Last Epoch

Last Epoch Dev Tracker




21 Oct

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Originally posted by Spendinit

All great changes. There was one thing in particular, though, that jumped out at me the second I read it. "Patch 1.2 will be introducing many additions that will give players exciting new ways to target desired loot " I would love to hear a little more about this lol

Haha, for sure! We wanted to mention that we have more systems coming, but not quite ready to share the details on them. Keep an eye out for when we start posting more detailed information about Season 2!

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Originally posted by Throwaway7646y5yg

Why not keep it going till the next event so people keep playing?

Part of the nature of an event, the event only lasts for a time! We're happy to hear you enjoyed the event and the Loyalists, I know I did as well!

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Originally posted by Risin

Why were loyalists removed? 

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The Undead Loyalists were part of the Imperial Uprising event. It's likely the mechanic will make a return at some point. For more information on the end of the event, check out the wrap-up post here: https://forum.lastepoch.com/t/the-immortal-uprising-end-of-event-wrap-up/74245

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When I was building the team I was looking for people that loved Diablo II, Path of Exile, and Chrono Trigger


20 Oct

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I'm playing harvest lich right now and I'm really enjoying it a lot.


19 Oct

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Originally posted by xDaveedx

A little late to the party, but I just wanna say some Druid exclusive aura-esque skill that affects the 3 transformations in different ways would be great as transformation builds can often barely get 5 functional skills together due to the set skills you have when transformed and you have very limited skill points to spend on skill procs aswell.

that aura skill could be called Blood Lust or something and potential nodes I could see in there:

  • 1% more dmg per second you stay in one form, but also drain 1 more rage per second for every second you stay in one form (to encourage multiform builds)

  • Change Rage to Boiling Blood. Boiling Blood has no natural decay, only refills on kills and rare or unique mob hits and empowers your skills in certain ways while doubling their cost/adding a minimum of 5 cost to 0 cost skills. (Examples would be like Werebear Swipe becomes Bloody Swipe with a highly extended range. Rampage would leave a trail of boilin...

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It's a cool idea but it would have to go above the lock line and not be the mastery ability. It also kinda feels like stuff we could put in the druid passive tree or specific skill trees though eh?

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Originally posted by St0rmyknight

The estimate I saw was February but that could obviously change

Just to be clear because rumors are like a disease, this is a community speculation, not an official estimate.

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Originally posted by Dioxide32

Other than the current accelerated XP/favor and loot lizards, I have no idea what the Imperial Zombies of the current patch are. I just rush through monos.

No xp boost right now and the lizards are part of the base game. The imperial skeletons are the packs that have purple swirls around them.


18 Oct

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Originally posted by VapidActions

Why do people keep saying xp? There's no buffs to xp.

It's the favor, it's basically the same thing as an xp boost for super end game farming.

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Originally posted by Bongfucius

Can I change my specialization and respec later?

Just to be clear using the in game terms. You can't change your mastery class once that is selected. So if you pick sorc, you can't switch to runemaster for example. You can switch you skill specializations whenever you want for free, just have to re-level them up but that happens quickly and you can do some stuff to make it almost instant. Your passive points can be respec'd with a low gold cost in town at any time and same for your blessings. Gear and idols(charms) can be swapped whenever as normal.


17 Oct

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Originally posted by mafifer

I wouldn't mind re-evaluating Druid. Bear is great & all but unless I want to play Bear, that exclusive skill is entirely useless. It's one of the only exclusives that serves a limited purpose because if you don't want to play that transform, you have so little to gain in the tree.

My recommendation is move Summon Spriggan to another tree (maybe even base and make Storm Crows a shaman only skill), move bear to that space then give us something new like an Aura similar to Holy Aura, but it benefits each of the transforms in special ways.

This would help all transform builds benefit from a combined exclusive skill and give shaman/beast masters another transform option.

That unfortunately puts werebear available to other classes which we hard don't want. You'd also get that transform buffing skill without having any transform abilities to use it with which wouldn't work. I think druid requires a transform still as the mastery skill.

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Originally posted by Encharrion

Flame reave makes more sense than firebrand to be class locked. There's is almost 0 reason to use flame reave on anything other than a spellblade. However, firebrand at least has buffs that might be interesting on other masteries.

Interesting take, I think that's the same logic we used to pick the opposite actually. Because melee is just a firm theme for spellblade and hard not on the other two.

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Originally posted by merrybike

I'm pretty sure meteor is the only real outlier, it offers no obvious synergy with the sorc tree or theme outside of being a high cost spell.

Meteor doesn't necessarily have the worst tree, but as an exclusive skill it has by far the least to offer. Your options are essentially damage or a limited/specific buff in craterborn. It's almost the exact opposite of chtonic fissure in a lot of ways.

Thematically i think arcane ascendance makes far more sense as a class exclusive skill, it interacts with mana cost and the nature of buff skills fits exclusive skills much better imo, they're usually "forced" picks in arpgs while not necessarily enforcing a specific playstyle or dmg type.

Just to be clear Arcane Ascendance already is a class exclusive skill. The distinction of which should be the mastery unlock skill generally comes down to the level you want to unlock them at. Meteor turns mage into a sorc but arcane doesn't really do that. All of the mastery abilities have the potential to be something you'd name a build after.

Black Hole and Static Orb have the best claims to be the sorc mastery skill over meteor but they are still miles behind from a thematic and immediate impact standpoint.

It sounds like the best solution to the issue you're bringing is just to improve meteor's skill tree (because it is very very old at this point).

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Originally posted by itsmehutters

Do you plan to add skills to classes that have just 3-4, instead of 5? And what about classes that already have 5?

Yes, we will continue to add skills to all classes. None of them are done.

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This isn't really the metric that we use for deciding class exclusivity of a skill. It's more about thematics and play style.

Edit: are there any skills that you think should have their class exclusivity added or removed based on thematics and play style?


16 Oct

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Stop by my weekly dev stream for a fresh update every week live on the official twitch page.

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I just took a look at this with our combat designer and we do see that the collider is a bit larger than the visual would imply. This view makes it look more egregious than it is because it's in a lighter area and the emissives don't pop like they do in the darker area but we've gone ahead and made the collider smaller. You can see the changes here and we'll deploy these with 1.2:

Before: https://gyazo.com/1d60e2a3cb63ec78f97a1115cb206b8c
After: ...

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