I can’t get over how much I love skill upgrade trees in arpgs now. They can really change the nature of the skill, creates direct synergies with other skills or companions/ transformations, and makes you think about how to create a combination of skills and upgrades that will make you stupidly strong.
Seeing the notification that i can upgrade a skill is even nicer than levelling up in this game.
Anyone know the level cap? Up to my late 30s at the moment (which is sadly true in real life as well).
Has anybody tried the dungeons that need a key since the update? Particularly if offline. I ran Lightless Arbor and it let me respawn in the boss room 3 times when previously it was one death and you’re out, but it wasn’t clear if it was a bug or not. I didn’t want to take any chances dying more times only to find out it’s an intentional limit on lives… those keys aren’t easy to find ;)
I got my only dungeon key before I hit monoliths (the only key I got running my first timeline was an arena key as an echo reward). Haven’t used either.
I was struggling yesterday to figure out the minion team I wanted. Skeleton Mages feel very underwhelming. But I think I have settled on Bone Golem with two wraiths and that is working quite nicely. It will be fun to eventually spec the golem, but for now he works great stock.
As far as I could tell this doesn’t level adjust and you’ll be way under leveled for it if you do that then, right? Or am I missing some way I could have actually done it without being slaughtered?
The first monolith is level 58. Depending on your build, that might be reasonable quite a bit earlier than that. As you get higher level, you tend to be able to do things in quite a bit higher level range. It’s slower going, but doable. Beyond (I think) 5 levels higher than your character level you don’t get more xp, though, so it’s purely for the hell of it.
@krushnine I’ve played a whole bunch of these games over the years. This ranks among the very best.
Once I figured out this acolyte build, it started steamrolling. My sentinel was fun, but the damage output feels a good bit stronger and there’s much more safety too (not melee, tanky minions, lots of ward). I wasn’t sure for a while there that I would finish leveling, but now I can’t stop, lol.
The “compare to equipped” option is 100% what I was looking for, why on earth is that not on by default. I was on the fence about returning this one because the loot experience on the deck (which is where I plan to play this) was so awful, but that combined with the loot filters is night and day.
Although I was thinking about it this morning and I wish there was an ARPG where you play the villain. This kind of thing is perfect for an Iratus-style story. You’re some long sealed away Necromancer or what have you and you gradually become this unstoppable force, killing all the heroes who come against you, until you finally beat the chosen one and ascend to dark majesty.
Heh, funny enough I turned it on and decided it was too much info to process at once. Turned it off shortly after. I can see how it’d be a nice option once you get more familiar with the game’s systems and have your loot filters well tuned for whatever build you’re working on.
8-10 hours in and enjoying my Lich - just unlocked masteries in the past hour or so. Biggest annoyances that Diablo 3 got right are small QoL so far: give me some sort of pet to autoloot gold, and when I pick up a crafting mat grab all the crafting mats on the screen (or again… autoloot pet). There’s no decisions to be made here; you’re always better off grabbing gold and shards. I also don’t like how there’s an intermediate step where shards and runes hit inventory but can immediately be sent to the forge but that’s even more minor.
Good sign if that’s the level of issue I can gripe about!
I haven’t followed it closely, but I know it’s been a point of contention/debate for quite some time. The shards can be really quite powerful so the developers want some kind of user action involved when obtaining them but at the same time no one wants the game bogged down by constantly having to go to town and empty them into the stash. I think the current implementation was the compromise. I don’t know if I agree with it, but it’s what they settled on. I’m curious if it’s set in stone or if it’s still open for tweaking on the way to 1.0.
I understand why you need to pick them up, because some crafting items are rare and it’s important to see them drop. I don’t get why you then need to press an inventory button to put them in the crafting stash. It’s just a chore that you have to do every time you want to manipulate the inventory.