What We're Working On

Thank you for hard working!
where did you make this in the rain forest BUGS BUGS BUGS
love the game truning off when you in a map
see y this crap is free to play
※Feedback about "Lancing Steel"

I'm playing Lancing Steel as league starter, with Deadeye, it works fine in most situations but have one serious problem with it.

For clearing, using 'Call of steel' per every 3rd attack is okay to me (despite a lot of ppl hate to do it), since we can back to full 12 shards stacks by using 1 Call of Steel. It's not that hard to do.

But for single target, I have to stop attacking and wait for weird 0.5s cuz I can't back to full of shards stacks by using 1 Call of Steel.

I could get up to 9 shards stacks from Call of Steel against single target (5 impales on target + 4 from Call of Steel's instant generation).
That means if I attack too fast (and it happens even with 1.5aps 2h weapon), my 3rd attack will be way weaker cuz there are not enough shards.

I'm using Main attack (Lancing Steel), Call of steel (per every 3rd attack, have to count), Poacher's Mark (selfcast), Ancestral totem, Stormbrand (charge generation).
And I have to think about weird 0.5s delay too. It's too much and awkward.

"Using steel skills doesn't prevent shard generation from Call of Steel" or
"Lancing steel consumes 3 shards per attack" could solve the problem but I'm not sure.
It needs to be fixed in someway.

I wrote bad things about new skill, but it doesn't mean "eww I hate this skill, it's awful! why did you made this skill!".
I love this design and idea. Especially poping Call of steel when mapping feels so good <3

Hope you guys being well, and thanks for the good work as always.
@Bex So Im currently Enjoying the reworked spellslinger. TBH the way you guys have reworked Firestrom is GOOD. I still think the damage can be slightly bumped up a bit. Spamming the initial Meteor works and feels good, just needs more damage. Simply put - It doesnt feel as beefy as it looks or sounds x) if you get time.... https://www.youtube.com/watch?v=AJ_oxdmrSWs&feature=youtu.be&ab_channel=SlimBGaming
This league is only getting better. My thanks to the team for all their hard work! I could actually feel the steady improvements to the experience as I played today.

As far as feedback goes, I'm playing Steel skills and having a great time!

One thing I feel like I want to see is either a way to increase the number of Steel Shards, or just a little better sustain for them.

I'm playing Splitting Steel as my main skill, with Lancing Steel for single-target, and when a situation where I need to use both skills arises, my Shards just disappear, and I find myself mashing Call of Steel after every attack.

With three skills all working off the Steel Shards system, I would love to see the archetype pushed a little more. The steel shards flying around the battlefield is a GREAT aesthetic. Y'all nailed the visuals for Call of Steel!

Shattering Steel gives you stacking chance to block projectiles when you spend Shards. What if the other two Steel skills had a similar thing? What if having available Steel Shards granted you some sort of passive buff? I am very excited for the fantasy of being this walking storm of razor shards, and letting the Steel skills flow more into each other, and giving more effects to keeping and spending Steel Shards feels like it has the potential to become something very special!

With things like Archmage, Lingering Blades, etc., y'all have really been nailing these new, intuitive skill interactions. The new Steel skills are extremely cool, but it still feels like there's something missing to raise it up to the level of the aforementioned. Just a little touch of spice!
Another thought: I think Heists are too easy now. I would like to see threat/second generation in combat. A way to do it: Make some enemies "threat generators," giving them flags with a radius or something, and while the players are within that aoe threat is generated each second.
Crackling lance feels shitty when trying to use it for map clearing. The focused beam is just too narrow and it's a very heavy drawback to stand there like a channeling skill and spam it. If possible giving it more options for supports or some unique item skill improvements would be very welcome. Thanks.
Please GGG, "cast on death skills" mobs its not funny, really.
"
Make some enemies "threat generators," giving them flags with a radius or something


The fortuna/orb vallis method i see
Did you know kiwi (kiwifruit) are actually berries, and it is a national fruit of China? Also, their name is a big marketing ploy by a major exporter, New Zealand.
Delve fractured wall guide: view-thread/2204851
Legion Emblem Carry thread: view-thread/2598853
Frost Shield

This skill stands out as pretty much the worst addition this league. The skill fails as group support and fails even worse as a solo skill.

Main Issue: The ratio of Energy Shield drained Vs Shield Health is simply too low.

Group Value: This skill fails in a group setting due to it's area. Not just because it's a stationary effect. The primary reason is Group damage intake will often end up much higher staying within the shield due to AoE, Piercing, Forking, ect.

Solo Value: The ratio of drain vs shield HP plays a bigger roll here. If you're dropping a shield then you are likely under fire and aren't going to be gaining much survival compared to just attacking and moving more.

Suggested Improvement: Increase the drain Vs HP considerably and attach a group function to the skill so the number of players who move within the shield at any point while it's generating will multiply it's HP value for the drain used.

This probably still won't save the skill but at least it will make a little more sense. Especially in a group.

"Never trust floating women." -Officer Kirac

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