Answers to your Questions!
I really wish that my Deaf player question had been addressed. I honestly did not know that currency items make a sound when they drop off screen. Couldn't that be added as an aura around the screen for the deaf/people that prefer to play without sound?
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Ordered my supporter pack on the seventeenth of December, and I'm still waiting for that shirt and art pack :O I hope my mail man didn't get things messed up or just left it on my front door one day for it to get stolen while I was out of my house...
If there's a way to track the packages, that'd be quite great so I know when to expect the packages in the mail. I'll just keep waiting until then. Thanks for all the answers so far. Will there be more for next week? Last edited by Abekrie#1338 on Jan 8, 2016, 12:19:11 AM
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No trade no endgame, cool. Seeya next year!! (Maybe?)
Don't forget to drink your milk 👌
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" That's sad :( Mine is at page 22 , still have some hope to get it answered!! :P |
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Thanks Chris!
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" Is there any reason to not just make them generic animations? One animation for most melee skills, one for ground-hitting ones. One animation for magic, one animation for channeled skills. That covers most skills except movement skills right there, and is an obvious solution. I understand if there are other limitations, but it just seems like your answer isn't how it would work if implemented anyway. Last edited by Xendran#1127 on Jan 8, 2016, 1:01:50 AM
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Entire post is PR spin and can be summed up as "We're not working on anything you want us to be working on".
People LOVE qol updates. The best part of 2.0 was the qol that came with it, but because you have to focus on hype it results in pushing out irrelevant content that very few people want that fixes none of the issues the game currently has. People would FLOCK back to the game if you implemented a trading system or any of the other things you said "na srry too boring to do". Fixing the map system or providing an alternative is another big thing that would bring people back. What won't bring people back is "yay I can blow through act 4 even faster to farm dried lake merc to 80 and then get stuck in 71 maps to 90+". You guys have no direction anymore and it's showing. You're playing too much to the media and far too little to the actual players of the game. /rant |
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great Read, as expected ...
Keep calm, play PoE, drink Tea & listen to Prog!
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" good luck to you :) |
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" -(I'm about to board a plane so I am rushing this before any replies get burred on page 100 of this post)- A LOT of builds suffer from this. POE makes it so difficult to really tell how much damage you are actually doing because all we have are health bars of mobs whos stats vary (including our own). Tooltip dps is at best a questionable guess most of the time. There are so many skills though with inaccurate tool tips or confusing toolTips. For example Tornado shot... does the display dps include the offshoot arrows? Can the offshoot arrows crit? ... Kinetic blast... ice Crush ... Frostblades, detonate dead, split arrow, righteous fire, discharge (varies on charges), explosive arrow, firestorm (does tooltip assume my fireballs hit 50% of the time?), lightning strike (how much do projectiles do), incinerate, ball lightning (how long the proj hits the enemy), glacial cascade, etc. Let alone the minion skills. Most of which display no DPS what-so ever which makes gem linking a guessing game at best... more like stumbling around in the dark... SRS ... should i use wrath? Hatred? Anger? What about SRS Melee Phys vs Minion Damage vs Multi Strike? Which does more damage? Who knows... There exist spreadsheets which try and guess at these numbers, outdated, old versions... but really... come on, its silly.... It'd be like removing the speedometer out of motor-vehicles, leaving guesstimating speed up to the driver ("looks like im going fast... I see things passing by, has to be fast, this feels faster than before") My suggestion: A potentially huge QOL for everyone would be a hideout addable dps target dummy: its an entity with unlimited health which you can attack. Damage done to it is immediately displayed (usually a on-screen dps text (another QOL that would be worth discussing)). After the target dummy does not take any damage for a set period of time (say 6 seconds), it displays the total, EXACT dps done to it during that time. An easier implementation would be to just display the total dps done to it in chat logs (once, as to not spam). Some examples (could not find any decent videos). https://www.youtube.com/watch?v=DhKqyO-UcpU https://youtu.be/hMbNo-JGl_M?t=49s https://youtu.be/-ungYaynNBA?t=8s https://youtu.be/bkSLI-ljKEo?t=50s https://youtu.be/9v_5oVF53xw This takes out the guessing. This actually lets us see how much damage is being done with hard numbers. Should be one of the easier QoL implementations. Again, please excuse the crudeness of this post, trying to get it out before I board my flight and any replies to this thread are left to the unseen void that is page 10+. Last edited by bunniu#6467 on Jan 8, 2016, 1:56:36 AM
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