Last Epoch

Last Epoch Dev Tracker




21 Oct

Comment

Originally posted by TheGingr

Do we have any timeline for season 2 starting?

Season 2 is slated for Q1 2025

Comment

Originally posted by StudentOfMind

Why did you end up going with the term "Season" instead of "Cycle"? The game is about Time, I thought "Cycle 2, Cycle 3, Cycle 4..." had a nice thematic ring to it, and would actually fit into the lore of the End of Time. I imagine because Season is more generic and easily identifiable?

Also, further feedback, it's not a big deal since the event was so short and it seems a lot of the modifiers are rolling into the base game somewhat, but please don't run temporary loot/drop buffs during seasons. If I wasn't able to play during Imperial Uprising, but wanted to play in 1.1.7 now (say I didnt hear about Imperial Uprising until it was too late, or i was busy IRL), it would feel really bad knowing that not only did I miss out on the buff, but that the entire economy has been impacted by those buffs. I'd already be behind as is from starting late, but it'd be even worse since I never got to fight those loyalist packs.

I propose to follow PoE and run these sort of temporar...

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Why did you end up going with the term "Season" instead of "Cycle"? The game is about Time, I thought "Cycle 2, Cycle 3, Cycle 4..." had a nice thematic ring to it, and would actually fit into the lore of the End of Time. I imagine because Season is more generic and easily identifiable?

Because our content is released to both Legacy and Cycle, Online and Offline, there is a distinction between the "Cycle" game mode, which is a fresh start typically coinciding with the release of a major content addition, and the Season, which is (now) the term for the new major content release. This separation would make less sense if new content was exclusive to the fresh start environment, as it is in some other games.

Comment

Originally posted by Throwaway7646y5yg

Fair but leaving nothing in between will drown the player base till next ‘event’. If you put it to a player vote I’m sure most would want it extended. Hopefully the team listens as they did in past. Cheers :)

We already started discussions during the event of how we can incorporate content similar to Loyalists within the game as a standard feature. The Loyalist Undead weren't designed to be a core part of the game as is (to every echo, in the quantity that they were). As a limited time event feature, they offered a lot of power, and were outside of the standard game balance for difficulty to be extra exciting, however that doesn't make as much sense in standard game balance. Keeping extensive power creep for longer makes it that much harder to eventually pull.

We already have some plans for something similar to return, which we'll be talking about with other Season 2 news once we start diving into details.

Comment

Originally posted by Spendinit

All great changes. There was one thing in particular, though, that jumped out at me the second I read it. "Patch 1.2 will be introducing many additions that will give players exciting new ways to target desired loot " I would love to hear a little more about this lol

Haha, for sure! We wanted to mention that we have more systems coming, but not quite ready to share the details on them. Keep an eye out for when we start posting more detailed information about Season 2!

Comment

Originally posted by Throwaway7646y5yg

Why not keep it going till the next event so people keep playing?

Part of the nature of an event, the event only lasts for a time! We're happy to hear you enjoyed the event and the Loyalists, I know I did as well!

Comment

Hi user38,

We addressed a bunch of these internally recently, but I did take a look at a couple that I missed during my pass of pathing problems. I was able to reproduce all but the one in the The Frozen Fortress internally. I did notice we made some adjustments to this zone so I’m hoping that is why I am not seeing the same results as you are. If this is not the case and you are experiencing the same problems after we pushed out our resolution to these problems, please let us know.

Thank for bringing this up to us and take care!

Comment

Originally posted by Risin

Why were loyalists removed? 

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The Undead Loyalists were part of the Imperial Uprising event. It's likely the mechanic will make a return at some point. For more information on the end of the event, check out the wrap-up post here: https://forum.lastepoch.com/t/the-immortal-uprising-end-of-event-wrap-up/74245

Post
    EHG_Kain on Forums - Thread - Direct

LE_Steam_EventHeader_ImperialUprising-WrapUp1920×622 93.7 KB

Victory Travelers!

Thirty-one days after the Immortal Emperor let loose his loyalists legions into the world, the uprising has successfully been quelled. With a total of 760,523,009 skeletons slain, the Immortal Emperor has realized their grave error and been forced to pull his forces back to standard deployments. To reward your efforts in stopping this uprising, Yulia has managed to acquire a special item from the Emperor’s personal stash for you, which you will be able to claim from the in-game MTX shop (at no charge) to add to your cosmetic inventory.

This marks the end of the Immortal Uprising Event. We hope everyone enjoyed all t...

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Post

Changes

Event Modifiers

  • Loyalist Undead enemies no longer spawn in Monoliths.
  • Removed
    • Increased Favor and Reputation Gain
    • Increased Gold Drop Rate
    • Increased Random Unique Drop Rate

Favor and Reputation

  • Reduced Faction Gamble...
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Comment

When I was building the team I was looking for people that loved Diablo II, Path of Exile, and Chrono Trigger


20 Oct

Comment
    EHG_Kain on Forums - Thread - Direct

Thank you very much for putting together these great clips! Pathing issues like these need to be addressed on a case by case basis, so having videos of where exactly it’s happening is perfect. I’ve passed this along to the team for these areas to be addressed.

Comment

I'm playing harvest lich right now and I'm really enjoying it a lot.


19 Oct

Comment

Originally posted by xDaveedx

A little late to the party, but I just wanna say some Druid exclusive aura-esque skill that affects the 3 transformations in different ways would be great as transformation builds can often barely get 5 functional skills together due to the set skills you have when transformed and you have very limited skill points to spend on skill procs aswell.

that aura skill could be called Blood Lust or something and potential nodes I could see in there:

  • 1% more dmg per second you stay in one form, but also drain 1 more rage per second for every second you stay in one form (to encourage multiform builds)

  • Change Rage to Boiling Blood. Boiling Blood has no natural decay, only refills on kills and rare or unique mob hits and empowers your skills in certain ways while doubling their cost/adding a minimum of 5 cost to 0 cost skills. (Examples would be like Werebear Swipe becomes Bloody Swipe with a highly extended range. Rampage would leave a trail of boilin...

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It's a cool idea but it would have to go above the lock line and not be the mastery ability. It also kinda feels like stuff we could put in the druid passive tree or specific skill trees though eh?

Comment

Originally posted by St0rmyknight

The estimate I saw was February but that could obviously change

Just to be clear because rumors are like a disease, this is a community speculation, not an official estimate.

Comment

Originally posted by Dioxide32

Other than the current accelerated XP/favor and loot lizards, I have no idea what the Imperial Zombies of the current patch are. I just rush through monos.

No xp boost right now and the lizards are part of the base game. The imperial skeletons are the packs that have purple swirls around them.


18 Oct

Comment

Originally posted by VapidActions

Why do people keep saying xp? There's no buffs to xp.

It's the favor, it's basically the same thing as an xp boost for super end game farming.

Comment

Originally posted by Bongfucius

Can I change my specialization and respec later?

Just to be clear using the in game terms. You can't change your mastery class once that is selected. So if you pick sorc, you can't switch to runemaster for example. You can switch you skill specializations whenever you want for free, just have to re-level them up but that happens quickly and you can do some stuff to make it almost instant. Your passive points can be respec'd with a low gold cost in town at any time and same for your blessings. Gear and idols(charms) can be swapped whenever as normal.


17 Oct

Comment

Originally posted by mafifer

I wouldn't mind re-evaluating Druid. Bear is great & all but unless I want to play Bear, that exclusive skill is entirely useless. It's one of the only exclusives that serves a limited purpose because if you don't want to play that transform, you have so little to gain in the tree.

My recommendation is move Summon Spriggan to another tree (maybe even base and make Storm Crows a shaman only skill), move bear to that space then give us something new like an Aura similar to Holy Aura, but it benefits each of the transforms in special ways.

This would help all transform builds benefit from a combined exclusive skill and give shaman/beast masters another transform option.

That unfortunately puts werebear available to other classes which we hard don't want. You'd also get that transform buffing skill without having any transform abilities to use it with which wouldn't work. I think druid requires a transform still as the mastery skill.