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  • When the initial discussions were happening on how best to handle alts the first check in made for preview had a limit of 1 account wide exchange and 1 reclaim for all enchants. That was when I made the comment about a future adjustment which would allow more of the offense/defense/utility enchantments to be turned in so…
  • It is limited to 1 per how many you exchanged. The enchants that can only go in a single slot are limited to 1 exchange. The ones that can go in multiple slots (offense/defense/utility) are limited to 9 exchanges. So if you exchange 9 of one of those types of enchantments, you can claim 9 of those on all of your characters.
  • Update: Sometime soon preview should have the change to allow exchanging a new rank 5 to an account wide reclaim. The first setup is limiting 1 exchange per enchant, and each character can only own 1 reclaim of each enchant. But we are working on an improvement to that where the enchants that can go in multiple slots…
  • Be careful on too much back and forth arguing, it adds a lot of posts to an already large thread. If there is a specific aspect a few people want to dig deep into then a new thread for that might be a good approach. And yes this thread is still being read and the other one is simply to make feedback information easier to…
  • There was no change to any existing content with this update. And your item level will likely go up after you do some exchanges so you will continue to be able to do everything you can do now, and may be able to do more than you can do now. There isn't any content with this update that needs the new IL from the maxed out…
  • Streak breakers still exist and are on the new enchantments as well.
  • They are the ones we are starting with, but it is likely other types will be added over time. Content Designers and Environment artists don't tend to work on these types of systems. But there is also an entire module on preview with a new adventure zone, campaign, and there will be a new trial as well. For my own…
  • Some questions/topics that have been brought up: "Is this an excuse to make more things bound and then make people pay to unbind them" The game has been steadily making fewer things bound to character instead of account. And even making more things account wide reclaims. So that doesn't match up with what has already been…
  • As a note we already have no revive and encounter power cooldowns doubled modifiers for The Reaper's Challenge and the critters have higher item level than usual (giving them more health and damage) and have some additional health modifiers applied as well for all of the matches. There are options in your list we may add…
  • One concern brought up is people leaving to use consumables or using food consumables before entering. We will be looking into/considering dispelling consumable buffs when inside the dungeon. Custom rewards - fashion, transmutes, visual types of rewards take longer to make due to the art aspect. While we did plan to add…
  • Future Changes:* While most matches will be 50k item level, there will be occasional matches that require 40k or 30k. * Epic Collar Choice Pack and Shards of Empowerment will be added to the store * Mob health will be increased * We will get the marks added to the shared bank Someone asked if we would do a perma-death…
  • The Reaper's Mark is max 1 per day per account. It is a reward for beating the daily challenge. Currently private and public queue item level requirements are the same.
  • The number of new suggestions has tapered off at this point. Closing the thread and we will have some updates to powers in the works for future patches. Thank you for the discussions and write ups.
  • I found the issue with chilling advantage causing that situation. My question now is do people feel there is more than one bug affecting Directed Flames? Other reports were that Directed Flames simply didn't work, but my tests suggest otherwise and the only time it broke was with Chilling Advantage and casting a lot of…
  • Here are some changes currently in the works: Fireball - Reduced cooldown from 18 to 12 seconds. Changed magnitude from 330/750 to 250/550. Currently the cast time is the same but will look into seeing if we can get animation time to bring it down. Smolder - magnitude has been doubled Striking Advantage - tooltip has been…
  • A lot of it depends on what changes get made. To work down from the biggest suggestions: Rebuild the entire class from the ground up - We wouldn't go this route, but if we did it would be a very long way away. Change a paragon path into a tank path - Again this wouldn't be seen this year for sure and tough to say when we'd…
  • I think the people who are up in arms about me asking for people to be clear/accurate in their call outs are missing the point of the statement for clarification. The call out some players were making is that "Ray of Frost does more damage than other At-Wills", which isn't correct. If the call out is "Ray of Frost works…
  • For the comments on ray of frost being the only good at-will This comment has been approached in different ways but one of the comments didn't match up with what I expect. And that is the comment that it is the only at-will that does decent damage. On a direct damage over time, the at-wills should be similar. I tried a…
  • For the striking advantage callout: The power triggers off of at-will, encounter, daily attacks Has a 1 second cooldown Checks for combat advantage against the target and then does a 20% chance With that information, do people still feel it isn't proccing as often as it should? Or is it that the other parts of it weren't…
  • For those commenting that one power won't fix the class. This thread isn't saying only one power will be fixed. It is saying you can suggest one power. Those powers with the most suggestions/+1 go to the top of the list to be looked at.
  • Stats are not scaled down, they always work off of the unscaled item level. Only base damage and base maximum hit points go off of scaled item level. That person is saying since they can't use the extra item level to gain more HP/Damage they are taking off item level, and depending on what you take off can make stats you…
  • There has been a lot of talk about Celestial Vs Lionheart weapon sets. On the stream I mentioned that for Celestial I removed the lockout timer so that if a player is constantly engaged they can keep the celestial effect up continuously. There were still complaints that Lionheart would still be too powerful compared to…
  • The non-feat version grants it too, but you need to be tethered to another player for it to apply to you
  • That can only be removed if the damage reduction changes to a lower amount, such as 20-25% that stacks on top of defense, instead of the essential immunity it does now. That is too powerful to go off frequently. But if the damage reduction part changes then it can have the cooldown removed fully.
  • The initial pieces of gear are very low item level, which is the bigger issue. Because of that, the increase in item level of critters is very slow in the early levels, since players aren't gaining much in item level. We have a leveling flow revamp coming with m21 which should make that experience, the value of gear, and…
  • Powers that fully negated Combat Advantage made sense balance wise when that was mainly a concern outside of boss fights. With Combat Advantage being on for bosses it changes the balance. My current plan to roll out with the next build is that: Dig In adds 15% awareness Sharpened Senses adds 30% awareness to Bladed Rampart…
  • That layout is directly what determined their bolster group and there wasn't any other information on the companion that linked to a category. So without a big time consuming overhaul to manually flag every companion in the game, those categories weren't going to show up with a single bolster category.
  • When is that trying to show? As the health bars aren't right for what is on preview, those are the old style health bars.
  • There were asks to make sure enchants were working on the percents and not the ratings. There were also asks to change Vorpal because people felt Crit Severity was easy to get and vorpal does not push crit severity over the cap. I have no issue swapping vorpal back to crit severity if people prefer it to stay there.
  • Halaster and Zariel were brought down from a 3x damage multiplier to a 2.5x with the Friday patch. I will bring them down to 2x for the next update.