Mike_Weicker

Mike_Weicker



03 Dec

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I may have known this was dropping right before my stream.

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Legendary Items

Hello everyone, and welcome to the Legendary item dev blog!

Legendary items in Last Epoch have evolved heavily since we first concepted them a few years ago. We are very excited to say that you will be forging your own legend by completing the first dungeon and creating a Legendary item of your own.

A Legendary item is a composite item made up of a unique and exalted item. You however may not use just any unique and exalted item, it requires specific criteria to be met.

Legendary Potential

Unique items can now drop with a new property called Legendary Potential. This is a new stat that ranges from 0 to 4 and determines the unique’s ability to be transformed into a Legendary Item in the Eternity cache.

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02 Dec

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One skill may trigger multiple instances of “on melee hit” if it hits multiple times. Most hits can only hit each target 1 time so it would require multiple targets. (I said “Most” because I’m not sure if there is an exception or not. I can’t think of any but we’ve got a lot of stuff going on that I sometimes forget about)

Detonate Ground is a melee hit. If a node on a skill tree references it, you should be able to hold alt and get the skill tooltip for the triggered ability to show up.


30 Nov

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It doesn’t have a Rage (mana) cost.

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Thorn Shield doesn’t have a cooldown.


28 Nov

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Good catch, the tooltip screenshot was taken when the cold conversion node was already taken. It does have a physical tag by default.

Edit:. And just noticed someone else already said this.


27 Nov

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Critical success crafts are already in the game and can’t go over T5 and that isn’t changing.

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I think all the crafting system details are public now. T6/7 are still not craftable.


24 Nov

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No idea what you’re talking about :eyes:

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That is what he is saying and he’s right. We haven’t given out the exact numbers for it because we are still massaging the numbers.


23 Nov

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No idea what you’re talking about :eyes:


10 Nov

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Don’t expect that news any time soon.

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Sorry I wasn’t clear, we have not stated that pure offline will not be available at launch. We don’t know if it will be available or not. I wasn’t saying that the Kickstarter campaign didn’t say that we planned for an offline mode.

I’d also like to say that I’m not responding to the refund request, simply that we haven’t been operating in bad faith.

If you would like to request a refund outside of the normal refund policy please contact us through our support site here:
https://support.lastepoch.com/hc/en-us/requests/new

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This is not the case. The closest we’ve come to saying this was that we don’t know the future of pure offline mode. I’m sorry you’re having issues playing the game but we are still in development and not all features are available yet.

It is important to check sources and not circulate false rumors.


08 Nov

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While this would be a decent work around, we have found another method that will be more representative of the player’s intent.


03 Nov

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Up until now, Spriggan Form has been without a movement skill. This hasn’t been a topic of feedback that gets submitted very often at all. However, given the distinct focus of that point in this thread, we will take a close look at the relative speed and overall feeling of the form ahead of this patch and will update it if needed.

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Sometimes when we are making clips, we give ourselves impossibly high CDR and Mana just to be able to display the visuals. One smooth clip generally looks better than many clips cut together. Please don’t look at the speed or frequency he is using the abilities for reference to what you can do in game under normal circumstances.


01 Nov

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The tree has been completely overhauled from scratch. Almost no nodes have been carried over.


31 Oct

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That’s good insight about teleport vs movement. With the way it’s set up, it totally makes sense. We do more computationally expensive operations for events that are infrequent. Someone can teleport only every x seconds due to the cooldown and it’s often in a “oh crap” situation so it needs to work.

I think that there is a way to do a more dirty solution like you have suggested to get closer and at least move instead of just sticking.

Polling along the line between the target point and your position would be too expensive but we’ve got some similar tricks to work with.


30 Oct

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Thanks for the video. I was playing around with it a little more after stream and with this, I know what’s going on. Not sure how to fix it yet but I get the issue.

So, the walkable area has a defined blob for each zone. If you click on it, your character paths to that spot. Holding down the mouse button is the same as just clicking a lot except you don’t see the “click vfx”. If you click off the walkable area, you click at your feet instead. So, this makes you stop and get stuck because you are constantly just clicking in place. This is partially done for performance reasons. Detecting the nearest point on the walkable area from a point off the walkable area isn’t simple to do reliably. This is the same issue that causes loot to sometimes drop where you can’t get it. (Side note: this is why the specters in D2 don’t drop anything if you kill them while flying between platforms in Arcane Sanctuary.)

We know that movement feeling good is very important and we will look i...

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