Last Epoch

Last Epoch Dev Tracker




16 Apr

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The game has 15 classes. We make each one with distinct build options and class archetypes. When you are creating a character, we try to provide moments of deception making which are significant. In an attempt to make it so that a character still has the opportunity to become powerful (not bricking it completely) we provide methods for changing every aspect of your character other than the class itself.

Now, because we have such a large number of classes, we like to give players a preview of 3 to begin with. After trying it out in the early campaign we give the chance to lock in your specific class choice.

There are similar mechanics in other games that are handled a little differently which can skew the view of the system. We probably need to do a better job at presenting the base class as a stepping stone rather than a "parent class" style. You're not making a primalist who is good at a beast mastering, you're making a Beastmaster who started out as a primalist.

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Originally posted by ChykchaDND

Lolwhat, it's just f**king open JSON? Oh god.

What's wrong with that for offline local saves?

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Originally posted by LyckaYK

Hey ekimacher, thanks for showing interest in what I suggested here.
I oversimplified the ideas but it seems that EHG is not willing to sacrifice quality just to have easier time developing. This is why we love LE :)

So here are some unique dungeon abilities / mechanics for the players. Obviously the ideas would needs some reworking in order to implement that.

IDEA 1 : Build your own boss - Let's abandon this idea since it turned out that PoE's Metamorph is too similar.
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IDEA 2 Rework - The friendly minion becomes a mount

Here is how we can do this really unique and give the player something new and different to do in the dungeon.

The minion should be a mount. Something big and powerful like a behemoth or giant lizard for example.

If we have 5 corridors, let us make the player actually ride the mount in 3 of them (1st, 3rd and 5th for example). So you p...

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Cool ideas

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    Mike_W on Forums - Thread - Direct

Let’s continue one of the several already open threads instead.


15 Apr

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I’ll copy a link to this post and bring it up in our next game design meeting!

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Originally posted by Rintreth

Quick Question. Does Reflected Damage reflect the raw damage you would receive? Or the damage you receive AFTER Resistance/Block reduces it?

Post mitigation and doesn't scale with your damage increases.

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Originally posted by PiglettUWU

dang so no path of walking vibes?

There is a spriggan form build that uses thorns which can work ok ish. The pieces just aren't quite there to make it a really solid build.

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What would the extra abilities be that are given to the player and how would they be useful in the dungeon and boss fights?

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Reflect damage doesn't scale well so it's not a very powerful archetype. It is possible but doesn't really do great.

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Originally posted by shagmooth

Are there any plans to add alternate methods of attaining the passives/idol unlocks? It'd be awesome if we could get quest credit for everything that was skipped via the dungeons as I really love the idea of dungeons being a farmable alt boosting mechanic.

Not at moment, no.

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It's the same as yours. Double damage.


14 Apr

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Originally posted by DragonlordAtarka

What??? So I built my entire character wrong then. Any chance this will be changed to reflect what's actually in the tooltip? Cause this is incredibly disheartening. I was really looking forward to playing my character to his full potential. :(

I mainly wonder why it would even be mana in the first place. The more multiplier on getting spark charges from melee attacks means you're heavily incentivized to use mana strike as your main skill, which has an in-built way to apply them. This means that mana has almost no value to you since your main skill doesn't use any and probably even causes you to be at max mana at all times.

We've discussed it and decided to go with changing the effect to match the tooltip rather than vice versa. We'll have to monitor the subsequent power of the item because, as you pointed out, Intelligence is a more useful stat to scale for the rest of your build. But, we don't want to invalidate builds that people have already attempted to create based on the assumption that the tooltip was correct.

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    JustinC on Forums - Thread - Direct

Thanks for the report. I haven’t been able to reproduce this yet, so I have some questions that might help narrow down the issue.
Does this occur every single time you load into a new area, or only sometimes?
Is this occurring in online or offline play?
Are these skill points that you’re receiving from an item, and do the effects of the node you allocated using these points seem to work?
For others who are experiencing this issue: is this occurring with skills other than Fireball?

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Originally posted by Chogo82

Thanks for the response! 1) It was not always the case with my hammerdin that I died to soul bomb after pushing the enemy. There were times that I died on the very first soul bomb. I noticed that this seems to happen more often when I use a teleport spell and/or continue to attack him while he is soul bombing. The other hitbox issue is his breath. This one only seems to occur when I am too close behind him. This effect is also more likely to occur when I used smite teleport because that spell always puts me behind him and causes him to move a bit.

4) concerning the necro outer ring bug: what I meant here is that when I spawn into the fight after many attempts, the outer ring is already there. Typically the fight starts with me on the edge and EoC waiting off screen. In the bugged scenario, the outer ring of necrotic damage is already there and he immediately starts to the mass necro ball launch when I spawn into the fight.

5) concerning being able to cheat death: I...

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Ah! I see the issue with the outer ring now - sorry, I misunderstood what was going on there. You mean it's persisting after the portal is closed and into the next attempt of the quest echo within the same gameplay session if I understand correctly now. I'll pass that along to the team.

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Just wanted to provide a few updates concerning this, as EoC's Soul Explosion hitbox is something we're still looking into.

  1. From the engine side of things, we can see the hitbox does correctly match the telegraph indicator, which means something else is going on. We currently suspect this may be the result of being able to 'push' many enemies, including EoC, but we don't yet have a constant reproduction for this. Situation information can be helpful for this, such as if you're experiencing any issues with other hitboxes during the fight (desync), experiencing any sort of rubber banding, or if you notice anything else off.
  2. This appears to be a result of pushing the boss as you mentioned. 'Pushing' enemies is not an intended mechanic, and is part of a much larger issue we're working on.
  3. same as 2, yup. It's very silly indeed =p
  4. We are aware of this bug, though it's currently lower priority than others as teleporting into the outer ring post fi...
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    Mike_W on Forums - Thread - Direct

Yes
Yes
Yes, you have fewer, more significant, pickup events.
Yes, if it was one they were looking for.
All gold is created equal, shards aren’t.

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Originally posted by rtcll

Ah. Just logged in and tried to play a bit today. Still happening unfortunately... I can't even last a half hour before it crashes. I must have the other leak, but it doesn't take a long session. On 16gb ram.

The fastest we've been able to replicate it is like 1mb/hr.


13 Apr

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Originally posted by rtcll

Thanks for the update! Were any of those fixes pushed in the 0.9i by chance? I haven't gotten a chance to play since the most recent patch.

Pretty sure no, but a couple hotfixes ago had some I think.

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    Mike_W on Forums - Thread - Direct

Pretty sure I saw something to do with that going in recently.