12 days ago - EHG_Steve - Direct link

Hello, Travelers,

We are thrilled to give you an early look at what’s coming for Last Epoch over the next few cycles!

Last Epoch Roadmap April 20241920×1080 286 KB

As always, the team here at Eleventh Hour Games is dedicated to making the ARPG of our dreams, and we all know that’s a process that takes time, determination, and commitment. As of this writing, we have brought on excellent new people, continue looking for more, and are developing new and exciting content faster than ever. Our roadmap continues to showcase that we have long-term plans for Last Epoch and its content, and we are excited to showcase it here today.

Here’s the thing about roadmaps, though: we are striving to be one of the best and most community-centered game studios in the industry, and oftentimes the best-laid plans of Groles and Gods need to change. While this could be for a variety of reasons; the primary one is you, the community. As each new cycle is released, we plan to collaborate with the community to let you know what’s being worked on, listen to your feedback and suggestions for those plans, and continuously monitor how we can improve.

Each of the items listed on the roadmap are just a few examples of key features we plan to introduce for that cycle and do not represent the only things being worked on. Rest assured; the team is working harder and developing faster than before while also expanding with many new team members to bring you the game you deserve and produce a whole host of other features we have planned beyond those listed on the roadmap!

As we move toward each new patch, we also plan to update our roadmap to keep you informed of our plans and any changes that may have been made based on feedback we hear from the community!

We plan to update the roadmap just after Update 1.2 and again after Update 1.4.

Pinnacle Content - Release Timing Poll

Lastly, development for 1.1 is coming along nicely, and we’re excited to show you all of the great content, balances, bug fixes, and end-game pinnacle boss content coming along with it. Over the last few months, the community has started discussing Cycles and how content is made available to both Legacy and new Cycle characters. Our current plan for the 1.X series of patches is to bring all content to Offline, Cycle, and Legacy realms; but we also believe in allowing Cycle characters a small bit of time to attempt new pinnacle content before extremely well-geared and optimized Offline and Legacy characters have a chance to showcase just how fast they can conquer it.

For a refresher, existing Cycle characters will be moved to Legacy at the beginning of a new Cycle. Creating new Cycle characters will give everyone an even playing field with an economy reset and the need to re-roll a new separate character. Cycle is also where people may compete on that Cycle’s leaderboards.

With that said, we would love to hear from you about our currently proposed plans. Please take just a few minutes (it is 4 questions) and help us continue to grow with our community.

Link to Poll: https://forms.gle/58bE39Q2uTrUZFea6

Thank you for your amazing support thus far fellow Travelers, and we look forward to seeing you once again in the world of Eterra.

Community Update Log:

| Dev reply to community questions related to Evade (Dodge Roll) Mechanic: Last Epoch Roadmap - #167 by EHG_Mike

12 days ago - Trasochi - Direct link

We will be updating these continuously, for example Shield Bash is being changed in 1.1.

12 days ago - EHG_Mike - Direct link

We’re happy to see all the discussion regarding the new Evade mechanic we’re planning to include in 1.1. We have noticed that discussions can be hard to have without the full details about this new mechanic. As such, we’re posting a breakdown of the current implementation that we are internally testing here to help with the discussion.

Evade

Evade is a new universal movement ability for characters from level 1. This is a new tool to add onto your existing tool belt. We expect this to be a fun new mechanic that opens up new build opportunities and spices up combat.

Evade_Tooltip

Details:

  • No damage immunity (no i-frames).
  • New action button: Space by default
    • Controller Button: B on Xbox, O on PlayStation, Button 3 on generic
    • Does not use one of your 5 action bar slots
  • Cooldown:
    • 4s with 2 Charges
    • 0.5% increased cooldown recovery speed per level
    • It is affected by the Increased Cooldown Recovery Speed stat.
    • This cooldown is independent and is not shared with traversal skills.
    • Charges recharge sequentially, not simultaneously
  • No skill tree
  • Evade may have triggers or other mechanics tied to them through items, other skill/passive trees, and possibly new sources in the future, too.
  • Increased travel speed (but not distance) with increased move speed stat.
    • Haste does affect this.
  • Distance is roughly 80% of Rogue’s dash.

UI_Globe

Design Intention:

We are constantly working to improve the underlying gameplay systems. This is a feature that we have considered for years. In the past, we’ve gone so far as to prototype it, but the game wasn’t quite ready for it yet. Our intention with this version is focused around fun and feel. Evade brings a bump in battlefield mobility that enables new playstyles to flourish. With this mix of cooldown duration, charges, speed and “need to use”, we feel that Evade is usually available when you want it and you aren’t just using it on cooldown.

One of the goals of this new Evade ability is to make traversal skills feel like less of a necessity and more of a build decision. We expect that the majority of builds will continue to use traversal ability alongside Evade. This new option will open up some new builds that were previously too clunky to shine due to the limited battlefield repositioning you could do. For example, pure summoning builds or maybe a shapeshift form that needs a little extra mobility.

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We also want to have the freedom to design harder and more dynamic boss encounters. Some new boss mechanics could heavily benefit from being able to get out of danger quickly. In the past, most players take a traversal ability, however not all do. This means that we have not been able to design encounters with abilities that too strongly encourage a movement burst, as it would force players to take a traversal ability in their limited ability loadout. Adding Evade allows us to design encounters knowing that all characters have access to move out of danger quickly. This does not mean that every fight will exclusively focus on fast-reaction one-shot mechanics. This is another tool that we can use to make new styles of boss fights. The degree to which Evade is encouraged to be used in boss fights will be varied to fit the mechanics of that individual fight.

While we’re finding many previously designed encounters that do benefit from this new mechanic, we will continue to update previous encounters with slight mechanic updates that may benefit from the use of evade if it fits with that particular boss encounter.

12 days ago - Moxjet200 - Direct link

I’ll say I was not a believer in dodge roll (evade) before the team prototyped it and we got to play with it. It feels good and we believe people will agree when they get their hands on it.

No we’re not going to make regular Epoch content require lighting fast reflexes because of this addition. Maybe the pinnacle boss? We’ll see as we’re still balancing the fight.

Just another note - I want to emphasize how much the roadmap leaves out. Look at any of our other major patch notes and consider we’re only getting faster and adding more team members.

11 days ago - EHG_Mike - Direct link

We will continue to do offline cycle rollovers just like we did when 1.0 dropped.

11 days ago - EHG_Mike - Direct link

In offline the “reset” in 1.1 is really just a fresh gameplay character environment opening up. You’re right, it’s all saved offline so if you want to do some editing and keep using the same character but “on the cycle” you can do that. It’s just a text file on your computer.

If you’re referring to the survey, it separates online cycle from all of online legacy, offline cycle and offline legacy.

Some big draws to play online is access to the Bazaar and playing with other people.

We don’t have LAN support because we didn’t have a few thousand spare dev hours to spend on it. I know it might seem like an easy one but it is one of the largest potential features that we could consider adding. We are not considering adding it.