Last Epoch

Last Epoch Dev Tracker




07 Mar

Comment

Originally posted by IamnotaRussianbot

So like, can they cluster tighter? Like, right next to each other with a few pixels in between? I've played both storm and upheaval totems into lvl 100 monos, and I can't think of a situation where I didn't just drop the totem directly on top of what I wanted it to kill. The spacing of the Grove node geometry hasn't ever really y impacted what the playatyke wants to do, aside from failing to summon some # of totems. Tightening the cluster would really help, which I think is really what I'm getting at with this post.

It is possible to change the radius. I'm sorry, I'm not going to be able to commit to any changes.

Comment
    EHG_Kain on Forums - Thread - Direct

Added note for Void Knight Skill Changes: Anomaly

  • Time Bubble now shreds void resistance (it previously stated that it increased void damage taken, but did not have this effect in practice)
Comment

Originally posted by IamnotaRussianbot

Unfortunate, but makes sense.

Since I have you here, could they not all summon on top of each other, making it look like one super-totem in term of # if projectiles instead of 3-5 individual? Would solve the summoning issue, the navmesh (I think, I'm not a dev :D), and would provide all the benefits that you would want it for. I'm almost positive I've summoned a totem inside of another before (storm totem is much wider than the others).

Yes, they could not all summon on top of each other. That causes fairly significant visual issues.

Comment

There are functional reasons why this isn't something we have done. The order that the mana cost and ability creation happens in requires the full cost to be charged regardless. The way that minions are summoned and how the navmesh works means that adjusting the shape on the fly is an expensive operation that can cause sever bugs in select situations. While we would like to improve this situation, the only way to fix the problem would be to remove the nodes all together.

Comment
    EHG_Kain on Forums - Thread - Direct

Want to also mention in a comment:

We’ve added a “Changes and Additions” section to the patch notes, which will cover any updates to the patch notes (aside from typo fixes). At the current time this includes the following:

  • Added section for Dread Shade
    • Dread Shade can only be cast on your minions, not allies minions.
    • Symbiotic Apparition now causes Dread Shade to affect you, but not other party members.
  • Added section for Leaderboards
    • Leaderboards will be unavailable during 0.9 and will be returning 0.9.1
Comment
    Mike_W on Forums - Thread - Direct

We have no plans to make items drop unidentified. It is extremely unlikely that we will ever make that change.

Comment

Originally posted by Ericberic

Well they did confirm the removal of Tempest Strike in the future. Count your blessings. :D

Well not really, it's being redesigned and having its role changed. The skill isn't being removed.

Comment

Originally posted by Coccopops

I am excited about the updated bone golem visuals so I'll give retaliate bone golem a shot!

Aaron ActionRPG also made a unique with us that will be releasing with the patch that allows you to control more bone golems based on the maximum skeletons you would be able to summon otherwise. I'll likely play this build come patch release myself!

Aaron covers it here: https://www.youtube.com/watch?v=QheMeUCkq1c

Comment
    Mike_W on Forums - Thread - Direct

Uniques don’t have affixes that are linked to shard IDs so they can’t be shattered because they don’t have any affix shards.

Their rarities are somewhat entangled. Some of each are higher than some of the other. It’s not an explicit one over the other relationship. Exalteds are generally considered higher overall because they start dropping later in the game and were added later so their rarity number got added after.

Comment

They are naturally synergistic nodes as the weapons scale off your weapon.

Comment

Originally posted by 4_fortytwo_2

YoYoing between different values doesnt sound very good to be honest. Especially in cases where one player heavily scales a buff and the other one does not.

Never feels good when another player essentially can reduce your power. I suppose one can argue that players need to coordinate this but most players wont even suspect that is what happens. The strongest buff winning is kinda the expected behavior.

This effect is consistent across all stat changing effects. Picking the "best" one to be the overriding buf is impossible to get right every time so consistency is used so players can know what to expect.

If we picked the more powerful version sometimes and the longer remaining duration other times and the newer one in other situations, people wouldn't be able to predict what's going on.

This is also the best option for performance because we don't have to check anything.

Comment

Originally posted by Shinerstcg

How does temporal sanctum in a team work? Who gets to make a legendary?

Everyone gets to make their own.

Comment

I don't know if I've seen this reported on our bug reports forum or not. I know it's not wide spread and we would probably need more data to be able to reproduce it and then fix it.

There are a ton of just general fixes and optimizations coming to every department so it might have been incidentally fixed. Will have to wait and see on the 9th.

Comment

This was a bug that has been fixed.


06 Mar

Comment

Yes, they now take damage during movement abilities but won’t die until the ability finishes.

Minio...

Read more
Comment

Originally posted by Chad_RD

As a separate aura question - what stats from Dread Shades "Symbiotic Apparition" are given to players?

Do players get necrotic damage and %increased necrotic damage?

Or do players get the aforementioned buffs and the buffs granted from nodes like Dying Coven, Duskheart, Lingering Doom, Vile Ghast, Martyrdom, and Grim Fate?

I'm sorry I don't know all those nodes off the top of my head. I think it just adds the player to the list of things that can be affected alongside minions.

Comment
    Trasochi on Forums - Thread - Direct

The animations and vfx aren’t quite ready. It’s close though.

Comment
    Trasochi on Forums - Thread - Direct

It’s intentional that there will now be more variance in traversal skill cooldown based on your gear. We’re aiming to making gear matter more for how your character feels to play, and for the pace of gameplay to change a bit more from early game to endgame. The changes to the availability of cooldown recovery speed and the addition of the increased area affixes are part of that.

Comment

I can’t recall if we made adjustments to Abomination’s AI. If you play and feel that it’s AI doesn’t feel great in 0.9 for this specific minion, please report it under bug reports. We can definitely tweak the values to make it feel more responsive in combat.