Last Epoch

Last Epoch Dev Tracker




Yesterday

Comment
    EHG_Kain on Forums - Thread - Direct

For clarity: We have a very strict rule about not moderating dissent - and we actually have this discussion often when reviewing cases to try to ensure we don’t come off that way, that the rules being broken enough are serious enough that we need to act, even if the core content was feedback about us.

We do not remove comments, or action users just because they’ve spoken poorly about EHG or our actions. We, and our community moderators should only act when it breaks a rule of the Code of Conduct, or Terms of Use, such as excessive profanity, harassing/targeting other users, refusal to remain civil, or other disruptive or harmful behavior.

It’s our stance that using power to “silence” is not only bad from a moral standpoint, but it ends up hurting us, because we only improve and get better by listening to our players. That anger comes from care - generally, there’s good reason for people to be saying negative things about us and we want to change that, not hide it. We a...

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    EHG_Kain on Forums - Thread - Direct

It results in what’s called a “burden of optimal play”. This is a scenario we try to remain very vigilant about in which if there’s a method of play which offers significant bonuses over standard, even if it’s unfun, players will feel the need to do it.

eg. if we introduced weapon swapping, there would be a necessary tactic to have a Last Laugh in your swap to cull bosses (or some similar meta) defeating the true purpose of the mechanic. Respeccing on the fly would create a burden of optimal play in changing skills before bosses to go from AoE to single target, or to swap specific resistances for different content. Not fun mechanics, but because they would be the optimal strategy, people would feel the need to do it.

It’s the same thing with swapping factions - having both maxed to get the best of both worlds would be such a significant advantage that players would feel demanded to max both, and keep swapping between them instead of picking the one that matches their p...

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    EHG_Kain on Forums - Thread - Direct

1.) if you were allowed to keep equipped gear from the other faction when changing, this would demand that you max both factions to get the best of both worlds and keep changing back and forth to optimize gameplay, and would also require a lot of third party guides on what the strategies are regarding it.

2.) If you were allowed to swap very freely, but not keep equipped gear, this would result in needing to be specific factions for specific parts of leveling, again utilizing third party guides for strategies on this.

The idea for the factions is that you chose the faction for you - and you stick with it. Item Factions should not be related to a build, they should be completely based on your preferred method of item acquisition. Trying different builds shouldn’t be related here.

The cost is low enough, particularly early on, that you can try both at minimal cost. For when you have multiple characters, you should already know what each offers. If it’s your second...

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    EHG_Kain on Forums - Thread - Direct

They can, to a limit. Items which the MG character found, not bought can be equipped by the CoF character. And items the CoF character found that were not influenced by the CoF bonuses can be equipped by the MG character. These limitations are to prevent you from taking advantage of both factions at the same time one one character, making this the necessary way to play.

I’m not sure what you mean here. They aren’t detrimental to each other. I understand there’s more stash organization required if that’s what you’re referring to as a detriment? Of course favour is lost from all characters of that faction when you change ...

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    EHG_Kain on Forums - Thread - Direct

I’m not sure what node you might be referring to, sorry.

There’s “Spirit Shards”, which causes you to gain a spirit shard on hit up to a total of 13 shards. When you have 13 shards, your next harvest use consumes all shards to grant more damage, and mana.

So it’s not mana on hit, it’s shards on hit, and at full shards get mana when you use harvest.

There’s also the Chest affix - gain mana when you directly use harvest. That’s not on hit, you only get it once per skill use as it’s “on harvest use”

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    EHG_Kain on Forums - Thread - Direct

Swapping factions is not something you’re intended to regularly interact with. Rather it’s a failsafe. If you chose a faction, find that faction really doesn’t match your playstyle, you don’t have to re-start from scratch with a new character, you ‘can’ swap. You’re not intended to go back and forth.

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    EHG_Mike on Forums - Thread - Direct

I saw this a few days ago actually. It’s cool that we’re getting used as examples in general video game videos now. It’s a little unfortunate that this is the topic we’re getting used for because it does plant that seed of doubt, even though he says that he doesn’t think LE is doing that.

Last Epoch doesn’t do anything like this at all. We don’t ever use any RNG smoothing or artificial adjustments based on play patterns. RNG is RNG.

The only “trick” we use to get people to play longer is to make the game better.

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Originally posted by DarthNemecyst

The devs coming and seeing this thread like the palpatine meme "Gooood gooood" writing down the busted classes 😂

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Originally posted by Valderius

I'm not ignoring you at all. I think we're describing different experiences, and I'm failing to emphasize the pain point.

Interestingly, if it is EoC (and maybe abom after you destroy the soul vessels?) that has the extremely punishing dot zones, those serve a hugely different function in the fight. The outer ring degen zones in both those fights segment the arena and create big, telegraphed no-go zones. Presumably, to force you into closer proximity with the brusier bosses and prevent you from BVR sniping them into trivialized oblivion.

Cremorus' degen zones make the player engage with the main SFB mechanical gimmick of swapping barriers. The difference here is you MUST engage with the fire/necro fields in SFB. They're placed under you, swapped under you, and the boss is pummeling you with his spells the entire time. I'm unsure if there's no time between the fields switching or if the slow-fade vfx of the fight kinda disguise that "no degen" time. There's a telegra...

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ok, so I was just wrong on a few things, it's just a normal dot that's strong.

So here are the stats on that damage. The base ability does 100 damage per tick on a 0.3s interval.

I also went and did the fight real quick to see if the switch had any sort of indicator and while I couldn't notice a visual one, it does play a very distinct "shing" sound about half a second before it switches. As far as I can tell it only plays that sound when it's about to switch so it should be reliable to just hit the switch when you hear the sound. That should give you just enough of a jump on the effect to take way less damage.

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Originally posted by Valderius

Even if the degen can't kill you, Cremorus absolutely can. "It's % of current HP" is very small comfort to a melee character who just had 60% or more of their HP removed in a blink and is still tanking the same amount of substantial punishment from a very powerful boss. At least a ranged character can continue to dodge and evade the projectiles coming their way. For them, "it can't kill you" matters. If you're point blank getting frame 1 hit by projectiles, "it can't kill you" becomes much more effectively "get dead, idiot. Shouldn't have played melee."

It's expected that melee characters will endure much more punishment than ranged, and it's not that hard to build accordingly. But when damage just says "no" to all the health and defensive layers you've invested in and, in doing, becomes even MORE punishing the tankier you've built, there's a problem. If you're familiar with some of the evergreen challenges with the League of Legends character Vayne, I think you might see ...

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Once again, just to be clear, I'm not entirely sure that's what this is. I'm going to keep saying it because it feels like it's being ignored.

I strongly disagree that it's a problem that different build archetypes have different danger levels in different situations.

The damage that dots do is designed around people's armor not applying at all. If you do have extra mitigation from that, it's gravy.

I'm also starting to think that the % current HP drain is actually on the Emperor of Corpses.

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Yup, you can view the info on the forums. They were a very active member of our community in the early days.

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Originally posted by Valderius

Is there a way that could be countteracted? Seems like a really weird mechanic to just be "here's hp loss you can't interact with or mitigate in any way." Making the barrier swap an instant cast would also help a ton. Taking 2 or 3 ticks of massive unmitigatable damage because you're finishing a skill animation and the boss placed fire underneath you feels insanely bad.

I could still be wrong about why this seems to be going through defenses but if I'm right, no, you can't mitigate it. I know we have this somewhere, I just can't remember where it is.

The key thing though is that because it's % of current HP, it can't kill you.


17 Mar

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I could be wrong about this and I'm on mobile so I can't check right now but I think the confusion comes from the ability draining percent current HP over time instead of dealing damage.

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Originally posted by Cog_HS

I’ve read somewhere that primalist and sentinel were two of the very first classes in the game. I would guess that their uniques were designed along side them, so they’re certainly due for review.

The timeline isn't quite that condensed. Almost none of the original content for either is still in the game. Also the first 2 classes were sorc and Beastmaster. VK and Necro were the second wave at the end of the Kickstarter. This was before we had masteries at all. And more than half of the uniques in the game were added after all the base classes have been in the game.

I think the acolyte having a lot of transformative uniques stems from a high concentration of supporter uniques as they generally have a higher complexity budget and are very popular to make.

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Originally posted by vidhartha

You keep saying wrong but where do you see what it right? does it specify what it should be anywhere that I should be checking?

The tooltip said what it should have been.

Edit: also we always do increased area, not increased radius.

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Originally posted by vidhartha

Was there any reason players should have known it was off? Aside from it being strong of course

In order to know for sure, you would have needed to take screenshots of the size at each point invested and measure them. It would be pretty obvious that it was wrong at that point.

So I wouldn't expect players to have known it was off but we can prove it was off.


16 Mar

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Originally posted by Her_Champion

Oh yeah, it absolutely scales damage from minion damage/damage inheritance nodes.

I should have clarified I meant scaling the size of that particular AoE itself (that one doesn't scale with dex).

It's tagged fire, bow attack, and area on lastepochtools.com so I was wondering if stats like these:

28% increased area of effect for area skills

33% increased area for fire area skills

Are just general, generic stats and apply even to minion explosion area without the need to be inherited (since the explosion is technically tagged as 'area' and 'area' + 'fire' in the case of the latter one)

Its area should scale with area stats like normal. It is an ability used by the ballista though so it only works with minion area stats.

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Originally posted by Her_Champion

Thank you so much! I really appreciate a reply from someone from the team. It's awesome that you guys on here.

One last question regarding ballista's if you don't mind.

I know a lot of people are scaling the ballista explosion itself right now (when the ballista itself actually detonates) and I know that it scales with dex and was recently nerfed.

What I was wondering is there any way to scale the other explosion, the one from the ballista just hitting the monster?

Does it benefit from skill area of effect? Or since there isn't an explicit inheritance node for stats like that would it not scale the on hit explosions at all?

You can find that ability listed on lastepochtools.com the only way to scale it would be through relevant minion damage or inheritance damage nodes. Both where the tags match. I expect that it's fire, spell but I'm not sure on mobile.

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Originally posted by Her_Champion

Ah okay, so my ballistas will basically never inherit any form of penetration?

It will only work with my character, unless and item specifically references 'minion penetration'.

I should also probably mention that the cold penetration from snowdrift boots only applies to frostbite itself. I'm not sure exactly how you were reading it but it almost sounds like you are trying to use it as "could penetration against enemies with frostbite".

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Originally posted by Her_Champion

Ah okay, so my ballistas will basically never inherit any form of penetration?

It will only work with my character, unless and item specifically references 'minion penetration'.

That's right