ekimarcher

ekimarcher



08 Jul

Comment

Originally posted by BulkyMix6581

Not true. This effect is visualized in my character's sheet: My health regen increases when I summon a frenzy totem (but not the minions regen)

Also I tried summon my minions AFTER I activated a totem and the health regen was not visualized either.

Either the buff is not working or the character sheet needs a serious rework.... In any case we need a confirmation from a dev about what is happening here.

Yes it is true. I'm one of the people who made it.

The stat you have pointed out in your character sheet is your own "minion health regen". The stat you are referring to on yourself is your "health regen". The totem grants "health regen" to you and to your minions. It does not grant "minion health regen" to you.

The character sheet is displaying the stats correctly.

The minion's "health regen" stat is not displayed anywhere.

Comment

Originally posted by PierreGrenX

Visual bug. Was confirmed recently.

Not a bug, working as intended.

Comment

The stat in your character sheet is what new minions you summon get as a bonus. The frenzy totem doesn't change your minion health regen stat. This gives existing allies, including minions health regen. This effect isn't visualized anywhere in the UI.

Edit: please stop downvoting the reply to this which challenges me. They might not have been correct but they weren't inappropriate or mean. We worked it out later down the chain.


06 Jul

Comment

Originally posted by DiabloFourPhones

I doubt you will need to get max level to trade for some items with rare affixes. Either way, that isn't what I am asking.
It is an example. If having an alt to trade for rare affixes is the best way to get those shards for your CoH character, is that kind of thing something they would want to avoid or not.

It's the kind of thing we want to avoid being the most efficient way to play and therefore become the meta. Generally speaking with systems like this, the most efficient gameplay becomes the meta.

Also, you're right, you won't have to level up to the max to trade high tier affixes but what you do have to level up will mean slower leveling up of CoF and what favor you do earn for MG is favor that you aren't earning for CoF.

If splitting the factions is a gameplay style that appeals to you as a player, go ahead. If you are looking to optimize your interaction with the system, my advice is to plan to stick to one or the other.

Comment

Originally posted by DiabloFourPhones

How do you guys feel about CoF players having a trade alt to buy gear with rare stats to get shards for crafting on their CoF gear?

I think the theory forgets that each faction level up individually and each require favor to be interacted with. I think you'll be more successful sticking to one or the other. I've seen several dual faction theories to game the system and so far I'm not concerned about any of them becoming meta.

If people enjoy doing both then that's awesome, have fun.

The big thing we want to avoid is having those new player tutorial videos coming out promoting having a MG alt or a CoF alt to be the most efficient.

Comment

I think you bring up a very solid concern. It was one of the biggest concerns we had too.

The amount you can interact with either system is regulated by favor. Favor is something you earn by killing monsters while you are representing your chosen faction. Each action you wish to take in either system, selling an item, buying an item, buying a prophecy and more, will cost favor. This is the primary balancing dial that we will be able to turn in order to fine tune the relative power of the two options. CoF falling behind? Maybe drop the favor cost of prophecies or bump up the favor selling cost of exalted items. There are a bunch of favor dials to turn in order to get things feeling good. It's going to take a few cycles probably but we've built in enough ways to balance the systems relative to each other that we should be able to get them fairly close.

And because you can't really take items from one side to the other, I think we are fairly insulated against attemptin...

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02 Jul

Comment

Originally posted by silent_dominant

The skill sata it scales with intelligence. What doe that do?

Hold alt to see the details of how attributes scale each skill.

Comment

Only minion stats affect minions unless otherwise explicitly stated. For example, ballista has a node that has it inherit your damage modifiers.

Skeletons have no such node.

Also, as a side note, we don't have the stat "9% added minion damage". Added damage stats are flat, if it's a percentage, it's either increased or more.


28 Jun

Comment

I've been on a misinformation information mission lately with regards to comments about the monolith system.

We have no plans for a new or revamped monolith system.

We do plan to add new features to the monolith and improve elements of what is already there too. The core system is not under review.


20 Jun


19 Jun

Comment

Originally posted by Acedin

Interesting. Do you have the thread where they communicate this? :)

Right here, right now.

Comment

Runemaster will not be a minion mastery. There will be no minion skills added under Runemaster.


17 Jun

Comment

Originally posted by Pandarandrist

Yeah, I think this just doesn't occur to folks, but it seems pretty obvious to me. Item type is limited so that the affix pool isn't POISONED. Belt affixes only on belts, of course!

Sometimes we make unique items that on the surface seem "kinda meh" but sometimes the secret is that it has off slot affixes which let you get more than usual of a stat or can free up another slot.

Comment

Every affix has which slots it can appear on selected very carefully. If any exalted could go with any unique, this would bust wide open and we would have to start doing some silly things like nerf cooldown and mana regen affixes by 75%.

As others have said, it doesn't need to match sub types. The base type has to match and they can't have conflicting class requirements.

Also, if you can put them in the cache together at all, it worked. It checks if they are compatible right when you place them in. I suspect that you might not have done the last step of time traveling.

If they are incompatible, it will tell you why.

Also, julra always drops a pair of items which can be used to make a legendary item.


15 Jun

Comment

Originally posted by CheesePudge

None atm. Iirc Devs said more will come and there are total 12 Acts. We just dont know if they will come in 1.0 or after 1.0. probably gonna be some season/league/cycle thing im guessing

The final story chapters will come after 1.0


12 Jun

Comment

Originally posted by Solidux

https://www.lastepochtools.com/builds/

Would this place be a good place to follow builds?

Yea, great place, it's linked in the side bar. The site's creator is actively developing it too.

Comment

Originally posted by eds444

Or bowmage (multishot + reign of winter bow) = to mimic ice shot w greater projectiles. Just not the 'explodes in a cone of shards behind the target part'

Yea, Bowmage is probably best. Was just trying to find skills that were the same base functionality.

Comment
  • Detonating Arrow (converted to cold)

  • Warpath

  • Multishot


11 Jun

Comment

Originally posted by shodan13

Hmm, I'm playing offline, do I have an account?

Yes. It will authenticate with Steam.

Comment

Originally posted by shodan13

Thanks, having to register there really limits the access for people who have plenty of other games to play rather than try to get this one fixed.

Even the notoriously buggy Pathfinder series just had a handy alt-b to submit bug reports and automatically add a screenshot you can doodle on if you want.

If you are already playing the game, it uses the same account so while there is an extra step, it's not an extra account.