is more important than the story (although I feel ARPGs are let off the hook too much when it comes to delivering a quality story compared to traditional RPGs), I feel phrasing the question as an either-or is a false dichotomy.
A release version of a game should have a complete story arc and a decent endgame. That’s not to say that more story or endgame features cant or won’t be developed later, but in my opinion calling the release of a game 1.0 that doesn’t include the above just doesn’t really feel like a full release.
EHG might be calling this 1.0 (or whatever the current version is), but personally I won’t consider LE out of early access until as a minimum the story is completed. Looking at the roadmap, it doesn’t even look like this will be the case after 1.4 releases.
That means one year post-release we still probably won’t have a finished campaign.
I don’t mean my comments to be unkind, the work yo...
It's not unkind, I just disagree that a complete campaign is required to exist for 1.0. And it's ok that we disagree on that.
Some new chapters would be lovely for enemy variety but honestly I would love some difficulty options for main story. Loved playing GD on max difficulty starting with lvl 1.
It's not quite the same thing but we did add the boots that make it super hard mode that work from level 1.
I think you couldn't stop it because a lot of people probably expect a full release/1.0 version of a game to have a complete story line to some extend. I don't know what's going on behind the scenes, but calling this patch 1.0 was an odd decision imo.
The vast majority of the feedback that we get tells us very clearly that end game content is dramatically more valuable overall than story content. So leading up to 1.0, that was our main focus. 1.0 was the first version where we had all of our planned classes available and our end game was feeling like a proper end game set of systems.
With a live service model game, the story will always be expanding and evolving. It's hard to draw a line and say that at any one point is where the story is "ready for release".
We considered many scenarios and plans for a path to 1.0 in very specific detail. We are very pleased with our decision and hindsight being 20/20, I would do it again just the same.
Ah I see. Great job on the way it currently works though, I love seeing that quick shift from an untidy mess of me picking things up into smooth layers.
On a side note both the sorting and the general use of stash boxes would improve if it didn’t have 17 rows. Nothing goes into 17 so things always end up wonky.
Lol I know, it bothers me so much. That and also how the sort doesn't put 1x1s side by side to make a pair so you don't get that awkward 1x17 section down the right side. We just hired a dedicated UI dev for the first time to redo all these janky old bits of my code floating around.