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Big McLargeHuge!
Thanks for the update, and stay safe!
Minions now have a Movement Speed relative to ours.
Minions now interrupt their attack and try to retarget as soon as their previous target is dead."
Wooo happy to see minion love. Hoping minion builds will be viable endgame
*cough* Can't wait for the Necro DLC *cough*
P.S. I stopped reading as soon as I read: "shared cooldowns" GG, game's doomed.
The reduction in Pure Slorm costs does seem a bit meaningless because it will ramp up quickly to old numbers? Or how much less Pure Slorm will we need to max out those upgrades?
Like what is this
Reaper of Mana Harvest
The size of Mana Harvest is now increased by 1 -> 0.5% per level.
Good Crop now grants you 100 -> 10% of the total amount of Mana Leech as Raw Damage.
One thing that was always annoying to me is that slorm temple was trivial due to having to climb through lvl 20 areas as a much higher level (eg after campaing). Much faster level scaling or adjustment to character's current level should be added.
Is the forge now not viable as gold farming mechanic? I didn't feel like it was busted, just competetive with wrath farming -- also, great rewards involve great risks and time investement.
I like void arrow changes, the "kill adjacent enemy" mechanic was busted. One thing I wonder is if it still feels as clunky. I used "autocharge when torment" passive -- it would be convenient if a click (like all other attacks) instead of hold-unhold was enough in this case since charging is redundant. Not sure how I feel about arrows firing sequentially instead of a cone. Seems like this skill will lose its room clear potential.
Also the torment change seems great, it was annoying spamming an exact amount of skills in the same cadence to utilize torment efficiently.
You will be able to test before the release yes. We will move onto experimental in a couple of weeks, before the release in the Live branch.
Thanks for your valuable feedback.