Trasochi

Trasochi



20 Sep

Comment
    Trasochi on Forums - Thread - Direct

The big green lizards also always drop at least one Glyph of Envy and several exalted items. The set items are meant to be a bonus that matches the colour, rather than the main reward of that lizard type.

Set items are in a bad place in terms of balance and design. They’re largely underpowered and are dead end items with no way to upgrade them. We have plans to add a system in future that allows you to do more with them. But until that’s in, set item rewards are relatively unexciting, and we’re aware of that.


25 Jun

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    Trasochi on Forums - Thread - Direct

Seeing the new quiver, will there be some quality of life to black quiver itself, or is the unique the QOL for the skill?

There’s a Dark Quiver rework planned, but it’s not included in 1.1.

Edit: Black Arrow duration will be shown in the buff UI in 1.1 though.


07 May

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    Trasochi on Forums - Thread - Direct

We will be updating these continuously, for example Shield Bash is being changed in 1.1.


21 Nov

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    Trasochi on Forums - Thread - Direct

Could you please elaborate on the attack speed for tempest strike? Do I assume right that attack speed will now actually increase attack speed?

New Tempest Strike will scale with attack speed the same way that other melee attack scale with it. There will also be plenty of opportunities to increase attack speed on its skill tree.


26 May

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    Trasochi on Forums - Thread - Direct

It does not count as Endurance Threshold for any effects that scale off of Endurance Threshold other than the damage calculation itself. We cannot make it actual Endurance Threshold because that’s a precalculated stat, so it’s only updated on stats update (e.g. when you equip an item or receive a debuff), and as such Endurance Threshold itself cannot scale with missing mana.


01 Apr

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    Trasochi on Forums - Thread - Direct

It will be turned back on. It was disabled because we couldn’t fix it in time for 0.9.


06 Mar

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    Trasochi on Forums - Thread - Direct

The animations and vfx aren’t quite ready. It’s close though.

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    Trasochi on Forums - Thread - Direct

It’s intentional that there will now be more variance in traversal skill cooldown based on your gear. We’re aiming to making gear matter more for how your character feels to play, and for the pace of gameplay to change a bit more from early game to endgame. The changes to the availability of cooldown recovery speed and the addition of the increased area affixes are part of that.


21 Feb

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    Trasochi on Forums - Thread - Direct

Hello Travelers,

We’ve heard you and we have some exciting news to share with you today. You may recall back in December we released our plans for Item Gifting in Last Epoch. Since that time, we’ve been engaged in an ongoing conversation with the community about Trade. Many players expressed they were excited by our decision to champion finding loot, and many others have voiced their disappointment, letting us know that they were sincerely looking forward to trading their treasures in Eterra.

We’ve made it clear in the past that we want Last Epoch to be a place where you can come to slay monsters and find great gear upgrades, and it still will be. However, it is equally important to us that we remain a studio that listens and is grounded in our community.

In short, we want Last Epoch to be the ARPG that rewards you for hunting items the way you most enjoy, no matter which side of the trade conversation you’re on. So, we’ve been hard at work disc...

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03 Feb

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    Trasochi on Forums - Thread - Direct

Greetings, Travelers. I want to address the feedback we’re seeing that many of you are disappointed about trade in Last Epoch being limited to Item Gifting.

While this system will not change for our nearing 0.9 release and our priority remains the same: keeping Last Epoch’s loot system rewarding for solo play and not sacrificing that for trade, we would ideally like to find a solution that pleases everyone and makes trading fans feel like they can fully enjoy Last Epoch. It’s entirely possible that we were incorrect when we concluded that there wasn’t a more expansive trade system that would both satisfy people who want trade and not overshadow item drops and crafting.

One way in which we may have been mistaken is in our assumptions about which ways of constraining trade players would be ok with, and which they would not.

We are asking for your feedback with a short survey to help us steer in the right direction. If you would prefer Last Epoch not to have trade ...

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08 Dec

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    Trasochi on Forums - Thread - Direct

Untitled (7)1920×1080 225 KB

If you’ve been following Last Epoch, you’re probably aware that our plans for how trading will work in the game have evolved significantly over development. In this dev blog, I’ll explain the reasoning and design process that brought us to our current plans, what those plans are, and how they relate to patch 0.9.

Economies and Our Evolving Philosophy

One of our core beliefs when designing Last Epoch...

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13 May

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    Trasochi on Forums - Thread - Direct

When playing the monolith in multiplayer, all players will receive the echo specific reward, stability, and the random loot from the chest at the end upon completing a normal echo. They also all receive a selection of blessings and the relevant timeline completion when defeating a timeline boss.

Players still have their own unique echo webs to uncover, and sharing that progress isn’t really possible, but aside from that we’ve tried to ensure that progress and rewards are all shared. These exact details are subject to change based on further testing though.


30 Apr

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    Trasochi on Forums - Thread - Direct

It’s worth keeping in mind that the chosen unique effect will not be the only modifier on the item. If a spell oriented modifier is chosen, then it will probably have flat spell damage to go alongside that. If there’s a strong community desire for the spear to have a melee aspect to it, despite a spell only modifier being chosen, then that can be incorporated.


26 Apr

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    Trasochi on Forums - Thread - Direct

It’s not a mechanic change like that, just a numbers change. If your ignite stacks were dealing 100 damage before, they’ll be dealing 105 now.

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    Trasochi on Forums - Thread - Direct

We prefer to state damage changes in percentages, because the flat values can be misleading, for example adding 1 base damage to poison would have a much bigger impact than adding 1 base damage to meteor. It can be easier for people to understand the implications of a change if we just state the percentage change in total damage.

In this case, the base damage of ignite was changed from 37 to 39.

Comment
    Trasochi on Forums - Thread - Direct

It’s possible that it will still need further changes. We prioritised getting a quick change in while keeping the mechanic to see if it could exist in a balanced state. The ward generation from enemy ignite/damned stacks from a max roll AoM has been reduced from an average of 1.69 per stack to 0.18 per stack, which is an 89% reduction. The highest ward total I’ve seen recorded with the previous iteration was around 650k, and that was on a build that maintained around 200k normally. Those values will be more like 70k and 20k after the change, which is still a lot, but 89% is a big change so we’d like to see how this settles before changing it further.


30 Mar

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    Trasochi on Forums - Thread - Direct

Sorry, my response was not meant to invalidate your original post, or imply that it’s a non-issue.

I think your post was well researched and generated good discussion. As a pierce of feedback, it was particularly useful for highlighting the issue that the bonus stability system currently rewards rounding up large groups of enemies while rushing through a zone and only killing them once you reach the boss. That will likely have an effect on what changes we prioritise for subsequent patches to refine the system.

The data comparing stability gain over time for rushing compared to killing enemies on the way to the boss was also helpful as it shows that we probably need to shift more of the total st...

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    Trasochi on Forums - Thread - Direct

To clarify, the purpose of reducing base stability and increasing bonus stability would not be to avoid having to backtrack. That is already avoided by being able to reach maximum bonus stability without having to clear the whole zone.

The point of reducing base stability and increasing bonus stability would just be to more strongly incentivise killing enemies rather than ignoring them on the way to the objective.

Comment
    Trasochi on Forums - Thread - Direct

The purpose of these changes was specifically to narrow the gap between rushing to the objective without killing enemies and taking a possibly less direct route while killing enemies on the way. Most importantly it’s meant to avoid a situation where killing enemies feeling like a waste of time in echoes.

The intention is not to encourage full clearing echoes as this would likely get frustrating if you missed pockets of enemies in a more linear zone and needed to backtrack through areas that you’d already cleared.

In terms of the remaining gap between farming on the way to the objective and just rushing to it, that can definitely be narrowed further or even flipped in favour of farming by just reducing the base stability gain from echoes and increasing the bonus. The reason why the ratio’s currently the way it is is that we did not want to reduce the base stability in the initial hotfix, but this is a change that we’re definitely prepared to make in future.

I agr...

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11 Mar

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    Trasochi on Forums - Thread - Direct

They can have Legendary Potential