Original Post — Direct link

Like the title says. Mobs that do a leap attack shouldn't get invulnerability just because they are in the air. The damage shows that you hit them but they don't take it and land and you have to waste time turning and hitting them again with your skills or attack if you aren't insta killing. It just feels like a pace killer when I'm clearing and an enemy is invincible and flying across the screen.

I have 170 hours in last epoch and enjoy a lot this game has to offer. This is just one of the biggest annoyances that shouldn't be in the game imo.

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over 1 year ago - /u/ehg_trasochi - Direct link

Agreed. It's something that was originally added to avoid inaccessible items dropping in mid air if the enemy was killed during the leap. There are almost certainly better solutions for this, but we haven't yet had the time to go back and fix it.

over 1 year ago - /u/ekimarcher - Direct link

Originally posted by Crayz92

Or sample nearest point on your navigation mesh upon the monster's death, drop the item at the sampled point. If using Unity's navigation, there should be a built-in function for that.

This is a surprisingly (computationally) expensive operation to run and doesn't quite solve the problem because some spots are on the navmesh but are inaccessible to the player. You also get extra edge cases in multiplayer. This was the initial idea for it but it caused other problems that we were unable to solve. It's still something to work on.

We do some special versions of this when casting some abilities. For example, if you have the multi thorn totem node and cast it near a ledge or wall, you'll notice that you either get strange placement or not all of them will be created. This is less bad because we know that we aren't going to have (in extreme cases) hundreds of simultaneous instances of the operation being run if you were to kill a couple dozen leaping enemies with 1 hit and have them all drop multiple things.

Ideally we will get it working efficiently so that you can damage leaping enemies in the air.