Last Epoch

Last Epoch Dev Tracker




06 May

Post
    EHG_Kain on Forums - Thread - Direct

Hello Travelers,

Every Friday at 3:00pm CDT we host a dev stream with Mike, one of our game designers, as an opportunity to catch up with our community, help answer questions, and just be part of the community ourselves. Each month, we pick a new charity for the weekly dev streams. All income from Subscriptions, Donations, and Bits are donated to the charity. Back in March we started raising funds for UNICEF’s Ukraine children relief fund. Alongside setting this charity for the stream, we also set forth a promise to match the communities donations. When April rolled around, and we hadn’t met our goal, we decided to extend this fundraiser through April, as well as continuing the match promise.

With this fundraiser through both March and April the community raised a total of $1,525.42 through the stream in subscriptions, bits, and donations. With other direct contributions, as well as our promise to match these donations (and a bit of rounding up), Eleventh Hour Games wi...

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05 May

Comment
    EHG_Kain on Forums - Thread - Direct

Out of curiosity, what do you mean by “release the game”? Last Epoch is currently fully playable. We’re working on remaining features as hard as we can, and they will be released as soon as they’re able to be - we’re not just holding onto core game features for some timeline. So my question here, is what to you would it mean to “release” that isn’t already available?

Your current characters are offline characters, and the current plan is for you to retain those offline characters and continue to play them now and in the future offline. We will not do any sort of character wipe unless we have absolutely no choice - We understand players have put a lot of time a...

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03 May

Post

Bug Fixes

  • Fixed a bug which resulted in your character being locked to an idle pose when trying to both move and use an ability that was on cooldown close to the end of an ability animation.
     

Changes

  • The ward gain effect for Ashes of Mortality can now have a 13%-19% chance to proc (from a static roll of 6%), grants 2 ward per ignite or damned stack on the target (from 2 to 3), and now also has a 1 second cooldown.
  • If you have two Ashes of Mortality equipped the proc chances for the ward gain effect are added ...
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02 May

Comment
    EHG_Kain on Forums - Thread - Direct

When we have any sort of unique ideas we have to process, they have to go through our senior game designers to a.) ensure they ‘can’ be made to work in the game world, and b.) they make sense to exist within the game world. The problem with submitting “a full unique” as a suggestion, is that it almost certainly couldn’t be implemented. When we create Supporter Uniques, it usually takes a couple of weeks of back and forth and internal iterations and tests to result in a unique to be implemented. That’s for one item.

However, we did to an extent have this. Throughout all previous posts, users have been able to submit unique effects for this poll. Other community members then voted for top options by ‘liking’ those suggestions (leaving a heart). All of these options in this poll are unique effects submitted by community members, which we then went over with our design team and tweaked to a “base” implementable form. We’ve left the implicit and other affixes to our desig...

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30 Apr

Comment
    Trasochi on Forums - Thread - Direct

It’s worth keeping in mind that the chosen unique effect will not be the only modifier on the item. If a spell oriented modifier is chosen, then it will probably have flat spell damage to go alongside that. If there’s a strong community desire for the spear to have a melee aspect to it, despite a spell only modifier being chosen, then that can be incorporated.


29 Apr

Comment
    EHG_Kain on Forums - Thread - Direct

When we were reviewing the submissions for the unique effects, we certainly discussed if we wanted to add additional options of our own that were more generic since the community submissions were more limited by particular skills. However for a few reasons, one of which was the integrity of it being a “Community Designed Unique”, we decided to only put forth suggestions submitted by community members. However we will continue to internally design more unique items which have stronger cross-class potential.

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    EHG_Kain on Forums - Thread - Direct

That particular unique effect would convert both Firebrand, and Fireball to void, chance to cast Fireball on Firebrand hit, and provide Fireball a chance to pierce

Comment

You don’t be get increased damage from spell lightning damage for the hammers themselves. That could add damage to a triggered ability like Smite. The hammers are not spells. It requires to have the spell tag to be affected by any spell scaling and I don’t think hammers can get a spell tag.

Edit: also just to reference the initial question, resistance penetration isn’t damage.

Post
    EHG_Kain on Forums - Thread - Direct

Hello Travelers, and welcome to the fourth round of voting for the Community Designed Unique event!

Last Week we polled for the Community’s decision regarding the item theme. It turned out to be an extremely close race. While they were all great thematic options for the Unique item, two options were constantly fighting for the top spot, often tied, other times one would pull ahead by a single percentage, then the places would reverse. Eventually, in the final hours, one choice emerged the victor.

In one corner was the theme of “Tri-Elemental”. Sporting one of the core themes of the Mage class itself, Tri-Elemental would focus around, this particular class theme as the item theme. There were a lot of great ideas for what kind of unique effects we might see out of a tri-elemental weapon: True displays of why the Elders of the College are so revered for their mastery of this art.

In the other corner, was The Lost Refuge (also known as Rat City). The Lost Refuge rep...

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Comment
    EHG_Kain on Forums - Thread - Direct

Doing the necessary, and critical math I would never dare. Great job! I’ll just trust your numbers are correct. Though it does leave me to wonder how much the odds would change if the Sentinel had a shield of bees?


28 Apr

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Another filter with errors could cause problems. Try temporarily putting your other filters in a backup folder.


27 Apr


26 Apr

Comment
    Trasochi on Forums - Thread - Direct

It’s not a mechanic change like that, just a numbers change. If your ignite stacks were dealing 100 damage before, they’ll be dealing 105 now.

Comment
    Trasochi on Forums - Thread - Direct

We prefer to state damage changes in percentages, because the flat values can be misleading, for example adding 1 base damage to poison would have a much bigger impact than adding 1 base damage to meteor. It can be easier for people to understand the implications of a change if we just state the percentage change in total damage.

In this case, the base damage of ignite was changed from 37 to 39.

Comment
    Trasochi on Forums - Thread - Direct

It’s possible that it will still need further changes. We prioritised getting a quick change in while keeping the mechanic to see if it could exist in a balanced state. The ward generation from enemy ignite/damned stacks from a max roll AoM has been reduced from an average of 1.69 per stack to 0.18 per stack, which is an 89% reduction. The highest ward total I’ve seen recorded with the previous iteration was around 650k, and that was on a build that maintained around 200k normally. Those values will be more like 70k and 20k after the change, which is still a lot, but 89% is a big change so we’d like to see how this settles before changing it further.

Post

This patch consists mostly of buffs for a few underused uniques, set items, and skills. However a major reason for it is fixing the Ashes of Mortality + Humming Bee combination that resulted in movement speed and defense far beyond that which other builds could achieve. This occurred on account of us critically underestimating the amount of ward that could be generated by Ashes of Mortality. This was in part due to the ailment stack limit in the UI hiding the actual stacks of ailments that enemies often had applied. That limit will not be removed in this hotfix, but has been removed internally and that change will be included in our next major patch.

Meanwhile, we are greatly reducing the amount of ward generated by Ashes of Mortality based on the stacks of ignite and damned on the target. To compensate, we are increasing the power it gains from ignite and damned stacks on you, and increasing the amount of increased damage it grants.

Humming Bee is also being reworked....

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