Ninety-Nine little bugs on the wall

loot filter is bugged.
loot filter is hidding items that i should see (i can t see ocearion or butcher s crown), and shows items he should hide (weaver s will items and donjons items).

Have you checked your filter rule order? If a rule hides something before it gets to another rule that would shoe it, it stops running the rules for that item.

Open the filter while the item is on the ground and press X to temporarily disable the filter and see which rule is affecting it.

2 Likes

Yeah i checked.
To be sure, i disabled every rules exept 2 :
1 show unique ocearion
2 hide everything

And i still cant see it (i pick one in bank and put it on the ground to check).

It s bugged.

There is another bug with loot filter : weaver s will items can t be hidden whatever rhe rule is.

That s annoying.

Did you turn off ground-labels? By default it’s Alt+z and people hit it by accident often.

The bugs with the ‘From Blood’ and ‘Crimson Horror’ nodes in the Sacrifice Skill Tree were fixed on February 3, 2026. Thank you for your team’s efforts!
However, a bug still exists with the Blood Spectre. When I cast Sacrifice, I’m able to sacrifice my own Blood Spectre — despite the skill’s description stating: ‘You cannot summon a Blood Spectre by sacrificing a Blood Spectre’.
Here’s my test video:

Peak of the Mountain → Dose not allow you to leech form Critical hits
Boulderfists → No leach period.

By this definition at 100% Critical chance : Peak of the Mountain = Boulderfists.

Peak of mountain should behave like you can only leach form normal hits not counting critical multiplier.

That’s not even remotely a bug, that’s actively intended functionality.

And no, they’re not equivalent. Peak gives crit chance, Boulderfist is a EHP item. One’s offensive, the other defensive.

2 Likes

Leach should be calculated on the base damage only, not the critical multiplier bonus:

  • Base Damage: 100

  • Leach: 10%

  • Result: 10 HP leached (regardless of whether it crits)

If it crits with 1.5x multiplier:

  • Actual damage dealt: 150

  • But leach calculated on: 100 (base only)

  • Result: still 10 HP leached

This fixes Peak of the Mountain:

  1. 100% Crit with your system = you still leach from the base damage

  2. Not equivalent to Boulderfists anymore

  3. High crit builds don’t soft-cap at zero sustain

  4. The item becomes actually usable for crit builds instead of a trap

Why this is better design:

  • Peak’s penalty (no leach on crit multiplier) is actually a reasonable tradeoff instead of a devastating one
  1. A 100% crit build still gets meaningful leach from base damage

  2. The item encourages a playstyle choice rather than punishing crit scaling

  3. At 100% crit, Peak ≠ Boulderfists anymore

Right now At 100% crit, Peak = Boulderfists. There are 2 different item that based on what you said work same and its backwards game design.

I’m punished for having high Critical Chance…aka it would be same if i had Boulderfits equipped while having 100% critical chance. (But i do not have Boulerfists to begin with)

Leech is supposed to be calculated from the actual done damage.
Why?
Because it otherwise does negatively affect crit-based characters.
Also should any form of reduction come into play again (like the boss DR system but universal rather then scaling) then the leech is to be applied to that.

This allows a wider inclusion of different mechanics compared to a base-damage calculation.

There is nothing to fix hence you don’t need to provide a fix.
The function of Peak of the Mountain is specificially designed to make your crits not have leech because you get a shit-ton of crit from it. It’s a 1-item crit maximizer at the cost of the functionality of leech.

It is not supposed to solely reduce the leech, it’s supposed to be a active detriment. Carrot and stick item, and actually one of the few decently implemented ones in gaming history.

I find fault with a shit-ton of things, and I’m very very prone to find faults at things… but I also defend things which are the opposite of faulty design.

That’s the point! You’re not supposed to combine peak with a leech build, it’s a limitation specifically created to enforce working around it, as allowing both in tandem would be too strong… even with base damage. The offensive bonus is extreme and hence it mandates a downside counteracting it already… which is the existence of leech.

Which means it’s primarily to be used with Ward-based builds, not with health based ones as there you aren’t in need of leech in the first place, which makes it a core defensive item for those builds as they tend to need excessive investment into defensive stats and hence this item counteracts the low base survivability by letting you still go into crit without having to take up several Affixes for it.

1 Like

I think you miss the critical point.
Currently, if it’s a critical strike, leach is completely negated. At 100% critical chance, this makes Peak of the Mountain functionally identical to Boulderfists (zero leach).

The item should restrict the multiplier scaling, not punish you for having high critical chance. This way Peak remains a meaningful tradeoff at all crit thresholds.

Soul Gambler’s Fallacy creates a punishment for scaling Critical Strike Chance.

At low critical chance (~5-10%), the item works as intended. But there’s a pacing problem:

When you crit, you get -50% crit for 4 seconds. If your attack speed is high enough that you naturally crit within that 4-second window, you spend half your time in the -50% penalty phase.

Example at 25% base crit:

  • You go 4 seconds without critting → +100% bonus triggers
  • You crit → debuff applies (-50% penalty for 4 seconds)
  • Within those 4 seconds, you’ll naturally crit again → next 4-second penalty window begins
  • Result: You spend roughly 50% of your time at -50% crit, making your average critical chance lower than your base 25%

At higher crit values (50%+), the item becomes a net loss because you’re constantly cycling between high and low crit phases, reducing your overall crit frequency below your base value.

The item punishes you for scaling your primary offensive stat. Either the penalty needs rebalancing, or the 4-second window needs adjustment so high-crit builds can actually use it.

Note: If the debuff timer resets on each crit instead of running its full duration, this problem is even worse.

Soul Gambler’s Fallacy has limited viability due to its design.

The item works as intended for low-crit builds (5-30%), but becomes a net loss beyond that threshold. This creates a hard ceiling where scaling critical chance makes the item worse, not better.

The result: The item only benefits a narrow slice of builds during early progression. For any optimized or min-maxed crit build, it’s better to use something else entirely.

This severely limits the item’s usefulness in endgame content where most players are scaling their primary stats.

The Evolutions End

  • Only works on Boss/Champion kills (not on regular enemies)
  • 15-second duration with 40-second cooldown = pet is gone 62.5% of the time
  • Already at 40% health when summoned = boss is nearly dead, you don’t need the pet anymore
  • Terrible uptime for a pet you spent time building

Bro peak is super common, even LP4 - imagine making it better and allowing it to leech on crit - that’s insane. It’s great the way it is specially on rogue builds. Gamblers + peak on a flask rogue is insane. Every flask multi popping and maxing on crit like 20-30 explosions going off my lil rogue last season hitting 5-6k ward with that combo while doing Uber.

LP4 Peak with 777x slam = insane.

1 Like

Exactly.
Working as intended.

You don’t realize that I make the point of ‘it does exactly what it’s supposed to do’, which makes it neither a bug… nor a unintended mechanic… and not something ‘to be fixed’.

You’re supposed to not be able to leech when you max out crit as that’s the point of that item. Literally.

Also friggin working as intended.

What you describe is once more the literal point of the item.

You’re not supposed to use it outside of ward gain beyond 50% crit.

Please for the love of everything… learn how item design works before providing those ‘bug fixes’ which just waste everyone’s time.

No game works like that because leech is always based on damage done.

Yes, it’s not a bug. It’s intended use case isn’t for high crit chance builds.

Exactly. Not all items needs to be fully useful in all possible scenarios.

1 Like

cosmetic resetting when transferring to a new area.
or logging out.
I have tried all people told me to,it doesnt work.
thx in advance…grrrr.