Trasochi

Trasochi



28 May

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    Trasochi on Forums - Thread - Direct

It would probably be a positive change, but there are difficulties with the AI.

We don’t want skeletal mages to sacrifice your minions when they’re just standing in the middle of nowhere, far from any enemies, and doing distance checks from every eligible minion to every enemy is too computationally expensive. Our solution has been to have the mages only cast sacrifice on a minion that is currently using a melee attack, because if they’re using a melee attack they’re probably in melee range of an enemy. This works well for melee skeletons and wraiths, but volatile zombies don’t use melee attacks, so it’s not simple to include them in this node.


26 May

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    Trasochi on Forums - Thread - Direct

It looks like the node is bugged and not restoring health. This has now been fixed internally and the fix will be included in 0.8.2d (or possibly 0.8.2e depending on timing).


17 May

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    Trasochi on Forums - Thread - Direct

Only killing the shade of Orobyss adds corruption. Completing normal echoes has no effect on it.

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    Trasochi on Forums - Thread - Direct

title

 
Hello, Travelers!

The Monolith of Fate has been designed with the goal to be one of our key systems you’ll interact with in Last Epoch’s endgame. In the last year we’ve taken major steps into realizing our vision for endgame by updating the Monolith. We removed level scaling, created timeline story quests to progress through, added many meaningful and complex boss encounters, and enabled all of this content to be empowered to level 100 for an additional challenge.

old-mono... Read more

20 Feb

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    Trasochi on Forums - Thread - Direct

This is definitely something we’re keeping a close eye on. Dual wielding has only been in the game since December and the dust has only recently started to settle on the state of its balance compared to 2h weapons. It certainly looks like 2h weapons are underpowered at the moment and you can expect buffs for them in future patches.

One thing to keep in mind is that we’re still in the process of redoing our item base types, with shields, sceptres, and relics being overhauled this patch. With each of these base type reworks we plan to introduce multiple viable base types for end game and often these base type are more powerful than their equivalents pre-rework, especially for builds that can take advantage of their new secondary/niche stats. This sort of rework hasn’t happened yet for any two handed weapon types and when it does they will inevitably increase in power.


18 Feb

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    Trasochi on Forums - Thread - Direct

The block chance totals shown for each sentinel mastery include block nodes in the base class tree and the lower sections of other masteries. It’s the total block that they could get from passive nodes rather than block available directly on their specific mastery trees.

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    Trasochi on Forums - Thread - Direct

In patch 0.8.1 we are taking some time to improve key gameplay elements that will affect all characters. These changes are primarily targeting affixes and items. In this devblog, we will be covering changes made to affixes, secondary defenses, minions, and some new item types.

Affix Changes

Every non-idol affix in the game has been changed in some way. We have a few key goals to achieve with these changes. First, to partition off defensive affixes from other affixes in many slots so you can choose damage or utility affixes without worrying that you should be focusing on defenses instead. Second, to make Exalted items more consistently appealing, even if it doesn’t have your ideal combination of other mods. Third, to have more of your offensive power should stem from items, so that getting item upgrades feels more impactful and rewarding. And finally, to increase the build-specificity of items, so that the items you’re looking for are ones that are good for your build...

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26 Jan

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    Trasochi on Forums - Thread - Direct

Each minion will just leach from the damage it deals. Separate damage over time instances are tracked separately, even if they’re of the same type, so the game knows who to attribute the leech to.


19 Jan

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    Trasochi on Forums - Thread - Direct

Reducing the cooldown by small amounts does make a big difference, but not because of the rounding, which only affects the tooltip.

The small changes are significant because the cooldown starts as soon as you use Dancing Strikes and there’s around a 0.18 second delay before the movement (reduced by attack speed) and the movement itself lasts about 0.4 seconds, so while a 0.1 sec cooldown reduction may only reduce the overall cooldown by around 14%, it’s reducing the time between the end of the movement and the skill coming off of cooldown by over 80% in many cases.


15 Dec

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    Trasochi on Forums - Thread - Direct

Yes. It no longer rolls on bows, not because it was overpowered, but because the affix is balanced for 2h melee weapons which have a higher affix effectiveness than bows, because of this its value on bows couldn’t get close to 50% and so it couldn’t act as a viable alternative to crit avoidance.


25 Nov

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    Trasochi on Forums - Thread - Direct

We are pleased to announce that with Beta 0.8 we will be introducing dual wielding to Last Epoch!

One of our pillars of design is class identity - introducing different dual wielding options for each class is another opportunity for us to make each class stand out from one another. The Primalist will be able to brandish an axe or sword in his offhand, the Rogue can use either a sword or dagger in her offhand, and Sentinels and Spellblades will have access to swords in their offhand slots. Dual wielding will be enabled via a passive point investment. None of these restrict which one-handed weapons can be used in your main hand while dual wielding. This means that a Sentinel can use mace main hand + sword offhand, but not a sword main hand + mace offhand.

Vengeance

... Read more

05 Oct

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    Trasochi on Forums - Thread - Direct

Sources of shred on skill trees are mostly still there. The full patch notes will include details of where that’s not the case or where there have been other changes to those nodes.

Shock functions like lightning resistance shred, except that it also increases enemies’ chance to be stunned by 10%. Because it no longer scales with enemy health like it used to, increased shock effectiveness is no longer necessary for shock to scale into end game and most sources of it have been removed or greatly reduced in value.

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    Trasochi on Forums - Thread - Direct

Overview of changes

  • Protections are being replaced by percentage based resistances.
  • Armor is now separate from the resistance system and reduces damage taken from all hits.
  • Glancing Blow is no longer a primary defense stat. It still exists, but has been removed from most items and abilities.
  • Penetration, shred, and defensive bonuses from attributes have all been reworked.
  • Most gear with affected stats has been altered to fit the new system. Check yourself before you venture out.

 

Resistance system changes

Up until now, Last Epoch has used a less traditional method for damage type specific defenses. You could find protections that scaled like flat added effective health towards a specific damage type. We are switching to a standard percentage resistance system capped at 75%, for example instead of an item having 50 fire protection it may have 5% fire resi...

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13 Aug

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    Trasochi on Forums - Thread - Direct

Thanks for the reports everyone. We’ve identified the cause of the bug and are testing a potential fix.


12 Aug

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    Trasochi on Forums - Thread - Direct

Those idols only apply to hits, hence the “on hit” at the end of the stat description. This means that they don’t apply to damage over time and don’t show up in the generic leech entry in the character sheet.


08 Aug

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    Trasochi on Forums - Thread - Direct

This is how it’s set up. The Black Sun, Ending the Storm, and Reign of Dragons timelines only offer blessings that give power, while the other timelines only offer blessings with loot related bonuses.


05 Aug

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    Trasochi on Forums - Thread - Direct

0.7.9b will be coming very soon, but won’t contain these changes as they were made after the build process started.

0.7.9c will be coming shortly after that and will contain these changes.

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    Trasochi on Forums - Thread - Direct

We’ll also be making the levels of timelines adjacent to those you have unlocked visible. For example if you only have the level 55 timelines unlocked you will also be able to see the levels of the level 62 and level 68 timeline. This is to make it clearer that there are different timelines with their own levels.

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    Trasochi on Forums - Thread - Direct

We hear your frustration. The monolith system was definitely designed for starting it right after the campaign and we did not sufficiently account for players wanting to play with existing higher level characters. There is also understandable confusion from people assuming that the whole monolith is level 55 when in reality each timeline is a different level, and only the first one is level 55.

We’re considering the following changes for a hotfix to address this

  • Remove the experience penalty for being a higher level than the zone for all zones above level 53.
  • Make the quest echoes in the first timeline show up much earlier, so that players can more quickly progress to higher level timelines.
  • Reduce a source of unintuitively high damage in the first timeline’s boss fight so that players are less likely to die to that boss.

03 Aug

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    Trasochi on Forums - Thread - Direct

With patch 0.7.9 we are introducing a new item rarity, Exalted. These are just like any other magic or rare item except that it has at least one affix which is tier 6 or 7. Exalted items will display as purple on the ground and in your inventory so they will be pretty easy to pick out from the crowd.

We’re relatively happy with how powerful T5s are compared to how difficult it is to craft them. However, we feel that with them being the highest tier of affix on a rare item, it’s a little too easy to get near perfect items so quickly. This makes it far less exciting to hunt for gear instead of simply gambling and crafting. Another problem is that it makes it very difficult to balance end game uniques. We don’t want uniques to be best in slot for every situation as that invalidates the huge range of different randomly rolled rare items. We want most uniques to be useful for a decent stretch of the game, and in the case of end game uniques, we want them to often be better than th...

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