I’ll bring it up with the team and make sure it’s addressed for the upcoming patch
I’ll bring it up with the team and make sure it’s addressed for the upcoming patch
We’ve got a branch with WASD taking over movement and it feels pretty good but it doesn’t have all the strafing animations that we’re concerned people may now expect. That’s a whole lot more work. We’re considering putting it out as an experimental feature with season 2.
We actually have a WASD prototype on another branch. Thing is, to make it where the characters strafe, remain looking at their targets, etc. which we believe people may expect now is much much more resource intensive to create than something like this. I’d be interested to see what people think of OPs script
But can we expect major improvements to Performance? The very poor Performance keeps me from playing it (own it since 2019).
Lots of work going into performance and memory reduction
Right now we're focused on making sure the entirety of the game's fundamentals are solid - We're taking longer on Season 2 because we're implementing large end game updates and addressing many things the community has called out as needing some attention. We're also building systems in the background that are going to help us create content more quickly. The team is working more efficiently than ever and we've even picked up some new exciting talent on the team.
Hope you all have a great Holiday! The LE team is excited about 2025 and bringing you guys great updates and content to the game.
Apology accepted, Brau. Lol ;)
We’re lucky to be a part of a genre where some of the biggest titles are made by studios, like EHG and GGG, who were driven to create them because of a deep love for this type of game themselves. LE will continue to improve and evolve while we listen to our fellow ARPG players who are passionate about the experience. I have no doubt this will be the case for GGG and their new title as well. We have a huge amount of respect for their team and what they’ve achieved - genuinely nice people, smart, passionate people that we’ve had the pleasure of chatting with on numerous occasions.
What I love is that we’re pushing each other, finding what makes these experiences the best they can be, and passionate about our creations and fans.
Also, we have improvements coming for a number of things on your list. Long live ARPGs!
We aim to make it easy to get into. If you have any challenges in understanding the community is extremely helpful to new players and we’d love to hear your feedback. We’re continuing to iterate and improve on the new player experience.
Welcome to the community and game! - Judd (Mox) | Founder of EHG
Hey Travelers,
I want to ask the community what makes you minion build enjoyers personally enjoy minion classes/builds. As you guys know, the EHG team loves minion classes ranging from “lazy Pokémon builds” to our latest more-active Falconer class.
What makes you excited about a minion build? For those that like to engage more while playing a minion build, what makes the combat enjoyable for you? What would you like to see in an ARPG to push the minion play-style further?
Hope you all are gearing up and having a great Holiday season!
-Judd, CEO EHG
Edit: Looks like I have some evening reading to do! Thanks for all your thoughtful responses. It will help influence class developments going forward. I'll come back over the next few days to read new comments as well
External link →What a time to be alive for ARPG players =D
Next year will be a great year for LE fans too. 1.2 (or as we're calling it now, Season 2) is coming along very nicely
I’ll raise it up with the balance crew and see what they think!
Cool idea and you're definitely thinking in a similar-ish space to us!
End game variety and meta progression is somethign we're looking to add a lot to for 1.2 (Season 2 as we'll now be calling it). Stay tuned!
When I was building the team I was looking for people that loved Diablo II, Path of Exile, and Chrono Trigger
I just took a look at this with our combat designer and we do see that the collider is a bit larger than the visual would imply. This view makes it look more egregious than it is because it's in a lighter area and the emissives don't pop like they do in the darker area but we've gone ahead and made the collider smaller. You can see the changes here and we'll deploy these with 1.2:
Before: https://gyazo.com/1d60e2a3cb63ec78f97a1115cb206b8c
After: ...
My god PLEASE make the icons for 1-h and 2-h weapons different. Stopping to look at every sword is so tedious.
confirming this is on our list of to-dos!
1.1 is now Cycle 1 Part Two
The perfect naming conven… https://media1.giphy.com/media/l44QjgeQ5ium91n9K/giphy.gif
We're going to call them Cycle 2, 3, 4... etc. going forward. This has been brought up elsewhere and we agree it's less confusing for external communication.
I’ll bring this up with the design team tomorrow. We know we need to make some changes here. Having to transfer them when I’m playing on Gamepad is especially annoying. Haha
Some of the upvoted comments here tell the story quite well. From our point of view, it's clear people significantly enjoy the game at its core and we just need to tackle some player feedback mostly related to balance, bugs, performance, some system-related wants, and add more to do at end game. This is precisely why we're taking a little extra time for 1.2 to address the wants that we hear echoed amongst you all.
We appreciate all the feedback
When you’re done making them faster, make them faster again.
This is the type of feedback we assume we’ll get if we don’t make them real fast lol