Last Epoch

Last Epoch Dev Tracker




19 Feb

Comment

Originally posted by rds90vert

Wait what??? PARRY? What is that? New affix type? doens't specify suffix or prefix (my guess is suffix as block or dodge), which item bases? u/EHG_Kain or Steve got some more clarification on that?

Prefix

Comment

Originally posted by moglis

Ctrl + f function on these forums is horrid.

if you hit ctrl+f twice, it gives you standard ctrl+f functionality. The reason it has its own is because it doesn't actively load all replies at once, so it needs to search its database to find any matches outside of what your browser may actively have loaded.

Comment

I'm sorry you didn't enjoy Last Epoch. I just wanted to pop in and say that we are in a different genre from Lost Ark and if you're looking for a similar experience, we won't shift into that genre in the future. We do share some similarities but I think that it's kinda like comparing Skyrim to WoW. They have similarities but are very different. Those might be too different but the ones I wanted to use are too obscure.


18 Feb

Comment

Cast speed only affects the time between pushing the button and the ability being initially created.

Comment

Originally posted by 1234g689

I thought if you craft a legendary with t5 affixes on a low level unique that it increases level requirement?

We removed that effect on level requirement, in part because of Weaver's Will items like this one. It would have been a bit of a killjoy for your item to upgrade mid combat and suddenly become unequippable.

Comment

Wait for 1.0 the font on the tooltips is way better.

Comment

The new shared element specific penetration weapon affixes that were just spoiled this morning do this.

Comment

Originally posted by GenericSearchRequest

How ominous! My guess is a cap? Maybe at 30

I don't want to go into the details, because of spoilers and because plans can change, but I can confirm it's not a cap. We want to make players feel better about getting lots of skill points from items, not discourage it.

The problem as it stands is that you can reach a level where certain builds run out of good places to put the points, or feel forced into certain nodes, because they're the only good options left. It varies based on the individual trees and isn't a huge problem at present, but it is currently holding us back from including more level of skills mods on items.

Comment

Originally posted by JoeRambo

LoL, +7 skill levels on 1 item, not sure if it's good idea going forward. Might diminish having meaningful choices in the tree if players start taking 32 points from sword and +5 relic alone.

But i will be the last to complain about power creep, that's for sure, bring it on! :)

It is something we need to be careful of, and something I'd be shying away from much more in unique design if we didn't have a plan for addressing it in a future update.

Comment

I think the whole skill needs to be completely redone from scratch. We almost took the plunge last year on it but decided to wait. I hope that we go through with it and place some key synergy on the upper part of the VK passive tree so that FG and pally can still use it but the true masters are the VKs.

No idea if this will happen but it's what I would do to the skill if I had a magic wand.


17 Feb

Comment

Originally posted by Baknik

Does this problem have to do with Unity's NavMesh needing to be pre-baked? I'm curious about solutions for this (for just my personal projects) as well!

That was a struggle but we do have a way to modify that on the fly.

Comment

Originally posted by Darkiedarkk

Will completely offline support be added? I have a steam deck and mainly use it for train rides so can’t connect to WiFi just to start a game.

Yes, on the 21st

Comment

Improvements for this coming in 1.0. We’ll be looking out for feedback once the changes are in everyone’s hands!

We aim to come to console in the future so nailing this is important to us

Comment

It's a being worked on problem that if it gets solved will become planned.

Comment

Hey there!

As with the note on the packages, The other cosmetics will be put on your account once 1.0 arrives on the 21st. The reason for this is that we've changed all of the character rigs for 1.0, and so the cosmetic armors don't work on the currently live rigs. Sorry for any confusion!

Comment

No, you can assign it to be [move or activate one of your abilities]. It also has a [move or melee destructible] mode too.

Comment

Originally posted by Ohfacce

Did anything change though? Does every piece of gear have it's own look?

Yes.

Every single ARPG I can think of has the same answer to your second question, no.

Comment

Originally posted by Lord_Longface

What happens when you combine Seraphs Strike with the node that lets you cast Healing Hands on melee hit? Do we get to double dip melee scaling here with another weapon attack? Or, even funnier but probably not, does it trigger itself?

yes