Mike_W

Mike_W



01 Nov

Comment
    Mike_W on Forums - Thread - Direct

Nah, I’d like to let speculation run wild on this one. It’s a good one.

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    Mike_W on Forums - Thread - Direct

Did I say that on stream?

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    Mike_W on Forums - Thread - Direct

Kinda, some terms are a little off but basically, yes.

It’s less that your minions are benefitting from it and rather that the enemy is hurting from it. If you apply Critical Vulnerability to an enemy, anything that attacks that enemy, including other party members and their minions, will critically strike more often because it has higher crit vulnerability.

What Manifest Armor inherits is inconsistent so you can’t know for certain without testing but try to think of it like the minion is wielding the weapon itself. Your dodge would not matter for what stats Manifest Armor gets but rather the Manifest Armor’s dodge is what matters. I’m also not actually sure if that mod in particular will work or not. I feel like it should but I could be wrong.


31 Oct

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    Mike_W on Forums - Thread - Direct

I’m pretty sure that it is scaling with cold damage when converted to cold. Can you double check using the dummy damage to see if it is scaling with fire or cold damage?

Shrapnel’s tooltip will always say that it scales with fire damage no matter what. Shrapnel’s tooltip is wrong when you have Volcanic Orb converted to cold damage.


26 Oct

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    Mike_W on Forums - Thread - Direct

The shrapnel is being converted to cold. Ability tooltips for sub-abilities (like shrapnel) are not updated to reflect the changes of the main ability. Once Volcanic Orb has been converted to cold, it no longer deals fire damage via the main orb or shrapnel. It does not count as a fire skill. It is only a cold skill.


24 Oct

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    Mike_W on Forums - Thread - Direct

We haven’t made a final decision on the status of Masochist mode going forward. I’m assuming that by realm you mean separated interactions. As in only hardcore players can party with hardcore players, yes that is the plan.


19 Oct

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    Mike_W on Forums - Thread - Direct

The goal of crafting materials as a monster drop is to fill the role of an item that you are generally interested in picking up as loot so you very rarely leave completely empty handed. Showing the players what that is and interacting with it gives you a chance to register specific materials that you might be hunting for and can prompt crafting sessions. It also helps teach new players what mods and affixes are available. It also directs new players to the crafting system organically as reading instructions and tutorials is a super power held only by a select few.

Auto-pickup of crafting materials completely breaks down all of this.

In response to players feeling overwhelmed with clicks with regards to crafting materials, we added a vacuum so that it picks up all the shards around one picked up shard.

In response to players feeling that they were taking up too much inventory space, we added a special inventory for them to live in.

Edit: This was hopefully...

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    Mike_W on Forums - Thread - Direct

This cycle happens about once every 2ish months.

  • A debate sparks up about auto-pickup in the community.
  • We bring it up in a game design meeting as a topic and discuss if we want it or not.
  • We conclude that it’s good as is and we don’t change it.
  • We communicate back that we are happy with the system.

We do still bring it back up internally because the game does grow and evolve over time so decisions sometimes change. So, with that in mind, here is step 4. It has been discussed internally recently and we are currently happy with the system in the current version of the game. We probably won’t bring it up as an internal game design topic again pre-0.9.0.


12 Oct

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    Mike_W on Forums - Thread - Direct

The amount of ward gained is what is variable, the chance is always 30%.

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    Mike_W on Forums - Thread - Direct

Off topic posting and misrepresenting moderation status are both against the code of conduct. If you would like to open a topic about performance concerns, that is more than welcome.


09 Oct

Comment
    Mike_W on Forums - Thread - Direct

I’m not sure what happened but the forums are the odd one out here. If you have your pet, you’ll have the coins. If you made the forum account before the Steam purchase, it is possible that you have two Epoch accounts.

You can contact support directly through our support site. I might get the url slightly wrong so just google Last Epoch support and it’s something like support.lastepochgame.com


02 Oct

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    Mike_W on Forums - Thread - Direct

Consistent guaranteed buffs which always happen the same are generally not displayed so that the buff bar doesn’t get cluttered.


01 Oct

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    Mike_W on Forums - Thread - Direct

I’m cautious to suggest a carte blanche answer here but from what I think you’re talking about, I would be extremely surprised if we would ban someone for what sounds like essentially a private bug report. We have had people come to us with things like free game exploits in the past (which have been fixed) and we didn’t do anything to their accounts or ban them. Punishing people for helping us plug the holes doesn’t make sense to me at all.

It sounds like you’ve read the CoC pretty thoroughly already but from the sounds of it, the bad thing would be to post it all publicly on our forums.

As a general note, a lot of stuff is changing in how we do networking in general next patch so it’s possible that some of these thins are not applicable. It’s really hard to say without knowing what it is though.

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    Mike_W on Forums - Thread - Direct

It’s actually super easy to start a private conversation with the appropriate people. Just send a support ticket request. https://support.lastepoch.com/hc/en-us/requests/new


19 Sep

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    Mike_W on Forums - Thread - Direct

It really depends on context. Sometimes it can range from thematic reasons like block making sense as a shield affix but not so much as on a helmet to mechanical ones like wanting to restrict the overall availability of an affix like increased cooldown recovery speed on the helmet and nowhere else.

This also lets us break the rules with unique items that open up interesting build options that in turn come with their own opportunity costs.


18 Sep

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    Mike_W on Forums - Thread - Direct

I think that you might have a legacy item. Gloves used to be able to have vitality on it but it sounds kind we have changed that. So, you can keep the affix and use the gloves but you can’t craft on it.


17 Sep

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    Mike_W on Forums - Thread - Direct

Is this a CT multiplayer bug?

Comment
    Mike_W on Forums - Thread - Direct

Thanks for the feedback. I don’t agree with the premise that the game isn’t casual or new player friendly. I also don’t agree that the crafting system contributes to this. I think the crafting system is one of the strengths that helps make the game casual and new player friendly.


16 Sep

Comment
    Mike_W on Forums - Thread - Direct

I feel like we might be going round in circles a bit. I’d like to set a few expectations that might help. T20s are not early gear. We expect to see people often entering empowering monos with T17-T19 gear in several slots on far from optimized builds. Well itemized T22s are very rare and are getting into that min/max range. Hoping to find T27+ gear will only lead to disappointment. Attempting to get appropriately stated T27+ gear will be an exercise in futility.

I fully hear you that you disagree with this and don’t like it. We are always looking to improve the item systems. We are currently pretty happy with the tier progression at the moment and it is unlikely to see significant change pre-1.0. I understand that the prospect of hypothetical T25+ gear existing puts pressure on some expectations for loot drops but we aren’t designing that gear to be the normal “finished character” gear range.