#⭐ Keys Feedback
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if we had some sort of idea what these are and whats needed to make them. it would prob give more scope to everything about maps were meant to be testing
Mainly they are used for people who don’t have dlp
Legendary weapons are going to require multiple things:
- DLP weapon
- a reagent from maps
- a reagent from a pinnacle map boss
- a reagent from crafting (I think)
alright. will this be something we craft one of and were good to go? or are we going to have to farm 20 prisms to make enough dlp weapons to make multiple legendaries
for one class
It would be a legendary per element. You could make a bunch

Maps are slow burns!
Not intended to be done in a week
But what you can do is get legendary #1 and leylock your keys to the map where it works towards
Also legendaries will still be very powerful in other maps
It will just be super powerful in the map it’s good against
That is pretty brutal for a game that encourages people to play many classes though. That's probably a side topic, it's always a bummer changing to a class you don't have bis stuff for from one that you do
I know you guys are still cooking though
gonna need a lot more mainland 35-50 content for people to cool off in after running maps then if thats the plan lmfao. and multiple dlp like things that drop prisms
That’s the idea!
Maps are just one activity
as of right now with this info that was just presented. i dont care to do high level maps if thats what it takes at the higher end. consuming my dlp weapon for one single element of one single weapon for one class feels terrible.
if you kept the original 36-40 maps weapons limited how they are with only a few resists per weapon type forcing you to switch classes. but made the crafted ones that consume dlp have like a 'prismatic' damage proc and 'prismatic' resist that was effective against all element types. and just added more punishing mechanics at the higher end to force people to switch classes and create the weapons for those classes, or duo run them. would be interesting. idk how feasible that is. man can dream tho
maybe thats what the ubers supposed to be tho?
Just play the game

been. got sick of the maps and 40+ loop and made a hc 😂
get 5 more levels so you can enchant the maps 
To this i say it depends what class, melee always close so gonna take more damage and have difficulty dodging stuff
Divine maps are bugged 1 mob too much, also that mob is ass
They have chance to apply map debuff
And on the weapons really only being used by people that dont have dlp
Why the hell is drop rate so low them
70 keys last couple days
0 weapons
trading post
gold gen from keys just needs to be adequate to be able to cover the low drop chance
yes Zorg my beloved you are always correct
but on a more serious note i have run high lvl maps wich are supposed to drop more but i got all weapons when running low lvl maps
no clue what drop rate is but it feels decreasing when going to higher maps
not increasing
I missed a lot so a few things:
New damage calculations certainly sound more forgiving. Could test it a bit to make sure it is not too easy this way. The middle ground might be to increase the atk speed or cast frequency, or give them all an imbuement effect on melee hits which does 50% phys and 50% elemental damage. (all elemental might be too easy to overcome once resist gear is in place)
The level 40 weapons are great. Lower dps than DLP, but higher def in the right situation. Arguably BIS for tanks. Decent for healers in some situations. I don't really see the value of the 36 weapons except that maps start at 35. I wish you could upgrade them somehow or they would fall off the drop table once monster hit lvl 40-41.
Telling people they need to swap classes and then telling people those classes need to keep swapping gear is creating an order of magnitude on farming and storing items that is going to discourage players. The final legendary item being 1 of 11 different forms is really anticlimactic.
what i heard from leggies talk is that its 1 of 11 elements but its still stronger then dlp
dlp you only have 2 options divine and shadow
whit these more elemetn options and assume stronger then DLP variants
all speculation at this point to since we havnt seen actualy numbers
Yeah but its different when it is damage dealt vs resistance. Imagine picking nature as the element just to have every monster resistant to you and no monsters weak to you as opposed to Demonic where you are resistant to end-game dungeon bosses.
yeah will prolly see most people gravitate to 1
untill they add diffrent dungeons
and the biggest thing to not make the same mistake as 40 weapons
have divine ressist and deal divine damage
it should be divine ressist and deal shadow damage easy
where da image i put in here
far out
unfinished example item (NOT scaled)
- more DPS than DLP
- more 'effect' DPS than DLP
- more stats than DLP
- phys? lightning dam?
- free 25-50% resistance
- crit? raw dam%?
key t10+ gameplay target
- swap relic (or stay)
- swap weapons
- use defensive elixir
- passive talents/acquirables
- 75%+ res / map ready in 3-4 clicks
Legendaries prolly still 6 months out at least sadly
Its a hunch
ur reverse psychology might work
now show the stats of those shark claws >_>
no stats on them atm just prototype, just scale the 1h appropriately for an idea
so basically just trying to fight a map mob normally while solo?

but @green carbon can i get some actual numbers on drop rate for map weapons and increase per tier
Is it reverse psychology or just truth
reverse psychology meaning u are roasting us so we get them out faster
it might work 
A man can dream
the pacing of duos looks so nice
yeah its nice even @pallid loom woulkd agree
yayayaya. mana vixen is mean tho
yeah dave what are we supposed to do against that 1
cant interupt
just big aoe
wich kills you
Do you want me to give it away?
I'll give you a hint: notice what is coming out of your character when you are debuffed
i'd move back while the mana vixen is casting to get distance
bc mana vixen gets -30% MS on purpose
if only the hud was working so we could see that XD
i can finnaly rest
Getting hit by a melee attack for half your health 😱
Definitely seems achievable without kiting /s
its not
also just not worth
better run low lvl maps in half time
was just fun challenge cuz 1 shot
als i died at the second to last mob cuz missed the dodge
What’s your lightning res atm?
Also just note that progression isn’t in place, you’re playing roughly a 30% complete system atm
But almost clearing t20 is dope, gz!
The bug where they get perma stuck in place is weird
0 was just trying to clear
extremly difficult to cuz get 1 shot but know grimbear mechanic to perfection
fucked up at second to last mob sadly
Grimbear God
i know we arnt supposed to clear this high yet cuz lots of stuff not here yet
was just fun
For sure, the fact that it’s fairly tough besides the bugs atm means there’s at least a good baseline of progression
So when we add the other power sources it’ll make it more manageable to complete and lower the time per key
On that note - 10m/key feels pretty good I assume?
yeah 10-12 seems good
yeah havnt noticed anything
86 keys whitouta drop
was duo whit @reef shard but he got 1 shot so had to do last 3 alone
Yeah it happens whit lots of mobs i have nu clue how to replicate it
next time it happens can u ping me and i can check the live monster log
I think even he would say its impressive to Dodge all grimbears aoes
true
or he says: didnt beat it naked whit no buff whit blindfold so doesnt count
alr now i need to actually kill 1 mob completed naked
😤

I had a mob at 2k hp while naked
But missed the dodge
You see the vid?
pretty nice!
i think overall my map experience has been pretty good. they are fun,engaging and the thing that has been keeping me busy the last couple weeks. now i will take a map break till other aspects are added like legendaries
good to hear
took about 90/100 hous for me to max out maps
but i did get boosted to 7 by ryan so only 13 farmed myself
Definitely falls around a good progression range
im curious how other classes are performing, esepcially ranged classes
i need data from hunter, elementalist, shadowcaster, duskbow, etc
i will still do some testing on melee, but I feel like I fixed a good number of those mobs to at least not be stupid
yeah and soulbreaker no longer casting for 2 hours
lol
might actualy hit now
maybe
elementalist felt pretty bad
very low single target damage and aoe farming not happening
shadowcaster seems alright but the issue is needing to stand still whil casting most things so aoes are problem
Idk i just remember make the food give 5% damage boost
Rn it just gives move speed and hp
And compass need to be lvl changed so its easy to swap to lower tiers
Alright, I've hit level 35 and have 35 melee / medium armor. I have only done 2 maps so this is by no means an exhaustive list of feedback but rather fresh thoughts in my mind after doing two of them:
- Easy to understand (in a good way), pretty straightforward. I like that the nuance is in the enemy abilities and the maps are "simple", it's not overly complicated with regards to navigation (though again, only finished 2)
- Cool looking maps, felt good to use my mama bear cloak. Only complaint about the Thunder Ridge map is the two empty areas, the area with the camp and the area up top near the end on the right side don't have anything, just empty space (I dont' know if enemy spawns are hand picked or random, might be why)
- I'd like to maybe see gathering nodes in these that scale with the area level. Could improve their potential reward / econ value as well since they are all yours vs competing in world (when the game has an actual population of course)
- A bit samey with it being the exact same mobs all throughout. I think it would be cool if each of these had a boss at the end but I realize that's a much larger scope to balance etc
- I realize it scales, however the value proposition in terms of exp is currently quite low compared to what I could be doing in the OW. As an example I can be killing mobs that give 5k exp per kill or I can do these that give 1.2k
- I don't know what Chronostones are or why I should care about them. I know the vendor exists in CT but I'm moreso referring to this in a meta way, as in the average player might not get this. Better explaining the reward structure and the emphasis behind it would be good I think
My primary takeaway is while they are fun and definitely much prettier than the OW (at least currently), I don't really know why I'd run them. If the idea is these Chronostones are omega important, that is something that wasn't impressed on me. The exp is way lower and no notable drops (though I know there are more to come).
Impression of the Chronostone store:
Took some time to peruse the offerings from Christoph to see if I could extrapolate the value from Chronostones. I believe I understand some of it:
- I can buy a Tierstone to increase the level of my maps
- Conversely I can buy an essence of regret to go down a level
- I assume Time Spice is used in cooking?
- Lunarion Meat recipe, also for cooking
- Leylocked Key blueprint: allows me to specify the map element type (this is a cool mechanic)
However, I have no idea what "Scroll of Leylocking", "Lesser Leyline Soul Jar" and "Greater Leyline Soul Jar" do. Having more info in the tooltips for these would go a long way as right now it's entirely vague. All of this being said, none of this instantly jumps out to me as something I NEED to buy, which goes back to the "why would I want to engage with the Map system?" train of thought. The "hook" isn't evident to me other than leveling up my map tier.
Anyone fancy a day at the beach?
The manor sleepeth, yet never dreameth alone. The deep dark hungereth still. There lieth a place where names were unmade.
bro is showing everyone my office >_>
bump
Main things:
Food:misses damage buff
Compass: swapable tiers
Unique monster drops
imo the price of the talents is an insult to players. getting 500 to learn its a measly 1% talent. player time spent, not rewarded equally. same thing for the dark crystals quests that take 500 quest completions to get 1%.
the 2 deadlands items that had effects you could activate from bag, being changed so you cannot use them from bag has also made deadlands fully skippable content, along with hills and sporehaven and seething brood dungeon. nothing of value from these activities
going to add in, the mummy boss and kresh not having quests tied to them, also makes them mostly skippable as well. the reward incentive is not there
It takes around 30 seconds per minigame run for that activity. The main value proposition of it is the jewelcrafting experience without the need for gems. The 1% thing was an easter egg. Anyways, that's 250 minutes = 4.16 hours to get 1% damage. In the grand scheme of things, this is infinitesimal compared to grinds in other games.
It takes around 10-15 minutes per map to get, let's say 10 chronostones (and let's assume you have no modifiers to get more). If you don't spend chronostones on anything except those all res talents, that's, conservatively, 12.5 hours of grinding, on average to get those. It's longer than the 1% damage buff, but since the mapping activity is a slow burn content that is something to engage players for much longer than 12.5 hours, I think this small percent is fine.
Xavier's Battlestaff has one of the highest Int values for that level, making it very strong if you were to equip it at-level. (I attached Lost Echoes as comparison) Xavier's Battlestaff is 34 more int. And this does not include the benefit you get as a spellcaster wielding this staff. And Deadlands has one of the strongest items in the game, arguably (the kathanoz ring duo). Also, its items all increase demonic damage, making a lot of the items incredibly strong for classes that deal demonic damage.
Sporehaven depths allows you to get sleeping spores, which is a trinket that allows you to put mobs to sleep (which will be important when I buff dungeons so that you are going to need to not multi-pull). There is also an epic necklace you get that restores health to nearby enemies. There is also a 1% nature resist talent you get.
The mummy boss gives you the loofah, which is important for bleeds. It also gives you a necklace that gives you another life, essentially, which is good for tanks and hardcore players. I do agree that we should add a quest for the mummy. Kresh is just a vanilla open world boss.
Long story short, we are setting up the game so that you can do whatever content you want. If you don't want to to deadlands or sporehaven, you don't have to. It's side content that we want to add to the game that can give some value to players if they so choose it
i can run one instance of one dungeon and get a weapon that gives permanent 3%dmg increase. 5 mins for that. so yeah the 1% for that amount of time is really bad. we tested the kathanoz ring duo. wasnt worth using over other jewelery. epic necklace to restore health to nearby ENEMIES? why would anyone ever use that 😂
whoops typo
nearby allies sorry lol
10% armor pen on one player is not worth it?
that's mathematically impossible
for group play, it's 100% worth it for one party member to have it
you're also not keeping in mind that these items will be part of a larger economy where you can just buy these on the trading post instantly
did you test in a group of people actually playing the game? 🤔
it's 10% armor pen!
for all incoming damage
more people, more impact. Sure, for solo idk how much worth it
but for groups definitely worth it
whcih dungeons for the 3% damage staff?
like dragonspire?
you're still losing 37 int
didnt specify staff. comment was in relation to time it takes to get a 1% dmg talent. 1% seeming to be time spent not rewarded equally when i can run 1 instance of rift and get 3% permanent within 5min
oh I see
you dont need to get the 1% damage buff though
if you really want to min-max it's there
yeah so what i said is accurate then. entirely skippable content. rewards not worth time it takes to get them. if you wanna min max sure, but its just stuff added that people can ignore. you agreed that its accurate for sporehaven and deadlands as well. curious tho why is seething brood like that? i guess it will be dif if the dungeoneer path actually does something
You are more than welcome to skip whatever content you like. Nothing is "required" nor do we want to incentivize you needing to do everything in order to be viable. There are many different ways you can play the game. If you want to skip all the dungeons and just go for RDT, you can. If you want to do all the dungeons and get every possible reward/get gold to buy every possible reward, you can do that too.
Just like in WoW, you don't have to do Wailing Caverns at all, just keep questing and eventually get stronger items
but people still do it because they want to get venomstrike (which is 17% chance drop, so often requires multiple runs)
but you can basically get a better bow in a few levels
What map types were added while i was gone @livid acorn
Earth + Shadow
Alr tomorrow i might have some time to test them
Gotta ask ry to derank my compass again i guess
Shadow map... The debuff is nuts. It works on the new spawns too and the new spawns can add stacks, and also it procs on them too. It is chaos. It is clear there is a delay in it like a proc would have, but still... Maybe make the portals have set low health so there is a mechanic to swap targets and avoid new spawns.
Also on the imp map, I kill everything and there were still several monsters in my system log where it said I needed to kill more. It may have been some monsters spawning under the workd or something from debuff, but i dont know.
Light Sphinx map did not complete when done. Said there was a monster left, but there was not
Earth map, the faces you can make into more monsters. They are from corrupted grove. Also, I usually get a short message which I have never been able to read because it is one of those annoying quick messages that doesnt go into your log but just pops up somewhere like the hitting lvl 30 in a tradeskill messages that get you a talent.
@livid acorn seems divine maps are still bugged having 1 too many mobs
I can adjust that np
I played around with this last night for an hour or so. There is something funky going on for sure
ok so I made it so that visions of the void spawns a portal with 10% of the health of the mob you dealt damage to. I also removed the status gain from the shadow bolt from the spawned minions
i will also increase the ICD of the proc to 30 seconds from 20. So max 2 portals per minute
these summons are the first ones not too suck
happy to see @livid acorn
also for some reason my guy keeps untargeting
haha glad you like em!
left click and right click sometimes untarget if it's on the ground i think
yea, new bug
Also shadow maps say that there are 34 mobs
But i killed alot and still had 15 left at the end
shadow maps feel extremly
bad
1 stack is enough to just have infinite of these spawning in
either make portals a 1 or 2 shot
or make portal do big aoe pull instead of summoning a mob
since everyone ahtes summons
i did make a change to make it 10% of the mobs health
and have it only spawn up to 2 times per minute
server probably didnt update yet
what drop rate on these @livid acorn
HOLY
pretty f'ing rare
if you're running t20 it's pretty rare
but obviously it all scales
not my screenie
oooh
so you are talking max lvl maps?
basically what I've told people is that these are min-max finds. They are extremely rare and not required to complete maps, and we want these to be worth a ton
you're not grinding for these specifically
could it be partly the spawned mobs?
well i checked and seems not
this mob is fun
kinda weird that you cant stand directly behind it to block the attack but have to be a few tiles away from it
shadow map needs a wall removed so you can actualy make a full circle in the first area, rn you have to walk back past mobs you have already killed to the other side
then do the same thing and move to the other area
earth map i think is my favorite map type rn
all the mobs feel good to me
think beats out fire for best map type
These recipes should have a lvl 35 100% craft imo.
Yeah
Still can't complete Hall of Heroes. At least on Etherslan Embryo maps
Night Prowlers got a few things off I think.
- Their shadow resist feels crazy high (see vid for really low dmg)
- their shadow visage has a weird outline that shows when hovering them
- For classes that don't have a stun, it feels really bad to have no way to interrupt Stalk. No, I don't want to carry a million darts and take up another inv slot D:< It adds so many stacks and you can't do anything cause you're typically blinded.
- When you click a shadow visage chat gets a message for enemies remaining but it doesn't decrease.
Also the Darkreach manor is bugged. After killing all Night prowers I have 15 left to kill. I also don't have the ability to "Leave Map" when right clicking my name. You also get an error stating you can't log out.
Got your note also
the logout one? :p
you mean dark delve?
What triggered this one?
In the manor/delve map (whatever has night prowlers). I couldn't leave so I tried to "Log Out" got an error that I couldn't. Then I tried to summon another map, tried to enter, stuff went haywire and then that popped up.
Kk
dark delve has a mechanic to avoid the blind attack
you gotta figure it out 🙂
ill check on the shadow res, but all elemental maps have 85% resistance of that element
You can fall off the bridge in Hell's Precipice and get stuck.
I can come port you soon
np, i just left the map
ill fix this
Will there be some kind of fix to get all the players who were >30 before the map questline was implemented able to get on the path, or do we just request? I keep running maps and havent really kept track of how many...
On another note, many fragments are missing the right click to learn recipe
fixed for next patch
path also fixed for next patch
Awesome ty!
I will leave poor Chisme alone then 😛
Christoph has reverted back to selling Essence or Purity etc when you right click>trade, but if you space to talk then trade he sells the chronostone stuff
Interesting Kk will check
why isnt this tradeable
Only the products of those reagents are tradeable
Or pay a cook
Well we wanted one of the two things to be soulbound, so it was a matter of determining which we prefer.
If the product was soulbound and not the reagents, it allows reagent trading (better gold->chronostone conversion which could also promote more gold farmers), but you'd still need to be the profession. We prefer this version as it allows a certain profession to excel in a particular class identity by building products that others can't.
alrighty
is the frost boss a rare spwan or do i need a scpecific key for it
cleared 4 frost maps no boss
it's a key
is it a solo boss or group?
i dont mind testing it out if you can trow me some keys
@green carbon would need to approve the transaction
@livid acorn agree on this feels Realy bad needing 40 crafting for it
Ask Ryan!
@livid acorn
He’s done it
@green carbon you wana keep ley locking keys at 40 or can you bring it down to 35 blacksmithing?
yeah
but chronos arnt
and neither are the scrolls
could be ok, let me do some thinking
When you use the "Ether Fragment" and "Soul Fragment" it says it teaches you the "Aquastar" on the toast alert
roger ty
@livid acorn shadow maps completing too rn
nice nice
also portla can be killed
1/10 runs or so I get stuck in a "loading world" screen. It does eventually load after about 30s though.
Also, idk if all fragments drop at the same rate. If so some maps are better than others due to the number of mobs
Water 21 enemies, Hall 21, Thunderchargge ridge 24, Titans 24
Love the shadow map changes
on the arcane map mobs fall through the first bridge (maybe more too)
I'm innocent i swear
lightning bound key missing from leylock key recipes. I tried to make one just in case, and it failed.
Start holding your breath irl and when you start seeing stars it's time to go up
Chance of getting a "drowning" debuff when you kill a monster if you have stacks on water maps. It just counts down from 10 or something. gotta get to bubbles. Otherwise there is no limit on air or anything like that
true
added for next restart
Yep can run out
quite a few keys are missing from crafting menu
yeah nvm its just lightning
i added lightning for the update
Did lightning key get added? Do I have to rebuy the recipe to unlock it? I tried and it failed.
should be in, we can give you another
ty!
It would be a nice UI touch to have the enemy counter for the map be present in the UI, similar to how a MH quest is tracked, i.e. "Kill x (mob name) - 0/34" or whatever. The system log is nice but would like to have it on the UI as well.
Clearing a full map, in which I got 5 chronostones from 22 mobs, and then getting 1 chronostone as the end map reward feels awful. I am on a tier 1 compass but even still that just seems way off.
we used to have a little pop-up that marked parts of a quest progress, but I think some people didnt like it
the bonus chronostones is tier + 1, so it encourages you to keep upping it
lets go with your thing though 😄
lol
tbh I think we need more stuff to spend the chronos ON
@errant stag i should probably give you "the mapper" path
that will help you a lot
😭
A dynamic pop up on each kill would be annoying so I'd agree with that. A static counter / objective while in the map would be ideal.
like on the side?
you know I wonder...
maybe I can make a little UI for it
like a progress bar
kinda like d3 rifts
That would be cool. Any sort of visual representation would be appreciated.
I think I have it? I saw it today after the update. It didn't retroactively count my previous maps but I had only done like 5 or so
Understood on the formula though. It feels a bit off to have it start so low. But maybe I've just not spent enough time doing them.
My initial reaction was just "only 1? I got 5 from the map itself" but perhaps I'm over valuing the completion of the map for chronostones specifically.
something like this? I think this will also be good because it will create user recall to a rift/map system from other games
I think this is great. Much better than nothing.
We originally discussed a bit of a loot table upon completion, but the items that would go into it were not in the game yet... I'm thinking maybe those things are in the game now? Fragments, celestial keys, astral keys, chronostones...
we are going to have ways to accelerate chronostone gain. There will be talents (one you can get already) and then potentially more drops that add % chance for extra chronostone drop etc
could work, but that's ryan's territory
This does sound appealing. Right now it feels pretty anticlimactic. But I've done like 8 maps so entirely possible I'm just not familiar enough with the system. That's just my initial impression.
waaaaaay up here #1434325224312279240 message
That has been consistent feedback. Maps are interesting and fun, but then you complete it and... wait what now? Thats it? I guess I will grab my things and leave?
I have had a lot of fun running maps the last few days. There are nice chase items and with 1-2 other people it is SO much more fun to grind. It also will help when crafting legendaries since we can trade our fragments around
Just tried one of the boss maps in a party and it put me and the other person got dropped in their own instance. Are boss maps intended to be solo?
Yes
they are but I they can be done in groups, just like maps can
let me check the key logic. I may have it on wrong
I like the idea of a roll on the regular tables, but often enough, you won't see anything.
I do like the idea of a separate loot table. Rolls on astral/celestial/leylocked keys could be a consistent chance of drops. The talents that I mentioned before could be on that table instead of it being off killing mobs. Would you guys rather have more stuff on mob loot tables or map completion loot tables?
Personally I would rather have more on the completion side that scales with your tier as right now that is what feels the most lackluster (to me).
But I have done like 1/1000th of the amount of maps of the other folks so I'd weigh my opinion less
I agree with Ren. I think there should be a higher value in finishing the map, rather than seeing how fast you can kill monsters before dying and moving on to the next key. Likewise I think with this condition, the scaling of rewards for finishing could be more significant to encourage players to take their time and complete the highest possible key tier they can.
I think right now there is more of a sweet spot where you want your compass upgraded for better loot, but not too much because that will slow you down. If I can move 25% faster at T10 than I could at T15, then the extra .5% drop rate or whatever it is will not make up for my 25% more kills and chances at the drop table.
Well said, Minyo
This also lends itself more to the greater rift / echoes in LE / typical "dungeon" design in other games. That said I do like the mobs in the map being able to drop stuff, like some chronostones here and there, it helps with the pacing so it isn't entirely locked behind the completion.
Ok. I posted this in our internal discord to review
on map rn @green carbon whit 1 mob left
It's you, Crank. You're the 1 monster that remains.
Makes sense. I could see that being an exploit as is that one key can let a party of people each do a boss of their own.
Unsure if this is known but mobs in group spawn with increased max hp, but their health doesn't actually fill to the new max
The lizard guys in the Divine map kill themselves and don't count towards the kill count or drop loot(?), not really sure what's happening there
they dont?
No, they pulse when they are at like 1hp for a seemingly random amount of time (few seconds) and then just die but no loot/event is triggered
ok
i need to see if the killing entity is plugged in correctly
idk why that's happening. I figured that if a mob dies in the map, it should trigger the event, regardless of who the killing entity is
Gotta say I don't really like the shadow map layout. It's non-linear and feels kinda backtracky, compared to say the air map which is a straight line basically. The time to complete is way longer, comparatively.
I love this picture ❤️
Haha. Minyo about to blast that guy!
I understand the mechanic is to LoS the ability behind the pillar (which is cool), but I think the hitbox could use some love. As it stands you cannot cast melee abilities at all if they are hugging it and it persists a few seconds after the pillar despawns as well.
Could also force it to spawn a few tiles away from them to guarantee they don't collide with it, but then melee players have to run further for the cast so maybe not a viable solution.
It's weird / confusing to me that this shows up in my buff bar and not my debuffs. Same with the stacking debuff prior to it turning into this.
The shadow portals should probably not drop items or give exp (they currently do both). This seems exploitable in that you could just let them spawn and kill them indefinitely.
Also their hover over has a busted outline.
ill fix the portal drops
hmm alright
not 100% sure I understand
Basically the hitbox for the spire is much bigger than the spire, so if you are trying to melee them while standing beside it (not behind it), it won't let you cast
so cant you move towards the mob?
And it persists for a few seconds after it despawns, so it can be a decent chunk of time before you can attack again
Nah it doesn't matter because the mob is inside the hitbox I think so the collision gets all wonky
i will increase the radius of the tile detection so it casts further
also it was ignoring blocked tiles, which is wrong
that SHOULD help lol
Oh, yeah I was gonna say I thought I saw it spawn once like off the navmesh which is bad. Does the cast that you need to LoS have a range? Like can you outrun it?
But yes those should help!
Gotcha
Completely unrelated: I really like the Mires of Woe map. I feel like this is a great example of feeling like you're in an otherworldly place. Lots of cool little details. Love all the froggies 🐸
100% I love that map too
The trap door is a really nice touch too
This is also pretty badass 🔥
Unless there's some hidden quest going on here, this tree let's you "reach into the hole" and it gives you the dark armoury key in the Hell's Precipice map
good catch, we will fix
unrelated...but i have that dark armoury key, what is it actualy used for? xD
I think they do
If they dont it feels bad killing them
I suppose, but there's a reason the vast majority of games make it so adds / summons do not drop loot or give rewards -- it's very exploitable. In this case, you could allow the shadow debuff to get to a very high amount, auto attack the mob with your bare firsts to summon the portal, kill said portal, and repeat indefinitely. Could script it to never end. With healing potions / divinity's reach / classes that can heal etc, you could loop this forever, especially if it was a low tier map. Given that keys are meant to be consumable and the content of each map finite, this is problematic.
True but low lvl maps supposed to give almost no high rewards
At high lvl if you would attempt this the mob would just kill you
That may be, but there are absolutely people who will intentionally script this in low tier maps and purposefully not upgrade their compass to keep doing it. It's 1k~ exp, silver, bones, essences, keys, and chronostones. I wouldn't say that's no reward.
An alternative solution, albeit more convoluted, would be to allow them to drop loot at a certain map tier. Or perhaps give them their own drop table that is very limited / no exp (or very little exp).
I guess so but they can also just do this outside of maps
In the Thundercharge Ridge map, you can gather from these tall grass nodes and get this item. I am doubtful this is intentional
Were mobs are already infinite
Not for Chronostones though or any other map specific drops, otherwise yes I agree. That could be the alternate solution I mentioned: give them a limited drop pool that excludes these items.
Yeah prolly best solution imo
I'd agree with that as a reasonable middle ground. @livid acorn for vis
I think should be applied to all map summons
Or just remove all summons from maps
Best solution
It should definitely be universal, yes.
I agree that summoned mobs should not give loot or experience
it's exploitable
regarding crank's comments about summons in general, it will be a balancing act in figuring out the % of a mob's hp compared to the mob so that it's not too difficult to deal with
The minion of duresss cannot get summoned multiple times, so those will yield experience
thing is summon maps are just twice as slow
so if it wouldnt yield anything
its just a skip
that what i do when i see frost summon
what % of the monsters health would you guys feel as though it's not a nuisance?
prolly just a tad more then shadow portals
ok
I will set all summons to be 10% of the monster health and see if that feels better
deleted those. Was not intentional
Sounds great, thanks!
Same tree / issue is in the Cinderfall map
Kk
Just some general feedback: The compass progression doesn't feel good when you're starting out, especially if you didn't actually start doing map content until 40+ like I did. I'm having to fight level 35-36 mobs which pose zero threat and I rarely even see their mechanics. On top of that, the reward structure is worse the lower your compass is so it takes ages to actually level it up to a decent level for appropriately leveled mobs / better drops etc.
Would be nice to have some kind of "catch up" mechanic if you start mapping later on. More chronostones for faster map completion (similar to skipping tiers of greater rifts in D3 if you clear them quick enough), maybe if you're level 40+ you can just buy a +5 compass or something. Anything really. Finding myself pretty bored going through these over and over for miniscule gain trying to catch up to a meaningful level.
yeah agree
mine got boosted up to t7 my lvl at the time
but low lvl map grinding is pretty bad when you are 40+
Indeed :\
Ryan would have to weigh on the progression part.
@green carbon would appreciate your thoughts on the above when you have the time ❤️
My suggestion, if I had the ability to suggest, is to add a differential chronostone modifier between the tier of the map and the player level
need to think on more or else that could be exploitable
Another thing could be giving bonus chronostones based on time of completion, and if you complete it super fast (because you are stronger) you get more.
@errant stag are you blasting through them?
Yeah. They are 35-36 mobs and I'm almost 42 with pretty much BiS gear. If I do them duo they get utterly demolished but solo is still very quick.
ok sorry I didnt see your feedback
you said chronostones on faster map completion
i think that makes the most sense as it also encourages optimization
Just an example based off how D3 handles a similar situation. I do like the more relaxed state of maps and I wouldn't want there to be a time incentive, personally. I was just positing some potential solutions to catch up when you are way ahead of the curve.
buying the +5 tier thing wont work because paths have checks on each tierstone acquisition
so it would have to be chronostone manipulation
Another potential alternative could be having multiple tierstone types that cost less initially and then more as you go up.
As an example: "Novice Tierstone (tiers 1-4) for 100 chronostones", "Adept Tierstone (tiers 5-9) for 200 chronostones" "Master Tierstone (tiers 10+) for 250 chronostones"
That could smooth our the earlier portion a bit, which is a pretty universal progression method in most end game ARPG systems I can think of (Atlas completion in PoE / Monolith progression in LE / rune progression in D4 etc)
Currently it's very backloaded and you spend more time in the earlier tiers which is not how most ARPG progression systems work.
There's plenty of ways to shuffle around the progression, though. Ultimately not my call of course, but I do think the early progression feels bad and I am growing more disinterested in it the longer I'm in the lower tiers. That's my feedback.
yes this could also work
would it be a possibility to buy keys whit chronos @livid acorn
i dont think so. Keys are able to be posted on the trading post
I like the idea of different tierstones
I like the idea of it too, but I'm obviously biased 😄
I see this has been reported previously, but just wanted to add/update that the Doomsayers ground circles mechanic are very naughty on where they decide to spawn.
Also, every map I've seen so far has been stellar. Nice job, guys.
And the size of the hitbox of those circles is a bit misleading; they appear smaller than the hitbox is.
Aqua-spiced elixer gave me jewelcrafting exp. Must be a very nice bottle
just that one?
You can "steal" other player's portals, even if they aren't in your party. I just did it by total accident. Pretty sure @cunning berry had just spawned one by the Farwood fountain but they hit the bug where it spawned off the navmesh. I had just logged in, moved like an inch and saw it and immediately was ported into it. Right before doing so, I saw them enter a different portal, presumably one they opened because their first one spanwed in a bad spot (though I'm not sure how I got into it if they couldn't).
Point being, you can just run into any portal
(thanks for the free map)
you must commune with the astral realm in safety of other malicious beings!
Haha, I dunno, that seems pretty griefy. Unless it would just put us both in the same map but not in a party if we both entered it? Unsure what would happen in that case. Either way I feel like you should have to be in the party of the portal owner to enter.
yeah we probably should do an owner check
need more? 😂
party check
Haha nah I'm okie but thanks ❤️
think that was the light map?
Yea it was the divine map
seems broke so i just leave em
It's only broken if you get the lizard guys, the other mobs are okay from what I can tell
is this rare?
😂 don't spawn them in FW, this silly bug always happens. I spawn them in an open field
Fair enough haha
sheesh wasps queens are a death sentence
only after phero
mfs flying over everything to mob me lol
Disciple of narun
can see 5 dots on minimap with no monsters there
pretty sure i killed them all too
maybe the bug is still happening
OH WAIT
that's not the divine map. There is a trap door to the underground
i can change that yeah
Doesn't do anything when pressed but probably shouldn't be an option (unless I'm missing something)
Ogroid Raider's Ogroid Fury buff states they lose damage resistance in their buff but they do not, or at least it's not shown in the tooltip
Ogroid Raider's Enraging cast just cancels if you walk away - it's as if they are cancelling their cast to keep melee distance on you? Perhaps this is intended to handle the mechanic since it can't be interrupted, I don't know. Feels kinda janky though. (ignore the stun, I was stunned due to the lightning map debuff lingering bug)
I can check that
Not intended, it’s supposed to be an enrage based on health
Missing. I will fix
Okie dokie, thanks
To be clear, they do finish casting it if you remain still. That's how I got the screenshot for the tooltip bug above. It's just if you move away they cancel it that is the issue.
Gotta walk over it you get dropped down
Dont get hit smh
@livid acorn residue drop rate seems really low
Got about 20 excellent stones before 1 residue
How many you need to ley lock keys and make coatings
Will never even get close to enough
Its the only one i tested so I figured I would be specific 😄
Kinda sucks this isn't retroactive. I know it's not that many in the grand scheme.
I'm assuming the next tiers aren't retroactive as well for whatever their objectives are, too.
They are for the chronostones one
3 maps of each type is pretty reasonable though, otherwise it would barely be a stage if someone pre-ran them all
If the next tiers are then that is more reasonable, fair enough. Thanks.
well only if you started playing after patch were its introduced
Something weird going on with Frost Wyvern's casts in the Ice map. They seem to double up or something. They don't actually cast twice but the cast doesn't go off until the second time it is cast in rapid succession. Happens on all of the ice blast / ice beam from what I can tell
i wonder if the cast is interrupting itself
Yea I dunno. It doesn't happen on the Siphon Heat ability they cast, only the other 2
Frost Wyvern should be fixed. Ogroid raider may have had interrupt on movement, which I removed. See if that helps
I'll give them a check later. I'm in meeting hell currently so might be a bit 😭
it wont be live until restart
Genuine question, just trying to understand the logic / if I'm missing something: What is the user story for 2h weapons if you have 1h weapons as an option? They are just strictly worse from what I can tell. 1h weapons each get an enchant whereas a 2h gets 1. With the introduction of legendary weapons, by dual wielding you can target two different elements to double up on the legendary effect which gives you more map options at the cost of less targeted resistance, which IMO is an interesting trade off that 2h weapons just don't get to have.
It feels especially bad for classes that have no choice (i.e. Berserker / Paladin). It is one of the main reasons I don't play as a caster despite wanting to. I want to use a staff but dual wielding wands is strictly better. Are there any plans to improve this? In my opinion they should be equitable and the choice is more or less cosmetic.
The proc chance for 2h weapons are higher than 1h weapons. As for elements, not sure if it makes sense targeting two differnet elements
as for enchants, I think we need to do a pass on 2h vs 1h enchant power, but in most games, you can benefit from 2 enchants on dual wielding versus 1
it also the crafting part 2 handers require twice the mats which makes sense but you farm way more effecient by getting 1 hander leggy then getting the second 1 while already having a legendary
it wants us to use a jewlcraft station whit 25 slots but there isnt 1
so cant craft the star
Just for my own edification, apologies: the legendary effect proc chance is higher for the execute or the health threshhold on the legendaries? I dunno if that's all that great if it's just the proc %, isn't a 1h already 50%?
For essences it feels like the proc chance is totally irrelevant though. Having the effects be basically doubled on a 2h would be ideal, though obviously would require a bit of balance in some cases.
yeah it's doubled. Not sure about execute, but from testing them out, you're executing regardless almost everytime
1h I believe has a 33% proc chance on windfury proc and 2h has a 66%
I mean thats just 1 hander win agains to
1 hander hits faster
And twice
this isn't autos btw
it's on damage dealt
so idk
berserker with a 2h is gonna proc a lot
So autos wont proc the effect?
Even if that is the case I don't find that to be compelling enough of a difference, personally. And to return to my previous point, I think it's cool to have the ability to make the choice to wear 2 different weapons to give you more map options at the expense of defense. 2h users just do not have that choice at all which feels bad - less player agency.
Yeah agree 100% being able to not just have 1 type of damage but 2 is way better
Thats why everyone runs 1 dark 1 light dlp weapon
i can kinda understand where you're coming from. I'm not sure how much I agree with having two separate elements at the expense of defense. The design behind these maps are to kinda optimize one at a time. 2h gives you 2, 1-hand weapons worth of resist
If you get a legendary for another element and wear both, you can optimize half of two maps. Seems like more of a player choice
But sure, there is more versaltility with 2, 1-handers
If the argument is that the game is being balanced around the notion that the player is crafting 2 of the same 1h for optimal resists and it would be an error to craft two differing weapons, then I would say you shouldn't allow people to do it all as that is going to create a lot of friction for people that make that choice. They'll do this big grind and craft the "wrong" thing and be punished by the game for it. In other words, if player agency exists then there needs to be some level of safety net - especially for something that requires this insane level of grind.
and classes that are required to use 2h weapons do not have that versatility
Honestly my suggestion is my initial suggestion from way back when legendaries were first teased, which is to make them like GW2 legendaries - you can swap the resists at a whim and then you get rid of this entirely convoluted mess, to say nothing of the like 200 different items / fragments etc. It just feels over designed and convoluted
Do agree whit this
so you want to grind one legendary
Per type
Personally, yes. I'm not going to grind more than one in the current iteration either so it's reasonable to me
@idle timber what's your expected time to craft one legendary based on your estimates
you're almost done with 1, granted you have your DLP weapon already
Well its hard to say since dont know cinder drop rate
kk, and remember you guys are basing this all off 0 economy, solo self found everything
Yep
Well i have done about 100 maps since fragments
Now i have 17 of 1 type
Which i got by trading 4 whit minyo too
100 maps about 10 minutes each
17 hours +25 hours of dlp +5 for completion of dlp weapon. Then farming excelent stones probably 8-10 hours
And then cinder no clue
But this is just rough estimation so guess like 60-70 hours
I'm moreso coming at it from a design perspective. You guys are creating a lot of problems that you can solve by reducing the complexity of the design. Just some examples that instantly come to mind:
-
Why have a different fragment for every element when you could just have "Astral Fragment" which is turned into "Astralstar" or whatever which would be a generic material used to craft any legendary weapon. Having all of these different fragments and such is just unnecessarly convoluted IMO
-
The 1h vs 2h argument which we've already established is problematic for a multitude of reasons, not to even mention essences which are also a problem
-
The current system incentivizes you to make 1 elemental type of legendary and then you are stuck farming 1 map type out of like a dozen or so. Why? You're just limiting content you've already made. If the argument is you expect people to craft 1 of every weapon, that is just out of touch I hate to say. Even with a marketplace I don't want to juggle 12 items / gear sets / etc. No way, that just is not fun.
For 1 handers
Yeah i think most people just would farm 1, but if we could swap stats i might get more different types just like in gw2 collecting them all
I think expecting anyone to craft 1 of each elemental type is a bit insane imo
And having 1 just grinding the same map because most efficient doesnt sound fun since we have so much variety
It is, especially considering it requires a DLP weapon. Even with trading I am just not that dedicated to the idea of all of this to buy into it.
Yeah i am never going back to that place
Thing is Ryan wanted a precursor like gw2
Sorry gotta really sleep guys ik carch you guys later
Which, again, is why I feel like my initial suggestion solves all of this. You create a single legendary weapon (based on weapon type, so a staff as an example) that you can then freely swap the stats/resists on, similar to GW2 legendaries. You are then free to do any map you wish and you have more content. You still need to figure out the 1h vs 2h issue, but this solves a lot of the problems IMO and is way more seamless from the player perspective. This also evokes "legendary" much moreso in my mind.
We are all working together on it.
I totally understand the abstraction and simplification of the legendary itemization and how it makes sense by evoking more variety because now you can basically do any map. As it stands, there are no plans to adjust the itemization model of the legendaries to allow different resists per maps. The map system is designed to be something that players engage in for awhile, as it is a system that carries into the endgame. We will need to monitor closely how players will engage in this system across all facets, from engaging with a particular map, to fighting the boss, to building legendaries. If the time to complete a legendary essentially solves the map system and takes around 100 hours to complete (as opposed to months for legendary weapons in GW2, +/- how much currency you have), then the goals will be essentially limited to cosmetic grinding. That's not really the angle that we want to take. The maps are an example of diagonal progression, where optimizing the maps will give you greater efficiency to eventually farm the uber items of the map. This was the original vision for the key system outlined in our roadmap.
You shouldn't need to switch gear sets, as legendary weapons account for a large percent of your defense for a particular map. We also introduced (albeit very rare) prismatic enchants that can grant you up to 18% all res on any map, which helps solve that need to switch gear sets.
Each player is going to have their own preference in how they want to engage with the content. If you want to farm one legendary and call it, odds are that you are still going to be able to crush other maps due to the offensive power that it offers. If you want to make it braindead, you do the legendary weapon counter. We still give room for player agency. It's just a matter of how comfy you want to be.
Understood. It's ultimately your guy's game and as such you should do what you feel is best. I am by no means saying my suggestions are the best, moreso trying to offer some insights that I've picked up over the years working directly with itemization. I am absolutely the player that is going to craft my counter set (so with the current system, two 1h daggers of my choosing) and maps will be "done" for me, which I feel is a shame because I love the variety they have to offer. But that is just me, I'm not everyone and others may love the idea of having a bunch of weapons for every specific encounter, enchanting each of them, irking out the best combination of all of those things and managing their inventory etc.
I do think the 1h vs 2h needs some further design though no matter how you cut it as it is clearly problematic and allows players to "hurt" themselves which should never be the goal, IMO. But again, your choice.
We can definitely look at the 1h vs 2h design
2H Enchantments
- right now 2H has a 2x higher chance to proc than 1H
- 300ms GCD means you can spam abilities and trigger procs quickly, so the value of the extra proc chance isn't as high
- WoW has dedicated 2H Enchantments to adjust for some imbalance, we could do this as well
- Some enchants already apply special 2H effects that can be tuned to deal more/less dmg
- still some room to tune/fix this - will GCD change bc 300ms is insanely low? should we make 2h specific enchants w higher values for key enchants? we'll noodle
2H Weapons
- 2H weapons have an inherent damage multiplier to stay competitive w/ DW
- you do lose some flexibility by losing multi-enchant
- radiant/void weps + legendaries give the exact same proc bonus no matter what - DLP is ~100DPS per hand, Leg is ~150ish per hand
- the only thing that matters in the end is the sim DPS; in WoW you might have a 2h spec topping meters even if it's disadvantaged from a particular proc vs DW - class kits make a significant difference and must be considered
Legendaries
- The legendaries are fairly easy to get - even my sweaty ass in GW2 takes about a month of grind to get a legendary w/o swiping, maybe faster now but still a solid investment - that's why they have swapping since the avg person is getting 1-2 a year
- These will take a week or so
- They are powerful in their own right, not even including the resistances - if you stop at 1 set, that's totally fine, because you now have BiS for all content except resistances or executes, which...
- The resistances will be nice-to-have but not mandatory - I mean, crank is clearing t20s naked like a real man should (or in pink pants, close second)

- We want there to be a lot of ways to get resistances to push tiers more comfortably - still building those out
- We can have a system to break down a crafted legendary back into core reagents which would allow some additional shifting
- If system doesn't work out in the end, it's open alpha and we can refactor
Running maps with buddies, we are getting under 500xp per kill on lvl 48 monsters. I get 3000 exp alone. Im lvl 47 they are 43 and 40.
Not to derail the ryan post
Can take a look, might be level diff penalty + division by 3 but not sure
It was me, Archaya and Minyo so 41, 43 and 47
Soul fragment teaches you how to make a aquastar not a soulstar
Soulbreakers in hell precipice also give the wrong amount of XP
There's some good thoughts and ideas here, but I'm not sure I follow regarding resistances.
Previously Dave stated that his expectation is to have two of the same weapon for the resistance, as a way to optimize for a map type. This creates a negative situation in which player agency is punished if you create two different one handed legendaries.
Conversely, you are saying that they are nice but not necessary, which then has the problem of 2h being worse since now we are in a world where having two different types of one handers is a viable solution.
On top of all of that, while I don't doubt Crank is a good player, he's also doing this as a ranged character. How well would a melee character fare in the same circumstances?
All of this to say I'm still not really aligned on the intent. There seems to be some cognitive dissonance, which is understandable given the nuance and complexity of integrating all of these systems together.
Not trying to be argumentative, it just seems problematic to me.
if you upgrade your compass while you're in a party you get this error
I think it depends on where the final resistance requirements land
If 50% from legendaries is mandatory, it would be problematic
If 25% and 50% is a matter of convenience, it’s not critical to get 2 of the same type
This is where there is room to assess and tweak
Will fix for next patch
Will fix both for next patch

yall got me messed up

whats ur alch lvl?
42
Honestly expected more polish at this point in time
lvl 45 drank 
I'd just return later, we'll keep working on it
On Earthshaper's the pillar can spawn underneath the mob and it line of sights/blocks you from hitting the mob.
#1434325224312279240 message
I think Dave said he fixed it but I don't know if it's in the live build or not
You are supposed to LoS his cast with the pillar but the hitbox is like 3x the size of the pillar so it screws up the ability to hit the mob. The latter part is what is supposed to be fixed
note on this one, just the message is wrong, it should teach the right recipe
surprisingly, its jewelcraft skill that those use
Hmmm... Rock juice
fancy bottles
I mean is that even correct? It sounds like Ryan expected it to be alchemy?
There should probably be a "Master" quest that rewards a item like transmute stone. 🤗
Princes cut wind residue set in 14k demon heart
Im sure it is Jewelcraft skill on accident
Yea it was accidental, just corrected those
Portals in party play don't stay open for very long. It makes it hard to get everyone through the portal especially when there is lag from doing multiple maps.
we can extend longer - done
If it's not too much hassle, this would be good to fix up too. Not really an issue now but with a real player base this would be grief city #1434325224312279240 message
that one is somewhat fixed up by this, but it may fail cross-map checks so we have an update for next patch
Oh okie. Thanks
can you describe the circumstances in this situation?
you were in the key, they gave a different amount vs other mobs in the same type?
Think I got like 1.3k from them
Other keys I believe I saw 2.8k?
kk - any chance you entered the map through a portal which was inside of another map?
or some method which caused them to spawn at base level (35)
Don’t remember but I know for sure they were lvl 47
It looks like the mobs in maps give the same amount of exxp regardless of map tier
I think in a party yeah
Solo dont think so
Got like 5/6 k for tier20 maps
On the melee topic, i agree i do not think its possible for a melee users to do what i did
Which highlights one of the biggest issues whit maps
The mobs auto damage imo should be almost non exsistant
And their abilities should almost 1 shot you at higher ranks so we are forced to do mechanica
Its an actual hole now! Look at you guys knocking out all this feedback!
@reef shard @idle timber
looking at these key recipes, it looks like they already only req level 30, but it's entered as jewelcrafting not blacksmithing atm - but it uses the blacksmithing table
same issue as the res pots
fixing this now
to this point, is 35 a more reasonable level req to craft these?
thinking in practice, higher level = more rare = more valuable to craft -> sell
obviously we have bad gold sinks, so gold isn't that important right now, but assuming we had some, it would make a difference to reward higher level crafters
Ahah alrighty nice
I think 35 is good for the keys otherwise you are forcing everyone to lvl to 40 to actually spend their chronos
Think 35 os more reasonable
30 a bit low
And high lvl crafters are rewarded whit Legendary crafting because need 40 Jewel crafting
Nicr
Yeah does feel better now
ok thats good
I agree with 35 skill though.
Regular keys I think between the stone farming and key running along with what you earn from leveling to 40 you should have enough to get 1-2 legendary items.
The Celestial Keys feel common, but with the drop rate of ember, I think they might be too rare, or drop rate too low for ember. Only because by the time I got 17 frags I had maybe 80-90 keys. If people run more leylocked keys than I did or trade frags they could earn 17 even faster than I did which leads to lots of extra frags floating around and not enough Celestial keys and people farming random maps just for key drops.
I see that leading to more frustration than you got from DLP where people could chain it non stop, now they have to farm maps just to get the chance... It is still early who knows I will let you know how it goes for me 😄
Feel the same
we can keep dialing it in
So far this has been a lot of fun. The maps, the monster mechanics, the crafting, the path and controlling the compass upgrades... The group content has been the best. Getting 5 people ready to do BOC and schedule it is one thing, but maps you can just grab 1 or 2 buddies whenever they are available if you were soloing anyway, and speed things up a lot. Enchanters, brawlers, illusionists (don't talk about infusers) are all super good in maps when other content is straight dps pushing with shadowblade and zerker. Being able to trade frags with people to pick the element you want really encourages trade. I know everything is not perfect in this system yet, but this has been awesome.
Do you feel as though the mechanics from one mob to another is varied enough to stay interesting? That was the real gamble
Yeah absolutely. Some involve dodging, some need interrupting, some you can just take the hit because you know the next is the one you need to stun for. Then the effect of what happens when you mess up also varies. Some map effects are worse than others and that is okay. Some monsters are stronger and that's good too I think. Sometimes I open a map and its a monster I know I will probably die at some point in the map, but other times its one that I know I can clear quick. Some dialing in on the outliers will be good, but each map is interesting and unique. Only drawback I can think of is it might be overwhelming for the newer players to try to figure out all the mechanics with so much going on, but personally I choose interesting over simple. Also, that encourages groups/guilds.
Crank just leaves the Demon minion maps without trying 😅
We originally had it set up so that the player was going to see all 5 enemies in one map
il stream some boss keys if you wana watch @livid acorn
busy this morning but if you want to record some, that would be helpful. What I will say right now is that the frost smash ability is buggy as the telegraph is not matching the effect range.
yeah and you only get like 3 changes at getting crytal before roar
but i dont see a wya to interupt smash
so he destroys it sometimes
yes
the real way to do it is to distance him and turn him away
but it's not working lol
he has 3 sequences that are determined. If you know the sequence, you can anticipate his next move
is it really 1/256 @green carbon
Did a bunch of maps. got 39 fragments, ~ 85 celestial keys. killed boss 81 times (i died some), now I'm out of celest keys. Not really feeling like starting all over farming more maps for more celest keys.
fragments too abundant
keys could be a bit more common
So far I think that the mechanics differences between the mobs is really solid. The Queen Wasps with the pheromone to pull others, Might Eagles with the large wave of air tornadoes to dodge, or some Arcane Nexus mobs being able to teleport you to another area of the map. These all feel distinct and keep the player engaged. I think doing maps at the level intended will feel better as the first few tiers of the compass mobs died too fast to really do mechanics. But the later tiers you have to stop and plan a bit more, and be careful of not pulling too many mobs.
Only mechanic I'm not fond of is Sunken Depths with the breathing. That is like a 50/50 for me being able to complete the map by how often the mechanic seems to trigger needing air.
Would love to see more engaging mechanics like the runes in the Hell's Precipice map, forget the name of the mob, but the one where you have to touch the right rune to avoid damage. Might be a personal opinion, but I like those kinda fights.
Idk if it's known since I'm the only one dying in these but dying in a map somehow messes with new portals spawning
interesting kk will check
the logic for being in party only applies to that shadow portal. Im going to delete it until we figure out the solution to the issue in dev
On the ramp up to the 2nd floor in Thundercharge ridge you can't use ground selection skills on it
In Arcane Nexus on this little island there's something invisible in the middle of it that you can climb up. It gets in the way of the mob there a lot . You can see ish in the air
@glossy moat is in the air because he's an angel ❤️
The Suspended Earth mobs summoned by Titanguards breaks the "x enemies remain" counter after they cast Assimilate. Fixes itself when you kill the next mob.
The starting camera angle in the Air map is pretty awful, should roate it / the character position IMO
Feedback: This isn't strictly related to maps, it also applies to DLP, but I'd like a way to preview the legendary weapons (and DLP weapons). As in, see their models on display somewhere. I understand you can control click if someone links them now (which is great) and you can see the little thumbnail of them in the crafting window, but I'm envisioning something more along the lines of the MoP Challenge Armor sets being on mannequins. Perhaps somewhere in Cobalt Tower, an armory of sorts.
I say this because I'm likely going to craft the one I think looks the best. But it also serves as a visible carrot for players to look forward to - a tangible goal they might see early on in the game think "Wow I want that, how do I get that? I want to keep playing to get this really cool looking stuff". Could apply this same treatment to BoC armor sets.
Tbh doesnt feel that way, i got about 23 fragments total in 110 maps
Keys do need a drop rate increase if you wana keep the chance 1/256
@errant stag regarding the previewing of items, we can send pics of any that people are thinking about crafting and want to see
It might be possible to Ctrl click preview items in game somehow, potentially the item data from the TP - will check on this
i am almost done whit earth wand too can i see that ry
yea ill be at PC in a few
Also i would like to praise the fragment drop rate/design. it doesnt feel painfull to farm and i love that i am slowly working towards something all the time
wich i feels this game lacks a lot off
@wet tulip is going to keep making these more and more epic, so any feedback/thoughts send his way and we can have a lot of epic choices
im a big lightning axe enjoyer
mabye like some rocks floating around the wand
and for lightning wand kinda like a electric effect on it
also the wands are bit too small for my liking personally, mabye a little bigger so can easier see all the detail
idk what you think @wet tulip
lots of maps still have issues whit save zones spawning in terrain @livid acorn
I can check lightning and earth wand and see what i can modify
The disccord notifications messed me up lmao
What did you see lol
Just the sound of it
That would be awesome thanks.
Getting a bug where hitting 1k silver coins in a map gives me 20 gold instead of 10 gold. Happened 3 times in a row. Only been doing keys in a party, so I can try and test if it happens while solo later on.

Well did you actually see your gold go up by 20?
Because its a known visual bug that it just shows it to you 2or 3 times depends how many people
Yeah, 3 times. I checked each time. 90 gold in inventory to 110, then 130, then 150
Since you roll 2-3 times
I can try and relog and make sure the amount stays the same after rebooting the client
yeah, still the same amount, so its definitely giving me the gold twice
Double gold bonus weekend in keys!
Happened 4 times in a row that I noticed, was 20, 20, 20, 30, then finally back to 10. Not sure whats causing it though, but enchanting is expensive so I won't complain
Opecla is blessed
I really dislike how you cannot loot mobs in the Arcane map if you are being teleported. I dunno if it's because the "cast" is going off and that is preventing the action or what but I am spamming the loot key and it doesn't pop up. If you get teleported far enough the corpse will despawn by the time you get back to it. If you're in a party this is a non-issue as the loot window instantly pops up.
bump
Corpse at the start of the Demon map is Hjalmar, which brings up the prompt as it does in the world. Should be a generic corpse
He cant be helped no matter how many times you try 😢
Myconoid spawners are set too low on the cave floor on the nature map, makes them spawn in the navmesh and they cannot move as a result.
Likely known but the Guide of Astral Archaeology thumbnail is missing when it is in your inventory. It renders correctly in the path tab
Question regarding the Path quest Mapper V: The objective is to level up your compass to Tier 12, which would be level 47 mobs. Based on my understanding of level differences, that would mean I'd need to be at least level 43 to reasonably do these as anything beyond +4 levels takes less damage and deals more damage, correct?
In other words, is the expectation for this path that the player is going to level deeper into the 40s (43+)? That's fine if so, I just think it's an interesting design choice considering everything else currently in the game, including the bosses from Celestial keys, assume the effective cap (level 40).
not necessarily requiring 43 - you take some increased damage, but they can still be doable, it's also a point where grouping can be advantageous to clear things
Also you could technically upgrade/downgrade if desired to complete the path and then control difficulty
The key bosses are a good call out - I actually don't remmeber what we set their level at, it might be too low
The Frost Boss is set to level 40 and doesn't scale with compass (I imagine the latter part is intended for balance purposes).
roger that kk yeah 40 is weak sauce for sure - compass scaling we didn't add for now to keep it a static difficulty yeah (could be added later if it makes sense)
Personally I like the static difficulty of a boss. They function this way in PoE / LE as well (though they do have Uber variants with better rewards). If they are dynamic and scale with the compass that might get tricky to balance, especially with how many variables there are. Just my 2 cents though.
Exciting, looking forward to that!
Uber boss better drop uber pointy wizard hats 
I think there is a couple models i could rig into the character to make them usable
Would love to see the EXP from mobs in keys be a bit more consistent; and also, it would be great if there was a completion chunk of combat XP. A book was my alternative thought, but it seems OP; some chunk of scaled-to-your-level combat xp for succeeding the map would be cool.
I agree, notably on the completion portion. @livid acorn has discussed with us adding more rewards on completion as it currently feels quite lackluster. This seems like something that could be considered for adding to that completion bundle.
Honestly...can we have that in addition to the the exp I said? I feel like they don't need to be exclusive. It would give people something productive and evergreen to spend their Chronostones on after they've gotten what else they need.
Were key drop rates nerfed? I've killed at least 500 mobs today and have gotten a single astral key @green carbon
No def not, but which mobs? Maybe the specific loot table is busted
Uh it was a variety. They were all 35+ though.
Cyclops, paragons, wind golems, demonhounds, hydras.
Could have just gotten very unlucky 🤷♀️
Interesting ok, we will double check everything just to make sure
I've also noticed it feeling really slow to get them. I get more from maps than in the overwrold
🤔 interesting
It was absolutely not like this a few days ago when I was praising it. But I guess it's possible we're just unlucky? It doesn't feel like it though
David, are you insinuating that my anecdotal evidence is contrary to the empirical data presented before me? That my feelings are not substantiated by the statistical probabilities of the game? Say it isn't so.
you know it's bad when im "David"
Also shadow portals are still busted, unsure if that is meant to be fixed as of today or not
Frostrought Summoners cannot be interrupted or CC'd at all in the Frost Map despite their cast bar being yellow (hard to tell in this screenshot) - probably something to do with being marked as a boss / all the red immune tags
Feedback: Would be really nice if there was another stairwell going out the other side to complete the loop on the frost map, otherwise you have to backtrack (unless I'm missing something)
Can someone check and see if Fire Fragments drop? I dont know of anyone who has found one yet.
Yeah i tried to run 10 today
0 frags
Probably run about 20 total fire
And 0 frags
keep me posted, it does look clean on my end
Have never found a fire fragment either. Probably done a dozen fire maps at least at t10.
I've also never found a divine fragment after doing a similar amount. Ultimately could be RNG (I don't know what the drop rate is or how it scales with compass level)
divine has been found
fire just doesnt seem to exist
did another 5 today
Okie
Skipping fire maps from here on 👍 haha
@green carbon I kinda hate having to spend mats to derank my compass. IMO it would be a lot better and more analogous to other games (D3 greater rifts as an example) to simply allow the player to select the compass tier via a dropdown menu on the compass. Just feels bad for pushing it forward some, failing, and then "failing" again by having to go and spend materials / take the time to do so.
Would also offer more flexibility. What if you have a new friend you wanna do some with but you have a high rank compass and they have a t0 compass? This would allow you to lower yours to like t4 or something to do something they could also meaningfully enjoy.
Mana Vixen's ability should be interruptible, or at the very least the time Arcane Innoculation lasts reduced. It can very easily go into an unkillable loop of recasting it every time its about to wear off and I find myself running around in circles trying to avoid damage and hope it doesn't recast so I can finish the kill. Definitely the most tedious mob I've fought. Mixed with the random teleports they are almost a guarenteed skip for me.
Yeah I feel like this is just bugged, I haven't figured out a way to make this not happen. It's a death sentence as melee.
sound like you guys haven't figured out the mechanic yet
Could you enlighten us, or at least a hint? It very much feels bugged. I've tried kiting them into the crystals, I've tried kiting them into each other, I've tried looking for an object on the ground / any sort of ground indicator etc, nothing seems to work.
Arcane map doesnt exist
when you are inoculated, you radiate arcane energies from you
Mkay, I'll play with it some more next time I get them.
will try some more when I see it again
🦊 🩷
another hint is try to make distance between you and the mob as it's casting and try to notice what happens
Just made 10 leylocked t14 compass and got no frags. i dont even know how many total that is and many in groups so bonus drops...
currently making a script that will allow us to basically validate that the logic is working as written - like running a bunch of simulations of kills and make sure the %s are correct
but i checked multiple ways, read the logic a few times, checked the rates in the editor
now going nuclear route
will report back
appreciate it. I did get celestial keys at a normal rate there. idk could just be a wild coincidence
Has there been any talk of a future addition to be able to exchange fragments for other types? Maybe at the cost of some Chronostones as well?
Thats called trading!
yeah basically just message me to swap around atm
mentioned here:
#1464331976398868502 message
I understand it's a crit but these guys absolutely chunked me. Non crit was still around 900~. I interrupted the storm cloud cast, too.
resists will absolutely save your butt
Certainly, but in other maps (or even the same map against other mobs), I'm getting hit for around 500 usually (non crit)
As an example in this fire map of the same tier
Just seems a touch high on the Tempest guy
(also doing a fire map despite it seemingly not dropping frags because
)
simian tribeleader hits less I think bc he summons
He does yeah. It's the same for most mobs though. The tempest guy is the first mob to actually outright kill me in t10 maps from raw damage and not a mechanic (I underestimated the crit, could have healed).
As another example. Was about the same for the electric grimbear guys in the thundermap, I can't remember their name
Sidenote on these guys, their aoe thing you have to run over from their cast can go under surfaces on the map so you can't see them
Referring to these. There are two in this screenshot under the edges of the room
You can still get them yeah but it can be tricky. I've missed some cause they can go pretty far and you obviously can't see it, plus you're timed.
Its kinda fixed but not really
Have said this a while back air map mobs do way more damage
Then other mobs
I think their scaling might be off
Cuz Dave said their numbers were the same
Planar Golem's in the Arcane map seem buggy. If you don't interrupt their cast, they spawn an Arcane Outcropping, which seems to apply the map debuff to you regardless if you kill them or not before their cast as they self destruct. I don't know how to avoid the mechanic or what the point of even killing them is. Furthermore, I have seen them sometimes not self destruct and "tether" to a random golem, but it seems to buff the current golem I'm fighting - not the one they are tethering to. Not really sure what's going on there.
Earthshaper pillars can spawn completely off the navmesh, which makes it impossible to handle the mechanic
ok let me check on that
Arcane outcropping should enable the planar golems to cast arcane barrage if the outcropping is active
I can check the flow on this, though
wait im confusing myself
Ofcourse when ren says it Dave looks
Smh
hahahaha
ok so for planar golems:
I dont want to give away all the mechanics, but I did fix some issues:
Planar golems will kill the outcropping that they spawned when they die. Outcroppings will also only target their owner planar golem. For visibility i made it so that outcroppings add a status called 'entropic connection' on the planar golem, which will signal to you that planar golems now have the ability to cast arcane barrage.
A hint for the mechanic: If something is breaking down, is that a time to strike or not?
did some tile blocking. Looks good so far lol
still testing
seems ok based on preliminary testing. If you guys catch anything, send a screenshot. I'm also going to reduce the radius of where the guy can locate tiles so that you have a bit more control on posiition him correctly
i noticed that there were a few scenarios that would make it hard get behind the pillar, so controlling that radius will allow you to better prevent those scenarios
Okie dokie
Tempermancer's Absolute Zero debuff doesn't actually do anything. You can stand completely still, nothing happens. You can also run around and nothing happens. Whatever check is being ran for the player position isn't working I'd imagine. As an aside, I'd probably word it as "if the player is stationary" but that's just me.
Are these frozen slimes supposed to animate or move around? They do stun me / put a debuff on me if I walk on top of it. The mob will also go and eat them after the goop cast for a small heal. Just seems really trivial to avoid.
seems to work for me on dev hmm
they dont move. You can choose to absorb them not to have the mob regain health
Why would I though? He heals for like 20% hp at best haha
Full heal I could understand maybe
Also worth noting I don't even see the slime / goop casts unless I delay to kill the mob. Might want to front load that more. Even still, I don't think I'd ever take the debuff willingly as it is 3 stacks of everfrost
he's reglooping harder!!
Sounds good, thanks 
Ryan did you manage to execute this? Would be interesting to know the results of this. I'm still running fire maps and haven't gotten one.
Also @green carbon just wanted to hear your thoughts on this bit of feedback. I'm curious what you think.
yes - the simulation was clean - t14 100k simulated kills = expected results
the next step would be to think: did the loot table fail to load on server initialization? This would be insanely rare but if there were a lot of kills with 0 fire fragments so far, then maybe it happened and will be solved next restart?
I might be able to restart today but need to make sure server/client are not mismatched
Crank and I discussed this a bit in the past, it would be good to do but making the UI/UX part will take some time and the regrets are just the fast/easy alpha iteration.
We could make them cost a nominal amount of chronos and gold, so it's inexpensive to move up/down until we figure out a solution
Totally understand the regrets being a quick solution for iteration. I think reducing it to a nominal amount would be ideal that way it wouldn't feel so punitive (it's not even that bad but it is bad enough to make it a negative experience, currently)
Doomsayer casts can also go under the terrain. I know you can interrupt it but when this happens you are 
kk I will do a similar pass as I did with titans rest
Perhaps multiple compasses? 
that COULD work from a technical perspective, actually. Just dont delete the one you have. But idk if we want to do that
SO you ccould have a juiced compass and a chill one then just take out the one you wanna do
but yeah, I understand if thats not the way you wanna go
IMO it's a more elegant solution to just have 1 compass that stores all of the tiers you've unlocked and you can select the tier at your own discretion. It will require more UI/UX work, though.
Yeah its the better option
Ohh! Just thinking out loud here. what if your compass level was just the max level possible and you could right -> use it to select what level to place it at from a ui or something
oop
yeah what ren said lmao
Ish when he has to read:


reading is hard ok 
You know I'm just teasing you Ish ❤️
I know <3
Not sure if this has been reported yet. Beserker dash seems to not be useable in 90% of the Thunderridge map. Tried on 4 or 5 maps and it doesn't give a tile indicator and spam clicking around with it does nothing. Some areas of the upper level seem to work though
Not sure if it's related but it may have something to do with this https://discord.com/channels/540514574462615552/1466720049552166986
Yeah I was gonna say it might be related to the general bugginess with ground targetting. Was leveling Chivalry the other day just to get it to 25 and it was very hit or miss on placing the banner
Likely, I get that a lot too with the pic you posted.
This loses stacks even if you don't use fire damage. Is the intention that it removes stacks from damage AND 5 stacks from fire damage? If so, that isn't clear to me in the tooltip.
yeah it loses stacks without fire damage but you get a bonus if you use fire damage
alrighty, some rewards for maps that also make mobs more unqiue
is to add pets to every mob type of maps
even for some like buoldering beaver can make a mount out of it
Reposting this again because it has basically made me insta skip arcane maps now: Please let me loot mobs while I'm being teleported by the arcane map ability. It feels so bad to kill something, lose control of your character's ability to loot the enemy you just killed and then lose that loot because it despawns before you get back to it
Also this mob seems pretty buggy. The Arcane Soul seems to prioritize random mobs, not the mob that summoned it, making it basically a non-mechanic since you just wait out the timer on other mobs. Also it can buff multiple mobs at once as you can see here.
would it help if i increase the time before you are teleproted?
oh is it freezing you?
It doesn't freeze you, you can move around. You just can't loot mobs. It prevents inputs or something.
The timing is fine, it's just that you can't loot.
interesting
@green carbon potentially need to make some part of the "start progress" node to enable inputs from the player
the buffing multiple mobs is intended, but im going to basically do the same logic as the planar golems and make sure the mobs follow their owner
Sounds like a semi-known issue, but if a party member leaves the party/game while you're in a map (even if they aren't in the map with you) it will boot you out of the map. Had it happen once last night and once a little bit ago. Didn't realize what happened and tested it. Lost a handful of keys now 🙃
Ah oh
Srry
Didnt know it happens in maps





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