Last Epoch

Last Epoch Dev Tracker




20 Mar

Post
    EHG_Kain on Forums - Thread - Direct

Changes

  • Players can no longer stun themselves. An example of this was by using the Signet of Agony node in Bone Curse
  • Replaced the XP Tome sound effect in Echo of a World
  • Flagged more prophecy rewards as “rare/valuable” (which animates them to rotate and makes them slightly larger than other stars in the Constellation)
  • Increased the favor cost multiplier for Glyph of Despair Prophecies
  • You can no longer gain experience while in the grace period (the period of invulnerability after arriving to a new area)
  • Added missing name in Graveyard
  • Overhauled terrain, spawners, and shrines in the Hidden Oasis Echo Map to both improve visuals, and performance, and fix hideable issues with palms
  • Overhauled visuals ...
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19 Mar

Comment

Originally posted by Pandarandristt

Yo Judd, thanks for you and your team putting together such an awesome game. Disintegrate node "paralyze" (new in 0.9 or thereabouts) is bugged and not providing more damage. Submitted a bug report this morning, but I fully expect this will become your team's TOP PRIORITY.

There's one thing this build needs, and it's 250% more damage.

New content can wait, I want more melting.

We have some plans for disintegrate to bring its power up and make it a bit cooler! Not sure if it’ll be in for 1.1 but we’re going to try.

I’ll bring up that node with the team

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EHG is in favor. We'll need some time to make it happen in the way we're envisioning it.

I think I played WoW for like 3 years more than I would have if I couldn't play dress-up with all of my alts. Haha.

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Originally posted by Techsentinal

+/- are meant for zooming right? im talking about the resizing of the map. shrinking the size of the box

oh, no way to do that

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There should be little +/- buttons on the edge of the minimap.

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Originally posted by tazdraperm

Not like I do not trust you, but what's that then?
Imgur: The magic of the Internet

To be clear, there could be a dupe but if there is our team is not currently aware of it. When there was a real one previously we received a lot of messages and videos on how to reproduce it and we were able to fix it very quickly. Since we’re not getting those I assume this is either a remnant of the one we fixed from before or a new method exists but is not widespread.

Comment

Originally posted by Practical-Face-3872

Why dont you add a UUID to every item drop, so if anyone dupes an item you suddenly have two identical UUIDs in the system. Might even be enough to do this only during active play sessions to be able to identify duped items and notify the server of a dupe.

It’s a good thought, but it would nearly double our item data which has performance and cost concerns. Then to ensure it’s actually unique across all those records would probably entail the identifiers being prepended by the actual character ID to ensure we don’t have to do a comparison check across all records(that would be a crazy operation to perform each time an item is generated)… making it ~triple the data. Our engineering team may have a more optimal way than that, but either way it would greatly expand data storage, and keeping individual item data as condensed as possible is very important.

Comment

Originally posted by mcbuckets21

It's not probably possible. I know the exact details of the dupe and I have reported in the first week. Still hasn't been fixed. I even have seen people post it in the suggestions channel on the discord and no mod removed it.

We’re not aware of an active dupe exploit as all the ones we’ve reproduced at this point are a client/server mismatch and visual only which resolves on the players end as having no duped item as soon as the leave a zone or other.

If you think you know an active dupe that is not a client/server mismatch where you keep the item please message me with details and we’ll make it our highest priority to hotfix. We did have an actual dupe that we fixed the same day we were made aware of it.


18 Mar

Comment
    EHG_Kain on Forums - Thread - Direct

For clarity: We have a very strict rule about not moderating dissent - and we actually have this discussion often when reviewing cases to try to ensure we don’t come off that way, that the rules being broken enough are serious enough that we need to act, even if the core content was feedback about us.

We do not remove comments, or action users just because they’ve spoken poorly about EHG or our actions. We, and our community moderators should only act when it breaks a rule of the Code of Conduct, or Terms of Use, such as excessive profanity, harassing/targeting other users, refusal to remain civil, or other disruptive or harmful behavior.

It’s our stance that using power to “silence” is not only bad from a moral standpoint, but it ends up hurting us, because we only improve and get better by listening to our players. That anger comes from care - generally, there’s good reason for people to be saying negative things about us and we want to change that, not hide it. We a...

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    EHG_Kain on Forums - Thread - Direct

It results in what’s called a “burden of optimal play”. This is a scenario we try to remain very vigilant about in which if there’s a method of play which offers significant bonuses over standard, even if it’s unfun, players will feel the need to do it.

eg. if we introduced weapon swapping, there would be a necessary tactic to have a Last Laugh in your swap to cull bosses (or some similar meta) defeating the true purpose of the mechanic. Respeccing on the fly would create a burden of optimal play in changing skills before bosses to go from AoE to single target, or to swap specific resistances for different content. Not fun mechanics, but because they would be the optimal strategy, people would feel the need to do it.

It’s the same thing with swapping factions - having both maxed to get the best of both worlds would be such a significant advantage that players would feel demanded to max both, and keep swapping between them instead of picking the one that matches their p...

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Comment
    EHG_Kain on Forums - Thread - Direct

1.) if you were allowed to keep equipped gear from the other faction when changing, this would demand that you max both factions to get the best of both worlds and keep changing back and forth to optimize gameplay, and would also require a lot of third party guides on what the strategies are regarding it.

2.) If you were allowed to swap very freely, but not keep equipped gear, this would result in needing to be specific factions for specific parts of leveling, again utilizing third party guides for strategies on this.

The idea for the factions is that you chose the faction for you - and you stick with it. Item Factions should not be related to a build, they should be completely based on your preferred method of item acquisition. Trying different builds shouldn’t be related here.

The cost is low enough, particularly early on, that you can try both at minimal cost. For when you have multiple characters, you should already know what each offers. If it’s your second...

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    EHG_Kain on Forums - Thread - Direct

They can, to a limit. Items which the MG character found, not bought can be equipped by the CoF character. And items the CoF character found that were not influenced by the CoF bonuses can be equipped by the MG character. These limitations are to prevent you from taking advantage of both factions at the same time one one character, making this the necessary way to play.

I’m not sure what you mean here. They aren’t detrimental to each other. I understand there’s more stash organization required if that’s what you’re referring to as a detriment? Of course favour is lost from all characters of that faction when you change ...

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    EHG_Kain on Forums - Thread - Direct

I’m not sure what node you might be referring to, sorry.

There’s “Spirit Shards”, which causes you to gain a spirit shard on hit up to a total of 13 shards. When you have 13 shards, your next harvest use consumes all shards to grant more damage, and mana.

So it’s not mana on hit, it’s shards on hit, and at full shards get mana when you use harvest.

There’s also the Chest affix - gain mana when you directly use harvest. That’s not on hit, you only get it once per skill use as it’s “on harvest use”

Comment
    EHG_Kain on Forums - Thread - Direct

Swapping factions is not something you’re intended to regularly interact with. Rather it’s a failsafe. If you chose a faction, find that faction really doesn’t match your playstyle, you don’t have to re-start from scratch with a new character, you ‘can’ swap. You’re not intended to go back and forth.

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    EHG_Mike on Forums - Thread - Direct

I saw this a few days ago actually. It’s cool that we’re getting used as examples in general video game videos now. It’s a little unfortunate that this is the topic we’re getting used for because it does plant that seed of doubt, even though he says that he doesn’t think LE is doing that.

Last Epoch doesn’t do anything like this at all. We don’t ever use any RNG smoothing or artificial adjustments based on play patterns. RNG is RNG.

The only “trick” we use to get people to play longer is to make the game better.

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Originally posted by DarthNemecyst

The devs coming and seeing this thread like the palpatine meme "Gooood gooood" writing down the busted classes 😂

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Originally posted by Valderius

I'm not ignoring you at all. I think we're describing different experiences, and I'm failing to emphasize the pain point.

Interestingly, if it is EoC (and maybe abom after you destroy the soul vessels?) that has the extremely punishing dot zones, those serve a hugely different function in the fight. The outer ring degen zones in both those fights segment the arena and create big, telegraphed no-go zones. Presumably, to force you into closer proximity with the brusier bosses and prevent you from BVR sniping them into trivialized oblivion.

Cremorus' degen zones make the player engage with the main SFB mechanical gimmick of swapping barriers. The difference here is you MUST engage with the fire/necro fields in SFB. They're placed under you, swapped under you, and the boss is pummeling you with his spells the entire time. I'm unsure if there's no time between the fields switching or if the slow-fade vfx of the fight kinda disguise that "no degen" time. There's a telegra...

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ok, so I was just wrong on a few things, it's just a normal dot that's strong.

So here are the stats on that damage. The base ability does 100 damage per tick on a 0.3s interval.

I also went and did the fight real quick to see if the switch had any sort of indicator and while I couldn't notice a visual one, it does play a very distinct "shing" sound about half a second before it switches. As far as I can tell it only plays that sound when it's about to switch so it should be reliable to just hit the switch when you hear the sound. That should give you just enough of a jump on the effect to take way less damage.