Last Epoch

Last Epoch Dev Tracker




27 Jul

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    Mike_W on Forums - Thread - Direct

It’s either that or a match-3 game.


26 Jul

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Originally posted by eliel77

With this I have accidentaly discovered that leaving Soulfire Bastion following the path will put me in Chapter 7 in the map next to Champions Gate (Arena map) and this solve my problem of not being able to easily enter Arena if skipping chapter 5 to chapter 9 (early Julra fight).

So far you can go from chapter 4 to chapter 7.

From chapter 5 to chapter 9.

Yea, we don't try to hide that it is a campaign skip but nobody seems to know. So that's on us. The other dungeon is also a similar skip.


25 Jul


24 Jul

Comment
    Mike_W on Forums - Thread - Direct

While we will continue to add more and more unique icons for these things, sometimes it’s really good to have a similar or recoloured icon ready to go. Making a node a Flame Reave that works with Fireball? Maybe have that icon be the Fireball icon so people know immediately what it’s about. This isn’t the only reason to intentionally reuse an icon and they do get reused too often still. We basically create new icons for various things and they all get put into the node icon pool. When you see unique icons as nodes, it’s usually because those were skill icon concepts that didn’t make the cut or were changed.

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Originally posted by [deleted]

[deleted]

Yea for sure but it doesn't say, you get x points in node y. You can know what the crown does without opening your passive tree.

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Originally posted by Airowird

Was there ever an idea of scaling the Mastery power?

e.g. "You Mastery bonus is X% increased" could be a useful stat if you build into that specific class mechanic. (Sort of the WoW Mastery stat, I guess. Generic stat, but different effect depending on class)

Yes, and if we were going to do a specific generic stat like that with regards to passives, that would be where it would go. And we for sure don't have anything like that planned at all.....nope, no way, not at all....ok fine you broke me, we're doing it.

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I really like this idea. So much that I've pitched it internally before. Sadly you might have noticed that it's not in the game.

It would take some minor be features to make work but it's not a big deal really. The main reason why we haven't done it so far is just that it's a little too specific without being detailed. When a player reads +2 points to a passive is column 5 of your mastery tree, they probably have no idea what is even in that column. It's either going to be awesome or useless. They would have to go look at what is there to evaluate if it's even worth looking at or not. This inability to know what the item does without referencing a lookup table is a step we would like to avoid.

There are also some problems with removing items and having them remove a passive point and then losing access to a skill all together in some situations. Also invalidating your whole tree if they were what got you to the next rank of nodes.

So, these points wouldn't b...

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22 Jul

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It’s pretty good but we’re making more improvements to it. We’re adding button prompts to item tooltips, making the crafting system work better with it, adding better navigability to many pieces of UI and spot fixing some skills that don’t play as nice as others. That being said, it’s definitely playable and I personally play via gamepad most of the time because of carpal tunnel.

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Originally posted by Deias_

Cycle content is going to be rolled out across online and offline at the same exact time, it will be effectively identical sans trading, partying, and leaderboards.

Confirming this is true. In addition there may be a few small differences, like newly introduced pinnacle bosses won’t be accessible in offline till killed once in online mode so that offline modified characters don’t trivialize finding a strategy for the online realm. But you’ll get to play Cycles in offline mode

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Hey redeemed, we certainly did discuss this but it was fairly quickly decided against simply because we want players to feel good about using those materials for crafting instead of feeling that the best use of them is to store away to trade for something.

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Originally posted by FeelingSedimental

Some inaccuracy here. Increased Hammer Throw damage DOES apply to disintegrating aura due to how damage is passed on to subskills. The text on the aura itself mentions nothing of hammer throw stats on gear, exclusively those on tree. The text is inaccurate though, saying the stats don't apply "unless specifically stated" but the Ballista nodes (%more damage and -cost) DO apply without stating so.

Just to make sure I tested this on a level 100 naked forge guard with only the bare minimum points to get disintegrating aura, and threw hammers such that only the aura hit a dummy. Equipping a chest piece with only t6 Hammer Throw damage increased the damage of the aura ticks. The testing with Ballista nodes were done on the same character, throwing without the nodes allocated and again with them.

Disintegrating aura is actually a special case. It doesn't actually create a sub skill. Instead it adds a new damage component to the hammer itself and just adds the VFX around the hammer.


21 Jul

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We’re very against pay to win and we don’t even have pay for convenience. If you’d like to support us further you can look pretty cool by doing so though! We have a lot of great looking gear that drops as well though these days

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Originally posted by theDreadalus

I've got 1,680 hours in the game and I just completed my first empowered monolith yesterday 🤣. To say the content is engaging would be a huge understatement; enough to build 40 characters and enjoy exploring all the various skill tree and gear interactions with most of them.

My only criticism would be the missing classes. There have been so many tuning passes on all the unlocked ones that it's very likely going to feel wonky and unbalanced for a while to come when the new ones get released.

Keep up the great work! You will get my vote for 'all-time favorite game' as soon as you incorporate cinematic cut scenes that I'll watch for (at least) 23 years like D2, lol.

Love to hear that you’re getting that much enjoyment out of the game already in early access. We have made significant progress on the remaining masteries and I must say they are showing us what we are now capable of and are very cool.

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Originally posted by OskinsPe

Are there any plans for console version?

Very likely. We need to ensure that the PC production and live ops pipeline is well established and smooth first, but we’ve always believed we’ll come to console eventually. Not at 1.0 though.

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Originally posted by JerleGamer

LE is firmly top 2 ARPGs for me now that D4 basically self-destructed! Go Judd!

Thanks to your early support, Jerle. Cheers bud!

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Originally posted by Lizard_IRL

Judd, also known as Chad! 😎

Haha see you soon Lizard!!

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Originally posted by trildemex

I’ve been here since Rogue was introduced and I loved the game since the day I bought in.

I still like the new updates and features and I appreciate the constant hotfixes, patches and bug squashing.

However, I find myself enjoying the game much less ever since the multiplayer patch. An hour of effort and playtime now achieves maybe 70% of what I could do in offline. Maybe that number feels inflated, but it definitely feels that way.

3 minutes to run through a map (in story) followed by 10 to 30 seconds of transition completely kills any momentum I’ve built up and for me this is the biggest pain point I’m having.

I used to be excited to jump on to get a few hours of play after work, but now I look at the icon and I think about how much time I’d waste on loading screens.

I have faith that the team will get this fixed eventually. Your team has earned it after I saw how you guys were going to handle trade (a seemingly impossible philosop...

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Loading times and smoothness of online play is the actual top of our priority list to continue to improve. I have a lot of high caliber engineers working on this and we have clear paths defined to improve them! We agree that a 10 second loading time, for example, is unacceptable

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Originally posted by Rhiwion

As someone who has only been lurking and looking at LE from a distance for a while now I can‘t stress how much I‘m looking forward to the 1.0 release and seeing how hands on you as the devs are with your community. I don‘t know how you think of your competition in this genre, or if you even strictly think of it as competition, but I personally love that LE seemingly fills a niche between Diablo and PoE that people will hopefully naturally gravitate towards if neither of the other two manages to scratch that itch. I know I personally am looking forward to juggle between D4, LE and PoE2 as my whim dictactes, haha.

Yea we actually use this in our main marketing points - in the competitive landscape we aim to stay easier to come in, understand and make builds than PoE - so slightly less complex and have more depth than the Diablo games.

We put a lot of effort into making sure you don’t have to exit the game to understand game mechanics or anything else (G for in-game guide)!

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Originally posted by LurkingHare

Lovely! I'm glad to have come back to LE and I'm amazed at all the improvements since the last time I played.

Haha glad you’re seeing them. Lots more to come

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Originally posted by fuzzboxing

Can we get more mobility skills? Also, I love the crafting system , it visually so intuitive, didn’t have to read any guides just learned it by using the shards and looking at the crating UX .

There is a new mobility skill coming in 092 that is internally a team favorite! We’ve been having some other general discussions on mobility skills that I shouldn’t share the details on just yet - but saying that so you know that mobility skills are on our mind and being talked about.