Last Epoch

Last Epoch Dev Tracker




03 Jan

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Welcome Travelers to the Eterra Monthly December 2024 Edition!

We hope everyone had a happy holiday season and fantastic new year! Another month has passed, and we’re here with our boots on the ground to bring you the latest from Eterra!

Eterra’s Path Forward

Our team has heard that the Cartographers have released a new map detailing the Road forward to better aid intrepid travelers on their journey. Our field reporter journeyed out to get a first hand look at what travelers can expect to find in the wilds of Eterra, let’s hear from them!

"Setting off from The Surface, I followed my usual rambling route towards Shrouded Ridge to get a look at these Dungeon Improvements! Through Lightless Arbo...

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We’ve got a branch with WASD taking over movement and it feels pretty good but it doesn’t have all the strafing animations that we’re concerned people may now expect. That’s a whole lot more work. We’re considering putting it out as an experimental feature with season 2.


31 Dec

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Originally posted by Sigmund-

Hi. Thank you for all your hard work on the game.

I wanted to ask, a year later; Is this issue any closer to being fixed?

I haven't heard anything on the topic.

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Originally posted by Winter_Ad_2618

Oh wow! Thank you so much! That would be awesome! How should I let you guys know? Just make a post on Reddit with everything?

Yup, it's quiet enough that we will see it. Can tag EHG_Kain if you want as he would be doing it. Can drop a message for us in the discord if you want instead too. We're around :)

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Very cool idea, let us know when you've got the rules decided and I'll see if we can do a shout out on socials for ya if you want.

You can use the solo character found challenge setting to enforce the no grouping and no MG if you want.


30 Dec

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As a note, it does sound like you're playing an extremely powerful character. Players are not expected to be able to beat Aberroth on the first try, we make sure you've got 10+ keys before attempting it so that you've got a few attempts in a row to learn the fight and improve your gear. If you did manage to do it first try as it sounds like you might have, very nicely done.

But yes, that's the top tier boss right now.


29 Dec

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Originally posted by swiftmaster237

They've stated they want it on console but have bigger priorities they want to tackle before releasing a less than stellar console version.

More-so, their controller support needs vast improvement and they know this. Like, it works yeah, but it's pretty janky.

Huge controller combat updates coming in 1.2. Each skill is getting context and specialization specific automatic targeting methods. It makes a whole host of builds that were previously keyboard and mouse only work great on controller.

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Originally posted by Phelyckz

Buuut 4th mastery is confirmed?

We plan to add more base and mastery classes. I don't have any details on which specific ones will get added first.

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    EHG_Mike on Forums - Thread - Direct

Yea, that’s what I was saying. I’m agreeing with you. In a different genre, it worked great.

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    EHG_Mike on Forums - Thread - Direct

Wildstar had inspired CC. Both of those examples are from there. I thought it was a lot of fun because every ability was a skill shot.

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Originally posted by Rain1058

That's a fair comment. I guess I'm not even sure if ward "should" be nerfed, I just kinda assumed it would be. I guess I'm more curious to see the HP changes or more specifically any sentinel damage reduction increases or survivability buffs overall.

In the same vein with less on the line. I'm also curious if paladin will get a new ability. Then if you're able, has there been any thought about sentinels being able to dual wield with more weapons in the offhand?

It's just not as simple as buff or nerf. The defensive progression curve shapes need to change. So at some points on those curves, each will be buffed or nerfed and the opposite could be true at a different spot on those curves.

Ever? Yes paladin will get a new ability. It's not a fixed ability count for each class but those with less will generally get more sooner. Sentinel has a lot of changes in general coming in 1.2. Sorry, no specifics for ya.

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Originally posted by Skyqula

So every ARPG can be reduced to 3 major stats: Offense, Defense, Recovery. LE is no exception. Talents can give bonuses to each, gear (doubled with chosen exalt), idols, blessing all can give bonuses to these categories.

How is your opinion on someone stacking everything across everything to 1 category? His offense might be "200" while his defense and recovery are "80". Is this fine? On Aberroth this would be one of those "10s" videos, on arena the build would not rank.

Do the sources need to be more restricted to which category they can boost? Should a player be able to be a class cannon? IE is double life idols fine? Is double offense idols fine? Is choosing between offense and defense on the same blessing slot fine? Are exalted items in a good spot? (T7 doubles chosen affix, someone focusing all prefix will would be 200 offense, someone focusing all suffix would be 200 defense) Are legendaries in a good spot? (2lp double preffix vs double suffix)

I'm sorry I don't have a satisfying answer for every one of those questions. What I guess I'll say about it is that I love it when players have options that can be debated. There is also always going to be room for adjustments. Just having all those categories change is something I find interesting because it creates a new landscape to theorize in.

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Originally posted by Pandarandr1st

I do think, to a certain extent, you've painted yourself into a corner with that poll. Now, if mid-season balance patches are implemented in any fashion, it is going against the community's expressed wishes. People will definitely say things like, "Do poll, reject results, do what you want anyway" or some such. Do you ignore those voices? Do another poll and hope for the desired result?

Anyway, glad I don't have to deal with this stuff

I think if enough time passes and the game changes enough, the poll becomes obsolete at some point and it's understandable to either do another one or make compromises. How much time and how much the game needs to change is hard to predict though.

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    EHG_Kain on Forums - Thread - Direct

Please remember to remain civil in conversations.

We certainly understand the frustration of having to wait so long for an update - it is too long of a period since the last major release, and not what we were originally aiming for. However, for the future of Last Epoch, we felt taking the time now to directly address areas of feedback, and catching up on bugs and issues would help create a better path forward. We are actively expanding our team adding more members, adding both manpower to get more work done, as well as add more specialized roles for better organization and efficiency of task completion. We’re working faster, and completing more than ever before - though It’s 100% understandable that it doesn’t yet look that way. It’s not fun waiting now, but it’s for the goal of making things more fun later.

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Originally posted by Rain1058

I totally understand if this just can't be answered and goes unresponded to.

In 1.2 will the disparity between ward and HP be addressed?

I play mostly sentinel and it feels a lot squishier than my buddy with incredible amounts of ward. I'm sure ward probably will get nerfed in some way, but specifically, will hp be buffed?

All I can really say is that there are a ton of balance changes coming.

I don't think that the perceived issue is quite as simple as ward good, hp bad. There are extremely powerful hp builds out there too. The power curve of each puts a large percentage of the community in a position where the point on those progression curves that they get to, ward is significantly better and that makes the issue feel like the solution would be to just buff hp and nerf ward.

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Originally posted by Pandarandr1st

I'll just chime in to say it is SO HARD to do community involvement correctly, because people complain SO MUCH LOUDER than they praise. And, also importantly, people will always complain, because there's just every opinion under the sun. And, on top of that, players are often individually unaware that they are advocating for something that they actually won't like.

Mid-season balance patches are one of those things where I think you make a choice and stick to your guns. It's so hard, though. Nerfs WILL make the community go berserk, as you know, no matter what people are saying in this thread.

Yup, that's why I think we would have to do 3 major things. 1. Make respecing more flexible, possibly allowing mastery switching. 2. Have the balance patch date publicly set in stone when the season starts. 3. Reset the ladder but not actually rotate characters.

Just to be clear, we don't have plans to do this, just what I personally think would need to be done to make a hypothetical mid season balance patch be accepted by the most vocal portion of the community.

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Originally posted by kenm130

Can we get a 4th mastery for the sentinel that goes full on javelin+shield? It's such an underrated playstyle. ( yes I know 2h spears and the javelin skill exist... but still)

Well....I did already spoil this on stream about a month ago, so yea sure. Well, kinda. It won't be on a new mastery but spear and shield will work in 1.2 for javelin with 2H spears.

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Originally posted by tadrinth

Y'all just alternated between a season with both content and balance changes (1.1) and a season with only content changes and no balance changes (imperial uprising).

I'm arguing you should have nerfed static orb rather than add loot lizards.

Which, man, when I say it like that, I might be wrong!  

Sorry, got mixed up with another person, it did include buffs but I do agree that it should have included nerfs too.

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Originally posted by tadrinth

Y'all should just halve the cycle lengths and alternate between major content patches and balance passes.

That way we get a cycle with crazy new stuff, and then a cycle with some semblance of balance, repeat forever.

Then at least there are some periods where the meta is some semblance of the intended balance.  Right now the new stuff is always broken and there's never not new stuff, so there's always something that's just wildly out of whack.

That, in turn, means that we the player base have a hard time telling what the balance target is, which makes it hard to provide feedback.  Like, is my current build bad, or am I bad, or was I just playing something wildly OP before?  I genuinely do not know.

Really the ideal would be to pick a target cycle length, and stick to it, and do pure numbers balance passes for any cycle that doesn't get a big patch.  

As long as the purely numeric balance patches are aggressive enough, I think a lot of players...

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I mean, that's essentially what we just did this season and it doesn't even get acknowledged as a thing we did.