What We're Working On

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WoT_Seanchan wrote:
Too extreme? You think?? Mana cost and multiplier isn't even the worse of all the changes but you went with that? While the player damage nerf is bad, what makes it worse on top is that you did NOT nerf monster & boss damages or defenses to balance out.

You weakened the players but kept the bosses' defenses AND offensive attacks strong from the power creep boosts, then wonder why players are frustrated and quit. Go figure. Pretty sure some other things will eventually be rolled back but we'll see.

On another note.........Arctic Armour will have freeze immunity?? That's great to hear BUT why even bother when you're gonna turn around and nerf it!? It's always 1 step forward and 4 steps backwards with GGG; I don't get it. Not a good track record.


+1

100% agree
Good luck!
i will pay a lot of money for a 3.13 offline version.
Chris with his non-answer nonsense again.
C'mon Blizzard time to release D2R
Too late.

I wrote this league off when the nerf notes were out, i'm not coming back now.

See you in 3 months!!


is there a way to add the "excavation chests" to the loot filter? so we can change its color and not overlap it with some basic magic items. Like changing it to green as the same base filter color for quest items
lol i think they shit themselves at the player numbers, they never make reverts this fast


welp
We've been really enjoying watching the community play











really?
Patch too rewarding, must nerf.
Thank you for your continued work on this game that I love so much.
Softcore, solo self-found.
----- Currently: -----
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gandhar0 wrote:
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Are there any Changes coming to Ailment or Curse Immunity?
Ailment Immunity granted by flasks is being increased from 1 second to 4 seconds.....


Nice. But expected.

How about another experiment?

Remove all dmg support gems so we only have different utility gems, while the damage of the skills is now scaled by other means (either tree or built into the skillgem itself).
Would that not entice people to play the skills in different variations while damage it not boring dmg-gem stackig anymore?


Like that idea

There are like 4 must have (pure damage scaling) support gems in your 6l.
It's a good way to provide damage with a downside of e.g. less attack speed, reduced crit chance, but still too many gems which provide %damage

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