Grim Misadventure #176 - So the New Thing

I’ve been playing with Rainbow filter and epic/legendary beams/dings so long that a) I forget they’re mods and b) I find it weird seeing the default loot now. I’m all for adding them to the game officially.

Home screen chooser thumbsup

Plus some extra stash space. Please. There’s waay too much gear and build options for us alt-aholics to manage. Though… I don’t want infinite stash, making it infinite (or using an external stash manager) takes away the housekeeping that should be there and encourages rethinking items (i.e. will I really use this in a build?).
But as is, there’s nowhere near enough space (especially for Hardcore) if I want to keep items just for a few different damage types, plus a few different classes, plus the really hard to drop gear that you keep regardless, along with components, merits, levelling gear, etc.

I think on the MI 100% drops, I would like it to be possible to 100% drop the first time, then work as it currently does afterwards (tweaking for the poor performers like Gollus, Gutworm etc.

Edit: duh, auras won’t use energy, silly me

I agree with RektbyProtoss that 3 seconds sounds like a better ‘panic’ window for nullifiers. 2 seconds doesn’t leave you sweating about Loxmere’s teleport long enough :smiley:

Excited to hear about what else is coming.

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What would be a great QoL feature is the ability to auto-toggle the quickslot bar when the weapons are swapped, because skills associated to those weapons become unavailable after swapping and there aren’t many available slots (10, of which 5 or 6 are easily accessible from one hand while fighting and holding the mouse with the other hand).

It’s partly addressed by the togglable passive skills being switched on, but I’m talking about active skills granted by weapons, like Ice Spike.

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Do you mean like pressing Y?

This is how it should always have been, as it improves content diversity instead of funneling builds into two flavors of the same content (cruci/sr)

+1

I know I’m beating a dead horse, again…, but more stash space would rly be awesome to have! :pray:

Bring back Duchy as well, there are still some Primal Strike variants that don’t have a build guide!

Awesome, I’m going to use them all, for example I prefer permanent Night since I play w/o shadows for FPS which looks bad during the Day.

I like it since it was boring for me to toggle them on on every reset or sometimes I forgot to turn them on, after nullification for example.

Preferred default behavior by me and I suspect most other players as well.

I’ll have to reformat the Beginner Compendium since X.Y.Z.U are shortened to Z.U there and X.Y is assumed to be 1.1 :sob:

My guess is it could potentially cause a situation where a beginner player has all their Energy drained by Enery cost/s which makes the character unplayable unless you respec or use Energy pot :thinking: Because now at least the buffs toggles off and you can play w/o it till you fix your Energy management.

Well the main challenge of Nullfication is that you die instantly not toggling your buffs back imo.

I won’t let you terk er jerbs :rooster: of explaining this weirdness to new players!

I know it’s more complicated but I have to ask - if greens droprates are balanced then why have you made crafting affixes on greens possible in the League :smile:

Great point and this would improve the experience a lot for new players. However this could be theoretically solved by

but might be hard technically.

Little stash space is my main issue / a deal breaker with Diablo series where I usually don’t have 3rd party solutions for that

I’d like to propose a feature

  • a toggle in Options that makes various appropriate skills have Force Move (aka no red monster highlight with target lock) by default, for example

    • Vire’s Might
    • Forcewave
    • Phantasmal Blades
    • Flames of Ignaffar

It would enable to charge through enemies with VM easier for skater builds. Easier to send Forcewave in between 2 zombies to catch them both without having to hold the Force Move button. This is especially valid if you play on a controller since then you cannot even target empty space beyond the monsters.

Forcewave could be always cast according to your character rotation imo and now when I’m leveling spam Phantasmal Blades with Mouse and Keyboard, it does work much better for me with Force Move as well. I’m able to hit more enemies with a single shot on average when I have more control over the direction in which I’m shooting.

This might sound exotic but related threads / messages do come up from time to time on the forum / discord or even mentioned in guides.

You can read in this popular Skater guide that its author, an expert on Vire’s Might thought of / tried having Force Move toggled permanently.

6 Likes

All great changes! Really hyped for this one! :smiley:

Could you please also add a way to reset the campaign progress of a specific difficulty to allow us to replay the campaign? Like maybe just an NPC that sends you back to the beginning or something like that. :smile: I’m not much for the endgame grind and I prefer running the campaign.

I know I can just delete some files, but I’d prefer to have an “official” way.

Crafting affixes gives an alternative way to get the perfect affix combination in an alternative way across the board. What I meant here is the difference of droprates of specific (Boss) MIs compared to each other depending on how long it takes to farm them. It’s two different things. One is comparative ease of obtainment of affix combinations the other is of obtainment of the base MI.

Will there be an option to toggle on/off all formerly toggleable buffs? I had a nightmare about maggots last night…

I mean… do you really want to farm the (for an endgame build) utterly trivial main campaign over Crucible/SR in order to obtain that perfect MI for your current or next build? I’m not the biggest CR/SR enjoyer myself, but it’s still arguably more fun for the end-endgame loop than resetting the game over and over in order to one hit kyzogg.

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Really liked GI for dps calculator, fully understand why its not belongs to the base game, but I think it will be fine if it was implemented only as timed thing near target dummies, just for testing purposes

Remove AoC points at Spirit Guide, kill a maggot, port, take AoC again. As a temporary solution :smile:.

Make target dummies attack you / have energy to leech while you’re at it.

I’d love an option for an Energy bar under the current Player’s Health bar.

Permant buffs with energy cost over time, like the Solael’s witchflame, are automatically toggled off when you use up the last drop of your energy (like casting Flames of Ignaffa)

Hope that won’t be a troble any longer.

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I’m heavily against autocast auras, with context of damage auras and secret quests in mind. The maggots and blue flame escort will be impossible without removing points.

I also really don’t want specifically Whirling Blades visuals on so many of characters that run the seal, but have no need for the aura. It looks dreadful on anything that isn’t pierce-themed.

Please make the autocast optional. With the changes to Arcane mobs, there’s not much need for it to begin with.

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yeaaahhh… nah thanks.
even as temp. solution this is annoying af.

Wait a second… all mechanics work both ways: to player and to enemies. Does that mean enemies will auto-recast their dispellable buffs after Arcanist’s Nullification or Ulo’s Cleansing waters?

How about increase number of dispellable enemy skills?

Like current Arcane mobs mechanic :rofl:

Perhaps you misunderstood my answer…it is not possible due to skill point rewards on each difficulty.

We’ll be reviewing that, uh, encounter.

Rare items sell for barely anything for a reason. We do not have plans to have auto-pick up for rares.

Seems debatable considering campaign has lower rare affix rates, not to mention we’re talking about bosses going from 50-70% drop rates to 100%, not some minuscule number.

Not sure how doing away with tedium is casualizing the game. You’re a pro for pressing 7 buttons at the start of your session?

Just like any preview, the numbers aren’t final. Nullification is likely returning to the Crucible with this change however.

You mean like…a new character? :laughing:

No. Player Nullification is not changing. Toggled monster buffs are already immune to dispels so it would make no difference anyway.

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Good.

I think it’s a fair proposal. Some of us wierdos just like playing the story (i.e. having the plot progression to work through), and upon completing the full Ultimate story feel lost at the end. It gives the character continued purpose as they search for the additional loot for build improvements, whereas jumping to SR etc feels like the role-play stops. I hope that makes sense!

Also, would it be possible to have Merits that don’t automatically open all the previous difficulty waypoints and skill rewards? Sometimes I want to jump to Ultimate to start through act 1, but I also like to jump back into Normal or start Elite if it’s not working out. With the merit, the progress is somewhat ruined in the process. Not a big deal, but just frustrating sometimes.

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I don’t have any problems pressing any number of buttons at the beginning of a session or re-pressing after nullification. Moreover, nullification is additional challenge.

Manual casting also important tool for modding work.

Looks like it’s not about these buffs:

You will still be able to nullify buffs off non-bosses, yes.

I think Nullification lasting 2-4 seconds for Everyone instead of 5s for a casual fumbling their keys and 1s for the experts is going to have more impact than testing how fast someone can toggle their auras.