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AndreaColombo

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Everything posted by AndreaColombo

  1. Looks good! Very curious what the backer CE is going to look like I sort of expected the Obsidian Edition to include a printed manual, though.
  2. Good suggestions, Madscientist.
  3. Subbing thread. Agree with what Boeroer said.
  4. https://twitter.com/jesawyer/status/956356626654494720
  5. Have you entertained the thought they might have put random numbers and letters there to watch us hock our brains on their (totally absent) meaning?
  6. +1. Applying multiple fixes to the same issue at the same time has never worked out great IME. Let’s do one fix at a time until we hit the sweet spot.
  7. Quick question as I don't have time to check now—if you play a Monk/Wizard and summon the blights, do they count as being dual-wielded with the fist? If not, I'd bring this to QA's attention. While it does make sense that any other character's fist wouldn't count as a weapon, a Monk's always should because of Transcendent Suffering.
  8. Following up on my request to grant us control over a Druid's Spiritshift in our custom A.I. sets: Include a condition called "Self: Is Spiritshifted (Form)"; one for every form available (including one for Tekehu's in the final game.) When selected, this condition should make the specific form's special ability selectable from the subsequent action menu.* *E.g. "Self: Is Spiritshifted (Cat)" would make "Cat Flurry" available in the actions menu. What this accomplishes: Enables us to use custom A.I. to make our Druids shift and use their form's special ability without our manual intervention. Enables us, through negating the condition, to instruct a Shifter to go from a form to another right away in a specific order of our choosing without our manual intervention. In the case of a Shifter, it would be good to have the option to set a behavior that shifts to a random form, then to another random form of those available, etc.. This would be for the convenience of those players who don't want to set multiple conditions in a specific order. You may even go the extra mile and add a box which, if ticked, makes the randomly selected form activate its special ability first thing after the transformation.
  9. Same here. Loading the first time I fire up the game takes fairly long, though I did install the beta on a HDD. SSD would be faster, obviously, but this is still pretty bad—T:ToN was based on the same engine as PoE, yet it had nearly instantaneous loading times from my HDD all the time. Playing the game again after quitting makes it a little bit better. Quitting also takes a relatively long time, and that's not just the first time I fire up the game. Performance in general is still pretty raw and not quite ready for prime time, I'm afraid.
  10. Interesting. I’ve gotta go back to the drawing board and figure out my math better. Thanks, MaxQuest
  11. Intended, by the way. Too lazy to find the post from QA in the bugs section, but I've been maxing out Alchemy on my main ever since. Speed's been nerfed in the beta update, however, and the tooltips don't reflect that. So at 20 Alchemy you're not actually getting +125% attack speed from the Potion of Deftness.
  12. Same issue with Rangers: The bonus Accuracy from "Marked Prey" is forever displayed in the Accuracy breakdown.
  13. The problem is that single-classed Ciphers have lousy powers that cast too slow, and a need for pretty much every stat. It’s virtually impossible to make a very powerful single-class Cipher; you must either focus on damage, which only makes sense if you dump focus on Soul Annihilation, or on CC. Focusing on damaging spells will have you either generate focus too slowly, or do lower damage with your spells than with your attacks (and if you’re just auto-attacking, why roll a Cipher?)
  14. Would be good to have a "Target: Not in melee range" or "Enemy: Not in melee range" condition to use with pull effects like Into the Fray.
  15. That would be pretty interesting!
  16. And with no nerf to speed! :D
  17. I like this too, to be honest.
  18. They'd need consistent stacking rules first, though. Currently they come off as pretty arbitrary and all over the place.
  19. Why? They can approximate by "bonus speed is always good"; not every character must be at 0 recovery just because it's technically achievable @Madscientist I agree: If 0 recovery remains unreachable, DW needs a nerf. My point was that re-introducing 0 recovery would be a better, more desirable solution. Unfortunately for me, that doesn't seem to be a popular opinion.
  20. ^ Technically you can say "OR" by creating the same action twice with different conditions.
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