What We're Working On

Make Call of Steel skill grant 12 stack of shard.
in clearing its okay.
but in the pure single boss fight, you cant get 12 shard from CoS and have to wait till its get full stacks.
its Anti Attack speed Mechanic right?
Why should we wait ~1sec when we can attack every .25sec?


Mark skills should curse target without exactly pointing at it

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New Skills Feedback
We've seen various bits and pieces of feedback about the new skills but we would like to get even more. If you have feedback about the new skills, please reply to this post so we can review it. Including specifics is great


The new Hex/Doom and Hexblast/Doomblast mechanic is awful, basically, one needs to wait for at least a second after casting in order to max out the damage... on top of basically selfcasting a curse and dealing the damage.

The formula: selfcast curse -> wait for doom stacking (second and a half) -> selfcast Hexblast

Now let's check on Bane, which btw you completely gutted the living S out of it:

Cast Bane (at least 3 linked curses) -> pack is dead.

Considering the new league Heist consists on killing infinite spawning mobs with rare monsters carrying haste auras after lockdown, this is a 100% pain in the darkest part of the body, oh! let me guess, I'm supposed to start running???

On top of this atrocity of a mechanic, Doom doesn't even interact with Bane? Oh 'cause you also deleted the "Curse" tag from it and not only cut Bane's source of scaling in half, but also cannot benefit from Profane Bloom, thus resulting in not even performing against Hexproof enemies....

Impending Doom is a mere decoration that at least could benefit from Doomsday, instead of ending the Curse duration and trigger Doomblast like the description suggest (which btw is described horribly, I can't believe someone can write as bad as that), it is just a "must wait 1 second so you can get max doom", and is basically a loss-loss Notable passive, because you can't recast it before that second or else you'll lose the Hexed area...

That's basically what is to it for Hexblast, you either scale it with Archmage or Critical, or just fail horribly with everything else. Because the skill is tremendously slow and painful to play, while also dealing no damage compared to other skills.

As you can imagine, my starter was based on Hexblast, and is the worse decision I made in this game, hell I even risked on playing SSF, now I'm screwed.

Also I checked on Crackling Lance, seriously, standing still to get full damage beam?
Last edited by lukaspark#2720 on Sep 22, 2020, 8:11:48 PM
Thanks for all the work

My feedback for Shattering Steel :

I think targeting should be improved, when a monster is really close, the skill if often missing, maybe increasing the projectiles hitbox at close range would help ?

I don't know if its possible, as the game UI is not customisable (wich is sad) but add an easier way to see how many shards we have left, maybe on the icon just like Dash with Second wind, and the best would be a bar below character life when you display the option to see your life/mana above your character.

Skill is fun, but its really awfull to keep casting call of steel every 1,5s. I'm not really sure about how it should be improved but i'll try to give ideas :

- A jewel and/or node that gives more maximum shards, like 2 times more or giving shards when impale
- Call of steel passively generating shards when you impale
- Add a support gem that gives call of steel shards while hitting and maybe some projectile bonus
- Add a new Herald of Steel that allow impale to generate charges
- Add a blood/sand mechanic about Steel skills like "blood generate charges when impale" "sand improve area of call of steel damages"



A deeper rework of call of steel should also be possible but i guess its harder to do in a decent amount of time, but i think shards should be a buff to your next steel attack. Base skill would use no shards (maybe be a little less powerfull) but you generate 1 shard every target you impale, and you can spend your shard, up to 12 to greatly improve your next attack, or gain a short duration buff, this way map cleaning would be smoother, and boss fights still has some specific steel gameplay







Last edited by stigmath74#0242 on Sep 22, 2020, 8:19:03 PM
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This feels like you just did the equivalent of removing the darkness from Delve.


THIS


It's allmost boring now, just get in and loot. There is no tension anymore.
The system before was fun, just full of bug and lacking some trinkets and better AI.

now we have trinkets, just missing those few bug to fix. get guard killing alert back at 50% value maybe to test it out.
Or some system that requires to fastly kill guard that have spoted us, but that would be too much to code in a short time i guess, and would be bad for some low dps build.
Last edited by Necrark#2626 on Sep 22, 2020, 8:19:26 PM
yeah because killing people never raise the alert level in any game or in real life
Good edits but it's always the same. Pawnshop streamers get to lvl 95 on day one and get rich early and stay rich and then everyone else is stuck with he economy they now control. Trade is grossly over powered. Crafting needs to be buffed to match it. Let us play how WE want to play!
Too much censorship that you never even see. Totally removed posts and silenced accounts across all communities. https://www.youtube.com/@Innomen
The Steel Skills rework was fantastic! Splitting and lancing steel in particular feel absolutely amazing in a 2H set up, Bravo!

IDK if there is a helm enchant for it, but giving players the ability to stack up to 16 steel shards would be absolutely bananas!.

Keep up the good work!
Delirium ended...
But the Voices never did.
Crackling Lance not work with intensify and iits damage is really low.

its a skill that u must stay in the same place to kill bosses to get all stacks, so it should be much better to compesate the lack of movement
Last edited by Night_Zero#7740 on Sep 22, 2020, 8:21:50 PM
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New Skills Feedback
We've seen various bits and pieces of feedback about the new skills but we would like to get even more. If you have feedback about the new skills, please reply to this post so we can review it. Including specifics is great.


Hello.

I have been fooling around with a 2 handed axe splitting/launching steel champion in SSF.

The plan is to use splitting steel to clear maps and launching steel for single target. And i'm still making my way to red maps.(yeah i'm slow)


My feedback for these skills is that they don't know exactly what they want to be.

Lets start for the skill that make the build.

Call steel. - (A skill that don't know what it wants to be)
Call steel don't know what it want to be. It's a skill that multiplies the damage stored in the impale in a burst and in a area around it, works impale in corpses. Also generates steel for the other skills

So here is the problem: It does damage based in the storage damage, so you want big hits. And you want a fast way of stacking impale so you want a fast hitting weapon.

If you go for big hits the impale will take too long to stack, if you go for small hits you don't do much damage since there's less damage to be mutiplied. And since the skill REMOVES the impale stacks you are in fact losing dps because you would do more damage if you just kept attacking.(The next 5 attacks it would take to stack call steel again would have 5 stacks of impale behind it)

The skill can shotgun. But while it leads to some fun moments it's extremely unreliable. To the point that sometimes i nearly 2 shot a boss.(Splitting steel + Call steel)
Or the fight is a struggle to no end. And worse, the variable that make such a wide swing, enemies near each other, i cannot control.

And the fact that it removes impale makes the keystone The impaler awful, to say the least.(you will either oneshot or be stuck in a 20 minutes fight with wathever survived it)



Splitting steel - Okeyish in clear speed.

The skill works somewhat well in clearing things* . I generally can kill stuffs just using it once and using a call steel. The problem is that the single target of this skill is INCREDIBLY swingy due to the reason i noted before, call steel allows for some shotgunning, if you manage to get a good angle in a boss with mobs around it it can literally oneshot the boss. Most of times calling it awful would be being nice.
The problem is again: Call steel needs enemies ALIVE to do the shotgunning.
Maybe allow Splitting steel' shards to "fall" near the initial target if there's no enemies it can hit? That way it's viable against bosses.

Also interestingly enough, it's incredibly bad against the "allies cannot die" mod. That's because your first hit doesn't pierce. So the game is trying to run around to find a angle so my shards can hit the rare and people around him. Quite frankly, I'm not even sure if the change to pierce/fork/chain to after initial hits is a good thing. It made it "good" to clear. But awful at everything else.("Good" because you still use 2 buttons, when spellsling does better with one)
* That is, until a rare survive either because it has a lot of health or because no shotgunning occurred, then you either change skill or will take a LONG time to kill it.



Lancing Steel - Clunky, only worth for single target

The skill is awful at clearing maps because: it's stationary, it simply doesn't do enough damage with a single shard, it's extremely mana and steel intensive, it doesn't have build in pierce.

It's a decent single target skill, but it's inexplicably expensive in mana AND steel mechanic for the damage it does. Also it's awful against any boss, and mob, that either: move a lot or summmon minion(Tzteosh i'm looking at you bastard)

And that is not even taking in consideration how buggy the skill is.

Often you use it with a boss right in front of it and it "spray and pray" as if there was no target and good luck using it against proximity shield.(Has an awful targeting to things behind it, the projectile counts as "out of the shield" if the skill is out of the shield, even with you being inside AND if the skill is inside the shield and you are outside)

Conclusion
The only thing i can say is: The entire system tries to do far too much. It works with impale, what means that AS is necessary to stack it. BUT you have to stop attacking to use the "call steel". What means that AS is less valuable since you have to stop attacking to use call steel. Also has a resource system for the player to manage while the skills also consume obscene amounts of mana.

I heard that shattering steel is decent, but quite frankly. The other 2 skills have far too much micro and weird shit the players has to deal with without much return.(At least for what i have seen so far, if i went cyclone my game would be 200% easier with the same equipment while doing far more consistent damage)

PS: Why i have to use call steel when entering a new map/zone? I get it in skills like bloodrage. But steel shards by itself don't bring the degen or the as benefits of bloodrage, it just feels.... strange that i need to use it every time i enter a new zone.
Last edited by TrueDivinorium#6238 on Sep 22, 2020, 8:33:11 PM
Doomsday key stone is great but it should allow multiple curse to occurs instead of 1.

Doom get reset when same curse cast twice but impending doom not trigger. This seem to be a bug. Doom should not be reset if curse refresh.

Hexblast overall is still perform poorly against other skill.

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