Last Epoch

Last Epoch Dev Tracker




05 Nov

Post
    EHG_Dodo on Forums - Thread - Direct

We hope you’ve been enjoying our Druid Development Week so far, and thanks for joining us here again for our biggest reveal yet. We’ve been eager to show you all of the major changes coming to the Druid Mastery in 0.8.4 and we are finally able to do so with the third and final transformation: the deadly Swarmblade.

All imagery, animations, mechanics, and videos are captured during the development process and do not directly reflect the final product. All instances shown are subject to change as needed

Swarmblade - New Druid Form

When it came time to develop the final transformation for our Druid, we knew we wanted to do something unique and exciting. These goals meant we wanted to steer clear of other often ...

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04 Nov

Post
    EHG_Dodo on Forums - Thread - Direct

Join us tomorrow as we reveal the full vision of our Druid Mastery redesign, including his final and most deadly transformation yet. Leave your predictions in the comments and we will see you tomorrow!

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Druid Rework Development Week:

1st November - ...

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03 Nov

Comment

Up until now, Spriggan Form has been without a movement skill. This hasn’t been a topic of feedback that gets submitted very often at all. However, given the distinct focus of that point in this thread, we will take a close look at the relative speed and overall feeling of the form ahead of this patch and will update it if needed.

Comment

Sometimes when we are making clips, we give ourselves impossibly high CDR and Mana just to be able to display the visuals. One smooth clip generally looks better than many clips cut together. Please don’t look at the speed or frequency he is using the abilities for reference to what you can do in game under normal circumstances.

Post
    EHG_Dodo on Forums - Thread - Direct

We hope you enjoyed our new Entangling Roots design in the Entangling Roots Blog. We are thrilled to have you back again for our next reveal.

Today marks day three of our Druid Development Week, so stay tuned in the coming days to catch even more great news (full schedule below)! Today, we will be focusing on the Druid’s most adaptive transformation - the Spriggan.

Druid Rework - The Spriggan

The design goal of the new Spriggan form is to connect our players to the 'magical spellcaster rooted in nature'... Read more
Comment

We are aware that this will limit beastmasters in the short term, but in the long term we are gonna look at beastmaster again specifically. Especially the old companion trees and totems. We might do some small changes to passive trees this patch that will affect beastmasters positively.

Comment

Originally posted by Eight216

Because until such time as the game has a distinct legendary item type beyond just another tier of normal item that they'll call legendary, this is exactly how legendary items function in other games, give or take a bit of power. To me it feels like taking a resource we all are already familiar with (like mana) and then calling it something else to try and be unique, when there's literally no functional difference and no reason to not just call it mana.

For our core item types we use the same nomenclature established in Diablo 1 and Diablo 2, and which most ARPGs use either exactly or with minor variations.

  • Normal items have no affixes

  • Magic items have one or two affixes

  • Rare items can have more than two affixes

  • Unique items have fixed modifiers that you normally cannot find on magic or rare items.

  • Set items have a bonus from equipping other items in the same set.

We went with this naming scheme as we felt that it provided enough space to create new and interesting items without requiring existing ARPG players to learn an entirely new item naming scheme.

"Legendaries" as an item type don't have a standard definition within ARPGs. They always refer to high tier items of course, but their actual properties vary. In Diablo 3 and Torchlight 3 they replace uniques, but have a lot of non-fixed modifiers that can also be found on r...

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02 Nov

Comment

Unfortunately no, the way we have made the roots with animation and VFX didn’t lend them to be increased in size. However it might be something we can look at in the future if we find a good solution for it.

Comment

We are changing the wording to say “wraps around” since it doesn’t really make sense to immobilize something that is already immobile :smiley:

Comment

Shaman won’t be the focus this patch, but we will very likely buff totems in general.

Comment

Since we’re also updating the Druid passive tree, it’s very possible that there will be more minion or even totem nodes on there.

Comment

They are quite different, but will have things that interact between them.

Post
    EHG_Dodo on Forums - Thread - Direct

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.

Entangling Root...

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01 Nov

Comment
    Trasochi on Forums - Thread - Direct

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.

Comment

The tree has been completely overhauled from scratch. Almost no nodes have been carried over.

Post
    EHG_Dodo on Forums - Thread - Direct

Druid Overhaul - Werebear

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.

New Resource - Rage

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...

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31 Oct

Comment

That’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.


30 Oct

Comment

Yeah, this tree is old, was rushed at the time, and hasn't really been revisited since. We're planning to overhaul it.