Moving thread to Bug Reports.
Moving thread to Bug Reports.
Wandering Spirits have never been minions (they just scale with minion damage), but the Wandering Spirits skill is a minion skill and does work for the node.
The node’s description has been clarified to say “if you have used a minion skill” rather than “if you have summoned a minion”, but I’m not sure whether that description change happened after 0.7.3c or not.
The Soul Cage was one of the earliest models we posted concept art for - and it immediately proved to be a hit with the community! Our upcoming update, Patch 0.7.4, includes a visual update for these bearers of the damned. Today we’d like to give you a sneak peek!
Some of you may remember this concept art;
We’ve replaced the glass cage on the Soul Cage’s back with one which looks much better - and it is now possible to catch a glimpse of the poor unfortunates who are trapped within;
But that’s not all! The Soul Cage harnasses the souls in its cage to fuel a powerful necromantic ability. If you dam...
Should be fine, so!
This is indeed working as intended (thanks @Elgareth!).
I’ll speak with the team about whether we could improve the UI to make this clearer.
Thanks!
Some things I would check in this situation include;
If the game truly was remove...
Read moreNo worries!
Glad we got to the bottom of it.
I’d thought this might be the case.
Could you please try editing the file to read ‘PlayerLights = true’ and see if that helps?
Could you please upload your graphics .INI file as an attachment to a post in this thread?
https://support.lastepochgame.com/article/31-the-graphics-ini-file
Just wanted to say that we’re aware of this concern, thanks for the feedback. I’ve raised it for discussion internally.
The goal long term is that the mastery you ascend to is a significant choice, so if the decision is able to be reversed it will be more expensive than a simple point respec. I don’t know if we’ve determined exactly how this will work but we should be able to get a temporary measure in for now.
Thank you for the report!
Could I please ask for the make & model of your keyboard?
The account you’re posting from doesn’t appear to have a game license associated with it. Are you installing the current version of the game or one of the old pre-alpha demos?
Moving thread to Technical Support.
Hey guys, lots of good discussion going on here. Unfortunately not all of the information made it in to this initial post so it has been a little misleading. We will be following up with a more complete post so that the whole picture is clear.
Sorry about the confusion.
As we continue to release content patches there will be a growing number of unique items, passives, legendary items, and specialization tree nodes which support potions - increasing your number of potion slots, the amount of health potions restore, and their chance to drop.
A year from now you might be buying a unique belt with 8 potion slots from the Bazaar, or playing a Runemaster build that causes rare enemies to be guaranteed to drop potions if they were killed by one of your runes. The potion rework wasn’t all that long ago - and in some ways I would liken potions to a skill which does not yet have a specialization tree. The core concept is available, but is currently stunted due to the limited ability to invest into it.
The more consistent and powerful we make potions, the less room we leave ourselves to create exciting items around them or to have skills and passives meaningfully interact with them. We want your characters’ builds to improve potions in different...
Read moreThe total number of potion affixes is going down in this update, and the remaining/new ones will be rarer than the old ones and roll on fewer slots.