They are quite different, but will have things that interact between them.
They are quite different, but will have things that interact between them.
We hope all you Druid fans loved the unveiling of our new Werebear design in the Werebear Blog. We are thrilled to have you back again for our next reveal. We are eager to share our full vision for the future of the Druid Mastery, and all the exciting changes coming your way before the end of the year.
Today marks day two of our Druid Development Week, so stay tuned in the coming days to catch even more great news! See the full schedule below. Today, we will be focusing on the Druid’s skill - Entangling Roots.
Maul counts as a movement skill, so it does work with Bhuldar’s Wrath. It won’t be as crazy as old EQ Werebear unless something goes very wrong though.
The tree has been completely overhauled from scratch. Almost no nodes have been carried over.
We hope all you Druid fans are ready for some excitement because heading into patch 0.8.4 our Primalist’s most adaptive Mastery is receiving a full development update. We are eager to share our vision for the future of the Druid Mastery, and all the exciting changes coming your way before the end of the year.
Today marks the kickoff of our Druid Development Week, so stay tuned over the coming days to catch even more great news (full schedule below)! Today, we will be focusing the Druid’s first and most ferocious transformation - the Werebear.
We’re moving away from a mana based resource for all Druid transforms. Previously, to maximize time in the form you often had to avoid using your heavier abilities and that resulted in one-dimensional gameplay where you mostly spammed your low cost abilities. Instead, all Druid transformations will now use a new resource called Rage. Rage will be restored to full whe...
Read moreThat’s good insight about teleport vs movement. With the way it’s set up, it totally makes sense. We do more computationally expensive operations for events that are infrequent. Someone can teleport only every x seconds due to the cooldown and it’s often in a “oh crap” situation so it needs to work.
I think that there is a way to do a more dirty solution like you have suggested to get closer and at least move instead of just sticking.
Polling along the line between the target point and your position would be too expensive but we’ve got some similar tricks to work with.
Yeah, this tree is old, was rushed at the time, and hasn't really been revisited since. We're planning to overhaul it.
Thanks for the video. I was playing around with it a little more after stream and with this, I know what’s going on. Not sure how to fix it yet but I get the issue.
So, the walkable area has a defined blob for each zone. If you click on it, your character paths to that spot. Holding down the mouse button is the same as just clicking a lot except you don’t see the “click vfx”. If you click off the walkable area, you click at your feet instead. So, this makes you stop and get stuck because you are constantly just clicking in place. This is partially done for performance reasons. Detecting the nearest point on the walkable area from a point off the walkable area isn’t simple to do reliably. This is the same issue that causes loot to sometimes drop where you can’t get it. (Side note: this is why the specters in D2 don’t drop anything if you kill them while flying between platforms in Arcane Sanctuary.)
We know that movement feeling good is very important and we will look i...
Read moreThere are ice golems as well. Both those and moss trolls are holdovers from before alpha and will be removed before long as they’re not up to our current standards. They’ve only been kept in this long in order to bolster enemy variety.
That’s the plan, however it is not certain it will be ready for 0.8.4.
On a different note, no one still noticed the new zone tease…
In recent patches, we update the 3D and 2D art of several weapon groups and added powerful implicit affixes to support a wide variety of builds. In the next patch, we are updating more weapon groups such as the polearms.
We’re also making a couple of changes to item type names in 0.8.4. Polearms are being renamed to Spears and maces are no longer sometimes referred to as blunt weapons instead of maces. This changes from “polearms” and “blunt weapons” to “spears” and “maces” is being made for a couple of reasons.
Nah, it’ll be fine. It’s not like you are being forced to pick a bad blessing or something. You would really have to try to make a 3 affix legendary. You would know for sure that it was happening before you start.
One mistake I know I made in all that was the minimum number of affixes. Right now it is possible to get a 3 affix legendary. Only one of them and you’d have to intentionally do it.
I double checked and the max right now is 12 on one specific legendary.
This will be the last patch with that helmet in the game haha!
Thanks to everyone being helpful in this thread regarding drops.
Stickerhappy, in regards to the lack of debuff icons. Keep your eyes on patch notes!
There are no additional plans for a sidekick/mercenary style system yet... but we'll be adding content for years and its something the team has brought up more than once so we'll see what happens.
Glad that you're enjoying the game.
with Wesley Freeland, Composer
We have another Music showcase, and this time our composer Wesley Freeland shares more details about the differences in approach when creating music for two distinct temple zones - Tomb of Morditas and Upper Temple of Majasa.
If you read the blog post about the music for Heoborea, you already know that it is my favorite subculture in Last Epoch. Writing music for chapter seven was one of my favorites, and this particular ...
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