Last Epoch

Last Epoch Dev Tracker




23 Nov

Comment

Originally posted by Independent_Mind_425

are there logs or something someplace that would tell me what's happening?

Not really, at most it will tell you that a controller was disconnected/reconnected over and over.

You can find them here if you want to check though: https://support.lastepoch.com/hc/en-us/articles/1260805192629-The-Game-s-Log-File

Comment

Originally posted by Independent_Mind_425

i dont believe a button is held down unless one is broken and i haven't discovered it yet but i have a razer tartarus, a razer naga hex mouse and im using a hard razer mousepad thats solid black and a regular keyboard. and for controllers i ws trying a brand NEW elite i bought yest and an older plain series x controller both hooked up via wire not bluetooth

Yea, I was more looking at the constants because you said that you tried multiple controllers so it's unlikely that those are the issue. Something that isn't changing is more likely. It's possible that it could just be the game but this isn't a bug report that we get almost ever so I was looking for ideas elsewhere. I thought that if a constant stream of input was coming from somewhere else that the game might be flipping back into keyboard/mouse mode automatically.

Comment

This is going to sound weird but do you have a key held down on your keyboard? Or maybe an older optical mouse and a mousepad with a really "busy" and high contrast image on it?

Comment

Only minion damage affects your minion's damage.

You are not your minions.

Comment

Steam is required to play now. You need to link your Epoch account to your stream account to play.

Detailed info here: Migration to Steam - Last Epoch Forums https://forum.lastepoch.com/t/migration-to-steam/52234


22 Nov

Comment

Originally posted by JustRetributor

Wow, it must be really tough for you to switch between different ways of spelling such a complex word like armor. I mean, who needs consistency in language, right? It's not like there's any value in having a standardized spelling system or anything. Keep up the great work, guys.

Thanks so much :)

Comment

Originally posted by Ephemeralgravity

Hi ekimarcher, would you mind to clarify the second sentence. You are saying spells should always be using player stats, specialized or not, hard cast or procced, but I don't understand "will never inherit from a triggering ability". Thanks!

When an ability triggers another ability, one of two things happens.

  1. The initial ability casts the second one and the second one gets all the stats that the first one had.

  2. The player automatically casts the second one and the second one gets fresh stats from the player.

The way the game picks which of these to do is not 100% consistent but almost always, if the ability is one that could be equipped onto your bar, number 2 is picked. Otherwise, number 1 is picked.

Comment

Originally posted by t1r1g0n

Nice to know thanks.

This is almost right, you don't need to have maelstrom specialized for it to use the player's stats. Maelstrom, along with any specializable skill will never inherit from a triggering ability. It doesn't matter if you have actually specialized in it or not.


21 Nov

Comment

Originally posted by marv257

What is the difference between the Armor and Armour stat? Or just misspelled in one occasion?

It's just a typo, Armor is how it's spelled in the USA. Armour is how it's spelled in the UK and anywhere that derives from there like Canada or Australia. We have several people from those places so sometimes we type Armour out of habit by mistake.

Comment

Originally posted by NuNeStukai

It’s a pity that the developers chose the side of inadequate "click-to-move" fans, whose arguments are simply nonsense, they are the main reason that the genre does not evolve, ARPGs become more ACTION-RPGs when it is possible to move with WASD, with click-to-movie combat remains clumsy, inconvenient and ridiculous:

https://www.youtube.com/watch?v=gTAkv5Iy47s

It's interesting, I will now be using that video to illustrate my point next time this comes up.

Comment

Originally posted by VictusBcb

Mhm, and even the block effectiveness ain't the worst after getting those juicy suffixes <3.

Yea, after the 2xT7 on point suffixes, it kinda doesn't matter what the prefixes are.

Comment

Originally posted by JustRetributor

Oh, look at Mr. Know-it-all here, acting like googling something is beneath them. I guess they must be some kind of genius to have all the answers stored away in their little brain. News flash, buddy, the rest of us mere mortals need a little help from our friend Google once in a while. But hey, I'm sure you're just too busy being a master of every mechanic in existence while the rest of us struggle to put information into action. Must be nice to be so superior. No wonder your comment score is a big fat 0.

The person who I'm talking to is someone I've had a lot of interactions with. I'm quite certain they didn't take it like that.


20 Nov

Comment

Originally posted by Majestic_Turnover972

Then I, like many other players, will under no circumstances buy this game. Shame on you

I'm sorry that we aren't making a game that you are interested in.

I feel no shame for this design decision.

Comment

We recently had a discussion on this and have plans to re-implement this albeit in a slightly different manner. Hoping to have that implementation in for 1.0 though it's a bit of a stretch goal. We haven't forgotten those that liked that ramped up difficulty.

Comment

Originally posted by xDaveedx

Is it though? If you mean "ground effect=bad" with easy to learn sure, but isn't the hard to master part typically attributed to skill-based gameplay, not your ability to find this information by googling it?

Until I read this dmg deals a percentage of your life per tick here on reddit I just assumed the damage over time just hurt a lot and %less dmg over time taken would help. Does it help though or is it a fixed amount of hp that's removed akin to "true dmg" from other games that can't be mitigated?

I also thought it was a bug that it went through ward before reading about it here.

I'm curious, does research by googling qualify as "hard to master" for you?

I mean, you don't have to google this to figure it out though. Googling it is the fastest way to learn it but that's only half of the mastery. Putting that information into action is the primary step in the mastery of the mechanic.

Comment

Originally posted by Pepperkelleher

Thanks again for your response, I didnt meant the screenshot to be taken as a hostile action, or a promise or anything. But it is an insight into your decision.

I totally support you guys for keeping WASD out of the game at the moment.

Your customers, or at least most of them, are not prepared to admit there is a better way, and like you say, it would give an advantage to WASD players and force everyone to move to that.

Yea, you're good. I'm just about to step into a meeting but I don't think it's a better control scheme for the game. I think it gives you the opportunity to do maneuvers that would otherwise be impossible.

As a kid extreme example, take resident evil 1 vs 4. 4 has the "better" controls. But REmake would have been way worse if they had "upgraded" the controls.

Comment

Originally posted by xDaveedx

Maybe it would make sense to use some unique visual effect for these ground effects to get some consistency into it and communicate that this is different from regular dmg?

The 2 cases I know are the necrotic circles in arena and the blood DoTs in the Emperor of Corpses fight. Probably some other arena hazards aswell?

I guess you could remove the Emperor of Corpses one and just explain sonewhere once that arena hazards work like that. That would add consistency to it and make sense in my eyes.

For most players it's dangerous and good to not stand in. Some advanced strategies can be employed when you learn advanced information. I think this is the definition of easy to learn, hard to master.

Comment

Originally posted by Pepperkelleher

I'm screen capturing this. Thank you for admitting that it is in fact a superior control scheme. Will be helpful to show all the purists that say "why would you even want that? You don't have enough fingers then".

Now, it would be nice if all arpgs designed moving forward, were designed with the idea to give players a better control scheme from the get go and those that want to play old school could always use the inferior setting.

Go ahead, I don't think it proves what you want it to prove though.

Comment

Originally posted by Rip_in_Peppa_Pig

Hey thanks for the info, it looks like i was wrong and it is based on current health.

Whenever i tested it id always stop at around 20-30% hp so i never noticed the drop off. Then whenever i googled it everyone seem to say it was bugged so i just assumed that was the case.

Do you have any news on the slow loading of zones in the campaign? whenever i play with a friend 30-40% of the time is spent waiting at a loading screen or remaking our party when it bugs out (noticed the rust lands/sewer area was the spot where it bugged out the most).

All I can really say is that we're working on it.