ekimarcher

ekimarcher



11 Apr

Comment

Originally posted by Gutkin1127

Google translated.

Just in case this isn't a joke, no, that's not right.


10 Apr

Comment

Only boss drops are restricted to specific timelines.

Comment

Originally posted by DT777

but it wasn't adding any fun to the game.

Honestly, then it doesn't make sense. ARPGs are basically the dopamine machine of video games. If it's not fun in some fashion, it doesn't belong in the game.

Yea, it didn't make sense, that's why we removed it.


28 Mar

Comment

Originally posted by Moontalon

Within the year may be a bit optimistic. As of like 4 months ago they said they hadn't even started the process of porting the game over at all. I would kind of be surprised if they'd even started it at this point since they're probably still very much neck deep in getting the PC version fleshed out.

Good instincts.

Comment

Originally posted by Narthy

Any word on the Silver Rune passive not lowering the CD of Reactive Ward? Been a bug for years apparently. Thanks!

I just took a quick peek at the code and it's not something obvious. It's set up the way I would expect it to be. I'll take another look at it later though.


27 Mar

Comment

Originally posted by Green_Protection_363

To some players? Are you all just minimizing it like that? If you do care about what the community wants, you would clearly see the numerous posts on Reddit, Steam Forums and LE forums where we keep asking again and again for the removal of gender-locked classes, but still you say it's irrelevant and you need to focus on something else for the time being.

I've never said that it's irrelevant at all. From the feedback that we have received, this isn't a pressing matter for most of our players or potential players. Using the term "some" to describe the size of the players who find this to be a critical issue is generous and not minimizing on our part. As I've said on several occasions on various platforms, we understand that for those that this is an issue, it is a very important issue. We also do still plan to add it. This hasn't changed.

Every perspective game feature gets evaluated on a few axis to get prioritized. Simply it's a cost to reward analysis that gets ranked against all the other perspective features. Gender lock is often perceived to have a low cost and high impact. However, it is actually very high cost with high impact and low reach. This means that it often loses out to medium cost, high impact and high reach features. We have many features that fall into this category which directly compete for the time of t...

Read more
Comment

Originally posted by SnooTangerines5661

I tried looking for how the current rank 6 works and to me it doesn't seem to double the chances of getting higher LP Unique Items, that's why I proposed to change it in this way. Do you have a source that describes Rank 6 working the way you mentioned?

Of course Rank 9 is the weakest reward at the moment. From how the rewards are set up it seems to me that they don't want to have multiple rewards having similar effects, which is why I thought a change of Rank 6 would fit better than addressing rank 9.

The person above has it right. I suspect that the video linked below is probably a clip of me on stream.

Rank 9 will be a lot better once the set the changes come (not 1.1).


26 Mar

Comment

Originally posted by Roguetamer

  1. "Cannot be traded" is a tag placed on some items. Does this not "Account bound" an item without adding a faction requirement? I have several items like this stored in my cache and they can not be sold at the MG or traded via Gifting.

Yes, it does not "Account bound" an item. You can still gift items that can't be traded.


25 Mar

Comment

Originally posted by Roguetamer

We NEED this put somewhere in game. Both that you can not use 2 separate faction items AND that the result will take on the exalts faction requirement. There are no warnings and players can spend a lot of resources crafting an item they can not use. Imagine finding a 4 LP item, getting hyped, crafting it with a drop you've been saving from your main/alt and BAM...you can't use it and it's now not tradable. Swapping factions to use a single piece of gear is not feasible in most situations.

Solutions-

  1. Make Factions Account-wide. Simple and clean. No more issues.
  2. When combining, the items retain the faction requirement of the UNIQUE. (None, MG, CoF)
  3. A REASONABLE fee from a neutral vendor to remove the faction requirement of an item, but forcing the item to be account bound. (Cannot be traded tag)
  1. It is?
  2. No, it has to take the faction req from either.
  3. No, we have no mechanism for account bound.

24 Mar

Comment

If either of the unique or exalted items have a faction requirement, the resulting legendary item will also have that same faction requirement.

You can't put items with any conflicting requirements in the eternity cache at the same time.

Comment

Originally posted by IngenuityThink3000

He's still going.

Pressed. It's going to be okay big guy. Just calm down

Just to clear some stuff up, they are right though. This has nothing to do with MG.


21 Mar

Comment

Items that were found as a result of a CoF bonus have a CoF rank requirement. Any of those are eligible.

Comment

Originally posted by Her_Champion

Gotcha!

One more question if you don't mind about the 'shared enhancements' node on Ballista.

Based on how you said things with work penetration (that the node DOESN'T apply to penetration) I assume it also doesn't work with other things that increase your 'damage' overall, but aren't explicitly adding raw damage.

For example, it wouldn't work with 'Attack Speed'. Because even though attack speed technically increases your damage, it itself is not a 'damage' stat, it just augments your damage stats.

Therefore, the only 'Attack Speed' that would benefit Ballista's are minion attack speed, Ballista Attack Speed, and Attack Speed from the Ballista's tree itself.

Is how I'm conceptualizing that correct?

It's very rigid. So you can't make a case for why something technically increased your damage. Attack speed does generally increase your damage but what if you can only cast spells or you deal 0 damage? Then attack speed does not increase your damage.

No, only the damage stat is damage. Attack speed is the attack speed stat.

He is a very easy chart to tell if it's a damage stat or not.

Is it worded like [optional tag] [optional tag] damage?

Yes? Yes.

No? No.

It doesn't matter if that in most cases it will end up making you deal more damage. Only damage is damage.


19 Mar

Comment

Originally posted by Techsentinal

+/- are meant for zooming right? im talking about the resizing of the map. shrinking the size of the box

oh, no way to do that

Comment

There should be little +/- buttons on the edge of the minimap.


18 Mar

Comment

Originally posted by Valderius

I'm not ignoring you at all. I think we're describing different experiences, and I'm failing to emphasize the pain point.

Interestingly, if it is EoC (and maybe abom after you destroy the soul vessels?) that has the extremely punishing dot zones, those serve a hugely different function in the fight. The outer ring degen zones in both those fights segment the arena and create big, telegraphed no-go zones. Presumably, to force you into closer proximity with the brusier bosses and prevent you from BVR sniping them into trivialized oblivion.

Cremorus' degen zones make the player engage with the main SFB mechanical gimmick of swapping barriers. The difference here is you MUST engage with the fire/necro fields in SFB. They're placed under you, swapped under you, and the boss is pummeling you with his spells the entire time. I'm unsure if there's no time between the fields switching or if the slow-fade vfx of the fight kinda disguise that "no degen" time. There's a telegra...

Read more

ok, so I was just wrong on a few things, it's just a normal dot that's strong.

So here are the stats on that damage. The base ability does 100 damage per tick on a 0.3s interval.

I also went and did the fight real quick to see if the switch had any sort of indicator and while I couldn't notice a visual one, it does play a very distinct "shing" sound about half a second before it switches. As far as I can tell it only plays that sound when it's about to switch so it should be reliable to just hit the switch when you hear the sound. That should give you just enough of a jump on the effect to take way less damage.

Comment

Originally posted by Valderius

Even if the degen can't kill you, Cremorus absolutely can. "It's % of current HP" is very small comfort to a melee character who just had 60% or more of their HP removed in a blink and is still tanking the same amount of substantial punishment from a very powerful boss. At least a ranged character can continue to dodge and evade the projectiles coming their way. For them, "it can't kill you" matters. If you're point blank getting frame 1 hit by projectiles, "it can't kill you" becomes much more effectively "get dead, idiot. Shouldn't have played melee."

It's expected that melee characters will endure much more punishment than ranged, and it's not that hard to build accordingly. But when damage just says "no" to all the health and defensive layers you've invested in and, in doing, becomes even MORE punishing the tankier you've built, there's a problem. If you're familiar with some of the evergreen challenges with the League of Legends character Vayne, I think you might see ...

Read more

Once again, just to be clear, I'm not entirely sure that's what this is. I'm going to keep saying it because it feels like it's being ignored.

I strongly disagree that it's a problem that different build archetypes have different danger levels in different situations.

The damage that dots do is designed around people's armor not applying at all. If you do have extra mitigation from that, it's gravy.

I'm also starting to think that the % current HP drain is actually on the Emperor of Corpses.

Comment

Yup, you can view the info on the forums. They were a very active member of our community in the early days.

Comment

Originally posted by Valderius

Is there a way that could be countteracted? Seems like a really weird mechanic to just be "here's hp loss you can't interact with or mitigate in any way." Making the barrier swap an instant cast would also help a ton. Taking 2 or 3 ticks of massive unmitigatable damage because you're finishing a skill animation and the boss placed fire underneath you feels insanely bad.

I could still be wrong about why this seems to be going through defenses but if I'm right, no, you can't mitigate it. I know we have this somewhere, I just can't remember where it is.

The key thing though is that because it's % of current HP, it can't kill you.


17 Mar

Comment

I could be wrong about this and I'm on mobile so I can't check right now but I think the confusion comes from the ability draining percent current HP over time instead of dealing damage.