Last Epoch

Last Epoch Dev Tracker




06 Oct

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Yea, we didn’t like the skill as it’s own thing so we split it up to still be available but it doesn’t take up a full skill slot any more. I know we’ve been saying it forever but we do plan on giving some mage skills a similar treatment.


05 Oct

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Wolves and the Sabertooth are both Companions. By default, the Primalist can summon 2 companions at a time. There are nodes in the passive tree and Summon Wolf tree that can increase this.

We do mention the Companion limit in a few places, but it could still do with being clearer.

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Oh, you’re supposed to be able to walk past there. Sorry about this-- I’ll make sure this gets fixed as soon as possible.

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Sorry about this! Unfortunately when this error happens, the items are gone. That does mean that you don’t have to worry about new items being overwritten by old ones.

We’re working on rewriting the related systems to both perform better and be more resilient to errors, so we hope to resolve this in the future.

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Summoned minions not taking the effects of skill nodes immediately is a known issue, though we can’t say when it will change just yet. Thanks for the report,

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There should be a doorway just to the right of the boss arena, could you post a screenshot of what you see to an image hosting sight? Or if the door isn’t working, uploading a video clip somewhere would be ideal.

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    Sarno on Forums - Thread - Direct

Closing thread due to inactivity.

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We think it’s a problem for all Mac systems with AMD graphics but aren’t certain. We have a potential fix that we plan to implement next week. Sorry about the delay!

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Skills

  • Added a Transform tag to all transform skills.
  • Black Hole
    • Cooldown reduced to 16 seconds (from 20 seconds).
    • Damage increased by 17%.
  • All types of Bone Golem now have 60% more melee damage, but 36% less melee attack speed than the regular Bone Golem had in 0.7.3.
  • Forge Strike
    • Strength now increases all Forge Strike damage, not just physical damage.
    • Attunement now increases damage similarly to Strength, rather than adding flat physical damage.
    • Attunement now also increases the damage of Forged Weapons.
    • Your weapon’s attack rate now applies to Forged Weapons.
    • Forged Weapons expire after 10 seconds by default rather than having decaying health.
    • Forged Weapons now gain 15 health per character level.
    • Forged Weapons now draw slightly less aggro.
    • Forged Weapons now use Forge Strike’s icon and a new model.
    • Added the Minion tag to Forg...
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    Sarno on Forums - Thread - Direct

We have identified an additional bug which can facilitate illegitimate respecs. This bug won’t be fixed in Patch 0.7.3b, but a fix for it will be included in our next update.


04 Oct

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    Sarno on Forums - Thread - Direct

Did you resummon the minion between making tree changes and checking the damage?

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    Sarno on Forums - Thread - Direct

Thanks for the report!

This is on our radar.

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    Sarno on Forums - Thread - Direct

Thank you very much for the detailed, well-articulated, and constructive post.

I’m going to link to this thread from our internal issue tracker. We’re still in the process of designing the Mechanics Guide, and we may not address the examples you’ve raised before we have a firmer idea of what will - and what won’t - be available in the guide. I can guarantee you that we will be discussing this, and we’ll address each of these at some point.

In the meantime, I’d encorage anyone who would like to add additional examples to do so. The only caveat being to please add them in new posts, rather than editing existing posts we may have already seen - this helps ensure that nothing ‘falls through the cracks’, as it were.

Thanks!

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    Sarno on Forums - Thread - Direct

Moved back to Bug Reports. :slight_smile:

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    Sarno on Forums - Thread - Direct

One of the nodes on the tree is tentatively named this.

(If I get my way, it won’t be by the time we release it in a patch.)

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    Sarno on Forums - Thread - Direct

Thanks for the post.

Moving to Bug Reports.

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    Sarno on Forums - Thread - Direct

Thank you for the report!

Could you please give us some insight into your build? Screenshots of your class passives in particular could be very useful. I would be especially interested in whether your character has a death avoidance passive, such as the Necromancer’s ‘Effigies’ passive.

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Originally posted by this_barb

I'm guessing the inspiration was Diablo 3's disintegrate?

Some of the inspiration I've personally taken from Diablo III is to seek to emulate Blizzard's ability to ask questions in ways the average player will answer without resorting to a build guide or wiki (e.g. "you have unlocked this rune, do you want to use it?"). This helps maintain the feeling of player agency and keep players engrossed in the main gameplay loop. I'm also a fan of some of their monster affixes, such as Arcane Enchanted. Aspects of other games in the genre - things we believe they've both done well and done poorly - are absolutely recurring topics in our design meetings, and we have definitely taken inspiration from games we have played.

To refer to the skills mentioned by u/nymphios, I have played both Grim Dawn's Aether Ray and Path of Exile's Scorching Ray more recently than I have pla...

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