Cheers!
Cheers!
Will any form of multiplayer be limited to the official servers? So mods would only work offline single player like Diablo 2 Resurrected, or would there be any way to play mods with friends? Such as LAN, TCP I/P, custom servers?
Much appreciated.
We have no plan to add LAN or TCP/IP support or release our server code. Currently the only way to play online will be with the official servers.
It's possible that this could change in the future but very unlikely to be any time soon.
i've actually been uncertain about the difference between +cold damage and +bow cold damage, almost implies that +cold damage doesn't apply to bows.
Well, "+cold damage" doesn't exist so that's the biggest difference.
All flat added damage requires a damage type. The options for this are bow, melee, spell and throwing.
"Increased cold damage" applies to all sources of cold damage.
"Increased cold bow damage" applies to all sources of bow cold damage.
I would settle for seeing just the overkill damage that was dealt as a way of better understanding what has happened. Few bosses have given me headache before for I did not know if I died to just bad luck or something that will definitely one shot me. Just to know what to prepare for.
We have very thoroughly explored the possibility of more detailed death recaps. What we have is the best we can do.
Hi Ekler,
I am part of the quality assurance department at Eleventh Hour Games. I am sorry for your negative experience, and I completely understand your frustration. I play in multiplayer with a co-worker almost every day and I too run into bugs. I am not kidding when I say even when I play casually off the clock I am still navigating the game with the intent to find ways that we can improve user experience.
I want you to know that I take my job very seriously, along with every other Last Epoch QA. We love the game as much as everyone else here and want to provide the best experience for players (including ourselves when we play casually).
That all being said, the problems are you are encountering cannot be understated for their complexity and manpower terms of addressing. Rubberbanding is one of those examples. Rubberbanding is a server/client issue that we are actively investigating and attempting to resolve, and we appreciate your continued patience as we wo...
Read moreHey Perry,
I also argued for Rive to get a void tag in the tree when taking the void focused node as well internally haha. From what I recall, we are looking in the future to possibility make a unique or item that gives it the tag. We liked the theme but didn’t think it needed to be offered the skill tree.
In most cases we try to give conversion tags to nodes that case add or convert base damage of skills. There are some outliers in skill trees that we felt were “transformative” nodes that should offer a tag as well.
My wife has been playing with wolves and has seen lots of different named ones, but this is her first time with Fenton!
Fenton seems to have a very wide aggro range and runs faster than the other wolves. He's a reference to a classic video: https://imgur.com/a/N3aUOHx
Jesus christ, Fenton!
Yup, this is the only special name minion that has unique AI.
Apparently MP took a year. Before then it was 3-4 months for major updates
And we are back to that frequent cadence now as will be seen this summer.
A log for last seconds would be more appreciated. I don't want to know how hard that one beetle hit me for :D
We have explored the possibility of more detailed death recaps. What we have is the best we can do.
We can probably turn it off for this conversion, I think that would make sense.
It’s not that auto-aim adjustments isn’t a high prio, it’s more that it needs careful tuning and testing to get right. This would take time. We could add auto-aim toggle for abilities in the future but from a design perspective it’s not a healthy approach because it would just push back design development and urgency for a UX pass of the feature.
I would hold on to that....
You can go back to the starter zones.
Have you friend make a new character, portal to them at the start.
I'm going to remove this because someone might believe the mistake about the release schedule. Please feel free to re-post your critique without those mistakes.
Keep an eye out for 0.9.1 extending the sequence.
Wow, those are bonkers good.
Yes
Your Sabertooth becomes an Ice Tiger, converting 100% of its base melee physical damage to cold. Consequently this damage scales with increases to cold damage, but not with increases to physical damage. The Ice Tiger's melee attacks have a Freeze Rate equal to twice their base damage. The Ice Tiger's melee attacks' Physical tags are swapped for Cold tags.
So it's important to note the difference between melee and physical. This node converts the base damage of the melee abilities that your sabertooth has from melee physical to melee cold. They are still melee abilities that still scale with melee damage. The ice spells that you can add in the tree are still spells.
So your sabertooth now primarily scales with increases to melee and cold damage.
Not sure if this has been posted before (I did a search prior). Taken from today's livestream with EHG_Mike.
Sorry, I wasn't trying to get you to delete your post, just thought I'd clear it up.