Last Epoch

Last Epoch Dev Tracker




11 Aug

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    EHG_Dodo on Forums - Thread - Direct

Last Epoch’s next update is getting closer and closer and it will bring a lot of new powerful unique and set items for you to hunt! Here is just a little taste of what you’ll be able to find.

Uniques_Preview2560×1440 2.08 MB

Comment
    EHG_Dodo on Forums - Thread - Direct

That is something we have worked on and improvements are coming in the patch 0.8.3. It feels really great! You can Lunge without canceling Warpath and while holding Warpath button down, your character will start channeling again after Lunge :slight_smile:

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That could mean any proc then. A minion is rather a physical entity that moves around and attacks on its own. Manifest weapon is just a procced overhead slash ability.


10 Aug

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It’s not an understatement that I am just as excited as you guys for these changes. :slight_smile:

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Warpath Overhaul

Who doesn’t love a good Spin-to-Win? Warpath is a longtime fan favorite skill and we’ve taken a lot of your feedback to make this skill even better. Patch 0.8.3 brings major adjustments to the Warpath Skill tree, giving players more freedom and exciting ways to play.

One of the most common things we’ve heard about Warpath is that there aren’t enough ways to reduce the channel cost without heavy point investment within the tree, which severely limits interesting ways to build Warpath. The new Warpath skill tree offers easy access to mana cost reduction early, while still having plenty of transformative nodes without being forced into increasing channel cost as a downside.

WP_CostComp80... Read more
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    Trasochi on Forums - Thread - Direct

You mean from Calamity (the fire skill chance), it does get from Pontifex (on hit).

Yes, thanks for catching that. I’ve edited my original comment.

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This is rare but it can happen. Let us know if it’s consistently happening.

Thanks.

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The fix will be in for patch 0.8.3.

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    Trasochi on Forums - Thread - Direct

I don’t want to spoil everything about the new trees :wink:

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    Trasochi on Forums - Thread - Direct

The value shown on the character sheet is just generic ignite chance that applies to all skills. That’s the 153% + 8% granted by Torch of the Pontifex and the idol. Calamity’s ignite chance only works with fire skills, so it doesn’t get added to the total shown there. Similarly Sunwreath and the passive only apply to melee attacks.

When we update the character sheet we plan to make it possible to check stats like “chance to ignite with fire melee attacks” which would show your total ignite chance from all those sources.

Warparth is a melee attack, so it benefits from Sunwreath and the Majasa Firebrand passive, but it is not a fire skill, so it does not benefit from Torch of the Pontifex. However its tree is being reworked in 0.8.3 and the new tree will include a node that converts it into a fire skill. If you take that node then Torch of the Pontifex’s Calamity’s ignite chance will apply to it as well.


09 Aug

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Thanks for the report, this is a known issue. We believe we have a working fix internally.

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This is a known issue with how diverse our team is, these mistakes happen. At some point we will revert all the spelling to one or the other version of Armor/Armour, right now it is low priority.

Thanks for the report.

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I made a note of this, thanks.

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Our methodology on when a skill inherits a scaling tag is when it gains base damage of another type or get’s converted in some way. Power of the Storm and the nodes past this, do not alter the base damage of Maelstrom therefore it would not inherit a lightning tag.

I did notice that there is a lightning icon in the Skills and Specialization panel next to Maelstrom which is a mistake. I will make a note to have it corrected.

Thanks for the report.

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I believe this is just a confusion over how the node is written more than actually a bug. You will notice that even when you stand in the pool and it dissipates you will get the buff for 4 seconds. It is inline with for how long Poison Pools lasts on a target; it poisons targets and also puts a positive buff on you. That means if it disappears or you step out of it you still will have it up until timer runs out.

I made a note of how this can be confusing. Thanks for the report.

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Hi everyone,

I just wanted to poke my head in and let everyone know that we are actively reading every post in this thread. As always we take feedback from our community very seriously and will continue to do so.

I think that the opening paragraph of our multiplayer FAQ might not be quite clear enough. The information is what our current plans are but they are by no means set in stone. We have already been in heavy discussions about many parts of the multiplayer FAQ based on early feedback from the community.

I like to think that we are an adaptive group and when something doesn’t work, we pivot. Some of you have been with us for a couple years and have seen several systems vanish or be heavily reworked based on player feedback. Sometimes it’s a little hard to see a system you worked hard to develop get scrapped but I know from first hand experience (old passive grid) that it makes for a better game if you can let go of things that aren’t working. Even if this g...

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08 Aug

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Llama is correct. You’re right that each individual roll has a 10%, but there’s a difference in a guaranteed chance and probability. If you try this 1000 times, there’s a very good chance that 100 out of those would roll as expected. But you wouldn’t know beforehand which of those 100 would be the ones you expected. The larger sample size the closer the successrate becomes to the expected chance.


05 Aug

Post
    EHG_Dodo on Forums - Thread - Direct

Character models are one of the oldest assets we currently have in the game. Over the years we have learned a lot about asset creation and we believe our newer models reflect that. As we progress, we have an opportunity to give our older assets a second look. We recognize that the character model is the centerpiece for players (and the game) - it is always on the screen so it is very important for the character to look and feel good. In Patch 0.8.3, the Primalist will be the first character to receive an entirely new model.

Primalist - New Model

The Primalist’s new model has an increased poly count to better support the shapes. Thanks to recent performance improvements, we are confident this won’t cause issues for players. You’ll notice the character proportions have been updated quite a bit, especially the legs, because the additional topology follows the muscles and different shapes better. The textures were completely redone from scratch to match a more realistic ...

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We’re looking to update this info very soon!