over 5 years ago - Sarno - Direct link

Thanks!
 

Can I check whether you’re referring to animations (e.g. a character swinging a sword), or visual effects (e.g. a Void explosion)? I don’t ask to nitpick; given how well you have articulated your feedback, it would be a disservice to assume you mistyped without asking.

We happen to be working on both - specific examples of which skills you’d like to see worked on could help (though may be overlooked if not posted in a dedicated forum thread).
 

The End Game Systems page has a synopsis of the planned endgame content. The current implementation of the Monolith of Fate is a very early iteration of the system.

We’re currently concentrating on ensuring that the game’s foundation is as solid as possible. While we’ll naturally spend a lot of time working on our endgame systems and iterating on them to improve their longevity, we need to make sure they fit Last Epoch well.
 

While it may feel cheap, I’m inclined to blame some of these on #JustBetaThings™.

We do plan to introduce additional Glyphs and Runes - and it is perhaps unfortunate that the majority of ones currently available incorporate an element of RNG.

Currently the most efficient form of base farming is checking vendors, then restarting the game client to refresh what they’ll have available. This is something we’ll be discussing at tonight’s meeting, though I’m not sure how quickly we’ll be able to address it.

We’ve yet to make a final decision on whether Glyphs and Runes will be tradable, and that will be one factor which helps to determine how we adjust their drop rates in future.
 

We haven’t really given the game a pass where we sit down, look at each boss and try to come up with interesting mechanics yet. For most of the game’s development we’ve been rushing to increase the amount of content available as quickly as possible. Boss encounters will be iterated on closer to release - most / all current boss fights are placeholders.
 

We plan to overhaul respecs for both skill specialization trees and class passives. The current implementations date back to the pre-alpha demos, when “what can we get done today?” was as much of a focus as any design goals we had in mind. Unfortunately as soon as respecs for both were available, work on them was deemed a much lower priority.
 

It would be great to have specific examples in a dedicated thread if you wouldn’t mind taking the time. Our sound team do occasionally play together and go through the game looking for issues (and the rest of try to keep an ear out), but we’d definitely welcome the input.
 

I’ll raise these points with the team.

It’d be good to hear whether the boss arrows are helping at all. It was the quickest way of acting on this feedback which we received both from yourself and from others. :slight_smile:

over 5 years ago - Sarno - Direct link

The current functionality is that it refreshes 10 minutes after it was last opened.