Last Epoch

Last Epoch Dev Tracker




26 May

Comment
    JustinC on Forums - Thread - Direct

We have a fix for this internally and are working on getting it into a hotfix. Thanks for the report!

Comment
    JustinC on Forums - Thread - Direct

We’re looking into this. Thanks for the report!

Comment
    JustinC on Forums - Thread - Direct

We have a fix for this internally and are working on getting it into a hotfix. Thanks for the report!

Comment
    JustinC on Forums - Thread - Direct

It appears Burning Daggers from Cinder Strike’s Firebreathing node do not receive the benefit, while Burning Daggers from other sources do.
We’ll work on a fix. Thanks for the report!

Comment
    JustinC on Forums - Thread - Direct

This bug did indeed manage to slip back into the game. We’ve got a fix for this internally, we’ll get it into a hotfix. Sorry about that!

Comment
    JustinC on Forums - Thread - Direct

We’re working on a fix. Thanks for the report!
As a temporary workaround, your stats will be correct next time you load into that character, so you can exit to character select and enter game on that character to get the stats applied correctly.

Comment
    JustinC on Forums - Thread - Direct

We’re looking into this. When the invisible enemies are attacking you, if that enemy uses projectiles, are those projectiles visible?
Does the issue seem to stop happening if you restart the game, or verify files in Steam?
You mentioned this seems to occur the longer you’re in a particular zone or monolith. In the case of monolith, does this mean running lots of echoes, or spending lots of time in one echo?
A player log from a play session where this occurred may also have useful information.

Thanks!

Comment

We're working on a fix for this.

In the meantime if you're in online and experience this issue, I'd suggest joining a party with a player who has a character beyond the blocker and portalling to them.

Comment

Originally posted by timahhh

Really inspired by some of the ideas on here, and I wanted to explore the idea of this being a true partnership. The falcon having intelligence and autonomy, while also being a companion.

So I put a sort of class archetype together here for fun. I was imagining all sorts of fun abilities as I wrote these out and imagined the partner dynamic.

Here's a text version:

Soar in to high speed, high altitude combat with your falcon companion - as intelligent as it is fierce. Become a duo of death, as your successfully coordinated attacks place you into a vicious battle trance.

Fast-paced, high impact offensive action.

  • Attack bonuses for catching enemies by surprise.
  • Respond to your falcon’s maneuvers and pull off powerful combo attacks.
  • Your falcon adapts its combat tactics based on your unique talents, and the flow of combat.
  • ...
Read more

I hope you're in marketing because the graphic, formatting, and wording is stellar here. Legitimately got me hyped.

Comment

Originally posted by snow-days

More QOL/flavor, but it would be fun to have the falcon be able to retrieve loot or pick up shards or something.

I also love that you made this thread and are brainstorming with us!

In addition to the many great suggestions already posted, I would say 3 main builds: a "nuke" build where the falcon comes diving in and deals massive damage, before flying up out of harm's way for a "cool down"; a build where falcon pesters enemies, drawing aggro and applying debuffs; a build where falcon flies around the battlefield dropping buffs, heals, ward, clouds of smoke... whatever. maybe even powerful consumable weapons like special arrows.

I'm having a ton of fun reading the idea, so really it's my pleasure. Also, good suggestions

Comment

Originally posted by Aliessil_

Hmm. So first of all, I’m thinking a falcon is small, lightweight and fast, so it’s abilities should reflect that.

Second, a new Mastery means a new passive tree and several new skills, and the early nodes and skills have to be useful to Marksman and Blade Dancer as well … and I feel like that’s the tricky part. Obviously the Mastery Skill will be the falcon itself, and I feel like the skills should mostly be player+falcon interactions, which would have to summon temporary falcons for the other Masteries.

For the passives, the early tree should include benefits while the falcon is active (permanently for the Falconer, and for the Marksman and Blade Dancer, for a few seconds after using a Falconer skill). The falcon would be distracting so crit avoidance, increased dodge, increased chance of glancing blows all feel appropriate. Damage-wise, I think bleeds, increased crit chance and improved penetration seem appropriate.

Having nodes to change the type of fal...

Read more

Love to see the thematics/flavor being converted to appropriate existing mechanics. This is how our designers think!

Comment

Yea we need to change that. I’ll post it to the team!

Comment
    Trasochi on Forums - Thread - Direct

It does not count as Endurance Threshold for any effects that scale off of Endurance Threshold other than the damage calculation itself. We cannot make it actual Endurance Threshold because that’s a precalculated stat, so it’s only updated on stats update (e.g. when you equip an item or receive a debuff), and as such Endurance Threshold itself cannot scale with missing mana.

Comment

The passive point quest rewards have moved around, so you probably no longer have the maximum. When this happens and you already had those passive points allocated, it doesn't take the passives out, but any new passive points, including those from level up, will "pay" for those passives you already have allocated.

Running through the new chapter 1 will probably be enough to pick up the passive point quest rewards that you're missing, you don't need to do all quests that award passive points in order to pick up all the available points.

Comment

Yes, sorry about that, twas a mistake, you will be able to change that portal too.


25 May

Comment

Originally posted by Certain_Reputation82

Please port it to ps5 ...I'm dying here.

We have not started console development yet. It'll be a while still.

Comment
    Mike_W on Forums - Thread - Direct

It’s a lot of little info to keep up with. I can totally understand the desire to have a quick access overview of upcoming content and what the near future looks like for the game. The thread was drifting a bit and I was hoping I could center things a bit. The text was short because things were…chaotic this morning.

Comment
    Mike_W on Forums - Thread - Direct

It has not been forgotten. I can’t remember if it was temporarily not available but was going to be added back in or if it’s just in a secret area now or something. It’s not just gone though.