moxjet200

moxjet200



12 Dec

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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!


08 Dec

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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


05 Dec

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Originally posted by TK421didnothingwrong

I want to blow up minions. I want them to explode with great violence. I don't want to stop blowing up minions because I have no more minions. I want blowing up minions to also create more minions. I want to build a road to glory from the shattered corpses of my allies.


04 Dec

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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 →

27 Nov

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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


27 Oct

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I’ll raise it up with the balance crew and see what they think!


22 Oct

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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!


21 Oct

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When I was building the team I was looking for people that loved Diablo II, Path of Exile, and Chrono Trigger


16 Oct

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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: ...

Read more

15 Oct

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Originally posted by nom_Carver3

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!


14 Oct

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Originally posted by ilovepolthavemybabie

1.1 is now Cycle 1 Part Two

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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.


04 Oct

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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


29 Sep

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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


28 Sep

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Originally posted by Expensive-Ad1382

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


27 Sep

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We have adjustments coming to arena maps in our next patch. Feedback heard and agreed with


26 Sep

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We have some good adjustments coming 1.2 that will address this feedback - a bit too early to share but your feedback is heard and similar to other's feedback we've received.

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We’ve got this on our production tracker for future. 1.2 development is packed so it’ll likely be after that.

May the RNG overlords bless you with a new ring asap 🙏🙌

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Originally posted by Necessary_Lettuce779

I appreciate the response. We hear a lot from you guys that the bug reporting tool is pretty much the best way to get simple-ish issues like these straight to the team, and it's frustrating when you want to raise an issue but the in-game way just doesn't suffice, so I'm glad it's on your radar. Hopefully being able to see bugs that couldn't be as easily captured on screen before will help with the bug spraying.

Yea perhaps what we need to do is actually allow an attached screenshot or video in addition to the ability of sending with an in-game captured one. Most of the time we can understand the issue from text and logs though

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I’ll raise it with the team. Also, we’ll check the issue with Nemesis and gamepad and get a fix in if that’s happening. There’s a ton of gamepad work happening right now as we’re aiming for consoles.