We will revive your corpse in-game if you die while waiting. Just need a volunteer to mash the keyboard to revive you, (chain a cat near the KB). Problem solved. :rolleyes:
Good point a needed stat to add.
If we really want a fully customizable filter it need to be logic expression based, for example:
Legendary|Epic|(Rare+Two_Handed)
The current implementation seems not able to do the above simple filtering.
Awesome incoming changes!
This is great. I got tired from the screen covered by item names in the middle of fights, or holding alt and having everything displayed, even what i dont desire. I hope the filtre applies to alt button to.
That would be nice.
It actually can…
So basically check the Always Show Uniques box, select Rare + 2h in the other check boxes, and you’re set.
That’s a nice feature, but it misses a “select all/unselect all” button.
A “auto-pick up/auto-pile up” components option would also be nice (exactly as how the potions automatic pick-up work).
And a “hide all items display/all notifications on screen as long as there are enemies on screen or I am fighting” as well (“enemies on screen” could mean anything hostile within 20-25 meters radius, and “fighting” could mean something like “has just done some damage to something (not neutral, like furniture or dummies)” and “has just received some damage from something” within the last 3-4 seconds). It can be a pain to finish a boss or something on a screen full of “iron bits”, and names of potions, components and various items covering the screen.
What does it mean to have nothing checked in the last two categories of the loot filter? Do they show all or none?
To me, in the picture shown of the loot filter (if that is the default setting) would indicate that nothing checked in those categories means show everything.
Yes, that would be the case. If you want to see items with specific stats then you need to check the relevant boxes. So if you want DA then you tick that box.
Please change Reflect damage. Skill useless. I use 100% Reflect and efficiency is very low. A skills in the constellations? Why not make the damage from skills fixed, without modifiers. For example, playing as a soldier, I could use the Light of Empirion more effectively if fire damage would not depend on my equipment and modifier for this type of damage. Thanks
awful idea, at that point, what is equipment good for, just health, armor and resistances ?
Of course not. Equipment is still used to improve basic skills. Thanks to the equipment we are already creating the basis of the character. A constellation is an addition. At the moment, studying the stars, I have to take only what is again the best of my basic indicators. Since other constellations are not effective for the character.
Have to agree with this, it would kill a part of the equipment variety…
Yeah, terrible idea. Means i can’t increase the damage of the devotion by getting more % damage.
uhm, yeah, nice… i’m much more interested to the changes to cunning and spirit tho, do we already know anything?
Yes.
7th December stream:
“For those that don’t know the next expansion is adding two new attributes to items and skills. The first is increased healing which affects potions, which affects your healing skills, which affects life steal, and the second one is retaliation damage added to attack. So imagine for example that you’ll throw a grenado and a portion of your retaliation damage will be added to the explosion.”
18th January stream:
"kyleblake48 : does increased healing impact hp regen or is it only flat healing from skills and potions? @Zantai_GD
Increased healing impacts actual healing affects like healing potions, healing skills, flat heal."
sorry but what does this have to do with cunning and spirit changes? are they going to add increased healing per spirit point and retailation to attack per cunning point? not sure if that would make spirit and cunning on par with phisique aside from a narrow range of particular builds.
Sorry, that wasn’t detailing the change for Cunning and Spirit, my mistake.
What will be happening is that Cunning and Spirit will give +1 to Health for each attribute point spent in them. Physique will stay at +2.5.
“One such change is the addition of Health from Cunning and Spirit to offset the value of stacking Physique and improve the survivability of builds that were unable to stack high Physique to meet gear requirements.”
Here’s a more relevant post, though without the info that medea provides: Grim Misadventure #154: A Look Back at 2018 both the DLC and a future patch will address this issue (though it looks like just added health, not healing nor retaliation):