KissingAiur

KissingAiur



12 Apr

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I was able to reproduce this internally. This bug is under investigation. Thank you for the report.

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‘Hand of Judgement’ didn’t scale Consecrated Aura

This is intentional. Consecrated Aura already has a number of ways to scale its damage. The gloves are designed to give the hit version of Judgement some love.

‘Jelkor’s Blast Knife’ didn’t feel good to play due to low range

We are aware of this and will discuss this more internally.


10 Apr

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Hi Ekler,

I am part of the quality assurance department at Eleventh Hour Games. I am sorry for your negative experience, and I completely understand your frustration. I play in multiplayer with a co-worker almost every day and I too run into bugs. I am not kidding when I say even when I play casually off the clock I am still navigating the game with the intent to find ways that we can improve user experience.

I want you to know that I take my job very seriously, along with every other Last Epoch QA. We love the game as much as everyone else here and want to provide the best experience for players (including ourselves when we play casually).

That all being said, the problems are you are encountering cannot be understated for their complexity and manpower terms of addressing. Rubberbanding is one of those examples. Rubberbanding is a server/client issue that we are actively investigating and attempting to resolve, and we appreciate your continued patience as we wo...

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Hey Perry,

I also argued for Rive to get a void tag in the tree when taking the void focused node as well internally haha. From what I recall, we are looking in the future to possibility make a unique or item that gives it the tag. We liked the theme but didn’t think it needed to be offered the skill tree.

In most cases we try to give conversion tags to nodes that case add or convert base damage of skills. There are some outliers in skill trees that we felt were “transformative” nodes that should offer a tag as well.

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We can probably turn it off for this conversion, I think that would make sense.

It’s not that auto-aim adjustments isn’t a high prio, it’s more that it needs careful tuning and testing to get right. This would take time. We could add auto-aim toggle for abilities in the future but from a design perspective it’s not a healthy approach because it would just push back design development and urgency for a UX pass of the feature.


05 Apr

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Hello Mcastelo,

  • Better character and mob models.

We are currently in the stage of updating enemy models! We are slowly working out way to replace all old or models that don’t meet our standard level of quality.

  • Better combat animations.

Is there certain combat animations that are you are not happy with? If you provide examples, I bring it up with our animation team. Bringing specific examples is the best way we can address these problems going forward.

  • A well made tutorial on the crafting system and all the itemisation, not a brick of a text wall but a ingame tutorial.

This is something that we have talked about internally. This problem has been brought up by multiple other players as well. We hear you, we will discuss ways to address this problem in the future.

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Thanks for bringing this up Trikster. I completely agree with you that our auto-aim is something that needs to be reworked to feel better. I personally have run into many situations where I was frustrated as well, particularly for melee and bow skills. One of the problems is I believe auto-aim only currently takes into account the player position relative to enemy targets. That is why the aim redirection feels so snappy when an enemy happens to step a tad closer than other. This can create for awkward situations in combat like your image above and other situations where your character is twisting unnaturally to target something completely behind them.

I have poked the team about my personal complaints with the system. It’s going to be tough squeeze it in with all the other cool stuff we want to do for 1.0 but I will do my best to get a discussion going about this problem. We can possibility find a short-term solution till we have more time to give the system more direct atten...

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31 Mar

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We are aware of this internally. Thanks.

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We have a fix for this internally along with, Flight of the First and StormTide.

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I would suggest verifying your steam files.

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We have this fixed internally. Sorry about that. Thanks for the report.

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We already have this fixed internally. Thanks.

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Thank you for your report and getting back to me. I’m glad it works with dual wielding correctly. I was worried our patch to address the mobility problems with Dancing Strikes had adverse effects.

Currently it’s a very common reported problem that weapon requirement skills are not working, this is because we don’t have a way to stop a player from using those abilities in a multiplayer environment. This easily leads many players to assume it’s broken. I brought up internally and I am hoping we can address this problem soon.

We are still looking into Shift, it’s a known issue internally.


30 Mar

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Sorry for your frustration. Are you attempting to use Dancing Strikes while dual wielding?

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It’s a secret: If you are a ʕ •ᴥ•ʔ, you can ʕ •ᴥ•ʔ a ʕ •ᴥ•ʔ to have a ʕ •ᴥ•ʔ to ʕ •ᴥ•ʔ it’s ʕ •ᴥ•ʔ be ʕ •ᴥ•ʔ.

ʕ •ᴥ•ʔ /


27 Mar

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We had a discussion internally about Tomes of Experience a while ago, if they should be replaced with something else at lv100. We decided to keep them because we found that players (including ourselves) liked the opportunity to quickly level up skills if they wanted to respec.

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You are free to zip it and post it here.


22 Mar

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Currently doesn’t have a skill tree. It’s on the list for 1.0. Thanks.


21 Mar

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This is intentional. Thanks for the report.

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I have a note about this intentionally. Thanks for the report.