What We're Working On

Fix the doors. Make them open faster or at least speed up the opening animation.
void spere not casting but cooldown go like it was a cast
Steel Skills feeback

Lancing Steel- Cast on Crit is back on the menu, literally favourite skill in the game again(was the saddest day of PoE for me when you decided to kill its shotgun the first time around)


We need more viable Cast on Crit attacks other than Cyclone.


Skill Feedback Lancing Steel:
The reworked Lancing Steel is really cool as an impale based long range projectile skill but it needs some improvements. It really sucks at clearing because the angle that it shoots and locks in at is really small. You basically need Chain Support so it can hit targets that move out of the angle or are behind you. Compared to Bow skills it just seems worse overall because it takes longer to shoot all the projectiles so enemies can move out of the targeting angle and you need to reload it every 3 attacks. I'd recommend greatly increasing the angle it locks-on to 180 degrees or maybe even 360 degrees.
Hey, it's nice seeing awareness and current plans going forwards so thanks for putting this together.

You asked for feedback on the new skills and as someone who's played quite a lot over the past few days with flame wall and scaling its burning damage as my only damage source I feel mildly qualified to comment on it.

Overall I've enjoyed it quite a lot and the wide variety and strategies for spreading the burn has been a lot of fun to theory craft. I only actually have two complaints.
One, is that, at least compared to the visual, the wall hitbox itself feels exceptionally thin. As far as I can tell, scaling AOE doesn't make the wall "fatter" just longer, so there can be times where I feel like one of my projectiles should light, or an enemy looks like they're touching the wall, but neither occur.
The only other complaint I have might just be a clarity issue with the wording of the gem. When I initially read the gem I thought there would be a slight aoe around it causing the base damage per second with the secondary burning damage dot only occurring when enemies actually stepped through (or through igniting a projectile). As far as I can tell though, the base fire damage perseconds area overlaps completely with that of where the wall can apply to secondary burn dot. This is a bit disappointing just as it would make it a bit easier when it's the primary skill to clear one or two straggler by just throwing the flame wall on top of them without needing to be incredibly precise, but also not a big deal in the slightest.

Thanks again for developing this skill which has been a joy to league start with (at least once I got to act 6 so my marauder could actually buy the gems :( )
Playing an Ascendant Occultist/Pathfinder Hexblast. Heavy curse emphasis for party play. 6 curses plus cospri's will. Currently 84 and heisting/in yellow maps.

I like the doom mechanic. Hexblast is really cool from a theory perspective and feels ok mechanically. It was a rough start and feels a touch undertuned, but I feel like it will be viable with more gear. I like the concepts of marks as single target "boss curses"

- I'd like to see a clearer indicator when a curse has reached maximum doom. I'm running 6 curses and it's really tough to tell. I swapped from hand casting multiple curses to single cast + vixen's entrapment because it was too hard to track which curses were up at what doom level.

- Hexblast feels super bad when you hit a non cursed enemy. You still go through the casting animation, but I don't think you get the aoe explosion. I notice this a lot on maps with the totems mod. I'll accidentally hit the totems which aren't curseable, and nothing happens except a small tick of damage on the totem only.

PS - "Zooterkins" is my new favorite word. A++ on the writing for the rogues.
Pls take a look at storm brand. A lot of people are reporting issues regarding the damage. Feels like the gem tags are not working or the aoe is bugged. A 6 link struggles to kill a pack of white mobs.
"The Rogue Harbour Waypoint - I don't like running
We hear you. We'll find a way to make this more efficient but don't know exactly what it looks like yet."

You can make Adiyah the waypoint instead of the guy on the lower right. That way people won't run to all the way there.
wouldn't be a poe league if it didn't need fixing :)
Last edited by DieAbolicaL#5323 on Sep 22, 2020, 6:47:09 PM
"
Explode on Death
Two Heist monsters explode on death. The more problematic one deals too much damage which has, and is again being, reduced, made conditional and will have its visual telegraphing examined.

No no no no, we don't want more On Death Effects in this game, remove it and kill it, please.

Report Forum Post

Report Account:

Report Type

Additional Info