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Crows Corner Community FAQ - Nov 29th

Crows Corner Community FAQ - Nov 29th

1K View2023-11-29
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11/29 Crows Corner FAQ

Q: 1) Is it impossible to improve the animation speed of cube content? The hunting flow is interrupted too much.
2) There are many things in the game that are not clear. For example, in the case of this season's candle option, +2% damage, Skill Area, and Movement Speed ​​for every enemy defeated recently, it is not known whether the option is stackable (like Eternity's buff) or renewal type, and the duration is also unknown. I'd like a little more information about these things.
3) I'm curious if you can show additional hidden buffs in question 2. I'm also curious about whether I can only see the buffs I want to see, as the buff window is currently very cluttered.
4) As the season progressed, many characters emerged. I'm wondering if you're considering purchasing older characters in bundles at a cheaper price.
5) Please shorten the monster spawn time in Path of the Brave. The speed of coming out has become so slow.
6) Does reducing damage with debuffs like debuffs affect Watchers attacking on maps including Path of the Brave?
7) I'm wondering if Savage Charge's 8% movement speed increase per channeling will have any effect. DB says that it gives an additional 8% movement speed per channeling. butEven if channeling exceeds 11, the movement speed increase seems to be small compared to Flame Path.
8) I wonder if things like reduction in damage received can't be displayed separately in the status window.
9) I would like to know roughly what the next season date is.

A: 1. The Cube of Rapacity's lottery animation will be sped up in the next Season.
2. We will gradually optimize the game panel in the future, striving to give players a more detailed view of their Stats.
3. There are no plans at the moment.
4. There are no plans for now, as we release 100 Hero Emblems each Season, allowing players to obtain a Hero Trait.
5. Next Season, we expect to optimize the Path of the Brave, enhancing the combat and flow experience.
6. Please describe the problem in more detail
7. We've tested it, and it's working normally. If it's definitely not working, we need to check your Character.
8. There are no plans at the moment, but we will gradually optimize the content displayed in the status window.
9. Please pay attention to our official Announcements.

Q: Will we get buffs/reworks for Beam and Shadow skills in-game? The concept of those skills are quite interesting but almost no one uses them. I would love to see those skills in use for the next season.
A: We do have plans to buff them, so please be expectant.

Q: what does physique actually do, only visual effect?Does it grant area size or other stats?Does it make the hitbox bigger?if it does, please make it a keyword.
A: Currently, it's only a visual effect, and the hitbox will not change. We hope that wherever the Enlarged Physique effect is applied, there will be corresponding effects, such as an increased Skill Area, to make it more understandable.

Q: Do minions' skills same as the skill which summon that minions and benefits by +# skill level by the tags? Because it only keeps showing level 1.
And most of them have 2 stats, "deal #% of base damage" & "effectiveness". Since normally, attack skills have no base damage , only effectiveness, it doing like 【0 + (weapon + adds) * effectiveness】.Do minions' skills based on DMG affect their effectiveness?
A: Minion Skill Levels will also increase with the corresponding Summon skill Level, and their effectiveness will improve, but due to some implementation reasons, it's currently not visible. We will find a solution to this issue.
Q: Some skills have multi-phase, and each phase has their own mods. Meanwhile some skills have overall mods, like: physical convert as cold...
Please make the skill description more clearly, which is phase only, which is overall. Like add an empty line or break to split them off.
A: The default description is a simplified version, as overly detailed descriptions can be unfriendly to new players. The Detailed Mode description should meet your requirements, and if there are still unclear aspects, please provide feedback again.

Q: One of the mechanics keeping me from playing the game is that purchasing stash pages is removed when the season ends. I don't like the idea of my money going to waste, i.e. getting no value after the season ends. Is there a chance the purchase of stash pages could be permanent? I am not buying stash pages every season and only have a few pages each season. I play a lot of Path of Exile and I purchase a few pages every season so I can build up the total pages over time needed to effectively keep my items and have the space to save valuable items to sell. And auction house listings are also a problem.
A: Currently, the Trade House page is designed with a subscription-based approach. However, we have also noticed that many players prefer the Eternal Effect purchase. We will consider how to improve this aspect of the user experience in the future.

Q: On some Netherrealm maps, like say Beast Plains, Trial of War appears (can appear?) quite far from the starting point, and there are even some enemies between statue and player. Is it intended? Will you adjust the distance?
A: We hope that the location of the Gameplay is as random as possible, so the Trial of war's selection points are within a certain area at the start of each map. Therefore, for some open maps, there is a certain probability that such a situation may occur. At the same time, we also hope that players will respond to these random selection points accordingly.

Q: There is a talent providing "+10% additional Ailment Damage when a hit inflicts Double Damage". Is this by design? It looks like it should provide +100% to match doubling. Or at least +40% with slates in mind.
A: We will Reconsider whether this design is appropriate. It may not be a good idea to require players to chase Double Damage with an abnormal BD.
Q: 1) Do projectiles of Vertical skills aim at enemies or drop 100% randomly?
All Vertical skills also have the "Area" tag. "Marked Rain of Arrows" clearly says that "Explosive Arrows" are falling. But there is also a drop area, so I'm not sure how other skills deal damage.
2) Do all Vertical projectiles deal AoE near the drop point, or do some fall to enemies directly?
2a) If there are projectiles without AoE component, will they benefit from "+% Area damage" since the tag is here?
3) If different skills have different mechanics of targeting or damage, hint how to distinguish them.Thanks!1)
A: 1) Vertical skills' Projectiles will partially Aim at enemies when Dropped, and the rest will Drop randomly, with differences between skills. Rain of Arrows and Arrow Einherjar's Projectiles will 100% Aim at enemies when Dropped, while Marked Rain of Arrows and Inexhaustible Barrage will be 50%.However, when the Aimed Projectiles exceed the actual number of enemies in the Area, the excess Projectiles will also Drop randomly.
Vertical skills can apply an Area Damage Bonus. The Skill Area Bonus will increase the Area of randomly Dropped Projectiles and the Explosion Area of Marked Rain of Arrows and Arrow Einherjar's Projectiles after going Vertical, but it will not affect the Accuracy Area of Rain of Arrows and Inexhaustible Barrage's Projectiles.
2) Marked Rain of Arrows and Arrow Einherjar will cause Area Damage at the Drop point, while Rain of Arrows and Inexhaustible Barrage will only cause Damage to enemies within the Projectile's Accuracy.
2a) Vertical skills can all apply an Area Damage Bonus.
3) Currently, you can only distinguish through actual testing. We are considering optimizing the Skill description to make it clearer in the future.
Q: Magic (blue) hero memories/relics are extremely random and farming them yourself is quite a daunting task. Are there any plans to implement a system to reduce the variance in drops of magic hero memories and relics? Maybe something similar to the candle fusions could work. Of course memories and relics can be bought via trade house while candles cannot but I don't think that the ideal path to get better memories should be trade
A: Hero Memories relics are currently too reliant on the Trade House, including some Legendary Memories relics that are expensive and difficult to obtain. These are issues we want to address, but it might not be resolved quickly, and we're still looking for solutions.

Q: There is no single active attack skill that has the "Physical" tag, since all of the attack skills are "dealing X% of Weapon Damage". Anger's Burst is the same, But why does it have a "Physical" tag?
And we can see  Burst deals 550% of weapon damage but why don't Frostbitten Heart's Cold Pulse show how many it deals? It only said "increase by character level". Like Burst is "1% additional damage per level", we want to know the value of Cold Pulse too. And That's odd to see it have both "Cold" & "Elemental" Tags.
Will they take any benefits from + skill level?
A: Next Season, we will add a Physical Tag to all Attack skills that do not convert damage.The implementation of Cold Pulse and Burst is different, and it's difficult for us to Show the accurate Damage (due to the hyperlink implementation issue). We will think of a solution next Season. They will not benefit from skill Levels.The Elemental Tag is indeed written in excess, but it has no impact in practice.
Q: Uncontrolled Anger said "+80% Additional All Damage", this description is kinda specific. Is there any difference between "All Damage" and "Damage"? Does it mean "Every Damage Type", so it is stacking up by tags?
Do Landslide 4, 5, 6 Ammo Used Buff stacks? So it deal [1.2 * 1.4 *1.8 = 3.24x] Additional Damage?"
A: All Damage and Damage are the same; this is a remnant from when descriptions were not completely unified in the past, and we will make corrections.The three buffs of Landslide will not stack; only one will be effective.
Q: The minimum of Res is -200%, does Res Penetration still affect it when it’s already -200% res? 30% penetration becomes -230%?
A:  Currently, we do not have a minimum value set for Resistance, and there is no limit on Resistance Penetration.
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