ekimarcher

ekimarcher



08 Jan

Comment

Originally posted by Koryk21

Please put guilds in the game I can’t be the only one who has no one to play with id play the game more if I could join a guild and make friends to to content with please put it in sooner then later I’m lonely haha

This sentiment is not lost on us and you are not alone in it. We are working to improve the ability to make friends and find people to play with in game.

Comment

Originally posted by SomeColombianDude

Gotcha. Thanks so much for the update.

I'd love to play this on Steam deck. How does it run? Any advice on settings?

Well, technically Steam Deck is an unsupported platform so officially it "doesn't work". However, we can see that a decent chunk of people are using it. From what I hear, if you get the settings just right it's actually pretty good. We do have general, controller and Linux improvements coming that will incidentally improve Steam Deck but we do not officially support it.

There are a few posts here, on our discord and forums (links in the side bar) of people describing their experiences with it and tips to make it work well. I'm sorry, I don't have any first hand experience with it to share and help.

Comment

Originally posted by SomeColombianDude

So does that mean there are packs that I can no longer buy? And there will be packs with limited availability?

There are some discontinued packs. The Kickstarter and alpha packs are gone. This doesn't prevent us from making things that are kinda similar ish but we won't do it quite the same again.

The current packs and future packs aren't exclusive and aren't guaranteed to come back. Basically if people ask for specific ones we might resurrect them.

Comment

The bigger tiers don't contain the lower ones. The previous packs did contain the lower packs. We are going to be replacing the current packs with new ones and will periodically update them. I don't know if future high packs will contain the lower packs or not. It's something that we get very very mixed feedback on. I'd like to do a hybrid way but I'm not sure what that looks like yet.


07 Jan

Comment

Originally posted by -BigBizkit-

Silly mistake on my part, I'm not doing Stolen Lance, but a different timeline. Just went to Stolen Lance and it's at 139 - which I think it was when I last beat Argentus. Sorry about that and thanks for the swift response.

Does it go down (a bit, i.e. from 144 to 139) when you die to the timeline boss? Because I remember that happening.

Your corruption shouldn't go down if you die. Your timeline stability will though.

Comment

Nope, corruption should only go down if you go to the node at the center of the web. Otherwise this is just a bug.


06 Jan

Comment

Originally posted by mont3000

D3 is my favorite game and never played seasons. I seen you had to start over and was like "WTF, I ain't starting over you crazy!" Without even searching or reading to why and what it is and just continued to do thousands of rifts. In general seasons is anything connected like an item from season you can carry over to standard or vice versa?

Everything you get in the cycle (aka season) rolls into legacy (aka standard) when the cycle finishes. So it's not like you lose your stuff.

Comment

Originally posted by VindicoAtrum

Pretty sure this whole blessings system is gonna get canned and replaced in the near future, it's been the subject of constant criticism.

I know you've got several people disagreeing with you already but just in case you wanted it straight from the horse's mouth, we have no plans to remove it or significantly change it at all. The feedback we get on it is very largely positive. We are making some small tweaks to address the main issues that we do get as negative feedback.

Comment

Originally posted by VapidActions

If it's not intended for already cast abilities to still deal damage, what's the logic for what continues to apply or not? ie. Should cast projectiles disappear if an enemy dies before they connect, or ailments on you be removed once the enemy dies?

My understanding was that "active" abilities from the enemy get cancelled: abilities which they are actively casting, not abilities or effects which were already cast.

Stationary ground effects should all vanish immediately.

Comment

It's not a design problem. It's just a bug.


05 Jan

Comment

Originally posted by TheSkjoldur

I mean no offense, but I am somewhat shocked that you needed to see this video to understand why WASD is good, but at the same time I am partially relieved that you got the point.

In reality it feels so much better than a video could ever demonstrate. Same goes for the active dodge.

There is a reason why POE2 will have both features.

Just to be crystal clear. We are in no way committing to implementing any of these requests. We always discuss player feedback and this is no different.

Comment

Originally posted by TheSkjoldur

The first time that I played an ARPG with WASD it felt weird for a few minutes but since then I really miss it in every game that doesn't have it.

WASD is what actually brings the "action" into ARPG, especially combined with an active dodge.

That's one of the reasons so many play these games with a controller.

We have been playing MMOs and shooters with WASD + mouse for decades now, so no, I won't switch to a controller.

Grim Dawn added an active dodge, and it feels awesome.

POE2 is adding an active dodge and WASD, and I am sure it will feel awesome.

Just bring WASD to this game.

All of our attention is focused on our 1.0 launch right now. There is no way we could implement WASD movement in time. We have been feature locked for a month now. Even if we were to just ignore this, the animations alone would take too long to get in. 1.0 will not have WASD movement.

We know that this is still an important topic and we will discuss it again post launch.


02 Jan

Comment

Originally posted by xDaveedx

While you're talking about stash tabs, do you happen to know if the game will be able to save the names and structure of your stash in the permament cycle, so we only have to spend money on new tabs in the latest cycle and they'll automatically have the same name, colour (and position if you have multiple folders) as in the permanent one?

Otherwise I can imagine it's gonna be pretty annoying having to buy, name, recolour and structure your stash with every new cycle.

I'm just hoping it's on the to-do list for the time before cycle 2 :)

We don't have anything like that set up and we are feature locked for 1.0

Comment

Originally posted by Lingaaah

Would you have any insight on how our stashes will migrate to the legacy model?
For example when Season 2 releases, how the movement of items from Season 1 to Legacy would look like?

We don't know yet because we don't have to do any combining this time around. If I was told to design and implement it myself without anyone else, it would use temporary remove only tabs.

Comment

The way I like to look at it is that your characters are all already legacy characters. When 1.0 launches, nothing will happen to your existing evening.


01 Jan

Comment

Originally posted by burtgummer45

I think that if we are talking about respeccing while leveling, the measure of respec time should end when you're back to functional. Being a couple points short doesn't really make much too much of a difference.

The skill points you get can make a huge difference in how the build plays. I mean, that is what they are there for. When I switched to fireball it was surprisingly weak at first.

With that in mind, an upper time on a respec for most players while leveling is probably more in the 30min range. I would suggest that the average time is probably more in the 10min range though.

It took leveling from 24 to 28 to get back 9 spec points, with twink gear. While questing did you get from 24 to 28 in 10 minutes?

I know my replies are kinda wordy but I feel a little like you've just skipped huge sections and then misinterpreted a section to make a point. Assuming that this is wildly wrong on my part, I'll explain more.

The skill points you get can make a huge difference in how the build plays. I mean, that is what they are there for. When I switched to fireball it was surprisingly weak at first.

Yes, you're right, skill points can make a huge difference in how the build plays. That doesn't refute my point that I was making though. How much of a difference did that 9th skill point make compared to the first 5? With how the catchup skill xp works, you get those critical nodes that have the biggest impact really fast. Especially when you're at low level like this, you're not relying on the big multipliers that exist in the tree for damage much yet (because you don't have a ton of base spell damage) so you're looking to get to maybe Fire Spray (4 point...

Read more
Comment

Originally posted by xDaveedx

Please tell me that's a super subtle way to tease (free) transmogging. Happy new Year to you and the rest of the team and all of your families by the way.

Smooth slidin' into the new year or how they say in my country :D

I don't actually know the details but I know we are planning on doing some sort of tramsmog system. Not for 1.0.

Comment

Originally posted by burtgummer45

I just grabbed my lvl 24 sorc. Using gear that is way better than any casual would have, it took me 2.5 hours to respec from Lightning Blast to Fire Bolt (level 9)

As a "beta" tester, there is no way I would have devoted any time to trying out different builds (at least low level, maybe its worse at higher level, I don't even want to try) if it took me 5 hours to try something interesting and then go back. So I think its reasonable to assume that a lot of build beta testing did not happen that could have.

But forget about beta, that is allegedly in the past. Now if we're talking about post beta. A casual player would probably take a weekend, or maybe even a week, with crap gear, to try a different build with this system. A player with not much time, in D3/D4/POE/etc, would take minutes to try a new build and decide it wasn't for them. I think that's a problem in a type of game that is about builds.

I think that if we are talking about respeccing while leveling, the measure of respec time should end when you're back to functional. Being a couple points short doesn't really make much too much of a difference. With that in mind, an upper time on a respec for most players while leveling is probably more in the 30min range. I would suggest that the average time is probably more in the 10min range though.

Especially while leveling, you can also take one of your utility skills and stick your respec target main DPS ability on that specialize slot (doesn't need to be on your bar) and then level it up and then switch after it's leveled back.

There are some tricks to respeccing even faster once you hit the monolith (lvl 55+). This can make a full respec take even less.

Also, given the comparisons to D3/4/PoE, in my person experience with each game, D3 is the only one that is significantly easier/faster. This was actually the example we used internally of what to ...

Read more
Comment

Originally posted by bluemuffin10

Sorry late reply and happy new years :) Yeah the idea is just to bring some liveness to the offline player world, not the opposite. The online players would not see or be affected by offline players, besides being able to chat with them, which is already possible in offline mode through global chat.

The motivation stems from the fact every time I want to play an offline character I hesitate because long term I don't really like the loneliness in the world, and I see that same issue echoed around me. There is something about seeing people around that makes feel more part of a community and makes me want to keep logging in.

Yea, unfortunately if you want online functionality, you'll have to play an online character.

Comment

No way to do this...yet.