3.5.0d Patch Notes

Syndicates : Fortification

Well the Syndicates damage isn't really the problem, the main issue is Fortification wich spawns dozens of mobs so quickly in a dense fog that makes it impossible to see the Syndicates hidden inside.

I mean even if you got 2-3 hards syndicates, if they are visible we can identify the threat, but now, mostly for fortification, its impossible to see them hidden inside, already trying to despawn mobs that appear faster than light !

Perandus

Also, Perandus "invisibles" blades that does insane damage, are way to hard to see, its ok if we have to avoid them but... inside smokes, clouds and infinite spamming mobs, you can't even see them...

VFX

VFX should really be tuned for Clarity and color matching some specific purpose instead of putting random colors to anything.

A mob make you bleed hard when you kill it, make him a red glow or a blood tear icon, i mean currently colors means nothing, well except for the fire/electric/ice skulls, the game need clarity, visual clarity for comprehension.

You can't expect people to read each monster bottom line before engaging it, the color theme/icons should make everything easily comprehensive.

We don't need rainbow colors glowing everytime but stick to some color/ visual patterns for each mecanics. When fighting Syndicates i don't even know who i'm facing 95% of the time (except when i see a Invisible blade or some Arrows )

EDIT
Important Effects :
If i had to revamp so visual stuff i would focus on those :
Chaos/Poison : some greeny/mini visual effect
Bleed : Some tiny red/icons blood stuff
Explode/Effect on Death : a dark mini aura ?
Have a special other ability : there you put the Pinky glow actually used for anything (blood on death, spawn mob from oblivion and so...)

Make it understandable within a blink.

Its nice keep the game hard, but inside a pack of dozens of mobs, firing lighting and fireballs everywhere, on shocking grounds and smokes, we should be able to see any threat, at least from those effects (since Reflect is allready visible, even if reflect physic/magic and some elemental aura got almost th esame effect...)
Last edited by Bakudan#2344 on Dec 17, 2018, 6:48:04 PM
Make Alva's incursion appear on the minimap, like the other masters!
IGN Mahavir
Fix ssf migration pls. ty
Premature, GGG. Thank you for the bug fixes but nerfing Syndicate damage is a terrible route.
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Improved Betrayal encounters by reducing damage dealt by most Syndicate members, improving skill signalling, reducing Syndicate member damage bonuses from some items, reducing skill off-screening, cleaning up residual objects to reduce clutter and reducing additional monster spawns in Fortification encounters.

Finally! I died less on all act bosses (except Kitava) than on It That Fled alone. And even though I can consider myself being just a weak player overall, I couldn't even imagine how new players (who don't know much about builds and items and don't have powerful meta-characters) deal with these Syndicate encounters.
Last edited by Karpoavel#4209 on Dec 17, 2018, 6:45:37 PM
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The plinths which unlock the three-socket-colour, six-socket and six-link crafting modifiers now correctly spawn in Vaal Outpost, Abyssal City and Primeval Ruins respectively.


Do I have to find the boss again or will I automatically get the recipe? I previouly killed the Vaal Outpost Boss for the 3 color recipe.
The "Prefixes cannot be Changed" crafting modifier can now correctly be acquired by defeating Inya, the Unbearable Whispers from the Unbearable Whispers V prophecy.

- guys, It gives the Cannot roll Attack Modifiers -> prefix cannot be changed should come from The Plaguemaw V, isnt it?
hope 3.5.0D means improved nico sulphite spawns in maps on Standard !

Situation is very very bad with delving accessibility on std atm !

Send help !
IGN : Sir_Big
Thanks !
Neat.

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