Yup
Yup
I’ll raise it up with the balance crew and see what they think!
Thanks for the answer! I was trying to find builds with sinergy to play with a friend. I didnt want to do that “support” kind of character and was trying to find just mechanics that compliment each other ^
And poison is good for that because the negative poison res debuff is shared
It's actually doing 500 instances of damage and doing individual math for each one. Each of your stacks might not all be the same and each of their stacks might not all be the same. It does track who applied each stack also because if you have an ailment reaping mechanic, it only can clear off the ones you applied so you can't grief your friends.
Follow up question: what happens with dots like spreading flames that can only get 1 stack? Whose damage applies that? Or does it keep swapping to the latest application?
most recent application always wins
I’ve let the team know about both of these bugs! They’re still working on reproducing the Shattered Road terrain issue, however the potion one has been repro’d
If you can get the terrain issue to happen again, consistently, would you mind submitting an In Game Bug Report with the steps you take to do that?
Hello Travelers!
Welcome to the first in a series of behind-the-scenes Blog Posts, each focusing on one team or area of Last Epoch’s development!
Today the Lead Composer for Eleventh Hour Games, Erik Desiderio, is here answering questions about what went into creating the iconic Last Epoch Theme song, how they get in to the mindset to portray the very feeling of moving through Eterra and what goes in to getting the music game-ready!
Too bad then. Would've been cool to utilize the same skill in multiple ways, but if you're too commited to the current way it works there's not much you can do :/.
It's one of those things where if we had decided to do it 5 years ago it wouldn't have been too bad and we could have worked with it this whole time. However, it adds a significant layer of complexity to the system under the hood and we didn't have the capacity to support it at the time and it's too big to go back and change it now.
I can't really follow. What do you mean with refactoring? Like coding it all to work properly in every case or what do you mean?
Yea, the underlying way all skills get their modifiers would have to be redone. Each ability has a mutator that controls how it is modified on the fly based on currently active buffs, effects, nodes, items or anything else. The way that underlying system works would have be remade and every mutator would have to be redone in the new style.
100%, I'd love to use the same skill twice, one specced for clearing and the other for single target. I also don't see what could be broken or op about this. The only hurdle would probably be the coding side of things to make this work.
Yea, it will be cool but just to put it in perspective, refactoring the underlying way that all skills get their modifiers to this extent would take longer than adding a dozen new skills. And I'm saying that confidently because we've looked into this.
Can you share your build, please?
It's 99% the same as the Maxroll harvest lich. Any deviations have probably made it worse.
Cool idea and you're definitely thinking in a similar-ish space to us!
End game variety and meta progression is somethign we're looking to add a lot to for 1.2 (Season 2 as we'll now be calling it). Stay tuned!
This was a tough one but the team did recently figure out the cause!
Black Hole
its so freaking cool, but dos f**k all
One day black hole will be great, but it is not this day.
So let me ask this since I'm still vaguely confused. PoE has league content, core game content updates and balance passes. Everything gets captured in a patch. League content is specific to the league, but core game content and balance passes impact both the league and standard play.
In that context, what would a "cycle" be considered and what would a "Season" be considered? Would "Patch" be retired?
"Cycle" is the game mode. When we use the term "Cycle", we're specifically referring to the fresh start environment.
"Season" is the event of releasing a major content addition to the game, as well as the duration for which that specific new content is the latest major content, before the next Major Content patch is released.
"Patch" is the set of file changes, or changelog being released to the game. In reference to a Season, this would be a Major Content Patch. In addition to Major Content Patches, there are also regular patches (the ones we release weekly following the start of a Season), and Hotfix patches.