Thanks for reporting this, though the best way to report buts is to email me. I’ll look into getting this fixed.
It’s a visual quirk, as the cloud is part of Tengu’s animation directly, rather than a particle effect.
I do want to reduce the cost of the mossy clump and I think that’s likely to happen in a patch. It’s surprisingly still not weak even after the recent nerf though, but probably another one won’t be needed. Currently the weakest trinket is still the mimic tooth, but people love it for the gameplay it creates. Sundial and Trap mech are middle of the road and blodo vial is surprisingly really strong, it just needs to be played around.
When allies, wands, or some artifacts are used on an illuminated enemy, the debuff is consumed and the enemy is dealt bonus damage equal to the priest’s level.
If the equipment is cursed but unknown, there’s a 15% or 25% chance that your attempt to equip it will be cancelled and you’ll be notified that the item was cursed.
It should already be out everywhere, including the App Store!
The feet are indeed meant to be obscured in the grass.
Glad to hear it! A straight up healer class doesn’t really work in Shattered, so I’m very glad that I’ve managed to make something with a similar feel work via the Cleric.
Not directly, as the other heroes don’t have a tome item, but you can metamorphic their talents to get alternative effects.
I’m not able to reproduce this with other items, but for spells this makes sense. When you swap equipped item like this the game will also automatically swap quickslots, and the tome needs to be in a quickslot for autotargeting to work, that goes for thrown weapons too.
Also, in future if you want to report a bug the best way is to DM or email me.
That is intended, Mimics are still enemies, not items, and the tooth doesn’t make it impossible to tell the difference, just much harder at a glance. They also still have health bars if you examine them directly while in vision.
No worries, it’s not a big deal either way. It used to be an important rule back on the PD subreddit when releases were a lot buggier, “I found a bug, evan pls fix” posts would take over the subreddit sometimes.
I only consider gameplay data from players who have at least 1 win already, specifically because new players would have an outsized impact on winrates. However, the Warrior is the first character to unlock, so considering only newer players actually tanks his winrate the strongest, as absolute newbies have him as the only option.
You’d also be surprised about the number of runs in total. I won’t give away specifics, but even when only considering 0-chal runs from people with 1+ wins it’s on the order of thousands of runs a day. I actually specifically ignore runs from higher chals because at that stage the number of runs becomes too few to make meaningful inferences.
I’d rather people message me with some false-positive reports than not at all. Mainly it’s best to avoid posts because most of the time the post is perceived as being just for me and people will ignore it. If you want to frame it like a discussion though that’s fine.
You are not the only one who’s surprised. The passage of time is terrifying.
I agree that the Huntress is the most improved of the splashes. As for the Rogue, I agree that his splash is the most generic, but woudln’t something liek an eyepatch or scar only worsen that?
As for Trinket, while I do want to keep making sure they’re all viable, but people are definitely upgrading them. It’s very dangerous to assume that the way you and people around you play is how everyone plays the game.
Thanks for the report! Though it’s best to message me directly instead of making a post. This should be fixed in BETA-2.8.
I actually specifically wanted players who are paying attention to be able to quickly identify whether a chest is a mimic or not visually, you can even still do it with the mimic’s tooth. I really dislike mechanics in games that effectively force you to perform an attack or search interaction on every chest in case it’s a mimic.
Honestly that should be a bug, will double check that.
it does exist in vanilla but is far more accessible in Shattered. Sometimes when issues are lower priority it can take me quite a while to get around to them.