ekimarcher

ekimarcher



06 Sep

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I can help with question 1 that seems to be stumping people.

Regardless of where you buy, website or Steam, you get the exact same stuff. If you buy it on Steam, you get all the extras that come in the website pack (and if you really want our inferior launcher, you can use that too). If you buy it on the website, you are prompted to connect a Steam account and when you do Last Epoch gets added to your inventory on Steam.

The only difference that I'm aware of pertains to reviews. If you buy it on our website, a Steam review doesn't count towards the positive/negative rating on Steam.

Also, I think that there is a bug with GFN at the moment where steam won't sync loot filters so that's a little annoying.

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Hi there, we take this very seriously. I can't discuss chat moderation action publically but we have addressed the incident you are talking about.

Easier in game reporting is something that gets requested fairly regularly and is on our radar. No word on progress for that feature request yet though.


03 Sep

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Originally posted by ButcherInTheRYE

It's simple. Abom Necro, what I play every patch.

The same thing we do every patch Pinky, build an abomination to take over the world muahahhahahah.

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It is intentionally a little vague and the main story isn't quite complete yet. You'll get answers to some of those questions as you go on.

I do a Friday dev stream and a few weeks back had the loremaster on as a guest to answer questions. Once you've made it through the campaign and are still interested, I'd recommend giving it a watch on YouTube to see more lore tid bits.


02 Sep

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Originally posted by CapitalOrange

When I saw ailment changes, I was really hoping for a change for the tick rate on ailments/DoTs in general, they feel kinda clunky and slow to me, but otherwise looking good, happy to see updates to the SFX, that's big.

The tick rate is likely significantly faster than you think. The numbers of a dot tick are actually several added together.

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Originally posted by jokomul

The change to the visual ailment stack counter on enemies is pretty awesome. I thought I read a dev comment once saying it wasn't practical to go above 15 so this is a pleasant surprise. I love DoTs in this game and I'm really excited to actually see how many poison stacks I can squeeze out of my build in-game.

It wasn't at the time. Someone had a breakthrough a couple months ago and got it working which is awesome! It's surprising how impactful knowing what stacks actually get up to is. Turns into a little minigame of how high a number of stacks you can get.

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Originally posted by Zamirot

humm mana strike for exemple scale from flat melee damage meleedamage% but the spark charge node scale from spell flat and spell damage% right ?

Since mana strike is a melee attack that proc a spell (spark charge).

Yup. I was talking about attribute scaling. Like 4% increased damage per intelligence that you see at the bottom of the skill tooltips.

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Originally posted by Zamirot

not true for a lot of melee attacks that proc spells.

Exemple : mana strike, tempest strike etc

All non-specializable sub skills inherit attribute scaling from the parent ability.

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Originally posted by kresh4n

Sadly both skills do not share same subskills and therefor will scale differently. Indeed both will scale off of spell and lightning spell damage but maelstrom one will also benefit from attunement (4% per point IIRC).

You can check them here: https://www.lastepochtools.com/skills/

Non-specializable triggered abilities which were created by another skill, use that skill's attribute scaling. Usually we try to put the same scaling on the tooltip for the sub-skill as an indicator that it is the same but really it is just passed along.

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Originally posted by onikzin

Interesting, so you made instances differently from the other game. Wait, does that mean that if a full party finds an idol shrine in a map, each player gets to use it?

Well no but kinda? Only one person gets to "use" it but it will spew out items individually for everyone at the same time.

So everyone gets their own idol shrine that triggers when any one person in the party uses it.

And, if someone uses one before you get into the zone, the items will be waiting on the ground for you. Not sure if this is intended or a bug but it's really nice. It actually happened to me today and I was very grateful.


01 Sep

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Originally posted by onikzin

Trading between party members? Isn't that just opening an echo and dropping items on the ground?

While they are similar as a player facing end result, functionally they are very different and require different systems to be synced cross clients. Drops are instanced so the server only shows you what drops for you. If you drop an item on the ground, other people in the zone don't see it too.

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Originally posted by Aelforth

Out of curiosity, what are plans, if any, to handle player and difficulty scaling in multi?

(E.g., when a couple friends that progress at different speeds & have level and gear disparities party?)

We aren't currently planning to do much in this regards. You might be in situations where one person is over or under levelled for a situation.


31 Aug

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Originally posted by Depnids

(TM)?

Great show!

Edit: since I've gotten 3 DMs asking what show, Taskmaster. It is a panel show where people compete for pointless prizes over useless tasks for no reason other than it's fun. If you are interested in having a laugh, start at the beginning with "The Watermelon Task".

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Originally posted by Crayz92

Or sample nearest point on your navigation mesh upon the monster's death, drop the item at the sampled point. If using Unity's navigation, there should be a built-in function for that.

This is a surprisingly (computationally) expensive operation to run and doesn't quite solve the problem because some spots are on the navmesh but are inaccessible to the player. You also get extra edge cases in multiplayer. This was the initial idea for it but it caused other problems that we were unable to solve. It's still something to work on.

We do some special versions of this when casting some abilities. For example, if you have the multi thorn totem node and cast it near a ledge or wall, you'll notice that you either get strange placement or not all of them will be created. This is less bad because we know that we aren't going to have (in extreme cases) hundreds of simultaneous instances of the operation being run if you were to kill a couple dozen leaping enemies with 1 hit and have them all drop multiple things.

Ideally we will get it working efficiently so that you can damage leaping enemies in the air.

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Originally posted by madkarma

Do you mean that higher corruption improves drop chances, or just that it needs to be 50 or higher?

I don't know what the threshold is but as long as you are above whatever the minimum corruption drop chance for it is, you're good to go.


30 Aug

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Originally posted by martinx09

Don't care about the topic, but that didn't really answer OPs question.

Sorry, you're right, I assumed that they were an experienced player with the way the question was asked and assumed that it would be enough to relate it back to the way things are now.

I have updated the reply with the details on how the system currently works, and will continue to work.


29 Aug

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Originally posted by veraltofgivia

Thank you!

Yeah PoE puts you at -60% all res after the campaign too so you've got a much heftier multiplier on incoming damage if your res is bad

That's actually different because that is applied before the cap so you can always overcome it by just having more.

Edit: just saw the conversation about this explaining it all.

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Originally posted by veraltofgivia

One other question if I may; is health gained via leech capped in any way, or will increasing my damage continually increase the amount of health I leech?

It isn't capped no but we do nerf the damage done to bosses which does have a secondary effect of reducing leech too.

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The bonus chest in between echoes (not the echo specific reward crystal) drop quantity is dependent on the number of enemies you kill in the echo. The bonus stability bar fills up the same way but is capped. So they are related but not dependent on each other.

It is generally assumed that most characters will have capped resistances and it is balanced as such. However, max res is not as important as it is in games like D2/PoE because in LE, enemies also get 75% all res penetration, applied after cap. This means that it's actually balanced around everyone having 0 res (after the pen is applied). This means that not having capped res is still impactful but nowhere near as impactful.

There is no ETA on multiplayer. We have to get it right and we don't want to put ourselves in the position where we have to announce a delay.


28 Aug

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Agro systems are not changing for multiplayer.

Edit: They will continue to prioritize the nearest legal target for the ability they are going to use next. Minions will continue to artificially appear slightly farther away than they are. Even more for immobile minions. "Taunt" style abilities temporarily make the user appear closer than they really are.

I went over this in a little more detail on a stream a little while back but I couldn't tell you which one for a reference, sorry.