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I can't say that I fully understood the meaning of what was written, but thank you for your attention to this topic
Ability do too much damage.
It not work as intended = bug.
They fix.
You not happy.
You want other fixes.
Other fixes require more work for the same outcome.
Why should they work harder just to make the ability work the same way?
Just curious, because it's clear there is no appeasing on the topic. You can further build into it or drop it for other options pretty easily.
- It worked fine pre-DLC -- reapplying a status would not trigger an explosion, but separate stacks would proc independently
- They bugged it where reapplying the same status would repeatedly detonate, up to the 1 second internal cooldown. This was indeed a BUG and definitely needed to be fixed
- To "fix" their bug, they added a 5 second internal cooldown, which does indeed make the item useless and worse than before the patch
- To top it off, when something is hit by the explosion, it then can't (consistently) be detonated itself.
I have no issue if they wanted to restore the amulet to what it was, but they're nerfing something ignorantly that was only powerful because they had just broken the item with a bug.
The game's coming out. The amulet doesn't work as intended.
DLS is coming out. They* fix it, the amulet doesn't work as intended.
They *fix it again in the laziest and stupidest way possible.
The question is, is it right, I believe it is not.
Thank you. At least someone understands me
It's not really about this subject specifically, but about the developers' approach to solving their own mistakes. If it goes on like this, more and more items will become useless.
And I would argue about maintaining the usefulness of the item
Well, it had more than one problem. It was also not triggering sometimes when it should.
This doesn't sound like how Tragic explained what was going on w/ it in a podcast the other day.
He said that the amulet itself was bugged (not triggering properly all the time, sounded like it was perhaps specific to co-op) and that it was difficult to get working correctly, but they were going to keep at it. It sounds like the "fix" caused the new bug that also needed to be fixed.
I'm going to lean toward believing the explanation of one the game's principle designers in the absence of any other evidence.
and that may be so, but if you are reading the item, and the info given to the player it was working as intended , maybe not for and explosion on a re proc of the same status(bleed into bleed) which i could see as a bug. but being able to proc an explosion on two different status's (burn into bleed)back to back would make more sense.
they have kept it way to vague on how it was suppose to work. i would like to know more than "Fixed an issue where Energized Neck Coil would apply damage with every application of a status effect." what was the issue? from reading the item it was working as intended. i would like to not have to watch a video or listen to a podcast to understand what the issue was and what there intended idea for the item is.
that being said i'm alright with the changes, it just sucks a little when i get on to find out my build isn't working the way it was the last time i was playing, and all i get was it wasn't working as intended. its frustrating as hell