moxjet200

moxjet200



25 May

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Originally posted by A_S00

Support for bees!

If there was a tree on every screen we could have the falcon attack a tree (bee hive) and make it dispense 10 BPS! Alas, our level design team would not like that request...

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Originally posted by SniperSAKH

Like maybe falcon may be able to seek out the most valuable prey (rares, bosses) so falcon focuses on then and debuff them (speed, accuracy, etc)

Great passive tree idea

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Originally posted by CounterPointCharlie

One skill node could give the falcon a passive aura with radius that reduces monster chance to hit (harrying), and maybe also boosts falconer health regen. Melee users would get both effects when fighting in close, but you'd have to trade them off if using a ranged attack. Additional points could expand the radius, the effect, or both.

It'll likely be moving pretty quickly around the screen at any given time so a radius check may be a bit problematic. I love the idea of some type of harrying effect though - blinding the enemy, rapid strikes, crit vulnerability, maybe setting up some larger damage from the rogue themselves. There's something good there!

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Originally posted by themostclever

I just want to use the bird as a spotter for a bow build. Like a toggle to fly up and grant bonus damage for all enemies >some distance away or something idk.

casting from the bird would also be dope.

Also, let me give my bird knives. Knify-birdy I'll call him

Almost like a "Surveil" type situation? There would be plenty of options for the skill tree with something like that

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Originally posted by Reindeer-Conscious

Swap places with the bird seems like a cool idea, or cast skills from the bird. I like the idea of bird smoke bombing

We've been considering what a potential Falconer movement ability could look like! Smoke bombing is also very cool and I think we have a good spot for that.

Post

Hi everyone, I'm currently having a little late night brainstorm session on things that we may want to see on the rogue's upcoming Falconer mastery (coming later this year - not tomorrow's release) that we may have overlooked.

The Falconer's main niche will of course be that they have a permanently summoned falcon pet - and play styles will include the ability to weave between bow, melee, and utility skills found elsewhere in the rogue's kit and Falcon skills. We have a little flexibility left in the design space for this class so I'm curious to hear from you all what you may like to see from the skills, passives, and play styles?

Edit: loving the ideas already!
Edit #2: woke up to a lot of new replies. I'm excited to read through all of them after we launch this patch. Rising Flames launches very soon - 11am CT!
Edit #3: I've read every response and have to say that was a ton of fun. You guys have some awesome ideas, some that I see as great additions to...

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24 May

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Days like today, when our game is about to take a big step forward in presentation, I can't help but feel a bit nostalgic.

When dreaming about where we are heading, it's always important to keep in mind where we started. Check out what Last Epoch's humble beginnings looked like

2018 Kickstarter Gameplay: https://www.youtube.com/watch?v=YnmgxvvslaY

Rising Flames Patch Trailer: ...

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19 May

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Introduction

Travelers, as you are likely already aware, yesterday’s announcement has given us another chance to earn our reputation as the community-driven ARPG, and the studio that listens. We’ve spent the last 24 hours reading your feedback, discussing it internally, and deciding what to do next. I want to thank our community for challenging us to be better. We’re here today to say we hear you, and want to answer that challenge.

We are making three immediate changes.

  • We will be removing the offset conversion rate between EP and USD, replacing it instead with a 1 USD = 10 EP (Epoch Points) ratio.
  • We are making price reductions across the board. As an example, the $20 portal from yesterday (which was actually a $14 portal) is ...
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11 May

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Originally posted by Billy_of_the_hills

I appreciate that you guys are doing your best to fix these bugs, but in all honestly I'd have to say that at this point the words "one of" don't belong in that sentence.

That's a fair response. Again, we do agree it's at the top of the list. Please do know that we have been actively working to find a fix for it (see patch notes for failed attempts) and agree that it warrants our continued time and attention. Working on it.

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Hey everyone, sorry this one has been elusive as we've been unable to find a consistent reproduction case internally. We're now entering the QA/bug fix heavy part of the development cycle for 0.9.1 and this will be one of our highest priority bug fixes.


03 May

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We’re aware and we’re spot treating when time permits. There’s been talks of redeveloping the hideable system all together as adjustments individually are taking a decent amount of time. At best, we remake the hideable system, and at worst you’ll see much less of these in the future as we tackle them individually and are more mindful of the issue when making new areas.


02 May

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Great suggestion. I agree that would be nice. I’ll post it in our UI channel


28 Apr

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Love threads like this. Let’s see what gets some upvotes!


27 Apr

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Originally posted by samoox

I feel like the only person that plays this game that is really looking forward to joining the trade faction. My favorite part about PoE is dropping items that are worth insane amounts of money, taking that money and putting it towards something I need in my build.

I get a lot less joy from picking up random loot and trying to see if I can fit it into my build. Still a lot of fun for me, but if I'm playing SSF I generally tend to ignore valuable drops that would be good for other characters because I'm not the type to roll a character based on a good drop. But with trade, I feel much more incentivized to look for good loot for other builds so I can sell on the market

You’re not the only one! I’m the game director and I’ll be repping MG. We are seeing slightly more people lean towards CoF, even internally, but I think the Bazaar will be quite an enjoyable place to hang out and feel like a lively marketplace, and trading of course is a major want of many players.

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We're certainly aware of instances where people are experiencing "lag" which is manifested from a number of different things. Sometimes its a skill being used, sometimes its a certain function being called that is less performant than it should be, etc. A number of fixes we've been putting out are to rectify certain cases of these but we have plenty more in the works. We're aiming to eliminate all of these causes by 1.0 and ship them as we make the fixes.

Apolgoies for when you do experience these in the mean time!


26 Apr

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Thanks for the kind words. We really do have a great community around the game. I’ve also been absolutely hooked on the genre since Diablo 2 and am now living the dream of being at the helm of one! Cheers


15 Apr

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I’ll copy a link to this post and bring it up in our next game design meeting!


11 Apr

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Cheers!


04 Apr

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Cool idea! I’ll share it internally and see if that conversation leads anywhere.

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We’re aware and are planning to add lore collectibles, random events, “one-shot” caches, and more mini-bosses. It may take a bit to get that where we’d like it to be but it’s on our radar.