Hey, we have just added the ability to add your b-tag and your class to your post bits on the left side.
Just got to http://www.diablofans.com/advanced-profile to fill them out!
- overneathe
- Wise Elder
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Member for 12 years, 8 months, and 25 days
Last active Wed, Sep, 30 2020 02:06:45
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Molster posted a message on Add your Btag and Class to your Dfans postsPosted in: Diablo III General Discussion -
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Bagstone posted a message on RNG QQ ThreadsBasically, the answer to this thread is: the moderators agree on this.Posted in: Diablo III General Discussion
There is a caveat, however. What distinguishes a fruitful discussion from a pure "RNG QQ thread" is oftentimes not that simple to determine. We want discussions, and the last thing we want is censorship or turning people's opinions down. Also, let's be honest - from time to time you need to vent. Some people do this internally or offline, others need to let the world know about the injustice. To a certain extent this is okay and should be tolerated; in specific instances it has become too much, though, as you have pointed out.
As I said, deletion is not an option. In general, locking is better than deletion because it also serves as an example for the future to show others that these threads will not stay open if they turn into "whine threads", tinfoil hat theories, or get to a personal level. Deletion of threads only happens if the content of the thread would be malicious for the forum's health in case it stays around (e.g., unauthorized advertisements).Quote from shaggy
As a suggestion, maybe don't infract people, but just lock the threads (or outright delete them so they DISAPPEAR), and point people to a singular thread? IDK, I'm just spitballing.
We've had a lot of venting over the past few days, and we have been fairly lenient (maybe even too lenient) on handling these threads. We are going to tighten up the policy a bit and make sure that threads discussing RNG are actually contributing anything - otherwise, for the sake of keeping the activity feed uncluttered, those threads will be locked. In the meantime, keep in mind that the correct way of dealing with what you deem to be "useless threads" is not to post in there, but rather report them. By posting in such threads you actually bump it up yourself on the news feed, doing to others just exactly what you don't like about "useless threads". -
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Astion posted a message on Crusader Transmog Thread!Posted in: Crusader: The Church of Zakarum
Rate the above transmog, and post your own transmog! -
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Bagstone posted a message on Inherent flaw in cursed chest systemThis perfectly presents my sentiment about cursed chests:Posted in: Diablo III General Discussion
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Bagstone posted a message on What Location would you recommend to farm when 2.0 hitAllPosted in: Diablo III General Discussion
All
Fun -
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Edriel posted a message on [Suggestions]: Wave of Death, Defence of the Outpost and Infernal RiftLink to U.S. Forums Thread: http://us.battle.net/d3/en/forum/topic/10949674935#1Posted in: Diablo III General Discussion
Link to EU English Forums Thread: http://eu.battle.net/d3/en/forum/topic/8965947786 highly rated Link to Italian Forums Thread: http://eu.battle.net/d3/it/forum/topic/8965497773 Link to Reddit: http://www.reddit.com/r/Diablo/comments/1t4f9u/suggestions_wave_of_death_defence_of_the_outpost/ -------------------------------------------------------------------------------------- Edit: Player ShadowAegis in the U.S. forums suggested a really nice way to get great endgame ideas (such as DamienJohn and MrMonstrosity's ones) into the game.
I really liked his idea so I will put what he wrote just under here: "I could go for those challenge modes and I will give you a personal opinion. My take is real simple I say that those ideas and others like them can be handled in the following ways.
Let's say that with you and others brainstorming the devs could come up with around 20 such ideas.
Then the devs could take a poll and similar to the design a legendaries. Then the 10 with the most votes would be added in. Then out of those ten players could vote once more on which ones would be ladder only. Then the five with the most votes wins a place on the ladder only challenge modes.
I think that having challenges modes that are ladder only as well as having some non ladder would be great for this game. What does the rest of you think." http://us.battle.net/d3/en/forum/topic/10949674935#8 --------------------------------------------------------------------------------------
Hi everyone!
I'm here again to suggest some ideas I had.
I know that one of them is a very popular requested feature (and suggested many times) and the others "might" sound similar but I think that I found some interesting ways to make them feel unique.
This is the first time I suggest an idea and throw it out to the "public" before hearing the feedback of the italian community (except the last suggestion) so I really don't know how this will end but in case you will like it, please click on the thumb just under my avatar on the left of this post, thank you
Prepare yourselves because this is a MASSIVE post with LOADS of images.
As always I apologise for my english.
TLDR Version at the end of the post.
Wave of Death
This is one of the most popular features that this community would like to have in the game.
It's an "arena" where you have to fight waves of monsters.
But my suggestion gets a bit deeper and extends the difficulty based upon the player skills/gear/luck (yeah a bit of luck is always required :P)..
Let's have a look on the first image:
As you can see the difficulty is disabled because monsters will increase their strength as long as you survive in the arena.
So how do you extend the difficulty of this mode?
It's easy. Simply click on the "change" in the "Options" pane and:
In the "details" pane you can see the differences between the "type of monsters you're going to fight against".
If the player chooses "Normal" monsters he will face:
- normal monsters waves (this means that "normal" waves are composed by normal monsters)
- 1 elite pack every 5 waves
- 1 boss every 20 waves
- no random spawns
Note: random spawns are random generated monsters that have a chance to be spawned in addition to the wave: random spawns might be normal monsters, elite minions, elite packs or bosses
What happens if the player chooses one of the other "monsters type"?
Note: remember from now on that the numbers/values on the pictures are just examples
I think that the "Extreme" monsters are gonna be hard for everyone, even for the hardcorer of hardcore players.
Of course you don't do this just for the glory but for the competition because Wave of Death (much like the other two modes) will have a classification for the best players in the world based upon waves cleared, monster type selection and number of party members.
Defence of the Outpost
The name might remember you Defence of the Ancients but the game is not a MOBA and only the name is similar
WHAT IS DEFENCE OF THE OUTPOST?
Defence of the Outpost or DotO is similar to a "monsters wave" game but it's very different in philosophy.
You have to destroy the Demonic Shards that are the cause of the demonic invasion on the region.
Unfortunately there are many villagers and soldiers that ask for help so you have also to protect them.
So your mission is to protect the soldiers while at the same time put an end to the demonic invasion by destroying the Demonic Shards.
HOW DOES DEFENCE OF THE OUTPOST WORK?
When the player enters the game he will be inside the outpost. To start the "real game" he has to accept the first quest:
Note: the first quest will always be a "defend the villagers" quest because villagers play a very important role in DotO:
for every villager saved you gain one resource and resources are necessary to upgrade the outpost and to train new soldiers and improve their equipment.
These upgrades require quite some time to finish but the more villagers you have the faster you will finish them.
As I said earlier this game is like a "monster waves" game so you will have endless waves of enemies and every wave will have an increased quantity of monsters.
So the more you take to destroy the Demonic Shards the more difficult the game is going to be.
Every wave is composed by a set number of attacks (as you can see from the image) and if you kill all monsters of an attack before the time expires, the new attack will start istantly.
If on the other side you cannot kill all monsters before the time expires well... you will have to fight more monsters and this might lead to dramatic soldiers losses.
You can also notice in the image that there is a debuff called "Demonic Influence".
This debuff decreases your effectiveness in combat and you can free yourself from it only when you destroy the Demonic Shard.
Note: in this case you will win the game if you destroy the shard because there is only one to destroy but there is an option that allows you to increase the Demonic Shards you have to destroy (more on this later).
Every shard reduces your effectiveness in combat by 20% (example).
What happens next?
As you can see when the last attack has been cleared the countdown for the next wave begins (remember that the countdown starts in any case even if there are monsters left to kill).
This is the perfect time to go outside the outpost and try to find and destroy the Demonic Shard or accept new side-quests or upgrade the soldiers and the outpost.
SIDE-QUESTS AND UPGRADES
The player decides to go inside the chapel:
Cylai (the NPC with the yellow exclamation mark) will be the "side-quest giver":
these quests are repeatable and will allow the player to "obtain" new villagers, soldiers or powerful temporary buffs.
On side-quests you have to do different things around the map (outside the outpost) like "free the imprisoned villagers", "help the soldiers and recruit them for your cause", "kill mob X to gain a powerful buff" and so on.
The player can choose which quest to accept but he can only have one active at any one time.
In addition if the player has an active side-quest he cannot upgrade.
Note: basically you have two choices: accept a side-quest or upgrade/train your soldiers/outpost/villagers.
Of course the player can decide to go for a quest or for an upgrade while under siege but this will expose the outpost (in the case he's around the map to complete a quest) or the villagers (in the case of an upgrade) to massive danger.
If the player decides to upgrade he can talk to Sylmo (the NPC in front of the barbarian in the image):
Here you can see how many resources are available, how many villagers there are in the outpost, how much the upgrade time reduction is (3% time reduction per villager) and at what ranks are the soldiers' equipment and the outpost (maximum rank is 4 for both).
I think I don't need to explain much more as the image is quite clear so let's have a look on the various situations:
As you can see, the player decided to upgrade the soldiers' equipment but the time-choice for the upgrade was not good as the outpost is under attack.
This will make the defence much harder since not only he has to protect the soldiers but also the villagers because if you have no villagers left the upgrade won't finish until you save other villagers.
Note: this means that you cannot accept new side-quests (because you are upgrading) and you have to cancel the upgrade and start it over again once you have at least one villager. Also resources spent for the upgrade are lost forever.
Once the upgrade is complete all soldiers will have different visuals:
Equipment Rank 1:
Equipment Rank 2:
Equipment Rank 3:
Equipment Rank 4:
As you can see the number of soldiers has increased to 5.
This is because the player trained the villagers:
Note: The training villagers are the "templar-like" NPCs on the left. They won't attack enemies as they're still villagers.. so you have to protect them until they finish the training.
Now let's have a look on the last upgrade you can make:
How will your outpost look like when the upgrade is finished?
Outpost Rank 1:
Note: as you can see once you have upgraded the outpost to be at least "rank 1" you will receive a "global" buff that will diminish the effects of Demonic Influence.
I think you also noticed that the banner has two additional little flags on both sides. This is a suggestion to have "clan banners" - the little flags represents the clan flag.
Outpost Rank 2:
Outpost Rank 3:
Outpost Rank 4:
Once the player is prepared and confidend to leave the outpost he can finally go and destroy the Demonic Shard.
When he finds it he has first to kill the boss that makes the Shard invulnerable and then he can destroy the shard itself and claim victory.
Victory can be sweet and inside the outpost chapel you will find a new room filled with treasure... much like this one:
Note: this is just an example of how the treasure room should look like. The treasure will be based upon difficulty, outpost starting conditions, waves cleared and total game time
MODE SELECTION
Now let's take a step back and have a look at what are the different options for DotO:
Note: as you can see for DotO you can choose the difficulty because it will only determine the power of the monsters.
The "normal - 1 entrance" on the "options" pane is refered to the conditions of the outpost (more on this just under here)
Let's click on "change" and:
In the "details" pane you can see the conditions of the outpost once the game starts plus it let's you know how rewarding the side-quests are.
I'm sure you noticed the "1 entrance to defend" option at the bottom of the details pane.
What does that mean?
It means that the player can choose how many entrances the outpost will have.
This will make the game a lot harder not only for the fact that the player has to defend the outpost from multiple-side attacks but also that he has to destroy a number of Demonic Shards equal to the number of entrances (and remember that every Demonic Shard will increase the effects of Demonic Influence)!
The map layout will be something like this:
2 entrances:
3 entrances:
4 entrances:
Note: have a look on the minimap as well
Infernal Rift
Infernal Rift is the last suggestion I have (finally ;D).
WHAT IS INFERNAL RIFT?
The player has to reach a "room" where he can find the Infernal Rift and then seal it.
To accomplish this he has to complete quests and gain control of strategic areas that gives him buffs of his choice.
Once the rift is sealed he can take his just rewards.
HEROIC MODE
Once inside the game the player has to gain control of strategic areas and to do this he has to kill the watch towers:
and place his banner in its place:
Before gaining control of an area the banner has to maximize its influence.
This will take some time and in this time the player has to defend the banner from monsters' attacks (if the banner is destroyed he has to replace it and re-do the "operation").
Once he gained control of the area:
he can choose which buff to gain:
The buff affects the player only while he's inside the area of control. Different areas can have different buffs if the player decides so.
Gaining control of areas is very important because once the player has all areas under his control he will be able to enter in the Infernal Rift room and complete his "mission".
Unfortunately gaining control of areas is not very easy because banners can be attacked by monsters once in a while and also because there might be some "closed paths" that will force the player to do some quests if he wants to proceed:
Take the quest, complete it...
... and go back to gain control of other areas.
Once all areas are under the player's control the Infernal Rift room will open and a boss will spawn.
The player has to kill the boss and destroy the Infernal Rift to be victorious.
Note: once you can target the Infernal Rift (it's invulnerable until you kill the boss) and you attack it, it will keep spawning monsters (both normal and elite) until you completly destroy it.
NEPHALEM MODE
It works much like the "heroic mode" but you will have no quests, maps will be "mirror-style maps", rewards will be PvP-oriented (if they will ever exist) and it will be a speed-run mode.
You objective is always the same: seal the Infernal Rift.
To do this you have to gain control of all areas on your side of the map.
This will open your door and lock other player's doors that grant access to the "central room" (the Infernal Rift is inside this room).
Here's an example of a 1vs1 match:
Note: once the "central room" is opened, the random monsters' attacks to your banners will stop.
Note 2: mirror-style maps might be something like this: http://www.teamliquid.net/staff/monk/TLMC2/korpolusmall2.jpg (thanks SC2 :D)
"white dots" are the spawning locations of each player in a ALL VS ALL match.
If you succeed in sealing the Infernal Rift you will take all the rewards for your own.
But if you die... well... you won't be able to resurrect, other players' doors will unlock and you will lose your chance to win.
Q&A
In DotO what's the point in wasting time between a wave and another to upgrade the outpost/soldiers or accept side-quests? Isn't it better to just go straight for the Demonic Shards?
For certain cases probably you are right. Maybe in the case where you have just one entrance you'd better go directly for the Demonic Shard.
But did you think that you can choose a harder difficulty and/or more than one entrance?
In the case of more than one entrance, if you go for one Demonic Shard are you sure you will be able to find it, kill all the demons to reach it, kill the boss, destroy the Demonic Shard and go back in time before your outpost is overwhelmed by monsters?
Did you think about allowing the "upgraded outpost buff" to be active only while inside the outpost itself and not "global"?
Yes, I thought about it and I think it will make DotO even more challenging.
The only thing is that Demonic Influence "numbers" have to be balanced.
Will there be only one map for DotO?
Well I'd like to have at least 3/4 different maps
Your numbers/values are all screwed!
As I wrote earlier numbers/values are just examples
This also includes the time between waves in DotO.
What happens if a player of the other team gain control of all areas at the same as me in the Infernal Rift?
Well... I don't thin it can happen. There is always a 0,0001 sec of difference between two actions ;D
Don't you think that the Extreme difficulty in Wave of Death is a bit too... extreme? C'mon... 1 boss every 5 waves plus frequent random spawns and normal minions are elite minions?!
I say: why not?
I mean.. players asked for challenges! Then give them challenges!
You are not forced to play on that difficulty... you can still enjoy Wave of Death in a lower difficulty But Wave of Death is just another suggestion of the usual endless wave game. Why bother to suggest it again? I think that giving Blizzard different variations of this type of game might allow them to find something new and interesting to implement. Also.. if you suggest it once again they might really implement it DamienJohn suggested the challenge mode just a few days ago. In his post he also suggested the "Infernal Tower" feature that is similar to your Wave of Death. Did you just steal his ideas for your own glory? Absolutely no. I read his thread and I liked it a lot.
Wave of Death, Infernal Tower or whatever you name it it's always the same suggestion that the community has been asking for quite some time now: an endless wave game with increasingly difficulty monsters. Similar ideas but with some differences (I wrote this just above here). The only thing I stole from him was the name of the new game mode "Challenge mode" because I think it's very fitting for a mode that can include both PvP and PvEvP. Defence of the Outpost and Infernal Rift ideas weren't suggested by anyone else.Or did I really miss that awesome post where someone suggested similar ideas?
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That's all guys!
I hope you enjoyed it (the few ones who were able to read till here at least )!
Let me know what you think.
TLDR Version
Introducing Challenge Mode.
Challenge mode will have 3 different "sub-modes": Wave of Death, Defence of the Outpost and Infernal Rift.
Wave of Death
It is one of the most popular features that this community would like to have in the game.
It's an "arena" where you have to fight waves of increasing difficulty monsters.
The player can also choose some "particular" options to make the game harder.
Defence of the Outpost
Defence of the Outpost or DotO is similar to a "monsters wave" game but it's very different in philosophy.
You have to destroy the Demonic Shards that are the cause of the demonic invasion on the region.
Unfortunately there are many villagers and soldiers that ask for help so you have also to protect them.
So your mission is to protect the soldiers while at the same time put an end to the demonic invasion by destroying the Demonic Shards.
You can also upgrade your outpost and soldiers and you can do side-quests to help you claim victory.
The player can also choose the starting conditions of the outpost (quantity of soldiers, starting resources etc.)
Infernal Rift
Solo/cooperative: The player has to reach a "room" where he can find the Infernal Rift and then seal it.
To accomplish this he has to complete quests and gain control of strategic areas that gives him buffs of his choice.
Competitive: the player has to reach a "central room" where he can find the Infernal Rift and then seal it before opponent players.
To accomplish this he has to gain control of strategic areas that gives him buffs of his choice.
It's a speedrun game but if the player dies he cannot resurrect and other players will have the possibility to claim both treasure and victory.
The game will be played on mirror-like maps. Much like this one: http://www.teamliquid.net/staff/monk/TLMC2/korpolusmall2.jpg
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Jaetch posted a message on RoS: Torrent Archon Build (with video)Posted in: Wizard: The Ancient RepositoriesSo, just to prove a point, the new Archon isn't useless.
Test was done on Torment I. Torment II+ gets a bit slow, but the concept's the same.
The best part about this build is that you don't need special gear. I run close to 30 APoC here, but 20 is enough if you run more resource reduction gear or lower APS. Anyway, just APoC, DPS, EHP. The example I use is centered on cooldown reduction and a little +15% arcane skill damage. The only legacy items I brought into this build include a Chantodo's Will (rerolled damage) and Zunimassa's Pox (unchanged). Paragon points were put into all resource reduction (others include crit chance, life regeneration, movement speed, mix of primaries). Unfortunately paragon points in cooldown reduction is bugged, or else Archon would be even more accessible.
Gameplay-wise, it's just pounding things down with Arcane Torrent and just using Archon for elites (beam is 668% weapon damage). Very simple.
Active skills:
Arcane Torrent - Cascade
Doesn't require kills to trigger bonus missiles. Great DPS overall.Black Hole - Supermassive
Used to pull mobs together. Other runes other than Absolute Zero will be just fine, but Supermassive has superior AOE. Spellsteal for bonus damage works just as well.Archon - Pure Power
If more cooldown reduction is factored in, other runes will work. Well, you can use them anyway, but the extra seconds on cooldown is kinda meh.Frost Nova - Bone Chill
Bonus damage. Great to use before popping Archon. Cold Snap works, too, if you want to disable more.Magic Weapon - Force Weapon
Moar deeps.Energy Armor - Pinpoint Armor
Moar deeps. And some more armor.Passives:
Evocation
Much needed cooldown reduction. 20%!Temporal Flux
Works wonders with an arcane wizard. 80% speed reduction is super awesome.Unwavering Will
Since this is a channeling build, you'll be sitting still more often than not (and if you're not, then you're clearly tackling content that's out of your comfort zone). 10% bonus damage, 20% bonus armor, 20% bonus AR after standing still for 1.5 seconds.Audacity
20% bonus damage to everything within 15 yards. Moar deeps. Everything will more or less be within your target range all the time, so this is a no-brainer. -
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Jaetch posted a message on ☆ The Archon Video Guide Series: by Jaetch [PRE 2.0 PATCH]The Archon Video Guide Series CompiledPosted in: Wizard: The Ancient Repositories
The following video guides are designed to help players who are new to (or confused about) the Archon wizard build, or simply need some pointers. Most experienced players may find much of the content in these guides very familiar, but hopefully there are some elements here that can still prove to be enlightening.
Disclaimer: names, items, places, etc. featured in the videos belong to Blizzard Entertainment, Inc. All music used belong to their respective recording artists. All included footage credited to their original recorders. No copyright infringements are intended. These videos are not to be used for personal profits.
Guides are currently Patch 1.08a viable.
===================================================================
The Archon Guide
CHAPTER I: Overview (00:02:14)
CHAPTER II: Gearing (00:03:40)
- Gear Choices (00:04:14)
- Upgrading Demo (00:29:29)
- FAQs (00:45:52)
CHAPTER III: Skill Selection (00:49:10)
- Active skill choices (00:49:42)
- Passive skill choices (00:51:20)
- Alternate skill choices (00:54:15)
CHAPTER IV: Gameplay (00:55:41)
- Using Archon - Using Critical Mass (00:56:55)
- Tips & Tricks (00:59:31)
CHAPTER V: Farming (01:02:49)
- Act I, II & III Routes - MP Selection (1:12:58)
- Paragon Farming (1:15:37)
CHAPTER VI: Ubers & Bosses (01:17:46)
CHAPTER VII: The Future (01:20:17)
Approximate run time: 86 minutes
===================================================================
The Archon Guide: XPAC I - Paragon Leveling
With the news of an expansion (Reaper of Souls) arriving for Diablo III, along with a new "Paragon 2.0" system, many players are now scrambling to raise their characters' paragon levels...
Approximate run time: 8 minutes
===================================================================
Notes:
- On occasion, pop-ups will show up on the screen. Feel free to pause the video to read them as they act as supplementary information to what I'm talking about.
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Zero(pS) posted a message on Spearalanche , works on any difficultyThis belongs in the Barbarian section, not in General Discussion.Posted in: Barbarian: Bastion's Keep
It will be moved there, and locked (since there's already a thread there). Keep the discussion in one place, please. -
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baabayaga posted a message on Community/FamilyThe Diablo III community isn't the greatest. I'm not going to lie, some people make you want to drown a kitten. Tonight met a really reasonable person and discussed the wizard for a good hour with this fellow. Being able have a civil conversation with some random person with similar interests as you was absolutely amazing. There was no: "omg, you do 23 dps? wtf ur bad." It was a thrilling discussion about loot choices and the diversity of characters.Posted in: Diablo III General Discussion
"Some men just want to watch the world burn."
It's true. Sometimes you will meet someone you can't reason with. I think anyone in this position should turn the other cheek and just let it slide. The more we give into trolls, the more we allow them to have a foothold in this game. I say -NO- to elitism and trolling in Diablo. Please help stop the cyber-bullies out there which destroy gaming communities. I understand, nobody wants to be a narc, but the more your report inappropriate behavior, the better we make this community.
Lets make this a community a family.
Peace,
Baabayaga - To post a comment, please login or register a new account.
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Trading is obviously non-existent outside your party, but I've never actually traded anything to anyone, except when dropping super high tier gear to new people. Which is lame anyway. Having the Auction House did not add anything to the Trading experience, so things have not changed one bit for me.
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The two things you'll need are plenty of gold and a ton of Paragon experience. The gold will come in handy for enchanting, transmogrification, crafting, re-gemming, etc. The experience will obviously boost your start by quite a lot. Having 10x100 means you should just grind gold.
Gems will be replaced almost instantly. Super gear will be replaced by level 68+, so the same day.
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They give 2 buffs randomly: Either an increased experience gain or increased damage against Elites. They aren't consumed but you can carry a big amount of them. Only one can be activated at a time. Obviously a work in progress.
What I see could happen in the future with these is, they could drop semi-rarely and should offer a better variation of buffs, but should be consumed on activation.
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Eh, no. Diablofans _beta site_ tomorrow!
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Barbarians can go around in a circle flailing their weapons for minutes on end. Right. Ok.
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Sky Splitter
Bottomless Potion of the Tower
Bovine Bardiche
Plan: The Magi (just the plan sadly)
Shenlong's Fist of Legend
Promise of Glory
Kymbo's Gold
Haunt of Vaxo
Ahavarion, Spear of Lycander
Slorak's Madness
Cord of the Heuer Man
Gift of Silaria
Axe_09
Pox Faulds
The Eye of the Storm
Maximus
Gladiator Gauntlets
Doombringer
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It shows the same as all other classes: Max Resource increase, Magic Find, Pickup Radius, Run Speed.
Although I've not researched this part (no low level chars) it's safe to say affixes are not tied to the difficulty. Difficulties have nothing to do with what they are in vanilla. They have complete different bonuses, which you can view here. More affixes (up to 4 still) likely show up at certain character levels. Saw a level 30 Crusader in Act III and monsters still had 2 affixes.
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Perhaps they just aren't in a state to be shown yet.