========================================================================== GENERAL QOL DISCUSSION ========================================================================== -KEY BINDS: The new skill bar appears when you hold ctrl + click whatever the corresponding key is, but if you want you can rebind those to any other combination you can also now rebind things to modifier+key, so if you want you can bind the friendlist to ctrl+some key for example -They have discussed the possibility of binding multiple flasks to one key but they aren't quite satisfied with the change, cause it doesn't really make the bad thing good, it just makes the bad thing easier to utilize -They are aware animation cancelling is annoying with certain things, where you want to commit to the cast - vaal skills mainly. They are planning to remove animation cancelling from vaal abilities. ========================================================================== BLIGHT LEAGUE ========================================================================== -they also said that they're still struggling with how the generation of blight encounter works in maps like toxic sewers a part of the issue comes from the fact that lots of the guys that usually work on terrain are working on 4.0 -glacier getting nerfed - or basically fixed, now most of the special encounters (breach, legion) can properly appear in all parts of the map like the cave, because prior to the patch it'd almost always appear in the first area before the cave -monster types and their defenses against specific towers are supposed to be huge as fuck, so, for example you have a cold damage chilling tower - cold monsters will be immune to chill, fire monsters might take 99-100% less fire damage from towers -the damage reductions of blight monsters do not affect players, it's specific against towers -Neon actually confirmed that you can totally do the encounters without the towers if you just have good aoe coverage and excessive damage, however for weaker builds that don't stack as much damage, towers should be required They tried to balance it in a way that requires players to use towers, but it's just impossible cause you can simply get more dps -monsters in the encounters can have anywhere between 2.5-10 times as much hp as regular monsters (something to keep in mind is that they're generally a lot slower than regular monsters because they're supposed to move along the tower defense paths so you should have some time to deal that damage) -encounters generally last 30-60 seconds, sometimes they can get up to like 90, rarely they can last a couple of minutes, but we should probably look at around a minute -the average players' builds, even those in maps fucking suck -the league is generally less dangerous than the ones we've had prior because monsters don't really attack you, they follow the path and will only target you if you're literally standing in their fucking way there might be some exceptions to this rule in form of some unique monsters or some shit but as a general rule, should be less rippy -they wanted to make frost wall something that actually works with blight, where you create a wall and it has some life and monsters can kill it, but that was too much work so they just fucking made the wall disappear really quickly when placed on blight paths, 80% reduced duration -knockback can't reliably be used as a way of defending against the blight monsters, physical monsters are immune to stun and knockback -they didn't want to make the encounters too fast because it turned out to just be fucking annoying in testing, where people didn't have enough time to place towers -when one wave is dealt with, the next one will spawn to avoid things like a lot of encounters in delve, where you wait for monsters to appear -you should have around 20 seconds before the encounter starts once you activate it, but if you spend all of your fuel (the thing for building towers), the encounter starts immediately -the game is unplayable on console don't @ me -in party play anyone can build towers, and there is one fuel pool, once someone makes a tower it is considered their tower (for the purpose of ring enchants and any other potential buffs to those) the takeaway from that is you can have a tower bitch for mapping they're not really that concerned about that as long as you're not required to play in a party, but it is subject to change -each tower has the base version, upgrade, next upgrade, then a choice of 1 out of 2 upgrades the tower types are: fireball, chilling, stunning, buffing, shocking and minion the names are not the actual names from the game, Neon just doesn't remember -there are flying monsters that won't be blocked by other monsters and instead they'll fly over them they can't really make flying monsters properly flying - like they can't be hit by ground effects, cause imagine all ground slam players fucking hating themselves because it literally doesn't work -the ring enchants aren't important enough to where you literally fucking have to have one, it's just nice to have, they don't want a shit show where people have to swap rings mid-encounter cause that's just dumb -you can get max 5 extra nodes from the anointments, amulet + 4 league uniques but it's probably questionable cause imagine using all league specific uniques just to take more nodes on the tree -they're working on introducing mtx THAT DO MORE TO THE GAMEPLAY monkaW p2w inc -coriander league confirmed -the leaks on reddit were caused by a mistake on ggg's side: they made it so that banned users can now access the ggg website (before they were completely locked out, can't log in) there was some banned alpha-access user that logged in to their website, saw the new tree and took screenshots and posted them on reddit ========================================================================== MINE CHANGES ========================================================================== -you can detonate mines whenever you want, even right when they leave your hand so you can kind of get the old miner experience if you want to fucking finger D like a mad man you do kinda fuck with your dps by doing it because mines deal more damage in a sequence -the mine reservation is supposed to be really low cause obviously it'd fucking suck otherwise, so if you lay max mines it should reserve like 20-25% of your mana on an endgame build - this info is still not super meaningless cause for all we know the endgame character can have anywhere between 500 and 5000 mana -the reason they nerfed sabo regen is because they want to give people other options for miner and trapper builds ========================================================================== SUMMONER STUFF ========================================================================== -they don't want to make animate weapon good because It AFFEcTs The theME oF THe SKilL -animate weapon is not going to be viable in blight at all, confirmed by Neon, monsters aren't gonna drop weapons -if you're targeting an enemy when casting srs, that enemy now becomes the default target of the srs when it is summoned, it might help focus fire bosses etc. the change has some overlap with deathmark, but it was made before they made the support, and it seems kinda good so it stays -it feels kinda off that if you want to play a summoner you have to pick necro as a solution to that, necro is still the best and you're totally gonna pick that but idk at least they mentioned it during the podcast -they don't want to force players to use multiple minions, say you want to do skeletons, you should be able to just use skeletons exception being the new golem, you're probably gonna use it on minion builds cause it buffs minions -the reason necro is getting some not-summoner support with gem levels, so you can get higher level corpses for detonating, is that they don't want to make a 1-build ascendancy -they're MAYBE removing desecrate cooldown -VD is just better DD, tough shit, Neon couldn't really disagree ========================================================================== POISON CHANGES ========================================================================== -jk nobody cares about the changes including Jonathan and Neon, they didn't have anything to say -on this topic, assassin should now have 4 notables that don't require going crit, so you can focus more on poison than on crit if that's what you want and they wanted to add utility ========================================================================== WAS THE MELEE REWORK SUCCESFUL ========================================================================== -no PepeLaugh -strike skills still suck and that's problematic, that said they are talking about adding range, making adjustments constantly -they still want to see how things work out now that cyclone gets nerfed, it's hard to judge the power level of things when you can't see people using them, also they don't want to make judgments after 3 months -Jonathan believes it is possible to bring strikes up to the level of smoothness cyclone has, there are things to improve it sounds a bit delusional but if it works, that'd be nice ========================================================================== MASTERS ========================================================================== -you get only 2 daily missions now, 2 individual, not 2 sets of all master dailies, this is a nerf :^) -if you get a master in a map it does in fact get saved up for later -some masters will always be better than others, main discussion topic being Niko, but there's nothing wrong with it really, they don't have to be all as good as the others -master missions are only split into 3 tiers, white, yellow and red, not specific for each tier of maps cause that's a clusterfuck it does mean you can farm t11s for t16 sulphite, but they don't think it's really an issue, you can just run t16s as long as you sustain them and there's not much difference at that point ========================================================================== SYNTHESIS ========================================================================== -bosses are back, uniques are back, synthesizer isn't -distant memory is now a unique map that you can get on a zana mission, untainted 2.0 they can have random mods + mods unique to the map, meaning it can be really rippy, Neon's answer to that is just 'yeah, that can happen' so OMEGALUL GET FUCKED -all bosses are back -some unique items have a synthesisis mod, specifically the rings, requiring them to be synthesized to get the last mod those will drop randomly synthesized, random outcomes, subject to change in the future -the rarity of the map is currently the same as untainted, again, subject to change, even before the league release meaning the uniques might end up being insanely valuable, since you have a really low chance of getting the map, only appears in zana missions, you get a random item and the random item might have a random synthesized mod -synthesizer was too complicated too early, meaning there was no way to ease you into the mechanic ========================================================================== OTHERS (basically headhunter discussion) ========================================================================== -they want new leagues to reward you content from previous leagues so things feel more rewarding in general -they do believe they've made mistakes with that however, they believe the corresponding league mechanic should be the best source of league specific items an example of a fuck up is that breach is a bad source of breach splinters -they don't have issues with HH in blight league really the only place where HH is a problem is 5-way, where the advantage was too far -to balance the 5-ways around HH, they're increasing the drops you get for killing first couple of monsters, and adding diminishing returns, meaning you can still get a fair amount of loot at the beginning, still less than a HH player, but the gap will be smaller - this shouldn't change anything for HH builds. -they don't want to nerf HH cause why the fuck would they it's a fun item if anything is an issue, it might be that they're making too many rare monsters in certain places, 5-way being an example specifically, where having a headhunter specifically gives you more currency from the same amount of money invested -Neon isn't a fan of abusing HH mechanics - self-curse and solstice, they might change something about it eventually but not for now, and it's a cool interaction -they'd like there to be more chase items, the issue is that you don't really want to MAKE a chase item if you want an item with the idea of being a 'chase item' in mind, it basically has to be intentionally stupidly broken, which sounds like a bad idea they'd prefer accidental chase uniques, like HH, which eventually gained popularity as people learned how to use it properly and best take advantage of the power -why not remove the HH size scaling? because if a monster has inc size mod you should be able to steal it, that's what the item fucking does LUL -they don't want to put limits on things, amount of projectiles you can have, character size, the aoe you can have etc. it's just fun to have powerful things, they want to only step in if it's problematic, for example in the case of cyclone, the power of cyclone made it so that people weren't playing any other melee skills so it was rather counterproductive after all the melee buffs