Ok, I've only watched like 1 min so far but I'm hooked already.
Ok, I've only watched like 1 min so far but I'm hooked already.
Cool ideas. Some Shaman love is actually not low on the priority list, haha!
Thank you for the report! I’ve let the team know you’re still encountering it, and we’ve put it back on the board for further investigation.
“Larger” in this case referred to more fixes in a single patch. We’re not planning any Major patches (content patches) such as 0.9.3 prior to 1.0.
Offline + Merchant's Guild = the Paid For WinRAR of Last Epoch.
We did consider making a simulated market that you could use to play MG offline if you wanted. Decided against it though.
You’re welcome. I know it’s frustrating having to make compromises on some of those and if we figure these things out, they could change still. There was a time when we said we couldn’t show the number of ailment stacks under enemy health bars.
It must spend the mana first. The only hope would be to ty and send a refund.
It’s a bug, something in the zone has its collision layer mask set wrong.
Bow Mage build for marksman is great.
5 - It must fully uneqip the first item all the way first. Then it can start to equip the next one. Unfortunately, part of the unequip is deallocating the +skills all the way.
6 - Pure performance. If we could, we would.
8 - The “no” answers were the design decisions. I just typed out why we can’t do it but I think I might be wrong? Basically, minions need a little room to summon. You don’t actually directly summon minions, it goes through an adapter that kinda disconnects it from you a bit. I know that sounds weird and it’s not really the whole story. That thing you create can fail if it doesn’t have enough room. Here is the key part of the problem: it’s crazy mega not performant to try and find an ok place once it starts, it’s essentially going for the ride, summon or fail. It’s at this point that you would have to get refunded the mana but it has no idea how much mana you spent to cast it. There might be a way to get around this that I’m just missing but I’m not sur...
Read moreI’ll give you a 1 word answer for each. If you would like one elaborated on, let me know. All is up for debate and discussion.
The day before my wedding anniversary, perfect 😁😁 my husband and I love your game and we normally have the week around our wedding day off... Absolutely going to play your game!
Congratulations to you both 🍾
This, but also: we have a carefully built up balance in the current calculations. A change like this would not only require a fair bit of engineering to implement, but it would also force a total rebalance of, literally everything. 4 months from release, they would lose 4 years of built up iterative experience in balancing the system as a whole. Those 4 years of fine tuning while in early access are the key advantage Last Epoch has against the big players (Diablo 4, et al.) who have decided they need to hide everything until release day. In this case, they would be gaining some simplification at the expense of greater build variety as well as years of balance work - I don't think it's worth it. I love how LE is so well positioned between the simplicity of D4 and the (imo "over") complexity of PoE.
Yea, I didn't bother getting into how much work this actually is to implement. It might seem like it would basically be some tick box but you're right, even if we wanted to do it, we don't have enough time to get it in for launch.
Thank you for the in depth reply, much appreciated.
Sorry to ruin the poll.
One reason we've never done this is because you would have inconsistent behaviors between specific element added damage for base and converted. Like if you have lightning blast and +20 fire spell damage, then you convert lightning blast to cold and suddenly that fire spell damage is converted to cold. So suddenly, you have to convert a spell in order to take full advantage of specific element added spell damage. So then the rhetoric becomes: "skills are only worth using if they have an elemental conversion and it is mandatory". Suddenly huge swaths of builds vanish. The only way I can see off the top of my head to fix this (without just going back) is to remove all typed added damage. Suddenly somewhere in the range of 40 affixes go poof and we are left with added damage being just limited to melee/spell/bow/throwing damage.
Almost all conversions work the same for that skill. Some triggered abilities do not have conversions, sometimes that's just because we haven't added i...
Read moreOk THATs what i was hoping to hear! Any plans for transmog? That’d be cool!
Not specifically. It's something we generally want but don't have an internal timeline or plan for it. It's a "someday feature" for us still.
Are there a lot of end game armors to pursue that have cool appearances? I like transmog systems but I also don’t mind hunting for the items themselves either
We have no item to item transmog system.
There are lots of awesome armor sets and we add more every major patch.
So it should work well on steam deck at launch?
Steam Deck will not be a 1.0 supported platform. It will probably naturally get better on steam Deck but we won't be testing it or fixing specific bugs for it at 1.0.
Those are just normal gear. You earn them by picking them up. We do have 1 armor set that is mtx only. We will add more of those. We will probably add some way to earn cosmetic coins through community events like races and ladders.