Mike_Weicker

Mike_Weicker



26 May

Comment

We only changed a couple chest pieces. Boots and amulets don’t have class specific base types so it’s not a concern for those 2. You are right on the money with the types of items that we did change though. Things that affect specific classes and/or skills.

Comment

Those are both options we considered and are still on the table. We’ll be paying close attention to how the new version feels so our ears are open.

Comment

I haven’t read all the replies in here but I’d like to shine a little light on the issue, how we got to where we are and where we are going.

I think that level scaling content is a very useful tool that can help extend the available content. If overused it can completely remove the sense of progression as the world just grows with you. In Breath of the Wild, if you go back to fight the first Lyonel in Zora’s domain after you’ve got the Master Sword, you feel like a badass. It’s awesome!

When we first started making Epoch and were going to Kickstarter, we only had about 30 mins of content (15 if you knew what you were doing). So we added the arena as a temporary feature so people could explore higher levels and test out builds. It ended up being a pretty popular feature so we expanded it and it’s probably going to stick around. We then added a very early version of the monolith and it also scales to your level for similar reasons.

These are not the only 2 end gam...

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Yea for sure, I know very few items have been converted to a new base type.

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It’s more heavily weighted towards getting your own class gear at the moment but it is a really easy dial for us to turn and we will be adjusting it in response to feedback.

Edit: also I might have read it wrong but I think you might have misunderstood me llama8. Exanguinous isn’t class locked.

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You will still need a minimum of 20 points in your base tree but the trees have better stuff and have some higher nodes now too.

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Class specific unique weapons are definitely in the conversation.

Post

Patch 0.7.8 is right around the corner and we’ve got some pretty big changes coming down the pipe that I want to talk about before they go live. We are making significant changes to passives, masteries, item base types, uniques and affixes.

For those of you that have been with us for a while, you’ll know that our passive system has changed quite a lot. Overall we’re really happy with it right now. It provides a familiar way to customize your character and brings depth to build crafting. Having said that, it has a few issues that we are working to shore up. Primarily, mastery trees unlocking at a different time than when you select your mastery class was confusing. You would effectively pick your mastery by placing a point in its mastery tree, but would make the actual decision later. Splitting up these moments really takes away from the impact of both.

Your feedback is what encourages to evaluates systems like this. We still get questions about how the passive...

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25 May

Comment

Sorry, sit tight, help is on the way, just working on some patch critical stuff right now.

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Are you launching through steam or the stand alone?

If the stand alone, can you try closing steam? (make sure it’s not hiding in the bottom right corner)

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Hi Lamanaptra, sorry for the issues here. I’m looking at your profile and it looks like it was linked to your steam account a few hours ago. Have you got this sorted or do you still require assistance?


24 May

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Thanks for the follow up, sorry it was such a struggle. That’s very helpful information so that’s the silver lining I guess?


23 May

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Hi Jokomul, I’m not exactly certain what is going on that is causing the issue but I suspect that something went wrong with the download. The errors that we’re seeing there are very generic but it seems like some things are just missing from the scene, including the ground.

“Failed to create agent because it is not close enough to the NavMesh” I think is happening because there is no NavMesh because the terrain is missing.

I know the download is kinda slow but if you could attempt to re-install the game, that would be helpful.

Alternatively, a full crash report is placed here:
C:/Users/[username]/AppData/Local/Temp/Eleventh Hour Games/Last Epoch/Crashes

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Very interesting. If anyone else here already has it or is comfortable trying it out, I’m interested to know if it fixes the issue for anyone else.

It is third party software so I’m not really comfortable asking people outright to do it.


22 May

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Yes it works. I just double checked to make sure.

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Hi Nestabilni, sorry you lost your characters and gear. We have recently fixed the problem and a fix is ready for the next patch.

Unfortunately I don’t have a way to restore the data for you.

Comment

We are sorry that you have lost your characters and stash. It’s a really unfortunate situation and as a player who has been there before I totally get it. It really sucks.

Good news is that we have figured out what’s going on and have fixes for it coming next patch.


21 May

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Yes, it’s got some huge formulas there that will look like a crazy person came up with them at first glance.

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Just to be super clear, no specific damage types are multiplicative or not multiplicative.

Scenario 1
If you have these 2 stats:

  • 50% increased spell damage
  • 50% increased fire damage

and then cast Fireball , a fire spell, it will get 100% increased damage because multiple sources of increased damage are additive with each other. If the base spell deals 10 damage then with these stats, your fireball would deal 20 damage.

Scenario 2
If you have these 4 stats:

  • 50% increased spell damage
  • 50% increased fire damage
  • 10% more spell damage
  • 10% more fire damage

and then cast Fireball, a fire spell, it will get 100% increased damage, 10% more damage and 10% more damage. If the base spell deals 10 damage then with these stats, your fireball would deal 24.2 damage because 10 * 2 * 1.1 * 1.1 = 24.2

You can replace the tags in the above examples with any tag in the game and it wi...

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19 May