Last Epoch

Last Epoch Dev Tracker




02 May

Comment

Originally posted by real1lluSioNz

Do we have a release date? The only reason I don't currently play is because I've tried all end game meta builds and got bored. I love marksman class but it is substantially weaker. Would be great for an arcane archer hybrid

No release date announced just yet. Core 1.1 content is being finished and heavily tested right now, lots of balance changes still happening, making uniques, making sure we’re addressing those critical points of feedback from 1.0, bug fixing, and all the good stuff that comes when we’re close to closing a dev cycle out.

We’ll probably have a date to share in the next couple weeks and a roadmap to share soon

Comment

1.1 is coming with extensive balance updates. The list is getting long!

Comment

Originally posted by moxjet200

 I got some time today to get a working session in with our combat lead and the following adjustments have been made thanks to your feedback. Thank you for taking the time to write out issues you've found so concisely. We verified each issue and made changes we believe will improve each of them.

Some additional adjustments may be made before release:

  • Osprix Lightmage Holy Meteor attack range reduced from 30 to 12
  • Wengari Shaman
    • Totem cast ranged reduced from 15 to 12
    • Shield buff range reduced from 25 to 15
  • Tundra Stalker
    • Reduced size by 30%
    • Damage of ice breath attack scales up over the duration of the cast from 50% to 100%
    • Reduced Leap attack damage from 60 to 30
    • Melee attacks reduced from 40 to 26.
  • Bitterwing and Gloomscreecher Bats
    • Damage of ice breath attack scales up over the durati...
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  • Possesed Construct in Soulfire Bastion
    • Fixed a bug where sometimes their visuals would not appear
    • Added a failsafe to ensure that their entrance animation will not override any ability animations
  • Ruby Captain Arjani
    • Fixed a bug where entrance animation wouldn’t play and played too quickly
  • Scalebane Saboteur
    • Increased the time till detonation of his thrown javelin ability from 1.2 to 1.6 seconds
    • Changed visuals to better reflect and indicate impending explosion
  • Storm Crawler Crabs now always turn to the target before shooting their lightning beams and the rate of lightning beams has been reduced
  • Fixed a bug where the following enemies could not be pierced by projectiles
    • Spirit of Grael
    • Son of Artor
  • Spine Hunter Alpha
    • Now idles for 1.3 seconds after howling
    • Reduced damage by 15%
    • Now tracks you...
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Comment

 I got some time today to get a working session in with our combat lead and the following adjustments have been made thanks to your feedback. Thank you for taking the time to write out issues you've found so concisely. We verified each issue and made changes we believe will improve each of them.

Some additional adjustments may be made before release:

  • Osprix Lightmage Holy Meteor attack range reduced from 30 to 12
  • Wengari Shaman
    • Totem cast ranged reduced from 15 to 12
    • Shield buff range reduced from 25 to 15
  • Tundra Stalker
    • Reduced size by 30%
    • Damage of ice breath attack scales up over the duration of the cast from 50% to 100%
    • Reduced Leap attack damage from 60 to 30
    • Melee attacks reduced from 40...
Read more

01 May

Comment

Originally posted by Airowird

If you mean what I think you mean, I mostly had an issue with content being timer-based and understood that end-run loot was a compromise for not losing time over checking out drops.

Your argument also sorta falls short when completing an echo already gives me 2 bursts of loot, being the node reward and the completion chest.

Additionally I'ld like to add that, as someone who does Prophecies in bulk, it would be nice to see which ones I just completed, especially when it's been a while since I selected that Prophecy.

It could be as simple as marking Prophecies "complete" in the UI, and clicking them (or even a 'Claim All' button) would generate the reward.

This would also help when you complete an echo or boss fight and you had so many Prophecies proc that you get more interesting loot than you can carry. I have come close to this occuring and felt relieved I could still tetris all the good stuff in my bags. I would feel terrible if I go into a boss...

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Just got the record, there is nothing simple about this. We've been trying to find a nice way to do this for a few years now.

Comment

There was an ARPG that came out a couple years ago which held all loot to the end of a run. It has several other damning issues which caused it to shut down almost immediately. I had a huge issue with loot all coming at the end and I'm curious if you have played any games that do this.


30 Apr

Post

Bug Fixes

-Fixed an issue where the second item suffix would sometimes not display.

-Fixed an issue where item tooltip comparison always required Ctrl+Alt to see affix ranges, regardless if you had auto-compare enabled. It once again only requires Alt with auto-compare enabled


29 Apr

Comment

Originally posted by Ysilla

Are seasons leagues?

Essentially, yes.


28 Apr

Comment
    EHG_Mike on Forums - Thread - Direct

Have you tried leveling with the masochist mode boots yet? You can get them right at the start and it makes everything way harder.

Comment

Originally posted by legiononeps4

no idea what that is but will do

It's just what you described.

Comment

I think this is a cool idea for a head to head competitive mode.

With regards to the ranking and matchmaking, in the future you can just say a modified ELO system.

Comment

There will be a new cycle whenever we release a big content update, which will generally occur a few times each year. For the first few of these all the new content will be available in legacy as well, so you can play it with your existing characters. For later cycles we may start introducing systems, mechanics, or items that are exclusive to that cycle, at least until it ends.

Comment

Originally posted by Krogholm2

Atleast for now* I think the wording they used was the first few cycles focuses so much on deepening the core endgame loop that not making them "core" would be weirdly insane.

This guy reads.

Comment

It's a universal bug, I've fixed it but I'm not sure if it will be deployed until we do 1.1 or not due to other changes to the system happening at the same time that would cause problems.

Comment

Originally posted by Willing-Monitor1502

Not sure if you're ironic or not, but it would probably be better, for me.

Nope, trying to find out if it's just a thematic disconnect.

Comment

Originally posted by Groovy_Decoy

Maybe, but all I can do is speculate based on the fact that the delay between when the teleport moves the player on client and when it is yanked back to that exact same location grows at a completely predictable linear rate.

I am having trouble imagining any other explanation than something is accumulating. Either time value is accumulating over time, or there is a delta between 2 times that is supposed to constant, but one is advancing a hair differently than the other and they grow more and more out of sync over time.

Another observation is that at larger degrees of rubber banding, I can teleport to a location and begin to walk away and stop before the rubber banding happens. I can just sit there as long as I want and I won't rubber band until I actually try to move again, and only then am I yanked back. Even after a long wait.

Another test I tried was to intentionally create a higher lag scenario. I logged into the server location on the far side of the ...

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Yup, that's all consistent with what I was saying above given how movement works.

Comment

Originally posted by Willing-Monitor1502

Well, feelings jarring af to me, and I can't remember having any reaction to ripostes in other games. Not sure how they solve it, but they seem to have managed to do it in a way that doesn't immediately stop me in my track like this. Hell, even playing 2 animations on top of each other would probably feel less wierd..

What if I renamed it to magical retaliation instead?

Comment

Originally posted by Willing-Monitor1502

I'm unsure what VFX is, but I would expect that when the character ripostes he would swing the weapon, as that's what a riposte is. Obviously when I cast vengeance the sword swing animation fires, but when the enemy hits me back and I riposte, there is no swing.

VFX is Visual Effects. The FX kinda sounds like effects so it's not really an initialism.

That is working as intended. You'll see a small VFX of a sword hitting the enemy when it happens. We can't have the character animate because riposte will most of the time trigger while you are in the middle of another action that requires you to be animating doing something else.

Comment
    EHG_Mike on Forums - Thread - Direct

If you know of a dupe method, please report it through the private channels we have set up for that.

If you are suspecting a dupe from someone else, please do not say dupes exist unless you are certain you know.

I haven’t seen any evidence of dupes recently. We take them extremely seriously.