EHG_Kain

EHG_Kain



05 Apr

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    EHG_Kain on Forums - Thread - Direct

Hello Everyone!

I understand that the topic of cheating is a very contentious one. We’re working on getting multiplayer done as soon as we can where things will be handled server side to try to provide more integrity for the leaderboards. I of course appreciate that that doesn’t help in the current moment, and that it does create a lot of heat in conversations when there are entries which can be called into reasonable question. However, that being said, I would still ask that conversation remain relevant to the topic of the thread.


01 Apr

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I’ve seen a few of these kinds of complaints in the past, and I thought this would be as good a time as any just to make a quick comment regarding this. This is not directed towards anyone in particular, or in regards to anyone in particular. I’m only replying as a point of reference. The internet can frankly be a fairly spooky place sometimes. Many people may want to try to get involved with a community, try to share their ideas, and immediately get feedback concerning their ideas that may be a bit rough.

Generally, I personally find it’s the first few responses that have the hardest responses, and you’ll find later on that more people may come by that agree. However, it’s still quite easy to have social anxiety in such an environment and want to pull back when you receive some of these earlier responses. And while we certainly understand that that can cause frustration for some people to lose that information on what the topic was, we believe it’s important for people to be...

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25 Mar

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We are currently planning for a single key to be required for a party to enter. We feel with current key drop rates and multiplayer difficulty scaling this shouldn’t create as significant of a disparity as it may first appear - and would offer a much smoother experience for playing with friends. However is something we will certainly be keeping an eye on and continuing to discuss based on testing results.

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Mounts as a dungeon mechanic could certainly be interesting… Would have to spend some time thinking about it to ensure it’s an interactive mechanic and not a just method for skipping intended combat easier however. Something to consider though I suppose. Maybe if it was a Bee…

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As others have mentioned, I personally believe this is largely increased by the very high demand to do new content more exclusively rather than in balance with other content. The drop rates are set to a point where you should encounter them at a healthy rate with the standard endgame gameplay loop. For example, you should get lightless arbor keys about as often as it takes to farm enough gold to make it feel decently rewarding to r...

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We are not currently planning for mounts in Last Epoch. Nor am I really sure where they would fit in the gameplay.

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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)