Hall of Grandmasters: Development Update 1
must think of nasty tricks
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This is one of the most novel ideas for PoE so far. Really looking forward to it!
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gj on creating endless hype for me with all these new and awesome features.
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So every few months you guys make some huge changes to the game especially changes to the passive tree. These changes most of the time are completely build changing so how are you guys going to deal with that? Like every big patch most of the build of these grandmasters would have to be changed around completely.
Would the grandmasters be in a way "legacy" and keep the old trees and everything the same (Unless something become way too OP or UP). If not then would people keep getting to submit new grandmasters as the game changes around? |
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bet this is gona be so op at the relese,and will get a milion nerfs
ign:legomanG
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" Well I'm sure one of your characters will be far beyond one of them. :p same name in-game
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You're OK with max resist, max block, max regen unkillable characters, right?
IRON MAN
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Keen to pick your brain at gamedev meet up tomorrow haha!
This looks amaaaaazing |
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" just make a troll character high health, high regen, frenzy, rf, permastun/endurance legacy kaoms +1 frenzy blood dance (10% hp regen at 10 frenzy- needs +1 frenzy ammy) kaoms rings for more endurance charges cwdt lvl1 on 4 link enduring cry immortal call enhance or a curse or increased duration cwdt lvl20 on 6 link coldsnap firestorm raging spirits increased duration ice wall or cwdt lvl 1 on 6 link lightning ball firestorm frost nova life on hit blind self sustaining aura of death [Removed by Support]
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This looks like it will be very fps taxing with all that clear space around the hallway with all that fog. Probably (very much hope not) will be solaris temple level of lag. Add to that all the skills from all the submitted grandmasters and we get a disaster of a map.
IGNs GroovyBeard JooJooFromTheWell Last edited by Allnamestaken#7661 on Sep 2, 2014, 2:10:23 AM
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