An Overview of Upcoming Changes
Good. Can we have harvest divines back. You can balance it with life force cost.
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Doing such big changes all at once is how you end up with "situations". For the future I strongly recommend making, like 20% of those changes at once and roll out another bite, if everyone's happy with the previous one. Other than that, pog!
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I don't believe you are capable of fixing anything. I now wonder if you even want to.
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aware, aware, aware
planning, planning, planning oh it's allready 3.21! |
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" Things I still hate forced on me: 8 hour char build chore: Story should end where it originally did, act 3. Put the rest under the map system. The story shouldn't have all the map assets. The maps should feel like stepping into a new world, not more of the same remixed. It's needlessly padded out with such a complete and developed endgame. No one is here to play the story. See also: 97 copies of lab. Trials shouldn't exist at all. Put the ascendancies on the tree. It was a mistake shoehorning build types into the classes. Let us be whatever we want. Fix the pants thing. That's just shaming the poor. The power disparity between trade, crafting, and farming: The power of 1c in each context needs to be brought in line. Let me generate random unique types from the crafting bench or something. Or make some early farmable boss drop a couple. Or let me make my own with a ton of Rog. SSF should be fun, not missing all the trade function equivalents. Having to play EXACTLY as YOU want me to play to even See red maps: I hate having to choose from a tiny sliver of builds that kinda sorta work. Seeing you basically say you think damage is fine vs players really hurts. I'm literally so sad about where this game is. It fits perfectly into 2022 and that's not a compliment. Too much censorship that you never even see. Totally removed posts and silenced accounts across all communities. https://www.youtube.com/@Innomen Last edited by Innomen#6153 on Aug 31, 2022, 5:04:18 AM
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Sounds ok - still completely skipping lake, RIP central for not much.
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Well, thanks for that, thank's for at least listening and letting us know that you are listening.
I am very upset without all the harvest crafts that we had, very rough times, and also, maybe you could add display of count of life force from stash to hortification station as well. Thanks. |
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good step in the right direction!
Metacrafts for Exalts instead of Divines where good too and make things more useful for "casual" players. Buffing Tainted currency very good they are at this point mostly useless tryed yesterday 45tainted fusing for nothing realy the chance is like 80% to remove and 20% to gain a link. Archnemesis "god monster" are not good but keep an eye on it to much people feel forced to call some MF culler to get good loot. Kalandra needs to feel worth the time and the risk you get into. |
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With all the negativity around, I have to say this league is very enjoyable to me. Sure, it was a rough start but now it really plays fun.
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Heyas! Scourge/beyond is greatly overtuned in damage output in Kalandra Lake and also in maps. I'm comparing with mapping in actual scourge league. It's as if the mobs get
1)scourge boosts, effects and abilities 2)old beyond-specific boosts and effects also? 3)arch-nemesis boosts 4a)wierd extra rather large boosts based on tier of map 4b)wierd insanely humongous boosts based on level of Kalandra tablet and on top of that a great boost based on the number on the tile All mobs in the game are double-dipping into archnemesis mods and get their old abilities added on top. About lightning pylons: they spawned on top of my character from across a corridor and two rooms away in Vaal Temple map. This is about the same range a debuff permanent marker will hit you. A repeat of 4b)wierd insanely humongous boosts based on level of Kalandra tablet and on top of that a great boost based on the number on the tile |
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