9/27 Crows Corner FAQ
Q:Hi. Could you tell how XP penalty and XP bonuses interact? Is the penalty a multiplier or just a negative bonus?So for 20% penalty and 30% bonus is the result 0.8x1.3=1.04, or 1-0.2+0.3=1.1?
A:its 0.8*1.3
Q:Are the beacon cards "Recollection" and "Mourning" mistranslated or bugged? They indicate that they are able to drop t5+ beacons within t7 maps, but that does not seem to be happening. They work correctly in t8 maps.
A:They’re the translation mistake, it should only drop T5 Beacons, the 5+ beacon drop of the T8 is a natural drop, we will fix this problem as soon as possible.
Q:Searching for good Divinity Slates at Trade house requires long condition groups. They are saved between sessions, unless an update comes. So with each hotfix all these lists reset. Can you do anything with it?
A:Our design is to save on local devices, so even hotfixes won't cause a reset. However, there might be some anomalies. We will look into this issue.
Q:Is there a way to add a visual effect to the injury buffer on the HP. When using Delayed Pain for example I am not sure if the injury buffer is applying or not. I was hoping for a visual effect like Progenesis in POE cause I sometimes get one shot when delayed pain is active and I don't know whether it was the damage that was too high or if the injury buffer didn't work
A:Great suggestion, we will think about it.
Q:Hey there, can you add some function to lock suffix or prefix while upgrading t1 affix to t0 affix? I think it would be a great addition to the game. Thanks!
A:There is currently no plan for this, but it is worth considering. Thank you for the suggestion.
Q:Since minions have no duration, is there any plan to remove/rework the "Minion Duration" affix from the Interlocking soul?
A:Minions still have a Persistent duration, but indeed, due to the addition of Command, the value of this State has decreased significantly. We will consider this.
Q:For context, I will refer to the Global Troop limit to the Character limit and local to the number of troops that a single skill can summon. With the changes made to the minions in the current season, and the changes made to the "Mechanical Modification '' support, it is impossible to have more than 3 minions summoned at a time. Doesn't even matter if we use 2 different minion skills the global limit is halved, none of the modifiers on items seem to increase the global limit, but only the local limit, which makes All of the +1 Synthetic Troop limit modifiers completely useless, the only Instance of the mod that seems to affect global limit is Moto's Relic which reads "Max Synthetic Troop Minion Quantity +1, -# Overload effect" When you have this relic your limit allows you to summon up to 7 synthetic troops and allows you to reach 4 minions with Mechanical Mod. Can you clarify if 1. Is The "Max Synthetic Troop Minions Quantity" that appears on Decayed Mind, Mind Infusion, and crafted amulets supposed to increase global quantity of Synth Troops up to a max? Or Is Mechanical Modification supposed to decrease the local quantity of Max Synthetic troops. Any of these scenarios will allow players that invest reach 6 max minions with Mechanical modification which is the previous max players were running.
A:Apart from the Max Upper limit +1 Affix in Commander relics, other Upper limits apply to the skill itself, increasing the Minions Quantity that a single skill can Summon, rather than the total Upper limit. For example, with Decayed Mind +1 Summon Quantity Upper limit, if the skill can Summon 5 Minions, equipping Decayed Mind will allow the skill to Summon 6 Minions. However, this Quantity is still subject to the total Upper limit (6); if after equipping, the skill can Summon 7 Minions, it will still only be able to Summon 6 due to the total Upper limit restriction.
Q:If the hero rankings implemented in In-Game create a web page that integrates all servers (Asia,America, Europe, China), I think we can get research and ideas for various builds.
A:That's a great suggestion. However, our current manpower may not be sufficient to cover it, so we will consider it in future versions.
Q:Can we have invulnerability after leaving Aeterna? That seems unfair to be killed with something in millisecond after you load back to map. Also would be great to have a similar defense mechanic for elevators in maps.
A:We will discuss it.
Q:Could we get supporter packs for the start of new seasons which have the new hero, exclusive cosmetics and some cash shop currency in them?It works great in PoE and it could be a better monetization for this game. Or if there is a possibility of improving the battle pass, with things like more auction slots, tokens to roll skin or pets.
A:Currently, no plans are in place.
Q:In the global server Deepspace beacons go around 28-30+FE each,this brings you to 42FE to just do one full juiced Deep Space run and almost always you do not get more than the half of it back.Could we increase the droprate of t5+ beacons to have a more healthy deep space farming?
A:The purpose of Deep Space Beacon is to provide players with a high-investment, high-risk, high-reward grinding experience. Theoretically, its market price will self-adjust according to its returns. We will persistently monitor the operation of this system, and there are no plans for modifications at the moment.
Q:Rhythm support is definitely nice, but with the cap at 6 seconds, smashing skills is still the way to go. In a similar way Iris has to constantly smash her trait mindlessly on cooldown unless you get a very rare memory.Is this a view to this being fun gameplay, or is there some other reason why barriers are placed to stop skills being reused on cooldown automatically?
A:Rhythm is an experiment we are conducting this Season. We have an internal concern that the introduction of such skills may make the combat experience monotonous and devalue the current Triggered Skills (such as Cast When Taking Damage). Therefore, the design of Rhythm is more cautious. We will decide how to adjust the entire Trigger system based on the situation of this version.The automatic Trigger of Iris and all Hero Traits is something we struggle with every time we design. We are also considering whether we should move the automatic release and movement Channeled from Memory to more accessible places, such as inherent traits or Normal Hero Relic/Memory. Initially, we wanted players to have some operational experience (whether it is interesting is also controversial within our team), but indeed, such operations are more tiring in the later stages, so we will reflect on this.
Q:The infinite city displays a 5% quantity increase at certain breakpoints (1, 21, 41, etc), but shows little to no change in the rewards between those breakpoints. Do the rewards change at all between these reward thresholds, and are they actually only 5% increases per 20 tiers? Is there a point in going to extreme depths if the rewards are so minimal? Are we missing something?
A:Floor 41 and 81 will provide additional Fluorescent Memory Shards and Legendary Gear Drops, while floors 81 and 101 will offer a 5% additional drop quantity bonus. The main purpose of designing infinite floors is to allow core players to pursue higher rankings, develop and validate more powerful builds, with not many rewards. It is a system that attracts players with honor as its core, rather than rewards as its core.
Q:It has been a common discussion that we as hunters should care more about survivability instead of building raw dmg glass cannons, but we get into the endgame content where there are boss attacks that cannot be survived no matter the defensive investment we put into our characters. I am not talking about the telegraphed one-shots. There are stray projectiles and constant ground degens that can deal upwards of 1.5 million damage to player characters with no warning or build up. With mechanics like this, the best defense will always be shortening the fight with massive DPS. Is this how these fights are always going to be balanced?
A:This situation is not what we want to see. We will try to improve the readability of monsters or Stage skills, allowing players to better cope or have better expectations. However, due to the stacking of some Affixes, it is difficult to thoroughly investigate, so if you find any particularly unreasonable situations, please feel free to provide feedback.
Q:Some legendary hero memories have a lower grade effect compared to their magic counterparts or just have effects that don't make sense. Are legendary hero memories supposed to have a low budget function of the magic memories or are they supposed to have their own unique effects? One example I want to point out is the Heart of Absolute Fusion (fire-ice fusion Gemma) which grants 1 max fusion per magic memory and up to 30% fusion energy effect per legendary memory. A magic memory can have up to 4 max fusion energy (always) and up to 60% fusion energy effect (always). There are many examples like this though where the legendary memories either hinder the character or are beaten by a magic memory with tier 2 mods on it.
A:This is an area where we have not done well enough. In terms of positioning, we hope that Legendary Memory relics bring unique effects and have different use cases compared to Normal Memory relics. However, the current situation does not meet our expectations, and we will make adjustments.
Q:Just want to start this off with that I love the current crafting system. Not only does it feel like I have a lot of control, but it also feels like I can constantly get a better item, which keeps me engaged. It also seems that way for many people; with sand and ultimate embers actually having value this season.
My only gripe is how low chance some mods and their higher tiers are. Using 10,000 sand to not hit anything you want feels pretty bad. I would almost prefer seeing less fuel drop with a higher chance to hit good mods, but that's minor number tweaking at most.How well does the dev team feel it landed though?
A:That's a great suggestion. However, we will not make significant changes to the economic system during the season. We will consider it in future seasons.
Q:Hey I would love to know about those portals that sometimes spawn in map after u kill rare monster.Are they somehow related to specific map areas like Voidlands? Is it related to some content such as a Cube of Rapacity or is it just a totally random "jackpot" proc on some maps? Ty for answer in advance =)
A:It’s just a totally random "jackpot" -_-!
Q:Is there any plans to bump up the droprate of tears or at least let the ruins of aeterna also drop tears because with all tears node maxed, i can barely fuse 2 candle per city run and most people have a ton of stash store for candle that will take too long to fuse.
A:Currently, we have no plans to make changes to the economic system mid-Season unless significant issues arise. This is because such alterations may cause players who have already put in effort to feel unfairly treated. However, we will exercise greater caution in our future designs concerning the dual-resource (candles and candle tears) requirement system.
Q:If I add 100 cold damage to spells with no other stats or traits, how much cold damage does it deal? The "added damage effectiveness" stat is all I am curious about. Is it just 100% for "special" skills like the Necklace of Firebird's proc?
A:The current skill Damage utility of the firebird Necklace is 30%.
Q:Hi, is it possible to reduce the time to complete the red and white circles in Ruins of Aeterna? The red one takes 10 seconds/each and white one is 6 seconds/each. Red one is obviously too long even if you are not playing too much, and white one is literally staying in one place. If you play many hours per day (let's say nolifing the game), these two circles start to be very annoying. For some builds, like Cast while Channeling it can be a problem since you are always moving with Path of Flames to trigger your skill. My suggestion is: make the white circle time to complete lower (let's say 4 seconds) or make it bigger and around the candelabrum so you are not punished to play moving build. For the red one my suggestion is just straight up lower the time to complete it, like 6 seconds. Getting this one over and over feels like hell and actually puts me into sleep mode.
A:We acknowledge that different gameplay experiences will vary, and some may involve longer actual playtime. However, we have already accounted for this in terms of rewards. If many players find the experience tiresome, this indicates some aspects of our design are not ideal. We will reflect on this and explore potential design improvements. However, since most of our resources are currently focused on developing the next Season, any improvements may be implemented when the ss2 gameplay is integrated into the core gameplay in the upcoming Season.
Q:Have you considered making a limited time Boon even for the older pact spirits such as Chalk Spirit or Kong that are in very huge demand?
A:We will consider bringing back previous Seasonal exclusive Pact Spirits at an appropriate time. There are no plans to create a separate Boon event for Chalk Spirit at the moment.