Last Epoch

Last Epoch Dev Tracker




28 Apr

Comment

Originally posted by Willing-Monitor1502

I'm unsure what VFX is, but I would expect that when the character ripostes he would swing the weapon, as that's what a riposte is. Obviously when I cast vengeance the sword swing animation fires, but when the enemy hits me back and I riposte, there is no swing.

VFX is Visual Effects. The FX kinda sounds like effects so it's not really an initialism.

That is working as intended. You'll see a small VFX of a sword hitting the enemy when it happens. We can't have the character animate because riposte will most of the time trigger while you are in the middle of another action that requires you to be animating doing something else.

Comment
    EHG_Mike on Forums - Thread - Direct

If you know of a dupe method, please report it through the private channels we have set up for that.

If you are suspecting a dupe from someone else, please do not say dupes exist unless you are certain you know.

I haven’t seen any evidence of dupes recently. We take them extremely seriously.

Comment

A character doing literally nothing during an expected swing of a sword is going to look so weird that I'd sure hope that it's obviously a bug.

You can check out a build guide video for that skill and see that every attack has animations. Some of them are shared because casting a fireball and casting a volcanic orb are similar enough that the mage doesn't need to make two different gestures.

Edit: triggered abilities don't have character animations because you need to be able to do stuff at the same time.

Edit 2: wait, do you mean VFX?


27 Apr

Comment

Originally posted by Groovy_Decoy

I've done my fair share of troubleshooting issues in my time and I feel pretty confident that this isn't a simple lag issue. I can reproduce it every single play session. It happens at exactly the same rate of progressively getting worse. It happens when my latency is showing a solid line of 22 to 24 MS 100% of the time I check it.

My theory is that there is some kind of event firing off in code that tells the server to update the position in some tiny fraction of a second after the teleport happens to the target position. I believe this delay is intended to be almost instant. I believe that this trigger is supposed to say "the teleport is finished now and the character can move now!" Until the trigger, movement isn't really valid from the client. Other players see me just standing there too.

But there is something wrong in this calculation and that delay isn't constant. It's some kind of time delta that is growing over time (somehow related to the character sessi...

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That's not how movement works. I still think it's 2 issues.

Comment

Originally posted by porfarada

Any update? I want to get this game but I also want to capture the fun experience I had of grinding rifts with randoms in Diablo 3.

We don’t have an in-game matchmaker yet or for 1.1 but if you press H you can add friends and party with them! We’ll be looking to add something like this hopefully in 1.2/1.3

Comment

Originally posted by corby_ds

I think thats what he meant if you die respawn before the boss fight for the price of a key and retry the boss. (Or maybe without price…. Like the boss mechanics but dungeons are tedious to retry.

With the cost of a key (not 1.1)

Comment

Originally posted by Groovy_Decoy

So, let me ask you 1 questions... If this were due to ping, wouldn't it be unusual that the amount that I rubber band is exactly based on how long I've been playing without deaths? And that it starts off just being small, like a fraction of a second, but later can become more than 1 or 2 entire seconds (even though other abilities aren't affected?) That it grows exactly in a linear fashion? All of this while latency always shows as good?

If there is some kind of network issue, it's a lot more subtle and esoteric than just normal lag. Though, I think it's a code issue.

No, it wouldn't be unusual. There could be a second issue that's causing it to get worse but I think the reason it's happening at all is because server and client disagree on player location at a specific time index and the server is snapping the player back intentionally.

I could be wildly wrong about this and without having the server logs, it would be almost impossible to tell.

Comment

Originally posted by CypherdiazGaming

Most common cause of rubber banding, yep. My guess, since his ping is decent is high jitter. Or a modem kicking t3s constantly.

I wish that LE had a test server with an IP we could ping to test these things at 1ms intervals instead of the ~15-30ms of the ingame monitor, but that's a super luxury.

I think if you use something like Wireshark to find out which server you're connected to, you might be able to manually ping it. The delay in game is just the polling interval of the UI. I haven't actually tried this but I did set up the UI in game.

Comment

Originally posted by CypherdiazGaming

Fellow warlock here using a non-specialized transplant.

I have no such rubberbanding issues with it that I've ever noticed.

I run a ROG 3080 Strix. Ryzen 9 3900X.

Not sure if it could be a part, but my gaming pc has a dedicated 150/15 connection and my ping to the server is always 35-45ms.

I could see rubber banding on a bad connection to a server. Funny enough, I used to be on us east but have a better connection to us central despite being in the land of bath salt zombies. Try swapping to a different game server or check the ping?

I think you've identified the most likely issue. The client and the server likely disagree on where the character should be because of the time difference caused by higher ping and the server is snapping the player back.

Comment

Cool idea. I’ll share this with the design team.

We do have more large end game updates coming soon and more in development.


26 Apr

Comment

Originally posted by AlternativeWhereas79

Honestly, I'd prefer if keys were handled like shards.

This is the current plan, and will probably come in 1.2, because of other stackable items we want to introduce then. That's definitely not locked in though, so take it with a grain of salt.

Comment

I'm sorry to kill an idea but this will not happen. Level 1 with 10 passive available is not a scenario we are interested in. I have been successfully lobbying to add passive and idol rewards to other spots though.


25 Apr

Comment

Originally posted by justinimcool2001

Rive paladin. Sorry

I definitely clicked on this to find out what a rice paladin is.


24 Apr

Comment

Originally posted by CypherdiazGaming

Thanks for the sad but accurate info.

Better to find out now than have your hopes dashed reading patch notes. It's been "on the list" for years now. It'll happen eventually.

Comment

Originally posted by jrobinson3k1

Ahh, my mistake. I updated my comment so that nobody gets the wrong expectation.

thanks :)

Comment

Originally posted by jrobinson3k1

I know they've already said that the stats panel is getting a rework, I believe for 1.1. No idea if it'll do exactly what you're asking, but you could post the suggestion in their Discord.

edit: corrected by dev

Character Stats Panel is not receiving a significant update in 1.1.


23 Apr

Post
    EHG_Kain on Forums - Thread - Direct

Bug Fixes

  • Fixed a bug where ability buffering was not working online
  • Fixed a bug where Bone Curse with Illusion of Pain would not fall off after 1 hit if the hit came from Chaos Bolts with Cursed Blood
  • Fixed some instances of infinite loading screens when playing in a party
Comment

Originally posted by Rezistik

Any chance you could make healing hands trigger during warpath hits instead of just the first hit?

I think that would change the intent of the node too much. (assuming this is the node you're talking about)

When you directly use a melee attack and hit at least one enemy, you have a chance to cast Healing Hands around the target. This consumes mana based on Healing Hands's mana cost. Healing Hands restores less up front health when cast indirectly.

Comment

Originally posted by les_bloom

Hell to the yes!!! Thanks

Unless you're using Desperate Measures node (top left) to keep casting smite while oom, then it won't trigger.