What We're Working On
pog
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Last edited by Bladecaller#7925 on Aug 6, 2021, 1:45:19 PM
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Panda pet and new Doom Blast sound that doesn't sound like a metal bomb and instead like creepy chaos magics.
Having fun! |
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It feels like the steel skills have a sort of dead zone if the monster is too close to the player when the skill is cast.
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Pog
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Okay, first time I've ever written something in response to these... updates?...
One, brilliant job again after just a few months of development. I'm always pleased with you guys do and how you communicate with players. That's why I'm still here ever since Nemesis. Two, all of this "nerf content because people complain" mentality needs to stop. For once I feel like you are pushing the difficulty toward the right direction. I'm excited to join a Heist and infiltrate the facility while having to make a decision whether to open a bunch of small chests or trade off for a big one to avoid raising alert level. This should have been the approach. This should have been what you proposed on this thread. Big chest, high reward, high alert level. Also, at the moment we cannot open all big chests in a Heist. Keep it. It's a good thing and healthy for a heist mentality. Three, there is only one thing I'm confused, which is the existence of the quest contracts. Maybe I haven't progressed far enough but the rewards for them are quite lackluster. So, keep it up. Fix the bugs. Fix the crashes. Don't nerf things. Thank you for your attention. |
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Compared to other league mechanics, the xp on Heist contracts seems incredibly under-tuned. The risk v reward is really poor IMHO.
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THIS is why you guys are the best development team addressing players head-on,
I can clearly see heist as an endgame option to mapping in the future Really enjoying heist Good Job. Last edited by slindimasq#1796 on Sep 22, 2020, 10:27:23 PM
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My feedback for Crackling Lance and intensify mechanic
I think it should work with spell echo as both mechanics are there to boost hand cast, when spell echo was introduce it was so viable but now with other mechanics it just haven't been able to keep up, so you introduce intensify but keep spell echo and intensify separate I guess for keep it "balance" but both mechanics simply cannot compete with the game in general as the game is balance around others mechanics like mines, totem, HH, Shotgun mechanics, DoT, trigger effects and even Seals I don't think hand cast should have the same power creep of the likes of cyclone but at least buff it to get to a decent level, So SPELL ECHO should trigger the intensify stack to be able to get damage with crackling lance because without the stacks the skill simply doesn't deal damage but to keep the stacks you need to sacrifices your movement and the game is simply not balance around that, so you loose all the damage too easy and is so hard to get it back Boost spell echo cast speed and make it work with intensify, Crackling lance damage is good with all the stack so I don't think the solution is a boost damage but rather a better way to hand cast it and more reliable and easier than just giving mechanics to be more tanky cuz that won't work with how the game is right now |
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VOID SPHERE is everything I hoped it would be. Wish there were more like it... like imagine a Rattling Condemned (I think that's the spinning caged mobs in Shav's Tower) as a stationary summon acting similarly to Void Sphere but applies a strong phys/bleed damage as it pulls mobs towards it, or a Tornado which pulls mobs towards it and applies an elemental based damage with a shock effect from lightning tendrils which shoot from it, increasing in severity as mobs get closer to it.
The new DOOM mechanics are interesting as well. Not sure I fully notice the effects, but IMPENDING DOOM SUPPORT seems to help clearing trash mobs around a rare and makes the experience of cursing in combat more tactile, though sometimes feels forced and easily forgotten at other times. I think to make IMPENDING DOOM SUPPORT more versatile, have the damage dealt be relative to the curse being used. Though I'm a chaos-based build taking advantage of the chaos damage, it would be nice for other builds to take full advantage of the doom explosion mechanics. Perhaps as simple as linked red curse gems give phys/fire damage, blue curse gems get chaos/lightning, green gems get chaos/phys. I'm just spit-ballin' here, I don't know the many gem combinations that would benefit from various damage types, I just know that other builds need some added support for a mechanic that can be used with all curse skills. |
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