KissingAiur

KissingAiur



21 Oct

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Hi user38,

We addressed a bunch of these internally recently, but I did take a look at a couple that I missed during my pass of pathing problems. I was able to reproduce all but the one in the The Frozen Fortress internally. I did notice we made some adjustments to this zone so I’m hoping that is why I am not seeing the same results as you are. If this is not the case and you are experiencing the same problems after we pushed out our resolution to these problems, please let us know.

Thank for bringing this up to us and take care!


02 Mar

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Hey Suschu, it would also be helpful if you posted your crash.log. You can find it here:

C:\Users[usermame]\AppData\Local\Temp\Eleventh Hour Games\Last Epoch\Crashes

(username needs to be replaced with what your computer is named)


29 Feb

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I am in the process of testing multiple ram usage problems today. They look promising. :crossed_fingers:

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We are aware of this bug. It’s not an easy fix from what I have been told but we are currently thinking up solutions.


11 Jan

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Moreover, it will feed databases with useless items, over and over, until the server bill explodes

Can the amount of items in the Bazaar crashing the server, is actually a good question. It is something I brought up as well during our implementation. We should be good in that department. :+1:

It lacks creativity and feels a little bit lazy from the devs.

For Circle of Fortune input, if you aren’t keen on some of the rewards here, what is some type of reward which you feel would be more creative to be offered? I wouldn’t mind passing it on to our design team. :slight_smile:


16 May

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I see a lot of sound related errors in your log. Do you recall any ability sound that wasn’t playing correctly?


04 May

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clip by Lizard to help spark discussion for auto-aim changes going forward - Twitch

I brought this up to our lead designer and he was taking a look at it. I can’t remember if there was any movement to address auto-aim specifically for melee abilities (melee abilities’ auto aim is a lot more loose then non-melee skills).

I fully agree auto-aim in this situation is feels extremely odd and shouldn’t happen in natural gameplay.


28 Apr

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Sometimes during a new patch a file gets damaged or “corrupted” when steam is importing it. To fix the corruption steam recreates the file in its “default” state, which is unfortunately an empty file. This can cause all sorts of issues when information is missing that the game is looking for in certain cases. The best thing to do when something seems really broken when a new patch is released is to verify game files and see if that resolves the problems you are seeing.

That being said, there does seem to be an increase in files not importing correctly, we did a small investigation into it and I believe we found there isn’t much we can do because it has to do with steam validating files/recreating files.

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Thank you. Yes, i believe we found the cause of this. We will try to get the fix in as soon as we can. It’s unfortunately being triggered by having lunge and smite on your bar.

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Can you try to verify the integrity of your steam game files? Sounds like there might be a corruption. Let me know if this resolves your problem.

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I think I might have found the root cause of this, which we have a fix in the pipeline for. What abilities do you have on your action bar when this crash happens? I would like to double check to confirm our fix will address this case as well.

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We don’t prioritize classes for hot fixes, it’s more that we have a lot of moving parts happening at once. I can see how sometimes patch notes could look odd but that is because we have multiple departments working on different projects all the time. The necromancer minions adjustments were to supplement vfx improvements/projectile clarity in combat (we are also aware that for some players they are not working correctly). Our goal is when we do vfx pushes like this, we also try to optimize as we go so we don’t have to return to optimize it later in another pass.

We are still working on trying dungeon bug fixes and sorry to hear that playing with 4 players feels rough right now. I guarantee that we are trying to improve that experience with optimization pushes with every hotfix (just like this one) which will also be helping in group play.


18 Apr

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Pushing around is definitely not intentional. We have a fix coming that will resolve this problem.


13 Apr

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When using the A key Storm Totem can randomly decide it no longer wants to attack. I was able to reproduce this and made a bug report about this internally. Thanks.

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I was able to reproduce this internally. Thanks for the heads up.

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We have this marked down internally, thank you for the report.

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We currently have a bug that isn’t restricting players from using abilities without meeting the weapon requirement needed for that ability. It’s on the list to fix, sorry for the confusion.

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We talked about the dagger’s scaling during internal testing. We are happy with the state of the dagger in its current implementation. It has a fairly low level requirement, high flat melee damage roll that compensates for the lack of scaling in MM tree and a fair chance to get LP to customize more in endgame. If we were to make an adjustment, we would have to go back and readjust the design of the dagger, this could happen in the future just not anytime soon.


12 Apr

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Looks like the bug happens when you hide tooltips then drop an item. Unfortunately, the only work around I think of not hide tooltips till we can address the problem.