EHG_Kain

EHG_Kain



25 Mar

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Dungeons offer an opportunity to explore additional repeatable content with higher rewards. While each dungeon has a unique reward mechanic (Eternity Cache, Soul Gambler, Vault of Uncertain Fates) the dungeons also provide other increased rewards throughout the dungeon. Temporal Sanctum in particular offers much higher Exalted drop rates, and targetable exalted farming. If a key requirement was removed, the through dungeon rewards would need to be greatly reduced. There is also an important part in “cost of entry”. By having a cost of entry, it increases the desire to optimize rewards - clear more of the dungeon to get more from each key spent. Without having anything spent, there’s no incentive to do anything other than rush the single most rewarding aspect (typically boss) and ignore everything else. This is one of the issues currently encountered with the Monolith. And while we are working on other solutions for the Monolith to provide more than simply rushing the objective, Dung...

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24 Mar

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Welcome Back DonkeySOPH!

Optimization is an ongoing task we continue to try to make improvements to with every patch, and have really picked up the pace on to try to get things running smoother. We’ve implemented several tools to help us identify the specific causes for performance issues (often they’re the least suspected items) and this certainly has a big target on its back for us. The FPS loss that you’re experiencing is likely due to the large number of damage calculations being run for all of your minions, the targets, and any sort of ailments or other stacking effects being applied - CPU calculations rather than GPU rendering. Of course, this is again something which we are most certainly working on improving.

We are also looking to improve the campaign throughout, including more voice acting and cutscenes. Our latest addition - Chapter 9 represents some of our latest improvements to campaign feel and interaction with more personable characters, environmental la...

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Maybe it comes from the Canadians on the team? that sweet sweet maple essence goodness.

But yes, it is intentional that Rip Blood can work on barrel aligned objects (destructible objects) as not doing so could cause blockers for builds that don’t have other targetable damaging skills. While it may be possible to disable the health gain when hitting destructible objects, I’m not aware of any issues this currently causes. If it comes up that it’s causing issues or imbalance, we can certainly revisit the topic of on hit and on kill effects triggering on ‘barrels’.


17 Mar

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Not a typo, this is in fact changed to generic more damage to also scale ailments inflicted by Static.

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Self damage should not effect the Pyre Amber’s light radius, including self bleeds.

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We are tracking this issue, though do not yet have a fix in place for this linux issue for this patch.

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If an item base type is reworked, your items will retain their affixes but become a different base type. Changes to the minimum/maximum of affixes on all item types apply automatically. If an affix is removed, it will be replaced on your items with a different random affix. If an affix is removed from the affix pool of a certain item type, any existing items will still have that affix. So with this, unique items will be updated to the new stats available on that item.

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Passives changes were put into respective sections elsewhere. I have removed the link to a dedicated “passives” section. My apologies for the confusion.

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Bug Fixes

https://forum.lastepoch.com/uploads/default/original/2X/3/32efe3089d4291d11853e674ac1bbd75fede8402.mp4

Skills

  • Fixed a bug where Anomaly’s Time Wave dealt significantly less damage on return than on init...
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0.8.5 Patch Notes

Depths of Eterra, Patch 0.8.5, is coming 2022-03-18T18:00:00Z!

Depths of Eterra 0.8.5 Overview by Game Director, Judd Cobler

Welcome everyone to the final day of our patch “Hype-Week” *TM (we finally deci...

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16 Mar

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The particular mechanics which we’ve implemented for killing this boss are not subject to the same kinds of complications which arose with the Lagon fight.

(Which we are still working to address as well, though will not be in for this update).

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I wouldn’t be so quick to sell the Soul Gambler short!


15 Mar

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  • The reference to keys is to dungeon keys (currently Lightless Arbor, Soulfire Bastion, and Temporal Sanctum)
  • Arena Champions loot is modified by the options you select while progressing through the Arena waves. For example, at the end of wave 30 you might be offered two mods, one which makes the Arena Champion drop exalted gloves, the other makes the Arena Champion drop a unique bow (These may not be the exact mods you find, just examples). There is not a secondary reward mechanic for Arena Champions as there is with dungeons (eg. Soul Gambler and Vaults of Uncertain Fate).
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  • Some dummies are registered as “evil” rather than aligned as “barrel”, so yes minions will attack them.

  • You will use the same arena key for Arena of Champions (keys of memory have no effect on Arena Champions)


13 Mar

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My apologies for the misunderstanding. No, the new Uniques introduced in 0.8.5 will not have 3d models yet, and so are not included in the 25 Unique count. The reason for this is Uniques are generally finalized near the end of a patch cycle as they require a good amount of back and forth for ideas and balance, and 3d art takes a fair amount of time to complete.

A lot of ideas for Uniques don’t get implemented, and as 3d art takes time, they would need to start fairly early in the patch cycle. It would be a waste to have 3d artists work on models for ideas we decide not to implement later in the cycle for various reasons.

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We’re planning to eventually have 3d models for all Unique Weapons and Offhands. The provided examples are included in the 25 getting new models this update.

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There is in fact more than one new catalyst not shown in this preview! The purpose of this post is to show some examples of the new direction for catalyst implicits (with some exciting examples), art styles, and the new rigging in game (so floaty). But there’s much more to discover once the patch drops :honeybee:


11 Mar

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There are more quests which grant idol slots and passive slots than you can obtain in total. So you do not need to complete every idol/passive reward quest in order to get all of them. However, you will still need to obtain these from quests, so if you skip too much, you may need to revisit quests to collect your rewards.

This also helps make things smoother for multiplayer, where you may join someone further along, and end up missing a few quests, so you can still potentially obtain all of your idols/passives joining someone further along.


10 Mar

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The example of singularity provides 12% more hit damage to all hits. Crit as a baseline offers 5% chance of 200% damage, which is an average of 5% more damage, however far less reliable in when you actually get more damage. Crit can certainly be scaled higher than what singularity can offer.

However singularity is intended to fill a place for builds that may use slower more powerful attacks where having unreliable crit chance can be unfriendly, or for hybrid hit/dot builds which don’t want to invest passives and affixes into crit. Or even to run until you get to a point that your crit can out-scale the damage singularity offers.

It’s not designed to be a be-all end-all damage boost to all builds, but provide a boost to certain builds in leu of stacking crit affixes for the cost of a single 1x1 idol slot.


07 Mar

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Hello Travelers!

As the community continues to expand, we find certain questions regularly come up in game, on our official discord, or in other places. We wanted to provide a centralized resource to find developer responses to these common questions. As more questions commonly come up, we will continue to add to this FAQ.

Table of Contents

  1. Multiplayer
  2. Game Mechanic...
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