#⭐ Keys Feedback

1 messages · Page 2 of 1

livid acorn
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Legendary weapons are your true path to success in maps

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The 36/40 weapons could be used if you want. They do provide up to 24% reisst

pallid loom
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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

livid acorn
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Mainly they are used for people who don’t have dlp

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Legendary weapons are going to require multiple things:

  1. DLP weapon
  2. a reagent from maps
  3. a reagent from a pinnacle map boss
  4. a reagent from crafting (I think)
pallid loom
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for one class

livid acorn
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It would be a legendary per element. You could make a bunch

pallid loom
livid acorn
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Maps are slow burns!

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Not intended to be done in a week

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But what you can do is get legendary #1 and leylock your keys to the map where it works towards

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Also legendaries will still be very powerful in other maps

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It will just be super powerful in the map it’s good against

quiet anvil
pallid loom
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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

livid acorn
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Maps are just one activity

pallid loom
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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?

pallid loom
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get 5 more levels so you can enchant the maps Amadurr

idle timber
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To this i say it depends what class, melee always close so gonna take more damage and have difficulty dodging stuff

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Divine maps are bugged 1 mob too much, also that mob is ass

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They have chance to apply map debuff

idle timber
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And on the weapons really only being used by people that dont have dlp

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Why the hell is drop rate so low them

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70 keys last couple days

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0 weapons

stray sorrel
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gold gen from keys just needs to be adequate to be able to cover the low drop chance

idle timber
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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

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no clue what drop rate is but it feels decreasing when going to higher maps

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not increasing

reef shard
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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.

idle timber
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dlp you only have 2 options divine and shadow

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whit these more elemetn options and assume stronger then DLP variants

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all speculation at this point to since we havnt seen actualy numbers

reef shard
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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.

idle timber
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untill they add diffrent dungeons

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and the biggest thing to not make the same mistake as 40 weapons

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have divine ressist and deal divine damage

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it should be divine ressist and deal shadow damage easy

green carbon
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where da image i put in here

idle timber
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far out

green carbon
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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
idle timber
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Legendaries prolly still 6 months out at least sadly

green carbon
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where u get that info?

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🤣

idle timber
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Its a hunch

green carbon
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ur reverse psychology might work

pallid loom
idle timber
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minus 40 dex

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minus 80 con

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deal 2k water damage to self on it

green carbon
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no stats on them atm just prototype, just scale the 1h appropriately for an idea

pallid loom
idle timber
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but @green carbon can i get some actual numbers on drop rate for map weapons and increase per tier

idle timber
green carbon
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reverse psychology meaning u are roasting us so we get them out faster

it might work Sinister

idle timber
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A man can dream

green carbon
idle timber
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alright dave duo melee just taking hits

livid acorn
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the pacing of duos looks so nice

idle timber
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yeah its nice even @pallid loom woulkd agree

pallid loom
livid acorn
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the damage adjustments feel good

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on dev

idle timber
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cant interupt

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just big aoe

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wich kills you

livid acorn
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Do you want me to give it away?

idle timber
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well yeah this cant really figure out

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also just die too fast to figure out

livid acorn
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I'll give you a hint: notice what is coming out of your character when you are debuffed

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i'd move back while the mana vixen is casting to get distance

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bc mana vixen gets -30% MS on purpose

pallid loom
idle timber
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i can finnaly rest

grim dove
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Getting hit by a melee attack for half your health 😱
Definitely seems achievable without kiting /s

idle timber
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also just not worth

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better run low lvl maps in half time

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was just fun challenge cuz 1 shot

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als i died at the second to last mob cuz missed the dodge

green carbon
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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!

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The bug where they get perma stuck in place is weird

idle timber
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extremly difficult to cuz get 1 shot but know grimbear mechanic to perfection

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fucked up at second to last mob sadly

green carbon
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Grimbear God

idle timber
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i know we arnt supposed to clear this high yet cuz lots of stuff not here yet

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was just fun

green carbon
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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

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On that note - 10m/key feels pretty good I assume?

idle timber
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yeah 10-12 seems good

green carbon
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Kk nice

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As for drop rates t20 is 21x more likely to drop rare items

idle timber
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yeah havnt noticed anything

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86 keys whitouta drop

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was duo whit @reef shard but he got 1 shot so had to do last 3 alone

idle timber
green carbon
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next time it happens can u ping me and i can check the live monster log

idle timber
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👍

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Just waiting for @livid acorn to wake up so he can remove illusionist

green carbon
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🤣

idle timber
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I think even he would say its impressive to Dodge all grimbears aoes

green carbon
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true

idle timber
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or he says: didnt beat it naked whit no buff whit blindfold so doesnt count

green carbon
idle timber
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alr now i need to actually kill 1 mob completed naked

livid acorn
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😤

pallid loom
idle timber
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Oh no he is awake

idle timber
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But missed the dodge

idle timber
livid acorn
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lol yes

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and the screenshot sound

idle timber
livid acorn
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pretty nice!

idle timber
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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

livid acorn
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good to hear

idle timber
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took about 90/100 hous for me to max out maps

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but i did get boosted to 7 by ryan so only 13 farmed myself

livid acorn
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Definitely falls around a good progression range

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im curious how other classes are performing, esepcially ranged classes

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i need data from hunter, elementalist, shadowcaster, duskbow, etc

idle timber
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think duskbow prolly same

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hunter also solid from what i have seen from wxd

livid acorn
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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

idle timber
livid acorn
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lol

idle timber
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might actualy hit now

livid acorn
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maybe

idle timber
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very low single target damage and aoe farming not happening

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shadowcaster seems alright but the issue is needing to stand still whil casting most things so aoes are problem

idle timber
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Idk i just remember make the food give 5% damage boost

idle timber
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Rn it just gives move speed and hp

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And compass need to be lvl changed so its easy to swap to lower tiers

errant stag
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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).

errant stag
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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.

upper lichen
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Anyone fancy a day at the beach?

upper lichen
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The manor sleepeth, yet never dreameth alone. The deep dark hungereth still. There lieth a place where names were unmade.

pallid loom
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bro is showing everyone my office >_>

green carbon
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bump

idle timber
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Main things:
Food:misses damage buff
Compass: swapable tiers
Unique monster drops

pallid loom
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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%.

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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

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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

livid acorn
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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.

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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

pallid loom
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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 😂

livid acorn
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whoops typo

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nearby allies sorry lol

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10% armor pen on one player is not worth it?

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that's mathematically impossible

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for group play, it's 100% worth it for one party member to have it

livid acorn
pallid loom
livid acorn
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it's 10% armor pen!

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for all incoming damage

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more people, more impact. Sure, for solo idk how much worth it

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but for groups definitely worth it

livid acorn
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like dragonspire?

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you're still losing 37 int

pallid loom
livid acorn
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oh I see

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you dont need to get the 1% damage buff though

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if you really want to min-max it's there

pallid loom
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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

livid acorn
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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.

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Just like in WoW, you don't have to do Wailing Caverns at all, just keep questing and eventually get stronger items

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but people still do it because they want to get venomstrike (which is 17% chance drop, so often requires multiple runs)

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but you can basically get a better bow in a few levels

idle timber
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What map types were added while i was gone @livid acorn

livid acorn
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Earth + Shadow

idle timber
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Alr tomorrow i might have some time to test them

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Gotta ask ry to derank my compass again i guess

reef shard
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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.

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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.

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Light Sphinx map did not complete when done. Said there was a monster left, but there was not

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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.

idle timber
idle timber
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Mabye just make it so it requires 1 less for map completion

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And its good

livid acorn
livid acorn
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i will also increase the ICD of the proc to 30 seconds from 20. So max 2 portals per minute

idle timber
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these summons are the first ones not too suck

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happy to see @livid acorn

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also for some reason my guy keeps untargeting

livid acorn
quiet anvil
idle timber
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Whut

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Is that new didnt have it happen when i last played

quiet anvil
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yea, new bug

idle timber
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Also shadow maps say that there are 34 mobs

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But i killed alot and still had 15 left at the end

idle timber
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shadow maps feel extremly

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bad

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1 stack is enough to just have infinite of these spawning in

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either make portals a 1 or 2 shot

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or make portal do big aoe pull instead of summoning a mob

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since everyone ahtes summons

livid acorn
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i did make a change to make it 10% of the mobs health

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and have it only spawn up to 2 times per minute

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server probably didnt update yet

idle timber
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what drop rate on these @livid acorn

livid acorn
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HOLY

livid acorn
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if you're running t20 it's pretty rare

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but obviously it all scales

idle timber
livid acorn
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oooh

idle timber
livid acorn
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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

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you're not grinding for these specifically

idle timber
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ahah

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can see here at the end kill all mobs still 15 left

livid acorn
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could it be partly the spawned mobs?

idle timber
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well i checked and seems not

idle timber
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also cannot leave map

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on shadow

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only inspect option

idle timber
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this mob is fun

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kinda weird that you cant stand directly behind it to block the attack but have to be a few tiles away from it

idle timber
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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

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then do the same thing and move to the other area

idle timber
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earth map i think is my favorite map type rn

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all the mobs feel good to me

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think beats out fire for best map type

quiet anvil
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These recipes should have a lvl 35 100% craft imo.

idle timber
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Yeah

quiet anvil
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Still can't complete Hall of Heroes. At least on Etherslan Embryo maps

quiet anvil
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Night Prowlers got a few things off I think.

  1. Their shadow resist feels crazy high (see vid for really low dmg)
  2. their shadow visage has a weird outline that shows when hovering them
  3. 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.
  4. When you click a shadow visage chat gets a message for enemies remaining but it doesn't decrease.
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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.

green carbon
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Got your note also

quiet anvil
green carbon
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We will fix

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This and divine map as well

quiet anvil
livid acorn
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you mean dark delve?

green carbon
quiet anvil
# green carbon 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.

green carbon
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Kk

livid acorn
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you gotta figure it out 🙂

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ill check on the shadow res, but all elemental maps have 85% resistance of that element

quiet anvil
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You can fall off the bridge in Hell's Precipice and get stuck.

green carbon
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I can come port you soon

quiet anvil
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np, i just left the map

reef shard
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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...

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On another note, many fragments are missing the right click to learn recipe

green carbon
reef shard
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Awesome ty!

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I will leave poor Chisme alone then 😛

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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

green carbon
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Interesting Kk will check

idle timber
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fun mob but i do worry for melee users how they will dodge the boulder

idle timber
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why isnt this tradeable

livid acorn
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Only the products of those reagents are tradeable

idle timber
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kinda odd to

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now i have to lvl cooking to 35 first

livid acorn
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Or pay a cook

idle timber
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Well cant trade chronostones

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Or give time spice

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So thats kinda the issue

livid acorn
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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.

idle timber
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cleared 4 frost maps no boss

livid acorn
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it's a key

idle timber
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is it a solo boss or group?

livid acorn
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solo

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i suppose it could work in a group tho

idle timber
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i dont mind testing it out if you can trow me some keys

livid acorn
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@green carbon would need to approve the transaction

idle timber
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alrighty well wait on his response

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only 14 more water fragments to make a shard

idle timber
livid acorn
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Ask Ryan!

idle timber
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also divine map completed

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@green carbon

idle timber
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@livid acorn

livid acorn
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He’s done it

idle timber
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@green carbon you wana keep ley locking keys at 40 or can you bring it down to 35 blacksmithing?

green carbon
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arent the keys tradeable tho

idle timber
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but chronos arnt

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and neither are the scrolls

green carbon
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could be ok, let me do some thinking

quiet anvil
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When you use the "Ether Fragment" and "Soul Fragment" it says it teaches you the "Aquastar" on the toast alert

green carbon
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roger ty

idle timber
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@livid acorn shadow maps completing too rn

livid acorn
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nice nice

idle timber
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also portla can be killed

livid acorn
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portla?

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portal you mean?

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it should be able to be killed

idle timber
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yeah so thats good

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it couldnt be killed before patch but now it can

idle timber
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this wall

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would like to se removed so it runs a bit smoother

quiet anvil
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1/10 runs or so I get stuck in a "loading world" screen. It does eventually load after about 30s though.

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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

reef shard
idle timber
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Feels way more Interactive

quiet anvil
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on the arcane map mobs fall through the first bridge (maybe more too)

quiet anvil
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I'm innocent i swear

glossy moat
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Stright to jail

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Hands behind you back mister

reef shard
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lightning bound key missing from leylock key recipes. I tried to make one just in case, and it failed.

cunning berry
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How am i supposed to see how much air i have left on the drowned maps

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🤔

glossy moat
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Start holding your breath irl and when you start seeing stars it's time to go up

reef shard
cunning berry
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ah i c

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can technically run outta bubbles im guessing

reef shard
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true

idle timber
idle timber
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quite a few keys are missing from crafting menu

livid acorn
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leylocked?

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should be 11

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try to re-read book?

idle timber
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yeah nvm its just lightning

livid acorn
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i added lightning for the update

reef shard
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Did lightning key get added? Do I have to rebuy the recipe to unlock it? I tried and it failed.

green carbon
#

should be in, we can give you another

reef shard
#

ty!

errant stag
#

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.

livid acorn
#

we used to have a little pop-up that marked parts of a quest progress, but I think some people didnt like it

livid acorn
reef shard
#

I think its T/2+1?

#

T15 is 8

livid acorn
#

oh maybe

#

that makes more sense

reef shard
#

lets go with your thing though 😄

livid acorn
#

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

reef shard
errant stag
livid acorn
#

like on the side?

errant stag
#

Yes

#

Just like a MH quest

#

Or a dungeon boss list

livid acorn
#

you know I wonder...

#

maybe I can make a little UI for it

#

like a progress bar

#

kinda like d3 rifts

errant stag
#

That would be cool. Any sort of visual representation would be appreciated.

errant stag
livid acorn
errant stag
#

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.

livid acorn
# livid acorn

something like this? I think this will also be good because it will create user recall to a rift/map system from other games

errant stag
reef shard
livid acorn
livid acorn
errant stag
reef shard
#

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

fresh tapir
#

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?

reef shard
#

Yes

livid acorn
#

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

livid acorn
#

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?

errant stag
#

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

reef shard
#

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.

errant stag
#

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.

livid acorn
#

Ok. I posted this in our internal discord to review

idle timber
#

on map rn @green carbon whit 1 mob left

errant stag
#

It's you, Crank. You're the 1 monster that remains.

fresh tapir
errant stag
#

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

livid acorn
#

they dont?

errant stag
#

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

livid acorn
#

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

errant stag
#

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.

livid acorn
#

i know people said to knock down those walls

errant stag
errant stag
#

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.

livid acorn
#

not 100% sure I understand

errant stag
#

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

livid acorn
#

so cant you move towards the mob?

errant stag
#

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

livid acorn
#

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

errant stag
#

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!

livid acorn
errant stag
#

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 🐸

livid acorn
#

100% I love that map too

errant stag
#

The trap door is a really nice touch too

errant stag
#

This is also pretty badass 🔥

errant stag
#

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

livid acorn
#

good catch, we will fix

wooden acorn
#

unrelated...but i have that dark armoury key, what is it actualy used for? xD

idle timber
#

If they dont it feels bad killing them

idle timber
#

Me

errant stag
# idle timber 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.

idle timber
#

At high lvl if you would attempt this the mob would just kill you

errant stag
#

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).

idle timber
errant stag
#

In the Thundercharge Ridge map, you can gather from these tall grass nodes and get this item. I am doubtful this is intentional

idle timber
#

Were mobs are already infinite

errant stag
idle timber
#

Yeah prolly best solution imo

errant stag
#

I'd agree with that as a reasonable middle ground. @livid acorn for vis

idle timber
#

I think should be applied to all map summons

#

Or just remove all summons from maps

#

Best solution

errant stag
#

It should definitely be universal, yes.

livid acorn
#

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

idle timber
#

so if it wouldnt yield anything

#

its just a skip

#

that what i do when i see frost summon

livid acorn
#

what % of the monsters health would you guys feel as though it's not a nuisance?

idle timber
livid acorn
#

ok

#

I will set all summons to be 10% of the monster health and see if that feels better

livid acorn
errant stag
#

Sounds great, thanks!

errant stag
livid acorn
#

Kk

errant stag
#

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.

idle timber
#

mine got boosted up to t7 my lvl at the time

#

but low lvl map grinding is pretty bad when you are 40+

errant stag
#

Indeed :\

livid acorn
#

Ryan would have to weigh on the progression part.

errant stag
#

@green carbon would appreciate your thoughts on the above when you have the time ❤️

livid acorn
#

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?

errant stag
#

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.

livid acorn
#

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

errant stag
#

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.

livid acorn
#

buying the +5 tier thing wont work because paths have checks on each tierstone acquisition

#

so it would have to be chronostone manipulation

errant stag
#

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.

idle timber
#

would it be a possibility to buy keys whit chronos @livid acorn

livid acorn
#

i dont think so. Keys are able to be posted on the trading post

#

I like the idea of different tierstones

errant stag
spiral kindle
#

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.

reef shard
#

Aqua-spiced elixer gave me jewelcrafting exp. Must be a very nice bottle

livid acorn
#

just that one?

errant stag
#

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)

livid acorn
#

you must commune with the astral realm in safety of other malicious beings!

errant stag
#

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.

livid acorn
#

yeah we probably should do an owner check

cunning berry
errant stag
cunning berry
#

think that was the light map?

errant stag
#

Yea it was the divine map

cunning berry
#

seems broke so i just leave em

errant stag
#

It's only broken if you get the lizard guys, the other mobs are okay from what I can tell

cunning berry
#

is this rare?

errant stag
#

😂 don't spawn them in FW, this silly bug always happens. I spawn them in an open field

cunning berry
#

all g

#

got too many keys

errant stag
#

Fair enough haha

cunning berry
#

sheesh wasps queens are a death sentence

#

only after phero

#

mfs flying over everything to mob me lol

cunning berry
#

Disciple of narun

#

can see 5 dots on minimap with no monsters there

#

pretty sure i killed them all too

livid acorn
#

maybe the bug is still happening

#

OH WAIT

#

that's not the divine map. There is a trap door to the underground

cunning berry
#

🤔

#

yall gotta change that tile

livid acorn
#

i can change that yeah

errant stag
#

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)

livid acorn
#

I can check that

livid acorn
errant stag
#

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.

idle timber
idle timber
#

Need 17 for Legendary

idle timber
idle timber
#

@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

reef shard
errant stag
#

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.

green carbon
#

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

errant stag
#

If the next tiers are then that is more reasonable, fair enough. Thanks.

idle timber
errant stag
#

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

livid acorn
#

i wonder if the cast is interrupting itself

errant stag
#

Yea I dunno. It doesn't happen on the Siphon Heat ability they cast, only the other 2

livid acorn
#

Frost Wyvern should be fixed. Ogroid raider may have had interrupt on movement, which I removed. See if that helps

errant stag
#

I'll give them a check later. I'm in meeting hell currently so might be a bit 😭

idle timber
#

i wish i could

#

in lightning key limbo rn

livid acorn
#

it wont be live until restart

errant stag
#

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.

livid acorn
#

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

idle timber
#

i mean proc chance is shit tbh

#

and targeting 2 ressist is good to bypass ressist

livid acorn
#

for enchants?

#

i meant for legendary effect proc

idle timber
#

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

errant stag
# livid acorn The proc chance for 2h weapons are higher than 1h weapons. As for elements, not ...

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.

livid acorn
#

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%

idle timber
#

1 hander hits faster

#

And twice

livid acorn
#

this isn't autos btw

#

it's on damage dealt

#

so idk

#

berserker with a 2h is gonna proc a lot

idle timber
#

So autos wont proc the effect?

livid acorn
#

autos will

#

any source of damage will

errant stag
#

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.

idle timber
#

Thats why everyone runs 1 dark 1 light dlp weapon

livid acorn
#

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

errant stag
#

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.

livid acorn
#

and classes that are required to use 2h weapons do not have that versatility

idle timber
#

Yep indeed

#

And also Legendaries Arnt just map weapons

livid acorn
#

so what are you guys suggesting?

#

are you looking for a way to exchange?

errant stag
#

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

livid acorn
#

so you want to grind one legendary

idle timber
#

Per type

errant stag
#

Personally, yes. I'm not going to grind more than one in the current iteration either so it's reasonable to me

livid acorn
#

@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

idle timber
livid acorn
#

kk, and remember you guys are basing this all off 0 economy, solo self found everything

idle timber
#

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

errant stag
#

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.

idle timber
#

For 1 handers

idle timber
#

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

errant stag
#

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.

idle timber
#

Thing is Ryan wanted a precursor like gw2

#

Sorry gotta really sleep guys ik carch you guys later

errant stag
#

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.

reef shard
livid acorn
#

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.

errant stag
#

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.

livid acorn
green carbon
#

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) Sinister
  • 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
reef shard
#

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

green carbon
glossy moat
#

It was me, Archaya and Minyo so 41, 43 and 47

cunning berry
#

Soul fragment teaches you how to make a aquastar not a soulstar

#

Soulbreakers in hell precipice also give the wrong amount of XP

errant stag
# green carbon # 2H Enchantments - right now 2H has a 2x higher chance to proc than 1H - 300ms ...

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.

quiet anvil
#

if you upgrade your compass while you're in a party you get this error

green carbon
green carbon
green carbon
cunning berry
#

19%

glossy moat
cunning berry
#

yall got me messed up

glossy moat
green carbon
cunning berry
#

42

green carbon
#

how dat happen

cunning berry
#

Honestly expected more polish at this point in time

glossy moat
#

lvl 45 drank MonkaS

green carbon
#

I'd just return later, we'll keep working on it

quiet anvil
#

On Earthshaper's the pillar can spawn underneath the mob and it line of sights/blocks you from hitting the mob.

errant stag
#

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

green carbon
reef shard
errant stag
#

Hmmm... Rock juice

reef shard
#

fancy bottles

cunning berry
#

yeah chisels it into jigsaw puzzle pieces and then combine

#

🤣

errant stag
#

I mean is that even correct? It sounds like Ryan expected it to be alchemy?

cunning berry
#

There should probably be a "Master" quest that rewards a item like transmute stone. 🤗

reef shard
#

Princes cut wind residue set in 14k demon heart

#

Im sure it is Jewelcraft skill on accident

green carbon
#

Yea it was accidental, just corrected those

fresh tapir
#

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.

errant stag
green carbon
#

that one is somewhat fixed up by this, but it may fail cross-map checks so we have an update for next patch

errant stag
#

Oh okie. Thanks

green carbon
cunning berry
#

Other keys I believe I saw 2.8k?

green carbon
#

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)

cunning berry
#

Don’t remember but I know for sure they were lvl 47

glossy moat
#

It looks like the mobs in maps give the same amount of exxp regardless of map tier

idle timber
#

Solo dont think so

#

Got like 5/6 k for tier20 maps

idle timber
#

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

idle timber
reef shard
#

Its an actual hole now! Look at you guys knocking out all this feedback!

idle timber
#

Lets go

#

Love holes

green carbon
#

@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

idle timber
#

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

green carbon
#

so atm the craft lvl is only 30 actually

#

so its between 30 or 35

idle timber
#

Think 35 os more reasonable

green carbon
#

yea thats fair

#

I would agree

idle timber
#

30 a bit low

#

And high lvl crafters are rewarded whit Legendary crafting because need 40 Jewel crafting

green carbon
#

indeed

#

ok done

#

thats fixed

idle timber
#

Nicr

green carbon
#

how has the drop quantity of normal keys been

idle timber
#

Yeah does feel better now

green carbon
#

ok thats good

reef shard
#

ALL 40s!

#

Only Minyo and Jasc can have legendaries

reef shard
#

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 😄

green carbon
#

we can keep dialing it in

reef shard
#

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.

livid acorn
#

Do you feel as though the mechanics from one mob to another is varied enough to stay interesting? That was the real gamble

reef shard
#

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 😅

livid acorn
#

We originally had it set up so that the player was going to see all 5 enemies in one map

idle timber
#

il stream some boss keys if you wana watch @livid acorn

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.

idle timber
#

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

livid acorn
#

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

idle timber
#

is it really 1/256 @green carbon

green carbon
#

Yep you’re a lucky man

#

blessed by the great flame Prayge

idle timber
#

seems so lol

#

DLP still owed me

#

and the sentinels tbh

reef shard
#

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.

green carbon
#

fragments too abundant
keys could be a bit more common

fresh tapir
# livid acorn Do you feel as though the mechanics from one mob to another is varied enough to ...

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.

glossy moat
#

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

green carbon
#

interesting kk will check

livid acorn
#

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

quiet anvil
#

On the ramp up to the 2nd floor in Thundercharge ridge you can't use ground selection skills on it

quiet anvil
#

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

errant stag
#

@glossy moat is in the air because he's an angel ❤️

errant stag
#

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.

errant stag
#

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.

idle timber
idle timber
green carbon
#

@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

idle timber
green carbon
#

yea ill be at PC in a few

idle timber
#

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

green carbon
#

@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

idle timber
#

i feel kinda same i think as lightning wand

#

just kinda needs that extra umph

green carbon
#

im a big lightning axe enjoyer

idle timber
#

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

idle timber
#

finnaly no pink pants

green carbon
#

-10 coolness factor

#

naked = +100 coolness

idle timber
#

still very fast but think when DLP wand works will actualy feel lot faster

wet tulip
glossy moat
idle timber
glossy moat
#

Just the sound of it

fresh tapir
#

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.

livid acorn
idle timber
#

Because its a known visual bug that it just shows it to you 2or 3 times depends how many people

fresh tapir
#

Yeah, 3 times. I checked each time. 90 gold in inventory to 110, then 130, then 150

idle timber
#

Since you roll 2-3 times

fresh tapir
#

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

green carbon
#

Double gold bonus weekend in keys!

idle timber
#

Havnt noticed

#

Still poor

fresh tapir
#

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

reef shard
#

Opecla is blessed

errant stag
#

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.

green carbon
#

bump

errant stag
#

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

reef shard
#

He cant be helped no matter how many times you try 😢

errant stag
#

⁨⁨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.

errant stag
#

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).

green carbon
#

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

errant stag
green carbon
#

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)

errant stag
#

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.

green carbon
#

for sure I agree there

#

we have the divine keys to add the uber boss layer as well

errant stag
#

Exciting, looking forward to that!

glossy moat
#

Uber boss better drop uber pointy wizard hats AmeliaInspect

green carbon
#

if you bribe @wet tulip he could make you a pointy wizard hat

wet tulip
#

I think there is a couple models i could rig into the character to make them usable

glossy moat
#

👀

spiral kindle
#

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.

errant stag
glossy moat
#

Hear me out..

#

Buyable books for Chronostones

#

(Probably a bad idea kek )

spiral kindle
#

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.

errant stag
#

Were key drop rates nerfed? I've killed at least 500 mobs today and have gotten a single astral key @green carbon

green carbon
errant stag
#

Uh it was a variety. They were all 35+ though.

Cyclops, paragons, wind golems, demonhounds, hydras.

#

Could have just gotten very unlucky 🤷‍♀️

green carbon
#

Interesting ok, we will double check everything just to make sure

fresh tapir
#

I've also noticed it feeling really slow to get them. I get more from maps than in the overwrold

green carbon
#

🤔 interesting

errant stag
#

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

livid acorn
#

this is rareglobal table in dev

#

seems correct

errant stag
# livid acorn

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.

green carbon
livid acorn
#

you know it's bad when im "David"

errant stag
#

😂

#

This guy somehow got stuck in the ground, I was able to auto attack him to death

errant stag
#

Also shadow portals are still busted, unsure if that is meant to be fixed as of today or not

errant stag
#

⁨⁨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

errant stag
#

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)

reef shard
#

Can someone check and see if Fire Fragments drop? I dont know of anyone who has found one yet.

green carbon
#

they look properly configured in the editor

#

investigating a bit more tho

idle timber
#

Yeah i tried to run 10 today

#

0 frags

#

Probably run about 20 total fire

#

And 0 frags

green carbon
#

keep me posted, it does look clean on my end

errant stag
#

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)

idle timber
#

fire just doesnt seem to exist

#

did another 5 today

errant stag
#

Okie

idle timber
#

so either everyone has shitty luck

#

or it really doesnt exist

errant stag
#

Skipping fire maps from here on 👍 haha

errant stag
#

@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.

fresh tapir
#

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.

errant stag
livid acorn
#

sound like you guys haven't figured out the mechanic yet

errant stag
#

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.

livid acorn
fresh tapir
errant stag
#

🦊 🩷

livid acorn
#

another hint is try to make distance between you and the mob as it's casting and try to notice what happens

reef shard
green carbon
#

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

errant stag
#

Always a good practice honestly, I wouldn't even call it nuclear.

#

Glad to hear it!

reef shard
#

appreciate it. I did get celestial keys at a normal rate there. idk could just be a wild coincidence

spiral kindle
#

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?

reef shard
#

Thats called trading!

green carbon
errant stag
#

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.

livid acorn
#

resists will absolutely save your butt

errant stag
#

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 copium )

livid acorn
#

simian tribeleader hits less I think bc he summons

errant stag
#

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

livid acorn
#

thought i fixed this

#

oh I see. Can you still technically walk in them?

errant stag
#

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.

idle timber
idle timber
#

Then other mobs

#

I think their scaling might be off

#

Cuz Dave said their numbers were the same

errant stag
#

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

livid acorn
#

I can check the flow on this, though

#

wait im confusing myself

idle timber
#

Smh

livid acorn
#

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?

livid acorn
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did some tile blocking. Looks good so far lol

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still testing

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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

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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

errant stag
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Okie dokie

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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.

livid acorn
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looking

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and wow I gave too much info in that status effect

errant stag
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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.

livid acorn
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seems to work for me on dev hmm

livid acorn
errant stag
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Why would I though? He heals for like 20% hp at best haha

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Full heal I could understand maybe

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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

livid acorn
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WELL MAYBE

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I WILL

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BUFF

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THE

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REGLOOPERATION

errant stag
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catThumbsUp haha

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Make your dreams a reality, Dave

green carbon
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he's reglooping harder!!

livid acorn
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i can make 50%. The mechanics are supposed to be avoidable

errant stag
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Sounds good, thanks catThumbsUp

errant stag
errant stag
green carbon
# errant stag Ryan did you manage to execute this? Would be interesting to know the results of...

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

green carbon
errant stag
errant stag
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Doomsayer casts can also go under the terrain. I know you can interrupt it but when this happens you are deadge

livid acorn
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kk I will do a similar pass as I did with titans rest

livid acorn
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that COULD work from a technical perspective, actually. Just dont delete the one you have. But idk if we want to do that

glossy moat
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SO you ccould have a juiced compass and a chill one then just take out the one you wanna do

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but yeah, I understand if thats not the way you wanna go

errant stag
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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.

idle timber
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Yeah its the better option

glossy moat
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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

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oop

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yeah what ren said lmao

errant stag
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Ish when he has to read:

glossy moat
errant stag
glossy moat
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reading is hard ok sadge

errant stag
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You know I'm just teasing you Ish ❤️

glossy moat
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I know <3

fresh tapir
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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

errant stag
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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

fresh tapir
errant stag
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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.

livid acorn
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yeah it loses stacks without fire damage but you get a bonus if you use fire damage

idle timber
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alrighty, some rewards for maps that also make mobs more unqiue

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is to add pets to every mob type of maps

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even for some like buoldering beaver can make a mount out of it

errant stag
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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

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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.

livid acorn
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would it help if i increase the time before you are teleproted?

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oh is it freezing you?

errant stag
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It doesn't freeze you, you can move around. You just can't loot mobs. It prevents inputs or something.

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The timing is fine, it's just that you can't loot.

livid acorn
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interesting

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@green carbon potentially need to make some part of the "start progress" node to enable inputs from the player

livid acorn
fresh tapir
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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 🙃

idle timber
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Srry

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Didnt know it happens in maps