Last Epoch

Last Epoch Dev Tracker




22 Mar

Comment

Originally posted by NotARealDeveloper

Are you open to having mid season reports? Like telling us what you are closely watching or is likely to change for next season? I think just hearing that "you are thinking about ways to bring cof to mg power" or "looking at forge guard rebalancing" for next season, would go a long way.

Not sure if this makes sense from a dev pov though.

Yea that’s a good idea.


21 Mar

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I think where we will fundamentally diverge as years continue is that we’re aiming for a middle ground of complexity and depth and want to provide more to sink your teeth into if you want to play for thousands of hours. We’re not catering to the lowest common denominator of casual gamer as we don’t need to capture the same amount of resources, nor market. We’re making LE for gamers/ARPGers, not every casual gamer that exists.

Cool to see us heavily influencing the biggest players in the space. It will create better games for all of us.

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We don’t intend to extend that policy to overarching game systems, though we do heavily monitor community sentiment and if we find that changes to systems like this are preferred to be adjusted at Cycle patches we’ll start to lean that way.

We’ll continue to adjust the game and our approaches as we find what is preferred. Just know that we’re listening/closely monitoring and we’re willing to make adjustments based on feedback.

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Items that were found as a result of a CoF bonus have a CoF rank requirement. Any of those are eligible.

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Originally posted by Her_Champion

Gotcha!

One more question if you don't mind about the 'shared enhancements' node on Ballista.

Based on how you said things with work penetration (that the node DOESN'T apply to penetration) I assume it also doesn't work with other things that increase your 'damage' overall, but aren't explicitly adding raw damage.

For example, it wouldn't work with 'Attack Speed'. Because even though attack speed technically increases your damage, it itself is not a 'damage' stat, it just augments your damage stats.

Therefore, the only 'Attack Speed' that would benefit Ballista's are minion attack speed, Ballista Attack Speed, and Attack Speed from the Ballista's tree itself.

Is how I'm conceptualizing that correct?

It's very rigid. So you can't make a case for why something technically increased your damage. Attack speed does generally increase your damage but what if you can only cast spells or you deal 0 damage? Then attack speed does not increase your damage.

No, only the damage stat is damage. Attack speed is the attack speed stat.

He is a very easy chart to tell if it's a damage stat or not.

Is it worded like [optional tag] [optional tag] damage?

Yes? Yes.

No? No.

It doesn't matter if that in most cases it will end up making you deal more damage. Only damage is damage.


20 Mar


19 Mar

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Originally posted by Pandarandristt

Yo Judd, thanks for you and your team putting together such an awesome game. Disintegrate node "paralyze" (new in 0.9 or thereabouts) is bugged and not providing more damage. Submitted a bug report this morning, but I fully expect this will become your team's TOP PRIORITY.

There's one thing this build needs, and it's 250% more damage.

New content can wait, I want more melting.

We have some plans for disintegrate to bring its power up and make it a bit cooler! Not sure if it’ll be in for 1.1 but we’re going to try.

I’ll bring up that node with the team

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EHG is in favor. We'll need some time to make it happen in the way we're envisioning it.

I think I played WoW for like 3 years more than I would have if I couldn't play dress-up with all of my alts. Haha.

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Originally posted by Techsentinal

+/- are meant for zooming right? im talking about the resizing of the map. shrinking the size of the box

oh, no way to do that

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There should be little +/- buttons on the edge of the minimap.

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Originally posted by tazdraperm

Not like I do not trust you, but what's that then?
Imgur: The magic of the Internet

To be clear, there could be a dupe but if there is our team is not currently aware of it. When there was a real one previously we received a lot of messages and videos on how to reproduce it and we were able to fix it very quickly. Since we’re not getting those I assume this is either a remnant of the one we fixed from before or a new method exists but is not widespread.

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Originally posted by Practical-Face-3872

Why dont you add a UUID to every item drop, so if anyone dupes an item you suddenly have two identical UUIDs in the system. Might even be enough to do this only during active play sessions to be able to identify duped items and notify the server of a dupe.

It’s a good thought, but it would nearly double our item data which has performance and cost concerns. Then to ensure it’s actually unique across all those records would probably entail the identifiers being prepended by the actual character ID to ensure we don’t have to do a comparison check across all records(that would be a crazy operation to perform each time an item is generated)… making it ~triple the data. Our engineering team may have a more optimal way than that, but either way it would greatly expand data storage, and keeping individual item data as condensed as possible is very important.

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Originally posted by mcbuckets21

It's not probably possible. I know the exact details of the dupe and I have reported in the first week. Still hasn't been fixed. I even have seen people post it in the suggestions channel on the discord and no mod removed it.

We’re not aware of an active dupe exploit as all the ones we’ve reproduced at this point are a client/server mismatch and visual only which resolves on the players end as having no duped item as soon as the leave a zone or other.

If you think you know an active dupe that is not a client/server mismatch where you keep the item please message me with details and we’ll make it our highest priority to hotfix. We did have an actual dupe that we fixed the same day we were made aware of it.


18 Mar

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Originally posted by DarthNemecyst

The devs coming and seeing this thread like the palpatine meme "Gooood gooood" writing down the busted classes 😂

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Originally posted by Valderius

I'm not ignoring you at all. I think we're describing different experiences, and I'm failing to emphasize the pain point.

Interestingly, if it is EoC (and maybe abom after you destroy the soul vessels?) that has the extremely punishing dot zones, those serve a hugely different function in the fight. The outer ring degen zones in both those fights segment the arena and create big, telegraphed no-go zones. Presumably, to force you into closer proximity with the brusier bosses and prevent you from BVR sniping them into trivialized oblivion.

Cremorus' degen zones make the player engage with the main SFB mechanical gimmick of swapping barriers. The difference here is you MUST engage with the fire/necro fields in SFB. They're placed under you, swapped under you, and the boss is pummeling you with his spells the entire time. I'm unsure if there's no time between the fields switching or if the slow-fade vfx of the fight kinda disguise that "no degen" time. There's a telegra...

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ok, so I was just wrong on a few things, it's just a normal dot that's strong.

So here are the stats on that damage. The base ability does 100 damage per tick on a 0.3s interval.

I also went and did the fight real quick to see if the switch had any sort of indicator and while I couldn't notice a visual one, it does play a very distinct "shing" sound about half a second before it switches. As far as I can tell it only plays that sound when it's about to switch so it should be reliable to just hit the switch when you hear the sound. That should give you just enough of a jump on the effect to take way less damage.

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Originally posted by Valderius

Even if the degen can't kill you, Cremorus absolutely can. "It's % of current HP" is very small comfort to a melee character who just had 60% or more of their HP removed in a blink and is still tanking the same amount of substantial punishment from a very powerful boss. At least a ranged character can continue to dodge and evade the projectiles coming their way. For them, "it can't kill you" matters. If you're point blank getting frame 1 hit by projectiles, "it can't kill you" becomes much more effectively "get dead, idiot. Shouldn't have played melee."

It's expected that melee characters will endure much more punishment than ranged, and it's not that hard to build accordingly. But when damage just says "no" to all the health and defensive layers you've invested in and, in doing, becomes even MORE punishing the tankier you've built, there's a problem. If you're familiar with some of the evergreen challenges with the League of Legends character Vayne, I think you might see ...

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Once again, just to be clear, I'm not entirely sure that's what this is. I'm going to keep saying it because it feels like it's being ignored.

I strongly disagree that it's a problem that different build archetypes have different danger levels in different situations.

The damage that dots do is designed around people's armor not applying at all. If you do have extra mitigation from that, it's gravy.

I'm also starting to think that the % current HP drain is actually on the Emperor of Corpses.