Been a while since my last little post here.
Wanted to say good job so far, I saw significant improvements were made to area variety and general optimization, well done. Then again, I am running a crit Bladedancer build instead of bone-zone. Didn’t see any graphical glitches tearing the fabric of reality nor any great framerate drops in water-based areas.
Saw you fixed that typo in Mage’s class introduction blurb and I really appreciate the illustrations on skill trees, making it easier to see what you can specialize it in instead of reading every skill upgrade one by one.
Loot filter is a godsend, kudos.
With the good stuff out of the way, I’d like to point out a couple of things still bothering my autism-ridden ass:
-It’s still a bit of a pain to pick up individual items while moving, I keep missing them by a pixel like 5 times in a row until I stop dead and aim for the item. Maybe make item names float closer to the center, you know? Whenever an item is dropped, its name will float in a fixed radius away from the item itself, attempting to stay closer to the center of your screen. I can’t really explain myself too well, it’s probably just my personal problem with misclicks.
-The dialogue boxes still overlap instead of closing previous ones. Like if I open up my stash and walk a couple of feet to talk to a merchant, I expect clicking on him will close out my Stash and Inventory windows, instead they overlap and I can’t even see what I’m picking as my dialogue option.
-A couple of typos still exist in skill descriptions, like the one pictured below (I guess it’s supposed to say “increases”) and one other rogue skill I can’t for the life of me find now, but it read like whoever wrote the desc. mixed two sentences in one by mistake, happens to me often.
Keep at it, you’re doing great!