You need to understand that this has always been happening. You just didn’t realize because it made rares instead of uniques, and those got hid by your filter.
I’m getting Palaruses from my imprints just like before, in addition to other swords. I’ve seen people say that they’re still getting multiple red rings a day too. It might be a bit rarer, it might not be, it’s hard to know so quickly with this level of RNG, but it certainly doesn’t look like a situation that calls for doomsaying and hysteria,
Still, it would be ideal if EHG just clarified whether this affects the odds at all or not.
Trinity of Elements (Runic Invocation : Fire>Cold>Lightning) instead of three rotating beams, now is just one.
I have a ticket in for this. I remember other players bringing this up a week or so ago. I poked the team about this one personally.
Runebolt - Runic Evocation (Node with projectiles seeking enemies): They don’t seek enemies.
This works as intended. It’s not homing like we have with fireball homing node, hence why we worded it differently. It will try to target at least one of the rune bolts to a target. There is a clear difference in the tracking with and without the node.
Rogue - Bladedancer - If you equip two katanas, increased melee attack speed doesn’t take into account the 1.2 base speed of the two katanas: supposedly is like a more multiplier of the average of both weapons speeds, like 20% more attack speed, so if I use something that gives me 5% increased melee attack speed, should apply 6% instead. Could be a character sheet issue, or a mechanics change I am not aware, though.
I asked one of our designers about this one and he confirmed that what players see on the character sheet is correct and said it’s working as intended.
Same as 2 years ago: it says gives you 1 second of Crimson Shroud but it lasts normal 4 seconds (1 point invested)
This was updated a while ago. It should state the correct timing on the tooltip which is 4 seconds.
“% Increased damage per active shadow with shadow cascade”
This looks like it’s working as intended. I tested this spawning shadows from Syn Strike and used the Shadow Torment node in Shadow Cascade. With shadows present my damage is much higher.
Increased Armour Shred Duration not working?
I just tested this and looks like it is working as intended. I have 100%~ increase with 2 idols and hitting a dummy is providing me with a longer armor shred duration.
Not true. I just imprinted common uniques for 5-6 hours and didn’t see a single one of that drop (but I got a lot of uniques/sets of the same item slots). In fact it appears to actually not give you the unique that you imprinted more often. It seems like its almost exclusively “randomly roll [item slot] that are set/unique”. Palaruses has a pretty low pool of things (13) it can randomly roll into, so that’s probably why you’re seeing a lot of the same item. If you choose a unique slot (e.g. boots - 19 options) with a lot of other unique/set options you’ll see it far less since the random pool is huge and that seems to be the only way to get them now.
The “Increased Melee Attack Speed” value shows a sum of all your increases to melee attack speed, and intentionally does not factor in your base attack rate. This is for the sake of effects such as Void Knight’s Rot Grip, which cares about the sum of increased melee attack speed and does not consider your base attack rate.
The “Melee Attack Speed” value factors in both your base attack rate and all modifiers to your melee attack speed.
Just so you know, this was already available by just typing in “legendary p” in the search box.
You could spell out “potential” rather than just “p”, but I like making things as short as possible so I would do something like “ary pot”.
AYO REGEX BAYBEEEE
Swapped to Circle not long ago, started playing HC for the spice… the stash has been rough. Was fine but kept wishing we had regex…and there it is!
Now just remove ward from the rest of the enemies, cap fp-loss a bit and ggs
+1 good patch as always
OH and the party/weaver-imprints is low-key HUGE change. One more thing to incentivize actually playing with the homies. Love to see it!
“Added an alternative interaction mode for WASD that disables ground movement with the left mouse button while allowing rebinding for ability, to be used for both regular interactions and ability casting.”
Here is my feedback for this. Certainly, this is a huge improvement for the player’s experience. But two problems exist and need to be fixed:
The skill bound on left click can’t be cast without a target or Shift being held down. Should add a “Use skill without moving” as an option for each skill.
The skill bound on left click can’t be cast continuously by holding down left click, even if Shift is being held down and/or the skill is targeting an enemy, they should work the same as when they are bound to other slots (eg, right click).
Hope you guys can take a look at this and solve these problems.
Please add models for unique armor! I can’t describe how disappointed I was when I found nicely looking bear made set for my primalist and it turned out it looked the same as raptor, which imo looks terrible
With all due respect, it shouldn’t be “very easy” for bugs to slip through the cracks. That’s a real concern. It’s clear your QA team and processes need reviewing. Every patch breaks something new. You hotfix patches. Some bugs have been around for months.
But it would explain why an item-loss bug, caused by your new Keys tab and reported a month ago, hasn’t been fixed or even acknowledged. You’ve caused a number of players to lose items - in a loot-based game - and haven’t done or said anything about it. That’s poor form. If you can’t fix it, at least say so.
If that’s the case then every game company’s QA team & processes need reviewing, especially the really big ones who should a)know better & b)have the funds to pay for more QA people.
Welcome to software in general & games in particular. There are youtubers who make content about exploiting bugs & breaking games (eg Spiffing Brit).
Yeah I’m acutely aware of how software dev works. But you took my comments totally out of context. I wasn’t making a generalised comment about bugs in games.
For clarity: the QA team/processes need looking at in the context of it shouldn’t be “very easy” (their words) for reported bugs to slip through the cracks. That is a concern and indicates an issue somewhere in the team/process.
Nothing has been said or done about an item-loss bug reported over a month ago.
Of course bugs happen, that’s an integral part of development. And it can sometimes take a critical mass of players to uncover bugs that a testing team cannot. I get that. I don’t expect them to catch every single issue during development.
But I do expect that they action - or at the very least acknowledge - a serious bug that has caused players to lose items. In a loot-based game. But there’s been nothing.
Luckily though we have a thing called choice, so I’ve chosen to uninstall and move on.
Ok, fair enough, maybe it was the use of language that you slipped up on. When they said “slipped through the cracks”, that idiom can mean different things to different people. For some it may mean “well shit, out in game bug reporting system failed to automatically post the user’s bug into our bug tracking software” while for others it may mean “yeah, it’s in our system we’ve just not gotten round to looking at it yet”.
Yes, but unless it’s a massive bug, devs tend not to talk about them much until they’re fixed & appear in patch notes, otherwise they’d be spending all their time talking about bug & not spending much time fixing them.
You know when you report a bug using the in-game bug reporting system & it says something along the lines of “thanks for reporting this”? That’s them acknowledging it.
Fair enough, I hope you find a game that you enjoy more.
There’s a difference between companies and how it’s handled, as well as which types of bugs slip through.
When I play PoE and something is ‘off’ then likely Day 2 it’s already been fixed. First and foremost. Secondly, some of the repeatedly visible bugs in LE (like item loss, non-functional nodes and so on) generally don’t even appear there, they’re at best an exception, not the norm to exist. And thirdly, absolutely odd and non-visible things (which are still felt but hard to put a finger on) generally get fixed in week 2 at worst.
That’s a distinct quality difference.
Same when I play for example Factorio, with the 2.0 Update there was a bug in the circuit system related to a specific building (asteroid collector) which allowed a single frame of the game to flick the state from ‘0’ to ‘1’ causing a flickering signal, but only when it was attached to a green cable, not a red. A very odd one. Acknowledged in 2 hours, listed and set up so the community knew ‘ah yes, they know about it’.
Wanna take a look at ‘known bugs’ here in the forum? I can say the game clearly is near perfect with the list we got
Yes, it’s the norm that tons of new bugs come in.
It’s not the norm how that’s handled here though.
We can start with properly handling reports and visibility for the user-base.
Yes, albeit not intentionally I imagine here.
That’s a problem from the devs then Because plainly spoken… I also know the opposite, like fully transparent lists of every known bug in total in several games. So unless they invite exploitation in some form I would expect that to be the case, it’s good form.
Nope, it isn’t.
It means they received it, nothing more, nothing less.
Doesn’t say jack about it being put into the pipeline, if it was known, if something will be done about it or if some random person working there misplaces it completely.
I didn’t slip up on anything, thank you. The language is clear. And in this instance, both interpretations you’ve provided – either the system didn’t make a ticket or they haven’t bothered to look at it yet – aren’t really acceptable, with an item-destroying bug that was reported over a month ago. Imagine if you logged in and you’d lost a bunch of items… you’d just say “gee shucks oh well they may fix it one day”…?
So you consider a bug at 1.2 launch that destroyed items not a ‘massive’ bug? OK…
No, it’s not. It’s a boilerplate “thanks”. Do I expect a personalised thanks for every bug I’ve reported? Of course not. Do I expect they acknowledge / fix a bug of this nature, when I’m not the only one it’s happened to? Yes, and I think that’s more than reasonable, given the nature of this bug.
This has nothing to do with how much I loved the game (which was a lot).
It’s about EHG’s QA team/process, which can be either slow or subpar. Look through the forums. One one hand, there are people complaining bugs have been around for months. On the other hand, every ‘fast’ patch they release breaks something, which is why every 1.2.X patch has a 1.2.X.Y hotfix. So my original post stands: the QA team or processes need a good hard look at (and to be fair to the people working at EHG, I am strictly saying the team OR the processes).
It’s not, it can have multiple meanings as I pointed out earlier.
You see, with your use of language, you’re ascribing or assuming malice where none exists.
It depends. I’m not saying it’s a trivial thing, for the people it’s affecting it’s a big issue, but it’s evidently not affecting many people because this thread is the first time I’ve heard of it. So no, given the number of people it’s affecting, I personally wouldn’t, no.
Yeah, apparently you do given what you’re saying. Because this bug is a big issue for you, you demand or expect the devs to comment about it. So the same should be applied to everyone else & the bugs that are important to them right? Regardless of whether it’s a particularly widespread bug or not.
It is, all bug should be fixed & the more impactful, either in terms of number of people affected or it’s effect, the faster it should be fixed. But since you’re well aware of how software development works you’re aware of this.
No, that’s what you’re inferring there, neglect or misguided actions are not malice. They’re often misconstrued though.
In this case it’s not depending, it’s a top-tier bug beyond any other, beyond dupes, beyond balance, beyond broken aspects of the game.
Deletion of player progress is the highest form of ‘we need to do stuff now’ bug, even if it only affects 5 out of 100k people. Why? Because it can hit anyone and de-values the entire playtime of someone, a prime example of how someone leaves the game and tells everyone and their extended family to leave their hands of your product. It’s a PR death-sentence to have it consist long-term.
The priority of fixing such a bug is actually higher then development of the product.
No, that’s factually wrong and I don’t even know where you get that from.
With the follow up:
Which is utter BS what you wrote there.
It’s not a ‘you’ or ‘me’ problem. Any damn bug should be commented on by acknowledging it in a comprehensive list visible for the customer unless exploitable.
Doesn’t matter if widespread or not. It exists, it has to be acknowledged.
As the extended version to my comment a individual comment to the one presenting it can actually happen… which is supposed to be done when the bug’s already acknowledge but is exploitable and hence hidden from the view of the customer base.
So because you haven’t heard of it, and because you are happy to lose items, and because it’s not happening to you – then other paying customers can’t criticize a dev for lack of QA or action? Sorry to burst your bubble, but that’s not how the world works.
I clearly said I don’t expect personalised response or action on every bug I’ve ever submitted, but a month-old item loss bug in a loot-based game is pretty bad, and if you can’t see that then, well…
You make quite the habit of taking snippets of my posts out of context to suit your narrative of defending EHG, for some curious reason…
You might want to re-read my post - and the posts of others in this and other threads - to see that certain criticisms of their QA team or processes are warranted. If you don’t have an issue with their processes, then good for you. But other’s haven’t been so lucky and have every right to hold EHG to account.