Looks good! Excited to see what’s to come! I havew a few followup questions xD
Will you consider adding new overlevel perks?
Yes, the original 7 were added as the start to the tree. We have been watching the forums, and especially this thread, for ideas on what the players are interested in. One thing to note: as Mathieu said in the above thread, we don’t want these perks to be combat related. We will continue to take player input on what they would like to see added to the tree, and go from there implementing 1-2 new trees to start.
Looking forward to this! There are 15 perks suggested so far, which are your favourites? What sort of timeline are we likely looking at for the new additional perks? With the DLC? Weeks after DLC? Months after DLC?
Can you make the capes break down into a shards?
We have always thought of the capes as an achievement slot. There is no way to buy a cape without actually accomplishing that achievement (like killing a World Boss, getting the grinder tool cape, finishing the MSQ in game, etc.) and as such we drop capes off of these activities at a higher rate then we do other items, sometimes up to a 100% drop rate, to ensure that players that want that cape to show off their achievement can get it their first time without having to farm over and over. This would prove to be a problem if they were able to be broken down into shards, which can then be sold/traded, as we would need to restrict their drop rates then.
The GRINDING cape isn’t 100% drop chance, it’s fairly rare, could we at least see that one break down into a shard? I can understand the 100% drop chance capes not breaking down into shards but it’s different for the grinder, you have to work hard for that, and getting that cape after already breaking it down is like receiving a drop but then having it taken away from you as you get nothing out of it
Will the lantern be fixed so it lights up better in caves and the mines/halls dungeons? Can you make it so it always shines even when you’re fighting?
While working on the MSP, we have also added a way to change the ambient lighting in specific parts of a zone, and will be applying this to the overworld caves (so for instance inside of Sarrow’s Cave outside of Highsteppe), but this will not be near as dark as the dungeon was. I always thought it felt strange to enter a cave in game but not feel as though I had walked into anything different from the overworld, so this change (while still not as dark as an actual cave) gives you more of a sense of ambiance and entering a new area. I’ve attached a short gif below just to give an idea of what it will look like, and the darkness of the cave.
This looks great! Will it still rain inside caves though? That still happens