ekimarcher

ekimarcher



01 Feb

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Originally posted by cryosurge1

Ah okay flames and global in general makes total sense. As far as grimhildes with the 4 uniques I mentioned, since the witchfire applies from ignite/damned overload proliferation and from hits, would the ones from ignite/damned overload prolif have lower damage than the ones from ghostflame, due to the ghostflame applications having the additional chance from fire skills and channeling during calculation? I thought the node was just checking what the stat in your character sheet giving the damage boost all the time.

I haven't gone to double check so I could be wrong but from the wording you put, the above guidelines work. If it only cares about global, chance for fire skills isn't global.


31 Jan

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Originally posted by cryosurge1

Hey Eki,

I have a follow up on this as I am trying to cook up a witchfire build. I didn’t notice when asking previously that the grimhilde’s domain passive reads “more damage per global chance to ignite with fire skills” as opposed to the flames of misery passive for ghost flame that reads “a portion of global ignite chance on hit now applies as chance per second”.

My question is let’s say I have 100 global ignite on a weapon, calamity which is 150 ignite on fire hit, and soulfire which is 160% chance to ignite on hit with fire and necro skills.

When using grimhildes, would all three of those add up to 410 and then give me the corresponding damage? or does the fact that soulfire is fire and necro skills make it technically not the same stat?

And then if I understand you correctly from your previous response, for flames of misery, we only take the 100 from the weapon because flames doesn’t respect the “with fire skills” or the “with fire and necro s...

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here is a good litmus test if it's global ignite chance: Does it apply to basic attack, base fireball, basic bow attack and base hammer throw?

to see if grimhildes applies the stat to a skill use this check: Does it have the fire tag?

So since calamity and soulfire don't work on basic attack and soulfire has the fire tag then 100 global ignite chance from your weapon applies.

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Originally posted by Ohfacce

Wait so if I equip a new weapon inside one weapon catagory (one-handed swords for instance) I wont see a difference on my character? ...Why? Diablo 2 over 20 years ago had this, seems like a standard feature of the genre to me that is expected. If I equip a new helm or chestpiece, my character has to reflect that. Why even play the game if you just look the same no matter what gear you wear?
I don't want to sound like a dick, but gender locked classes, no visual character customisation/creation and gear doesn't change your look aswell... Seems like you guys made a game and forgot some of the key aspects of the genre. Kind of like making a jump and run platformer where you forgot to add in a jump mechanic to the game.

Woah there bud, you know that's a 2 year old post you're replying to there eh?


30 Jan

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Originally posted by Valderius

It got moved. Likely lich gets something new to replace it, but we'll have to wait and see

Rumors are dangerous.

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Global means everywhere, ignite chance with fire skills doesn't give ignite chance to non-fire skills, not global.


29 Jan

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It's the same bug as why you can walk through enemies. It's fixed for 1.0.


28 Jan

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The damage numbers don't show every tick. It combines a few together and shows one so you don't see a constant stream of useless garbled numbers.

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Oh I never played LoL. I mean, um, who is this Vladimir? Good thing it's just pool and not rip blood, I mean transfusion.


27 Jan

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Best to put a screenshot or pastebin up of your filter and link it here so we can see exactly what you have.

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Originally posted by Soeroah

Damn, thanks.

Maybe if we get an expansion I'll get lucky

Maybe

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Void Knight has an ability that sends you back in time and another that can send enemies forward in time. There is no time slow bubble field that makes projectiles move slower.


25 Jan

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I feel like I'm making negative progress on the comments that obviously are inappropriate. Sorry, gonna have to lock the comments. I think we've got plenty of constructive comments to vote on to express opinions either way on the matter.

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Originally posted by Voivode71

But didn't EHG implement some kind of solution for this back last year? I could have sworn that there was a feature implemented in a patch that would allow the user to select the little feet icon on either the LM or RM buttons.

As the person who has done almost all of the implementation for that UI element in the last 6 years, not that I can remember.


24 Jan

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1.0 won't have this. Beyond that is unknown.

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I'm not sure if we have a firm age rating done yet but I do know that when we make content, we assume we are making content for an M rated game. I think the majority of the game could easily get away with a T rating but there are a few things that are a little extreme. For example, when you first make it to the ruined era very close to the start of the game, there are some people who have been killed "put on display" in a rather gruesome way. It's really easy to miss it and you actually have to zoom in to really tell what is going on but it is an example of something I wouldn't think most 11 year olds have seen before.

It's pretty low on the sexuality scale. Like, you can get your character down to basic, thematically appropriate underwear. There is some light incidental nudity that might pop up in the environment from time to time too.

So it's mostly just the violence which can be a little intense.

It's really hard to say if it would be appropriate or not a...

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Heavy is right on all accounts. This is going to be a very big one and it will not be available for pre-download.


22 Jan

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Originally posted by FrodoFraggins

So I assume that trying to balance CoF SSF against the bazaar is impossible? I'd be curious to know what kind of balance is being sought.

CoF SSF is already about 4x less optimal than CoF with full parties. but since leaderboards are separate it shouldn't matter in that regard.

With perfect gear distribution spread and coordination you could probably get up to about 3.8x. However we're talking bots playing with perfect information about all gear that drops. The additional time it takes to coordinate the drops, make the trades and organize the builds in general eats up a not insignificant amount of time. Then you each get different prophecies and won't always be completing the same content for your prophecies. So with very veteran players, I'll give you 3x at best. Average use case is probably 2x on a good day. I don't really have any data to back that up, I just think that the 4x suggestion is wishful. We can then balance the group find vs solo with a little more granularity by adjusting the difficulty scaling per additional party member. We aren't aiming for a 1:1 here though, a full party that is planned out well with people who work together should probably end up a little better than a solo player. Uncoordinated groups will probably be a little worse ...

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Originally posted by P33KAJ3W

Quick question on 1.0

Is it awesome?

Lol, from my completely unbiased perspective, yea it's awesome.

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Originally posted by blizzars

u/ekimarcher also regarding loot filters, I saw a post on LE forums from a while back about having the loot filter rules apply on items in your inventory. If you have X item to recolor as red when dropped, can it also be recolored as red when viewing it in the inventory?

Are there any plans about this? It would make it easier to see “why did I pick this up?”

No, we don't have this functionality available.

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Originally posted by Atreides-42

Damn I wish more companies' pr just said "No" like this lol

Ha! And that was my "leave the door open a crack" answer. I've got a few that I'll literally say "No." to.