What We're Working On

Hello! About "New Skills Feedback"

I feel like there are many fun ways to utilize new type of Area Control skills, but I've just created a necromancer and noticed that there's not much to choose from, honestly.
Sigil of Power could be probably an okay option, but that's like restricted to Archmage type characters. Void sphere sounds cool, but not really for necro - they often want to make some use of other corpse mechanics. Flame wall also does nothing for them, and frost shield sounds cool for defensive, but - correct me if I'm wrong - it also takes damage for minions, so that's not really useful when there's an army just near you.

I'm not sure if summoners "need" such a spell, but I'd be super excited to see it in the future (or maybe more flexible existing ones? Maybe flame wall could set allies on fire to make some kind of Infernal Legion-ish like effect or something like that)

Cheers!
After reaching maps I've been crashing several times, often 2-3 times in a row after about playing for one hour, and then there's a grace period of 2-3 hours with no crashes, and then the pattern repeats itself.

This started to turn me off from playing, along with how my heists started crashing as well (they didn't start crashing until today).

Turning off Global illumination seems to have helped, but I have to give it more time before I can actually confirm anything. Hopefully you'll fix the performance stuff/crashes so we all can go back and play as normal. This wasn't an issue at all during Harvest League.

However, I'm looking forward to doing more heists without crashing!
I am hoping the crashes get toned down in general. I get them not just in Heists, but randomly now in town or hideout. Have never experienced so many crashes before in all the leagues I've played.

Also, in regards to skills, I tried out Hexblast quite a bit. Not really a fan of it overall - It especially struggled early on in the game despite being Doom specced with double curse. I had hoped the ability would improve later with 5/6L setups, but it just feels clunky. There is too much setup with what feels like not enough payoff compared to other skills that I can tap and go and get infinitely better results.
Green Contracts - Please let us place these in the heist locker. I don't want to ignore picking them up because they clog up my pickup stash.

Contracts where none of the rogues meet the requirements - Please grey these out so I know I am not able to run them yet or put a message that "requirements cannt be met".

Contract rewards - Please buff by 10 times. More/better shinies please.

Just some general feedback from playing Shattering Steel.

Generally I found the skill quite strong to level with due to the shotgun nature of the skill. It worked pretty well throughout the campaign and had been a nice start into mapping.

Personally, I think the Call of Steel skill needs to be an instant cast skill. I had opted to use the Lord of Steel jewel for a while and it made the skill feel significantly better both in terms of damage output from the reflect damage increase but more importantly the reduced cast time to use Call of Steel.

This clunky gameplay has lead to me swapping out my build to use Earthshatter instead - a much better feeling skill even with the same requirements of activating a skill to apply more damage (i.e casting 3 warcries vs Call of Steel)



Outside of Shattering Steel feedback, I would strongly appreciate the ability to store "Quest contracts" (the green ones - at least in Neversink's filter) so that it is not cluttering inventory space when I am not wanting to do the content. The rest of Heist works quite well in terms of "I will play Heist when I want to play Heist" but the quest contracts force us to do them soon so that it doesn't bloat the inventory.
Last edited by NippleCopter#4260 on Sep 22, 2020, 5:54:28 PM
I'm really enjoying hexblast, but I would enjoy it even more if it was a cat diving from space. Please make a celestial cat mtx for hexblast.
So no more Alert from killing monsters AND less Alert from opening chests? Plus we can reduce Alert levels significantly by kitting out our Rogues, as well as from the inherent Perks of some of the Rogues. At this rate, you might as well remove the Alert mechanic altogether, as it sounds like it's not going to have any impact or influence on Heist runs anymore.
Skill feedback on Crackling Lance:

I tried to use this skill but kind of struggled to make it work, intensity not interacting with Unleash or any type of Spell Echo makes it very difficult to use, and for an Archmage build spamming the skill isn't really viable.

However my biggest gripe with is the lack of visual and audio impact of the skill, or specifically the non-intensified version. It feels like you just push a button, some lights go off and enemies fall over dead. Without additional effects like Inpulsa's or Herald of Ice the skill feels severely lacking in both visual and audible impact (at least until high stacks of Intensity.)
You're doing a great job taking the feedback and turning it into results. I can't wait to chain heists once everything is smoothed out.

New skills- I'm playing Hexblast, and it feels really great. Void sphere is really useful for lots of different situations. I haven't found any of the alternate quality gems yet- is that just me, or could it maybe be beneficial to slightly raise their drop rate?
Thanks for the quick turnaround on bug fixes, one issue I've noticed with splitting steel/call of steel, is that it appears impale damage is not properly calculated on legion encounters while the monsters are still in stasis. It looks like only the initial hit is counted and impale stacks and impale reflect is not accounted for.

Another point of feedback is a QOL fix, currently we start at 0 shards when loading a zone which means we need to cast call of steel first thing in every zone. Can we start at max ammo when loading into a new zone?

Otherwise splitting steel is fantastic

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