Oh, that's what I was trying to say. What did I say?
I'm just being unnecessarily pedantic. It's a tab in your inventory.
Oh, that's what I was trying to say. What did I say?
I'm just being unnecessarily pedantic. It's a tab in your inventory.
They explicitly said that they aren't adding a key tab. I think they're just making them stackable, and maybe even have a place in your inventory that they go, similar to the crafting inventory.
Not quite, I said we aren't adding a key tab in your stash.
Please don't forget about skills from uniques, like the one where you can turn your dodge into a curse aoe. It's currently impossible to use with a controller, as it always aims at a certain range ahead of where you're looking, no matter what enemies are in the way.
They were not forgotten.
This is an issue that the current live version has which we are working on improving right now. All abilities are getting context and specialization specific targeting overhauls for controllers. This will come out in April with the start of season 2.
It will make kiting on controller feel great. I've been testing it with puncture and it's so nice.
Yes. Rage is just angry-flavored mana
Rage: taste the anger
At least initially, I think that people will be in one of two camps.
OMG that random bug that nobody believed I had forever is finally fixed.
Did something change?
Going forward: it gives us access to new tools and options for developing better stuff in almost every axis. Sometimes it’s a simple as a plugin that can now be updated to have an extra option in the dialogue tree because it didn’t support the old version of unity. I don’t actually know if that is one, just a random weird example.
Hi there, I wanted to let you know this is being worked on by the team! I don’t have any specifics though it is on deck with our Devs!
As has been said, if we had a magic wand we’d have WASD movement given the sheer amount of work that is required to add that to Last Epoch.
As a player who also has low-level arthritis/raynauds and plays a click-heavy Rogue build, fingerless compression gloves help a ton as do controllers (though I do understand that each person experiences health issues differently so controllers might cause more issues instead of solving them).
It’s also worth looking up gentle hand stretches, I double up moisturising my hands with massaging/stretching which has been helping too
You’re both very close but what I actually said was that we came very close to releasing it last week and someone found a bug so we delayed it and would wait until everyone was back in the office in the new year.
I don’t know when in the new year it will get pushed out but as long as no more major issues are found, probably pretty quick.
Both have 14 base melee damage, 28% of 14 is 3.92, 4 > 3.92.
Not sure if it's clear or not but the increased melee damage stat is global, not local.
Read moreYou find a few 2 or 3 LP items on low LPL items and it gives a skewed view of what LP to expect on every unique.
I very much disagree with this assessment. That might be true for some people, but that's not at all how I feel, nor was that the point I was trying to make. I understand that some items with 2LP are more rare than others, I understand why that is, and I agree that should be the case.
What I'm doing is questioning your assessment of what is an appropriate drop rate for that specific item. One of the things that attracted me to this game is that you guys have seemed to be more respectful of player time than other companies, and the mindset of having goals that are achievable within a league/cycle timeframe, so it strikes me as misaligned to have individual items that would take an entire cycle just to get a useful version of. I mean, don't get me wrong, it's nice to get a great item three days before the end of a cycle, but i...
Sorry, I didn't really mean "you" you. Just like players in general. And fair enough, that's not what is happening here. I went off on a bit of a tangent then but I still think it's an issue we need to solve.
Given how this item in particular is positioned in the loot flow, I'm more interested in looking to the power of the item itself rather than the LPL of the item.
One of the several things that the legendary system in general doing is giving lower level uniques a chance to be played in end game. Having the higher LP ranks be too available for very late game uniques eats into that part of the system. That's not to say it can't be any more common but that's a less obvious pressure source for keeping the LP low on it in general.
Regardless, thanks for the feedback on it.
Well I'm sorry you think I hate ARPGs. Last stream I said that D2 was possibly my favorite game of all time. I said several very nice things about PoE1 and even more nice things about PoE2. The only genre I've played even remotely close to as much of is 4X. I would not be working on this game if I didn't love ARPGs.
I also watched Aaron's recap and I didn't think I came off like that but I'll give it a rewatch and see if I can improve my delivery.
Usually my frustration is that I want to be able to share things that I'm excited about but am not allowed to yet. Normally just because it's not done yet or there is a bigger devblog post being prepared for it.
I feel like oftentimes I'm looking at my stats, usually defenses, and see that replacing a good exalted item with a 1 or 2 LP unique rarely gains me more than I feel I'm losing.
In my head I often use the term defense juggling because of how many stats I need to keep around the cap just to survive at higher corruptions, and it's really annoying to try and replace one item without having to shuffle around a bunch of other stuff to stay balanced on resists, anti-crit, endurance and threshold, etc.
Have you guys ever talked about changing the two prefix two suffix system to just four general affix slots?
Yup, it's not something we are interested in at this time.
Isn’t that still only 9 then? I maybe just can’t count? It doesn’t really matter. Still too long.
I count April 2025 being 8 months after July 2024. I’m pretty sure that’s when 1.1 launched.
This is an interesting dilemma because we do get feedback from this point of view. The disconnect is usually to do with the relative rarity of LP from unique to unique being so massively different. You find a few 2 or 3 LP items on low LPL items and it gives a skewed view of what LP to expect on every unique. You find a late game unique that goes well in your build and expect to be able to farm up a 2+ LP version because you've got several low LPL uniques in your stash.
This particular item at 2LP is mega rare. It is an item that is designed to be used as a unique item in most cases. Every kill of Lagon has a chance to drop it at 2LP from 0.0462% at base up to 0.3696% with full increased rarity mods. Even 1LP only has a top end chance of 7.44% to drop from Lagon with full increased rarity.
My point is that, yes, getting the item after this lengthy grind process is expected. And if it was expected that players get a 2LP+ version of this item then I agree that it woul...
Read moreDoesn't PoE 2 do it by just having the character always face the mouse cursor, and just run backwards or sidestep if the movements is to different direction than the cursor points? Wouldn't that cut the needed animation work a lot, and remove the debt problem altogether?
Or could the other solution be adding the WASD movement as a "beta" feature with a disclaimer about animations not matching up with the movement?
Or if the first solution isn't good enough for you, then combine the two, and release the PoE2 version as a quick FIX, and get some flexibility for implementing it "proper" way.
Edit: And if you go the PoE 2 way, please consider having the animations work differently in towns, and have the character always turn to match the movement (essentially the controller movement). It's silly to have the character runnig backwards around when there is no fighting going on.
The issues I described is with doing it the PoE2 way. It is the most reduced animation need and it's still way more than you might expect because it's a multiplicative set.
Not sure if I mentioned this above or in another reply but we aren't interested in releasing intentionally janky stuff into the game. People who want WASD and get a bad WASD will come play, not like it and bounce off the game for good.
Edit: just to be clear, I'm not saying that the PoE2 way is janky, just the opposite really.
No but that is something that is possible for us to implement. It's probably too late to get in for 1.2 though.
I’m not a developer, so this might be a silly suggestion, but couldn’t you just do leg animations instead of torso animations? I have to imagine those are much more similar, then you just have the torso animations face forward and the leg animations for sidestepping/backstepping etc. That would also help with the tech debt, since most skills probably wouldn’t need additional leg animations.
I'm not an animator so I'm kinda just parroting what they told me on it but yes, some parts can be mostly reused. It is however not so simple as just doing half of it because you still have to split, setup and adjust the other half of each. This is one of those things that most of us just don't know that we don't know.
No, it doesn't, animation wise it can act exactly like controller version, no one will complain, this is not DIV, you don't need perfect animation, you need functional control scheme. Like seriously, just change character's orientation on cast for duration of cast, don't go overboard with animation blend system, really no one will complain.
Unless, ofc, if you want casting while moving. Which would be amazing, awesome, gamechanging and completely kill ppl using mouse for movement (which I would applaud, archaic outdated control that needs to go from aRPGs)
I love the saying don't let perfect be the enemy of good as much as the next guy. The quick and dirty version doesn't look even close to good. We aren't interested in adding janky junk to the game.