Posts by Trasochi

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There is a bug where those Idols only work while you are using a shield. This will be fixed in the next patch.

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Rare enemies (and most larger enemies that are not rares) do grant substantially more xp and loot. Nevertheless the difference is probably too small at the moment, so we’re increasing the item drop rate from rare enemies in 0.7.8e, and will likely make more changes in this direction in future.

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Shrine buffs probably don’t last long enough at the moment and that contributes to them feeling unimpactful or simply running out before you can encounter many enemies. We’re increasing their duration in 0.7.8.

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Thanks for uploading these. To confirm, is that log file from a session where you attempted to choose a mastery? The log file reset whenever you open the game and we’d probably need one from such a session for there to be anything relevant in there.

Additionally it would be useful if you could upload your save file (it’s in a similar location to the log file) so that we can try to replicate it with that character.

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Yeah that quote from me is old info. It’s the way it used to work and was pretty confusing. As Boardman said, wandering spirits no longer scale with any sort of minion stats. I’ll go and edit my comment to clarify that in case other people go searching and find it.

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Support for void spells, and void damage focus in general is definitely currently lacking in the Void Knight tree, and this is something that we’re planning to address in a future patch.

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In 0.7.5d this was not supposed to apply to the cooldown of the transform skill itself, which now correctly starts when you exit the form. 0.7.6 also fixed bugs where it was not working with some other abilities such as a companion activatable abilities.

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We’ve identified a possible fix for this bug, and will be aiming to get it into a 0.7.6b patch as soon as possible.

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If you have completed the quests already on the character, then the idol inventory will already be unlocked and expanded.

Glancing blow itself still provides a 50% reduction to damage from hits.

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With the entangling roots changes in 0.7.5 we had two goals

  1. To remove the melee aspect which was visually outdated, difficult to balance with the patches, and effectively being replaced by earthquake.
  2. To refactor how the skill dealt damage to be more performant.

The stun being removed was a result of these rather than a specific decision to remove guaranteed stun from the Primalist. In order to reintroduce it new nodes are being added to the Earthquake tree that give it a guaranteed stun.

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Thanks for the report. The specific bug is that Vile Shroud is not doing anything and Soul Shroud is giving more armour every time you enter Reaper Form.

This will be fixed in the next patch.

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there is still freeze chance affix left on amulet ring and relics tho :smiley: but they add on multiplier okay

Yeah we missed the hybrid affix when we were renaming it. That’ll be fixed in the next patch.

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The change from “increased freeze chance” to “freeze rate multiplier” was simply a renaming of the stat to try to avoid people assuming that it was a flat chance similar to stats like “ignite chance”. There was no change to what the stat actually does, so 560% freeze rate multiplier in 0.7.4 is just as good as 560% increased freeze chance was in 0.7.3.

In addition to this change many sources of freeze rate multiplier have been buffed, so overall freeze chance should be higher than in 0.7.3.

Currently a big issue with freeze is that the chance is based on the enemy’s maximum health and that scales up very sharply later in the game, so even if you’re getting lots of freeze rate multiplier you rarely freeze enemies later on. This is a problem that we’re planning to address with system changes in 0.7.5.

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Main issues being addressed

  • Potion mods being very common on a lot of slots feels bad when a lot of the time you want your items to be providing you with stats that are less temporary.
  • Equipping a few potion health affixes very quickly gets you to a point where potions nearly always heal you to full, rendering further potion health affixes useless.
  • Potions feel like a very unreliable defense as there are boss fights where they don’t drop due to a lack of adds.
  • Potions only feel worth using if you’re missing a fair amount of health. This means that they’re competing directly with more reliable forms of health recovery and it feels like a waste if you use them just for buffs when you’re at full health, even when it’s an efficient thing to do.

How these issues are being addressed in 0.7.4

Overhauled Potion Mods

  • Most of the common potion affixes now relate to ward rather than health, while rarer ones are more powerful and only roll on belts.
  • Even the common potion affixes are much rare...
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What does updating the game engine mean?

We’re moving to a newer version of Unity.

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With the new mastery system coming in 0.7.4 you choose a mastery upon completing a quest in the end of time. Choosing your mastery includes immediately getting a skill specific to that mastery, and for the Druid that skill is Werebear Form. This means you will gain access to a transformation skill significantly earlier than in 0.7.3, but only if you’re a Druid.

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A lot of the item names are currently placeholder. The Acolyte’s Sceptre and Iron Sceptre will be changed in 0.7.4, and there will be more substantial item name/art passes in later patches.

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They are minions

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Wandering Spirits have never been minions (they just scale with minion damage), but the Wandering Spirits skill is a minion skill and does work for the node.

The node’s description has been clarified to say “if you have used a minion skill” rather than “if you have summoned a minion”, but I’m not sure whether that description change happened after 0.7.3c or not.

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The total number of potion affixes is going down in this update, and the remaining/new ones will be rarer than the old ones and roll on fewer slots.