Still hoping for a way to respec stats PLEASE!!
I would love less fall damage and being brought back if you fall off the map in the Crucible and just take a little damage. More than every 2nd run fails to even see the Echo Knight due to fall damage or falling off the map. Iâm very annoyed by this
House table inside weapons Tab in inventore? WhyâŚ
Nice, canât wait to try out bows.
Overall good patch, but also some weird choices. Allow me to elaborate:
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I never understood Engraved Hearthside Chest slots amount. You can fit 2 Medium Chests in the same space for (now) 60 slots. And the Engraved Hearthside Chest only has 40. You didnât fix storage issues with this. Houses will still be planted with Medium Chests. This problem has only gotten worse. Since before it was 35 vs 40 (2x Medium Chest). There is absolutely no incentive to use the big boy. First I took the 5 slot hit because it looked better to me.
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Are you serious on nerfing staff scaling AND focus gain on damage dealt AND HALVING (absolutely obliterating) Focus gain from potions? What is the point in that? Yes you say you fixed focus regeneration. But is the default mode for mages becoming even more potion chugging? If you destroy the focus gain, you effectively cut back on rune use. And if you cut back on rune use, a mage canât rely on that damage output, which mightâve been somewhat high, oke. But then we have to rely on melee attacks more to generate focus and do damage. All of which is against the principle of playing a mage in the first place AND everything deals less damage anyway. Donât get me wrong, I like how mages need to melee every now and then. But it should stay just that. Every now and then. I would rather have seen you scaled down rune damage somewhat and if you really want to tone down focus pots (because regen is fixed) do so by taking off 20%-30%. I am worried about the heftyness of the changes youâre making. Especially because:
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If you do these kind of harsh balance changes, start with first letting people respec. That shouldâve been priority #1 while youâre not only searching for the right balance but also for the right amount of change. Changing things this hugely all the time will make the game fly all over the place. And what basically happened now is you made my staff character useless as opposed to other specs. And I am a 1 character type of guy. I need to be able as a player to switch things around if you are absolutely destroying specs or certain playstyles and they render my character a subpar experience.
I understand some changes but the way you destroyed staff users and focus build up is absolutely over the top. You basically destroyed an entire archetype. The need for respeccing is huge like this! And please not respeccing where you have to farm stuff with subpar and gutted builds. That would be even more punishment.
I have been farming crucible extensively and only encountered an issue once where something in the map was wrong and it was fixed. Feels to me like it is more a âyouâ thing. I die because of fall damage once every 15 runs and only because I am rushing too hard and am careless on jump downs.
Or the 1H affixes should just be halved.
I was also very concerned about the hammer brought for the focus changes so I went and tested it out. Mind you this is a level cap with pretty decent focus stats: it still feels good.
The damage went down slightly, sure, but the focus management isnât that bad until you start spamming blink and need to drink.
Looks great, thanks for the update folks.
any trends around crashes since the release of Patch 1?
My game was just fine until the patch installed this morning and now it wont open. crashes at the intro music - no title screen
uninstalled, re-installed, checked integrity , did the windows updates etc
still crash
Hallo ? Thank you ,
Isnât reskilling not included?
As a steam deck user, Iâm gonna say disappointed with the patch.
I donât feel any difference in performance at all.
Nameless pass area still drop below 30 fps, even with the max tdp,
I still even noticed performance spike if playing for a long time.
The fan curve spikes to 6500-7000 rpm. I have to restart the game to make it back to 3000-4000 rpm
Great patch overall!
Some Feedback on Key Rebinds
As it is now, i am still forced into external software to rebind my keys, as:
- It neither registers â<â on the QWERZ keyboard, nor my extra mouse buttons
- Itâs missing the option to doublebind keys for flexibility
- Most of the keybinds in use for menus and navigation are not rebindable - i see you are looking into that, but could we please get the option to rebind ALL of them? (looking at you WASD, 1/3, Q/E, R, F and ideally even Spacebar and Esc)
Also please, please, please would you consider removing the controller based restrictions (even more)? It would mean the world to me personally and enhance quality of life significantly.
- Add additional Shortcuts to menus (e.g. Character/Questlog), different weapon/offhand slots - I feel punished for unlocking the third slots! - and ideally to specific consumables?
- Separate the tap and hold functionality of keys - giving us access to reconfigure both
- You can add an advanced controls toggle with a warning if you need to
Much love, keep up the great work!
With this patch, as regards the usability of the pad, we are back to day one, the circle of gestures opens on its own even during combat/run (more times) and while you navigate in the menu (inventory) the tabs move on their own, very annoying.
Furthermore, in areas of the city already reported there continues to be significant frame drops (between the stuttering and the freezing)
Yea, fall damage is ridiculously over tuned.
Thank you for the keybinds. I would have liked to see further capabilities such as mouse buttons 4 and 5 as well as combination keybinds such as Ctrl+ something or Alt+ something. But Iâm glad we have this.
Some feedback on the changes to bows
First off, a phenomenal game. Even in early access itâs clear you have something special here. I love most of this first major update, some really great additions and changes here. But I think the team should reconsider the change made to bows, namely the shift from drawing focus to drawing stamina.
I really like how the offhand weapons, staves and bows, made use of focus rather than stamina. This made them a form of special attack to be used in conjunction with main hand weapons. But I think having bows draw from stamina now instead of focus breaks this dynamic.
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Main hand and offhand weapons worked well in concert precisely because they pulled from different pools (stamina and focus, respectively). This meant one could engage in melee to build focus and then doge away to engage at range. It also meant you could not necessarily (unless you built for out of combat focus regen but even then, it was only useful in specific and rare terrain) just snipe at enemies from a distance. But now that they pull from the same pool you cannot use them together.
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Furthermore, the stamina draw to damage ratio on bows dramatically decreases their effectiveness in most combat situations. The bow attack pulls about the same stamina as a one-handed sword but for half the damage at equivalent weapon levels. Given that most combat situations occur in relatively close quarters one would still need to dodge attacks even if using the bow as primary (or in fact using it at all) which also pulls stamina. But given the low damage and high stamina draw, combat encounters, especially boss fights, turn into slow, frustrating slogs. In effect, bows are not really worth it compared to main hand weapons. You get maybe 2 bow attacks and a dodge for most builds (unless you have dumped heavily into stamina).
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Bow attacks draw stamina but, unlike main hand weapons, does not built focus when you attack to deal damage. This further hinders a bowâs usefulness as I get little for its use. In addition to the aforementioned high stamina cost for low damage output, I donât gain anything in focus so I cannot build up for a rune/focus-based attack in the course of a fight. This is even more acute in boss fights where I cannot really stop to use a focus potion if I have health in my quick access (which is typically a must in boss fights). Again, this leaves bows very ineffective in most encounters. Even if the goal of the change was to allow for bow mains, then this dynamic nerfs such builds out of the gate.
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Finally, given that there is no way to respec at this point, this also breaks a lot of playthroughs. For instance, my build on this playthrough - from stats to gems - is built around a bow/sword combo and a resulting balance between stamina and focus and regen for both. This either forces me to dramatically change my play style or keep going with a poor build that is now widely unbalanced. I would also note that the regular attack for the bow still takes a rune slot, so I effectively have 3 max runes on any bow.
I would recommend to the team that they reconsider reversing this change and have bows pull from focus instead of stamina. This change really upsets the wonderful dynamic that was in place.
If reversing the change is off the table, then I implore the team to either dramatically decrease the stamina cost of bow attacks or bring up the damage dealt on bow attacks to levels close to or equivalent to main hand weapons. And most certainly allow bows to build focus on attacks.
If there is concern over bow builds becoming OP, then I recommend increasing focus draw on bow attacks as a way to balance them out. If the team was trying to open the door to bow mains, I recommend adding in a way to perhaps choose whether your bow will draw from stamina or focus â perhaps with a gem or rune option.
One suggestion, if you want to take the above mentioned route, could be to have weapons in the main hand slot draw from stamina and weapons in the offhand slot draw focus. The allow players to choose there they place their bow. To balance it out you might have weapons in the main hand deal higher damage than in the offhand. That way bow mains can get more damage for their stamina draw and those who use bow as secondary can use them effectively in concert with the main hand weapons â but not leave them overpowered in attack.
One last small suggestion. I love that the team is so on top of these updates during Early Access. But⌠if there are going to be such major changes as that with bows, a respec option is sorely needed. I understand a desire to nudge players towards multiple playthroughs rather than respec (and to make stat decisions mean something) but perhaps a âfree respecâ option when the team sends out a major update like this. That would help alleviate the risk of breaking builds halfway into a playthrough.
That was a long critique and analysis, so let me just end by reiterating what a wonderful game you have built here. I play a lot of early access games, and this is probably the most polished EA release and game experience I have seen in a long time. The hybrid ARPG/Souls Like hybrid game design is inspired. The art direction and visual are stunning - itâs a pleasure to just walk around this world. Combat is tight. Level design superb. Writing and voice acting are beyond most AAA games. You all have something special here. I hope you take my critique on the latest patch as just a player trying to help you all make this great game even better.
Still have stutter on asset streaming. The usual suspects are just as bad, like going from sacrament to nameless pass where my character will rubberband. This on a 7800X3D with 64GB DDR5 RAM and a NVMe drive.
Anyone else having issues with backstab. Feels like something changed and now I can only seem to land it on about half of the enemies.
Hi it looks like the problem is in your gamepad =) i have the same problem on my logitech F710
Was really not prepared for my gear inventory to get flooded with my weapon runes after the patch, but all the other changes are great. THANK YOU for adding crafting from storage!