#👨┃ask-the-devs-not-support-no-bugs
1 messages · Page 13 of 1
Yes it's supposed to start after you're in. You could abuse it by having someone portal in right on a boss, take no actions and be a tank.
It should be any action which causes actual health gain to happen.
I think so. I'd have to test this to be sure. Should be that hard to test actually. Just get to full health and spam healing hands on yourself.
True, I'll take a look
Yep, no divine essences at full health
Is there any difference between "Health gain" and "healing"?
yeah. can you elaborate on how you were able to play LE on mac or what steps you did to make it work?
Perhaps take it to a different channel, though. Best to keep this for questions for the devs
👍
Is there a thought to doing more with the unique items that will never be used, such as mele weapon found by a magic user. They do not sell for much but getting shards from them would be ideal
Since we already have the legendary system where you take exalted items and add them to a unique, we don't really want to do the inverse at the same time.
Is there a way to have unique weapon base damage scale up to that of later bases?
This is one of the primary purposes of the legendary system. Low level uniques get legendary potential at a higher rate than late game ones. This lets you put a bunch of high level stats on it from an exalted.
lp-wise, what's the rarest thing that's dropped in mp so far? Did anyone get a 2 lp ravenous void yet?
But not the base bonuses just the added ones, right?
So, no way to upgrade base bonus?
Reason I ask is weapons like Bo's Anarchy. +42 base melee damage. But later weapons do like twice that in their base stats. New to the game but nothing ive read speaks to how to upgrade the base bonus. So, leaves some uniques in the dust, so to speak.
Are there any plans to make more NON minions uniques sets? It is kind of beyond me how much more options they have compared to every other class ( guess primalist also has a stupid amount )
There's no real difference there, it's all added and/or increased damage. Yes, different uniques have different scaling limits, which is why low level ones are easy to get LP on. You should expect to put multiple extra stats on those low level items, and none at all on the rare high-end uniques.
I think the difference is in what the base means to the item
It means more for a weapon, I think, than lets say an ammy, relic, ring, etc
It doesn't mean as much as you think in regards to the legendary system.
Is this skill bugged, able to trigger unseen strike using a bow lol
Does it seem like it should work? No? Bug.
what if my shadow string build relies on this bug lol
they cannot answer this
I would love to hear a Dev talk about why they hate Lagon (assuming they hate Lagon). Want to let off some steam (assuming you hate Lagon) ? 👀
ooh ok ok ill deleted it then :3 thanks
Hey again, if i'm doing a Shade @200 Corruption and another one @900, the Shade base HP / DMG changes or it's only affected by affixes ? Because when doing @200 with full increase / more damage it's just about being afk and tanking it while doing it at 900 with 0 affixes it feels like 1 mistake = one tap, if the base changes then it makes sense otherwise i just don't get it
Corruption increases item rarity, experience gained, monster health, monster damage, and how much Timeline Stability echoes give.
Base stats are added stats. It's the same thing. If you make a legendary Bo's Anarchy by adding the same stats to it that it has on its base then it's basically the same as upgrading the base.
But no, there is no way to actually upgrade the base.
I think an important thing to make clear is that an implicit provides identical bonuses to an affix with the same stat.
I think it's really easy to lump minion items all together. I talked about this a fair bit on stream on Friday.
We will continue to make more unique and set items of all types.
I weirdly like Lagon to play against. I do however happen to play a lot of builds that work well against that boss.
I hate how buggy it is and would love to be able to solve all the problems with it quickly. It'll happen...
@fossil dune If it means more base dmg and hp it makes a lot of sense, ty

Moving the targeting thingy out of his ass crack would be a good start
😃
I'd rather not move it there to begin with though.
thanks
How long should I wait before reporting the same bug on the forums in regards to skills not working properly? It's been about two weeks.
If you have already reported it, they're aware of it. Fixing takes time and it's a fairly small team
Pls explain to me what is empowered monolith
After you finish the 3 lvl 90monoliths you go to the island in middle of them. you get a small cutscene and then have access to empowered monoliths. they are lvl 100 and start at 100corruption
Thanks
How does falconer will look like
A class centered around a falcon companion?
In the skill Mana Strike if i invest both full in node "Teleporting Strikes" and "Mana Drain" will both of them offset each other or multiply with other ? how much mana i will gain with base skill mana gain is 15 when i use both node ?
If I spec into Storm Crows' Arborist, the crows stop doing whatever they're doing whenever I summon a totem and flock around said totem spamming Wisdom of the Storm on said totems until all the totems despawn. Is it an intended behavior?
Node in question.
In both cases it's a more multiplier, so it would be 15*(1-0.8)*(1+0.8) = 5.4
Please don't make duplicate bug reports on the forums. You can add to someone else's if you are having the same issue.
The falcon won't be a companion in the mechanical sense. Companions are strictly for the primalist.
We haven't released detailed information about the Falconer yet but it will utilize a falcon in several of its abilities.
Sounds like it looks kinda silly. That's what I would expect to happen from the description of the node
Hello. Why we can’t see the dps for compagnon abilities like crowstorm and totem ?
We haven't developed that functionality yet.
offended in Forge Guard my animated armor is a person too!
does falcon stats scales with the player then?
its even bettter
Companion is a mechanical term in the game that implies mechanics which manifest armor does not have.
We aren't ready to describe the details of how the falcon will work.
In last Epoch, companion is a specific term. Not all minions are companions but all companions are minions.
Sad armor noises
hi dev, you fixing hand of judgement glove bug soon? right now we can equip a wand while wearing that glove and it still works
Shhh
may i know if falconere is the next class to appear
!bug
To make sure a bug gets fixed, please post about it here: https://forum.lastepoch.com/c/bug-reports.
Yes but also the runemaster and warlock at the same time too.
Would it break anything if Arborist could affect all currently active totems at the cost of 'no cooldown', stack limit, or other tradeoff? Would help with crows' own survival since they're glued to one specific totem of their choosing and open themselves up for all the flak.
Hey, really sorry for the same question, having argument with ppls about it on stream... The corruption explanation says mobs have more damage health etc, is that because the more modifier increase all that with higher corruption or is the mob BASE stats increased ? Again sorry but need to be sure it's actually important
What level of priority is "better support for different weapon types amongst masteries" e.g. Spellblades wielding staves or what have you?
Each mastery has specific weapons that it thrives with and has more support for. Staves are not a primary weapon type for spellblades.
So I guess, very low?
Maybe
I'm really curious why it matters. Since more modifiers are multiplicative with everything is essentially the same thing right?
It means if theres 50 base HP / dmg with 150 more modifiers and 200 base HP / dmg with 150 more modifiers it's a lot différent in difficulty, a lot of people telling me that pushing corruption is useless cos Shade are not difficult without affixes
Level scales base stats.
Corruption does what it says it does and gives a more modifier.
basically we were arguing if a shade with 400%more damage from corruption would strictly do the same damage as a shade with 200% more from curruption + 100% increase from affixes or if there is base damage build up with higher corruption
So we agree that 200 Shade with 100 + 100 increased and deadly for say is not as hard as a 1000 Shade with 0 affixes ?
Theres any plan for lootfilter icons on minimap? Exalted itens for example
(Mike is gonna hate us... We sorry) what you said means that past level 100 maps the base stats doesn't go higher right ? Talking about base not increased more etc ofc 🥺
To quote Mike from an hour ago, "Level scales base stats." So same level (for example, 100) is same base stats. To reiterate though, there's nothing special about monster "base stats"; functionally speaking, a base of 500hp with 100% more health is exactly the same as a base of 1000hp with 0% more health.
And that's the question, still not answered btw. Level scales base stats, yes it does, what about CORRUPTION, does it also scales base stats or past level 100 maps the base stats remains the same and corruption only applies MODIFIERS. If it remains the same base then a Shade 200 corruption has the same base stats than a Shade 1000 corruption if we exclude affixes.
It feels like unimportant, but when pushing it is really important.
Hello, do you plan to propose a LE launcher to your players with MP of course?
You may have missed something in Mike's answers, because he definitely did answer and it's not important in any scenario. "More" modifiers (such as from corruption) stack multiplicatively with "increased" modifiers (such as from echo modifiers). It's the same wording used in the rest of the game and the math is explained in the game guide. If you would like more help understanding exactly why base vs. more doesn't matter for monster scaling, we are happy to help break it down in #❔┃ask-the-community.
I think you don't get the question and why it does matter.
...
Base has the same effect on "increased" modifiers as "more" modifiers have on "increased" modifiers
It's, math
X * Y * Z
Plug any number into either X or Z and you get the same result for the same value of Y
So 100 base * 50 increased * 20 more is the same as 20 base * 50 increased * 100 more
All multiplication is done at the same time
PEMDAS
Another one who don't understand the question, it's remarquable, anyway i give up thanks for the answers.
Again, you don't seem to understand math. Have a nice day.
Ye 100 x 100 x 300 is the same than 50 x 100 x 300 you right
Not how math works dawg
You don't even understand what base damage is, base damage isn't altered by any modifiers, hello ?
Keep it out of the channel you're cluttering it up with an asked and answered question
Sorry do you prefer "kid"
What he's asking is if a monster at 100 corruption does 100 damage times 1.5 and a monster at 200 corruption does 120 damage times 2, or if the 200 corruption monster only does 100 damage times 2
Though he seems hung up on the word Base
He's asking if monsters themselves scale with corruption beyond just the shown more damage value
Ofc i'm am cos it's important for the math isn't it ? All things have a base something that you multiplies with increase / more w/e you want
Ok but this channel is for asking the devs questions, he got his answer and continued to pester Mike in a very belligerent & condescending tone.
If people aren't getting your question the onus is on you to be more clear, not berate people
What ? I never been disrespectful or condescending with anyone except you.
Like that's a great way to ensure this channel goes away
This is really not the place to continue this conversation.
When "Level scales base stats.", base is fixed for empowered, because level is at 100 right?
From what Mike said yes
If multiple conversions apply to a skill like smite to lighting and smite to void, how does that work? is it 50/50? is it the same for all skills?
can I use a save editor to test builds? and theorycraft?
you can mod and edit however you like in offline yes
cool 🙂 thank you
offline is what I meant 🙂
Are there any builds the devs came up with internally that the community hasn't discovered yet? Any builds the community has discovered that surprised you?
Meteor Werebear lol
Any fun ideas for future masteries you're milking over?
Just got the game and loving it! My only issue is how easy the campaign is. I feel like there is barely any challenge. Is there any plan to make it more difficult or give more difficulty options? I am kinda turned off from making new chars and having to run through it again with it being a bit of a snooze.
Sorry everyone, family time, I can't look through all this right now
How dare you have a day off
Hi there, first time here, quick question...
The values on blessings are on plan to be reviewed? like the +health blessings(lvl 100) is similar to a t4 amulet suffix, but increase critical is similar to t6 amulet prefix
well +health is more universally useful so you'd have to take that into account right?
They're in a set order, but I don't 100% remember what it is. I think it's gear-> skill tree -> passive tree. I'm still going to use smite as an example, but a gear conversion doesn't exist so I'm going to make one up.
Say you have gloves that convert smite to cold, it would go fire->cold, then you took the lightning node in the skill tree it would go fire->cold-> lightning (full lightning conversion, no benefits from fire or cold) then say you are wearing the imaginary gloves, take the lightning skill node and the void one in the passive tree it would go fire ->cold->lightning - > void and just be void smite with no benefits from the other elements. Sorry if this was a poor way to word it.
i see
Is skull crusher bugged? I'm not seeing any of the buffs from fury tree when I use maul
Would it be possible to do say.. maybe once a week, youse developers make/take a community theorycrafted build to perfection and show massive amounts of carnage?
Some work, some don't. The lightning stuff works, so does the bigger area. The frenzy doesnt
can we hope a rework of ballista or a unique making it valuable at high corrupt ?
Hey is there any plan to allow us to copy our online characters to offline? Maybe even allow people to share a code to their character that can be used to create a identical offline copy?
Obviously you cannot allow offline->online but the other way around should be fine right?
offline has no competitive aspect or other such stuff
possible to implement a color swap for colorblindness? ive a really hard time to identify in my inventory what is rare and what is a unique. any chance there will be an option to change background colors?
@wild palm take a look at the filters and see if you can find colors that work for you. You can change the colors of many different situational conditions.
We don't have colorblind mode just yet, we are looking into how best to implement various accessibility options.
We are probably going to make some sort of system for sites that want to use the character data but don't plan to make an online -> offline character converter.
Yes
There are several community members who make some extremely top tier builds.
We are working to make using dungeons as a difficulty customizer for the campaign better.
Blessings are split into 2 categories. Health is a nut universally useful option so it's a little lower in relative gear power.
Yes
Not really. Nothing good at least.
There have been a few surprising builds over the years. Nothing specific comes to mind.
Is firestarters torch still bugged?
Does bladedancer’s death door talent dmg reduction work like endurance for a one shot scenario or is it only active by reaching 30% first? Thanks!
Also was the paladin smite node Descend created to annoy anyone who would want poe’s flicker strike in LE? Cause I mean, gee it’s pretty much within grasp but the cdr added makes it impossible - any plan to make it charged based or add a unique to allow this?
Yes, but hotfix 0.9.0 i (I think? Whatever the next one is, maybe a week or less) should contain a bugfix for it.
Only active if low health first. It explicitly does not work like endurance, and does have synergy with Exsanguinous.
wait do i only imagine it or doesnt tell you the items what slot is for them and where you can place them ? ........ i mean yea its easy to find out BUT there are always players who dont know where idols go ...... an easy blinking slot would fix this.
Does manifest armor get unique equipment effects?
Thanks!
Are we expecting a patch this week per the last patch notes? Hoping for some good bug sqaushery!
Multi-part question about Aaron's Will. Does the maximum count include skeletons from skeleton spec (even though the summons is unavailable) or does it pertain to the passive tree only? Also if you took the Twinned Golems node would this give you the twinned version or the base version of additional golems? 🤔
with twinned golems you get twinned version as extra golems
so it's just bad
can i check if through talents my skill cost becomes 0 mana, then does the idol that procs an effect with 0 mana skill work?
Hello, is a patch planned for soon concerning those who do not have access to the temporal sanctum?? I yearn to be able to pass my unique in legendary...
It does
if you read last weeks patch notes, they have a variety of bug fixes for dungeons planned for this week
Question: is Tornado functioning properly? Neither Aspect of the Storm nor lightning bolts seem to be triggering.
are there any plans to combat abusing custom resolution/ widescreen for competitive game modes like Arena. Any limitations planned or EHG doesn't really care if we abuse it?
As of today you can set up your resolution to see the entire map, spawn points, mobs chilling offscreen in mono, etc. Kind of game breaking if u aske me haha
"Competitive"? Last I checked there was no PvP
What do you get for being #1
a pat on your back
Sounds like there's no competitive mode then
So I am most of the time not able to enter any dungeons and when I am able to get in I am never able to use doors after clearing second lvl. Is this an issue you guys are aware of?
Devs are aware, patch is coming this week
👍
Should "Endurance While Channeling Warpath", change your displayed endurance % while using warpath? I'm not sure if it is working or not. I have 55% endurance if I hover over healthbar, then if I hover over it while using warpath, it stays at 55%, even though I have 9% "Endurance While Channeling Warpath".
Unless it is some kind of separate mechanic, or just I am interpreting the affix wrong.
Hello, do you plan to propose a LE launcher to your players with MP of course?
Long term, does the LE team think they might ever add a 6th character, or add a 4th class to existing characters?
#👨┃ask-the-devs-not-support-no-bugs message a previous answer from Mike
We aren't currently planning to bring the LE launcher back. It caused many problems.
No
Nothing that we are prepared to commit to yet but it's definately a discussion we are having.
I feel like I've said this to you a lot but if you think you've found a bug please go directly to the forums with it.
!bug
To make sure a bug gets fixed, please post about it here: https://forum.lastepoch.com/c/bug-reports.
Sometimes. It depends on the unique. Most of the more complex ones are not compatible.
any ETA on julra drop fix? 😦
Just wanted to make sure. On it.
On Friday’s LE live stream, he mentioned that PVP was something they wanted in the game. Didn’t say it would be added though.
This applies to ailments applied from other sources than Rebuke, right?
Hey guys! Does this mean that the left click for attack/interact is now fixed? Just wondering before buying.
Can I have a clarification on whether certain nodes apply to the spark nova subskill from Halo Effect in the Lightning blast skill tree, specifically Frontloaded, Cloud Answer, and Mortal Capacitor?
It means that we have a solution that we are testing to make sure it's solid before we release it.
Oh ok, my bad. Thanks!
Yes, as long as you are currently channelling Rebuke
Yes
It's something that I think will likely be added but it's not specifically planned yet.
All of them? Sweet, thanks a lot!
dear devs, is there any plan to give a tiny modicum of attention to ingame portuguese chat that is currently made close to useless due to using ENGLISH word filter instead of portuguese word filter?
it's been more than a month now
No but if you put this in the #suggestions-and-like-to-see channel, it might.
Yes, 1 day more than a month.
oh, so that counts as a suggestion
Anything you'd like to see
Oh right, also, does the spark nova from lightning blast tree hit the initial target as well, or just surrounding ones like blood splatter does?
the node makes it sound like it does, but the subskill description makes me unsure, especially as the node is named Halo Effect
It deals damage to all enemies in a small area.
ok just checking thanks!
@placid plinth first time reaching out to you. Amazing game. Amazing work all in all.
For your unreleased Falconer mastery - did you get any inspiration from ragnarok online possibly? Looking forward to the neat things you'll do with that 😀
I completely missed Ragnarok online. I have no idea if anyone else on the design team for Falconer has played it and it hasn't come up in a meeting. So it may be similar in some ways just by coincidence but I don't know.
This was a really cool skill/concept they had. I would be totally okay if it somehow gave some inspiration here 😁
I hope whatever they do is their own idiosyncratic design. This way different games are different
I have been pleasantly surprised with their primalist which is at once familiar and different. Real kudos to the design folks on the powers and overall design of these classes
how does increased item rarity affect idol drops? can it in theory reduce your chance of getting certain idol rolls if you're looking for common affixes?
Are mods gonna be allowed for this game also if possible could a dev dm me
Online mods will not be available. We don't have any plans to specifically facilitate offline mods at the moment. We know we can't control what people do with offline mods though.
I don't think increased item rarity interacts with idols but I'm not sure.
would this increase damage by ailments applied from throwing attacks?
Ailments aren't throwing attacks
melee/spell/throwing damage doesn't apply to ailments inflicted by such attacks
This question hasn't sounded any better no matter how I write it, so... Just gonna ask it the easiest way. If there's a discrepancy between in-game and LETools, but LETools makes more sense, should we assume the game is functioning as intended, or submit a bug report?
For a specific example, Shield Rush. In-game, adding the Void Beam sub-skill via Descent of the Void adds a Void tag to Shield Rush, while adding base Void damage via Dark Rush does not. In LETools, these are reversed - Dark Rush adds a Void tag, Descent of the Void does not.
Off the top of my head, I can think of an example of another skill where adding a damage type also adds the tag (Forge Strike>Temper adds flat Fire damage and also adds the Fire tag). But, I'm not sure if this is a "standard", or if it's a case by case thing.
Ah okay thanks :) Would this node add damage then, or also no?
It would
👍
yeah, generic more damage nodes apply to ailments you apply with that skill
It's pretty funky to think about at first but it gets easier to understand over time
is this supposed to scale with cast speed? cuz it seems like it doesnt
If it modifies the component damage type of the skill it changes or adds the tag. if it simply adds damage of a type, it doesn't modify the tag.
In the case of "Descent into the void", it adds the void tag because there is now a component of the ability which is void. Dark rush adds void damage to the existing melee component, but doesn't change that the shield rush melee component is itself is a physical skill, so doesn't add a void tag.
Forge Strike: Temper probably shouldn't add the fire tag based on how the node is written, or at least should add that clarification that it adds the tag - that's probably worthy of a bug report there.
i have tested this with offline and massive cast speed on 2h weapon and the max ticks it does to dummys are the same(5)
It technically does, but it practically doesn't. You can't directly cast it so your cast speed can't benefit it - though if you could directly cast it it would get cast faster. Cast speed does not effect "tick rates", only how quickly an ability is cast (time between starting to use the ability, and the ability doing its thing)
ahh i see. so its more about reducing the animation time
cool so cast speed is no good in this case
hello! just curious if there will be any brightness fixes in the upcoming patch - am playing on very low setting and some tile sets hurt my eyes >.> thanks
I know the team is working on some brightness changes, but if there's specific scenes, please let us know in feedback or a bug report! https://forum.lastepoch.com/c/feedback-and-suggestions/26
sure will do i know i heard the devs were aware, great to hear thanks
So, uh. About that... lol. I was curious, so I started looking. I didn't look at every skill in the game in detail, but I went through most of the skills available to Sentinel, Mage, Acolyte and Primalist (other than minions). It appears that Shield Rush is one of only three skills that have a node that adds flat or base damage of a type that is not the same as the existing base damage of the skill, and also do not have a node that converts the skill to that type. Forge Strike>Temper is the second, Sacrifice>Altar of Flames is the third. All other skills (as far as I can tell) that have a node that adds flat/base damage of a different type also have a node (whether the same node or another node) that converts the skill to that type. Notably, Altar of Flames is worded the same as Temper ("deals additional Fire damage"), and also adds the Fire tag to Sacrifice. Dark Rush is worded "additional base Void damage", despite the skill being a base Physical skill and not having any way to convert to Void, and does not add a Void tag. Bug report for both Sacrifice and Forge Strike, or bug report for Shield Rush? Or both? 🤣
Would be Sacrifice and Forge Strike, since "added damage" shouldn't add a tag, only adding a component which deals another damage type, or changing the existing core component should modify the tags. Just like wielding a weapon with "+X melee void damage" wouldn't add the void tag to a non void melee skill.
... RIP me. I guess it's gonna be all three.
Void Breaker ("Shield Rush's final hit deals additional melee Void damage") and Temporal Strike ("hits deal additional Void damage") both add the Void tag to Shield Rush as well. Both of which are behind Dark Rush. LOL
Only 5 useable skills / buttons? Is this being made for consoles or something? There are many more skills i'd like to assign a button/key to
That's an intentional decision
Yes, the dumbed down for consoles D3 decision.
Good advice, i just might. Especially if you a are Dev and this is how they interact with their customers
Xenus is not a dev, and please remember to be civil XenusParadox. It's something that's come up a number of times, and the reason isn't "simplicity", but rather "specialization". In a system where you can have all skills, you're not asked to make decisions of what skills to use, you use all of them. By limiting how many you can specialize, you have to make a meaningful choice of which skills you decide to take, and how you decide to specialize them. It also makes builds less homogenous as it's not "I'm a void knight, and can use all skills, so I use all the same skills this other void knight does", but "I'm an erasing strike void knight" and "I'm a devouring orb void knight". So it actually creates more build options as well as creating stronger identities for individual skills. Beyond that, it also means each skill can be more individually powerful, as it has to consider a limited number of interactions, allowing for more impactful individual skills.
How can i have all skills if there are only 5 buttons to use them? You want me to swap them out manually all the time?
You can only specialize in five skills (access their tree and assign points to the tree to change how it works and/or empower it), so of all the skills you can get access to within your class and mastery, you have to chose which five you're going to specialize in. There is some little loopholes, such as triggered abilities, but a build in Last Epoch it is "generally" intended to use five skills~ for a build.
If some nodes that suppose to add/remove tags in game don't do the same in LE Tools, it's LE Tools bug (I can't really test the game that much, so most of that logic in LE Tools is based on reverse engineering. I would appreciate if you report such issues to me.
Can do. The problem is, the way LE Tools behaves makes more sense than the way the game behaves. LOL
Well, some stuff in LE Tools is kinda "generic", but in reality there might be extra stuff in skill mutators that I'm not aware of. So in some cases logic looks better because it's more "standard". And in some cases this actually causes bugs in LE Tools, because there are some exceptions / edge cases / extra conditions and stuff that is not accounted for in tools.
When the boss died right after I died in monolith boss fight due to DOT damage, I still get to choose the blessing. But I can not pick up any loot dropped. Because once I chose the blessing I was back to the endless timeline. Is this working as intended?
if i have an aura and i use a movement skill that damages or procs a skill that damages, does the effect of the aura take effect before the instance of damage?
How do i "use" the rest of the skills without manually swapping them out? If i wanted to "use all them", as you said i can. (there's only 5 assignable buttons, as far as i can tell)
There is five assignable skill slots, as there is also five assignable skill specializations. If you press they skill page hotkey ("s" by default) you can see the page of all skills for your class, with the ones you currently have unlocked colored in. At the top is the five slots for skills you can specialize - these slots unlock as you level up. You can only ever specialize in five skills at a given time. Generally it's intended that those five specialized skills match the five skills you put into your skill bar. In the same fashion, it's not expected to use a skill you do not have specialized (though exceptions do occur, that becomes a long conversation about very specific builds and triggering skills - such as how a Sentinel might get "chance to cast smite on throwing hit" idols, and specialize into smite for more damage when smite gets procced, but because they don't directly cast smite, they don't need smite on the skill bar - instead they might have an unspecialized "Rebuke" skill on their skill bar to get its base effect instead of Smite).
You can change what skills you have specialized at any time. Changing to a new skill causes the new skill to start at your minimum skill level (which increases as you level up). You do not preserve xp from skills you unspecialized. So you have to level up the newly specialized skill (though it is accelerated by both having a minimum starting level, and gaining bonus experience until it starts to catch up). Again, this is to make build identities stronger by being "specialized" rather than a "loadout".
Changing one of your five skills on the fly, such as in mid combat is not an intended design - generally you'd only change out one of your five skills if you're changing your build.
I see. I appreciate the transparency.
Not a fan of that D3 like design. I have submitted the refund request, as suggested by your advocate.
I'd suggest watch a video beforehand next time.
💛
I watched several vids about the game before buying it (as i'd NEVER heard of it before those) Asmongold, Zazsomething, etc. None of them mentioned anything about "Choose your 5 buttons very very carefully, because you only get 5)
FYI
A lot of videos won't. (this doesn't just go for LE) Most likely for a particular reason. 🤔
Please take this to #💬┃general. This is no longer a dev question
How to get attention to the bug reported in forum, seems most of them ignored?
bugs are tracked internally, they are aware of most if not all that are posted about
Did EHG ever give ʕ •ᴥ•ʔ a name?
Hello friends ❤️ Is it intentional that Hungering Souls circle around the opponent for hours before they hit? The hits usually ensure my survival to generate Ward. But unfortunately I often die because they don't hit... thats annoying 😦
Are offline characters saved on the cloud or is it local? I'm gonna make a fresh windows install, I don't wanna lose anything. (I'm asuming it's online since it's syncing on cloud, but I just wanna make sure)
Offline on your computer, but you can use Steam sync.
@final cave yeah steam sync is on. I think it's saving there, once I had a crash, it warned me that it failed to sync cloud saves
It's not intentional and it does suck yeah
Does the skill dragonfire (proc skill from dragonsong bow) have an internal animation cooldown? Is the base cast speed of 1.467 seconds how this is communicated?
it doesn't seem to have a cooldown
I know it doesn't have a listed cooldown, obviously I was looking at the same thing you just posted lol. I'm wondering if it has an internal animation cooldown or next delay
I.e. if I hit an enemy with two hits that would proc Dragonfire at the same time, do both instances of the spell go off and hit or can only one spell instance be active at any one time
It does not, it would say on the item itself
hey mike, is eye of reen a mistborn reference? 
Do you plan on making tiers for Idols? This would enhance the filtering, imo.
no but if we did it would probably come with something like 500% reduced cooldown recovery speed and 500% reduced mana efficiency and -500 mana. (bit of an exaggeration to illustrate a point)
idols are very intentionally a little on the simpler side for now. We want to leave room for expanding the item system as we move into patches post 1.0
not that I know of but it wouldn't be the first reference to go over my head
Fair enough. My feedback regardign this is: I hide pretty much all Idols due to the fact that I can't filter out bad ones and there are simply too many trash ones dropping. Giving me the opportunity to select tiers (the one I would setup would be 'show me all idols with 2x T6-7 tiers') would enhance my gaming experience by a lot.
thanks for the #368968647114227723
cries in cast on crit
My warpath meteor build is in shambles 
the point being that the whole item and skill system is built around the fact that mana leech and mana pots don't exist
Another question regarding filters: Do you plan on adding the option to hide specific uniques and set items?
Any plans to buff ripblood dmg? Hits like a wet noodle if not on golem
do the "Enemies... take increased damage" nodes on Volatile Reversal calculate just like regular increased damage e.g. inc fire, inc melee, or do they end up somewhere else in the damage calculation equation? How does it interact with increased/more damage in general?
Hello! Are Immortal Eyes supposed to be immune to time lock? It’s the only enemy ive found so far that does not work on
They are "increased damage taken" effects. So, they stack additively with other sources of increased damage taken (including that debuff itself, since it can stack) and multiplicatively with everything else.
Hey guys. Ive been playing paladin for the last 2-3 days (lvl 97), doing around 200 corruption but I haven't seen not ONCE + level to hammer throw. Am I doing something wrong? I've checked my filter aswell, but still nothing.
Bad rng
The weapon
(death's Embrace) does Harrowing Claim deal 200% more melee damage as in (physical) or 200% of all melee damaged types as in necrotic, fire, and more?
so bad it makes me regret my class choice
Hey Devs, quick question on Julra scaling. Is her base Damage the same for all Tiers and its just the doors that increase the health and damage or does she have a different base for each Tier? Thanks in Advance ❤️
Allow us to buff minions from portraits please
use proper channels please
higher tiers are higher levels and therefore scale stats accordingly
melee is different from physical
melee is in the subset {melee, spell, throwing, bow}
physical is in the subset {fire, cold, lightning, physical, poison, void, necrotic}
not at the moment, I think you might be able to hide specific ones now by adding rules to hide base type and rarity or even level if you want a big chunk and then show specific low level ones on top of that
not that I know of, if you suspect that you might have found a bug, please head over to the forums instead
!bug
To make sure a bug gets fixed, please post about it here: https://forum.lastepoch.com/c/bug-reports.
On it. Thank you!
javelin skill saying melee dmg for spear get 30% value ? that number get effectiveness 180 after ? from the javelin saying 180 effectiveness
And also i wanted to know if its implicit or affix or both
Hello!
So noticed a few people was saying there UI breaks when they try to change the loot filter, was fixing with mine and all was good and 20 min ago it started to mess up and being slow to load and when i edited the afflix pref the game locks for a sec and after that just spams me with Hide all rules. Forcing me to Alt-F4 and reboot
Is this something on your side never seen this issue before until today and also the fact that a few people seem to get it.
(Rebooted the game and cleaned up the folder a bit but still an issue)
Basicly is this an issue on your side even tho the files are on our end? never had this issue until today
!bug
To make sure a bug gets fixed, please post about it here: https://forum.lastepoch.com/c/bug-reports.
Its not a bug really, figured it out.
If you add or remove files from the file location while editing another filter ingame there is a chance to corrupt the file.
it was on my end, still worth looking into tho bricked a 1 hour project.
all flat added melee damage that is on any spear applies at a 30% rate. This doesn't include conditional effects or buffs that might be triggered to give you more stats, just any stat that is strictly in the format +x melee {optional element tag} damage
this is affected by the added damage effectiveness of javelin.
Tanks
Do the same rules for level restriction and affix tiers apply predictably to legendary items if we add inherent level requirement of the unique to level requirement of affixes?
I just noticed there is no Ice ring nor fire/lightning necklace to make this set useable for a singular Element build - would you consider adding to this?
❤️ best devs
or it makes more sense that it just assumes highest value (or we'd have unusable items)?
Mike W while you're here, is there any plans to add more clarity to tooltips for example Volcanic orb convertion to void/cold to explosive ground/orb/Glyph of fire. no way for me to figure out the damage scaling and such for void on it.
ty
Trying to get tornado to proc poison off on the ruby fang aegis, does tornado count as a "hit"?
As long as its not a dot it procs
Or the spell poison chance off druid tree and tornado has spell tag, won't proc poison either.
its all DoT
Question answered in #❔┃ask-the-community
currently it picks the highest lvl between the affixes which got actually added or the unique base itself. We do plan to change this. (to be friendlier)
conversion doesn't change the scaling rates. just treat the skill as though it was the new element from the start
hey Mike dumb mechanics question, is Reduced damage taken additive or multiplicative
Ok perfect figured as much, Any plans to add so all small sub spells could get a update in the future to allow us to view them in Alt click like on (Img)
Would love to be able to see the damage on them, currently i spend to much time on 3 part sites looking up sub spells in spell trees
additive
any that are missing are just a bug
Will go and post the once i know of in a hot min then~ 
Seriously did any of the devs had a bad flicker strike experience in poe and is getting some revenging done in LE? It is amazing to me that not only did you guys make sure smite’s descend is pretty much flicker strike but you also made sure to put a cooldown that is impossible to get to 0
Annnd made sure pillars of light double cast would not apply on top of it! I am just trying to wrap my head around it all and can’t help but wonder why? There are so many whacky builds your game, its not like everyone would just flock to smite descend build :p
You can post feedback about skills and game mechanics in #368968647114227723 and if you have any ideas to improve them, you can post in #suggestions-and-like-to-see ! 
We try really hard to just make our own game and make the types of skills that we think will be fun and engaging. We don't specifically avoid builds that are in other games.
Seems clear to me that this is going of your way to avoid this being a thing in LE but whatever you say 🙂
Devs.... how are you doing today 👀
@placid plinth - Any info you could provide on this?
guys have u even playtested > Wings of Argentus with >>>> Grants 20% less damage taken while moving (from 40%). <---- the nerf is VERY bad.. u litterly destroeyed this unique... playing with melee in high monos is a joke 😦
The purpose of the set is to be for multi-element, not to boost single element skills. If you have a skill that has all three elements such as elemental nova, or tempest strike, it will gain the benefits of all three, and +3 to the skill total.
Yup, I have over 2.2k playtime hours myself on my personal account. Wings of Argentus also provides +1 to fire and cold melee skills, as well as a damage boost. Previously Wings was seen as the "only" real option for builds, and we wanted more diversity for movement skill builds which Wings was much too far dominating. That doesn't mean further adjustments won't be made, but it was made with intention, discussion, and testing. If you think it's now uncompetitive against other options, please feel free to leave #368968647114227723 !
Thanks Kain - I appreciate the clarity there. Still would like to see a 3pc for each Ele tho 😄
For HC its still a forced choice for move skills though, if you want to live that is
sure a +3-4 skills with life is awesome but nowhere near the mitigation even 20% gives, feels terrible to use if you just use it for the DR and the haste though
(like dancing strikes)
making the dmg on it relevant to any builds would be a good start, right now it feels like poe kaom's heart - use it for the hp % and too bad if you are not a fire user!
(or remove the dmg components and just give it general stats everyone needs maybe)
When we compared its DR against other EHP options from other items, we found it to be much more comparable in the current state. Though certainly there's a lot of ways EHP can work - which means the flat DR may be better in some cases, or not in others, which puts it in a healthier position where it is a really good item in specific situations, but it's not as straight forward always the best.
Following up on my weekend post, also see here https://forum.lastepoch.com/t/summon-skeleton-bone-armor-bone-share-broken/57163/2
20% dr is fine by me, its the rest of the armor that's the issue imo - 70% of the stats are just straight up useless if you are not cold-fire user (could be something like 20% dr-haste proc- main stat up to 10 that changes depending on the class that drops it or just att-cast speed , something generic)
guess ill move myself to feedback sorry 😛
The two bone armors are not the same skill. The skeleton's one should probably be re-named for clarity - so it's a good bug report regardless. If you read the node on the skeleton tree, it doesn't mention giving armor, and offers a different DR value. As far as I'm aware it's working, but there's certainly confusion to be cleared up there with the skeleton's bone armor technically being a different skill and working differently.
Is it intended that this:
does not procc on items like that:
when u drop below the 70% mark? or is it buggy
works, when i get hit by mobs and drop below 70%
Is ghost maker intended to be able to ignore your infernal shade limit?
No, it would definitely say so on the item if it was intended.
Is this supposed to work with Bows? Cause it does and I love that it opens up other build possibilities
What are the general plans for supporters/supporter packs going forward? What sort of rewards can we expect? Will there be opportunities to create in-game items? Cosmetics? Name new NPCs? Etc.?
By the wording - This should occur once when you drop below 70% health if it's off cooldown when that happens. If that's not happening, it should have a bug report.
It should not, as mentioned it doesn't list that effect. if it is bypassing the limit, that should be a bug report.
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
Alrighty
The creator packs were really cool, though we still have a number of items to be completed. It's really cool seeing community ideas and bringing them to life in game, though because of how long of a process it is, it's unlikely, but not 'impossible' (this applies to any sort of created in-game content). For naming NPC's, also unlikely as many names are reliant on lore, custom names often stand out like a sore thumb, "xxxPizzaSlayer42xXx, your time has come!". For the most part, supporter packs will generally be what many expect from them - collections of unique support-pack only available Cosmetics, titles, swag, and similar - though we may certainly experiment more down the road.
I know Path of Exile has an approval process to keep things from breaking lore/immersion and has to make any "create a thing in game" rewards pretty expensive to throttle the number of requests (I think you have to buy a top-end supporter pack at around $600 US and then email them directly and pay another $600 minimum or something? So $1k+ for the cheapest in-game vanity reward.)
Can also have limited-time windows for such things.
if I have 120% critical strike chance, and the mob have 20% critical strike avoidance, I will deal 100% critical on it?
no, if you have 120% critical strike chance, it means when you make an attack, it has a 120% chance to be a critical (effectively 100%). When the enemy receives damage from the attack, and sees that it is a critical, it has a 20% chance to convert it to a normal hit. The two stats don't interact. One is an outgoing damage stat, the other is an incoming mitigation stat.
What Kain said
Basically critical chance over 100% is a waste, and crit avoidance is rolled separately
Also, be aware of the difference between base critical chance and increased critical chance
critical avoidance stacked really kills builds that depend on critical to do dmg =/
If you start with the standard 5% critical chance and stack up 120% increased critical chance, that puts you at 11% chance to roll a critical strike
Getting to 100% base critical chance is extremely difficult
Also just for interest because i havent tried it Lingering Flames doesnt work with Hellfire on Infernal Shade tree but does Purgatory behind it? As it doesnt state anything for hellfire and it is unattached.
I'm not sure, that would need to be tested. However, I would presume not as with hellfire, the shade is not "unattached", it is a ground effect.
i love this game , it will be my main game with D4 , would be nice that leagues dont start at the same time with D4 and POE time. are u thinking to add 1vs1 , ppl dont want PVP but i love game with dark zones like as albion , the division etc ,what do you think about it.? can we choose in the future the gender of our pj? i think would be nice too offer in steam now for more ppl playing . i paid 33 euros , its nice , but offer to 11,99 or 19,99 would be nice. im loyal player level 100 in 2 weeks and other char at 70 but im feel a little bit alone i created a spanish discord that grow every day .Can i promote in this discord spanish comunity?. i left to play warzone 2.0 2 weeks ago XDD. thx and sorry from my bad english and size test
Ayoooo, I noticed the Lost Memories sneak peek on the End Game portion of the website was removed recently. Are we perhaps going to an update on maybe what things are planned or changed from the most recent roadmap we've received? I know some features got axed on the last roadmap update, but just curious if lost memories still might be a game feature or something in it's place.
Are there plans for how build variety will be expanded going forward? IE will there be new base classes/masteries, new skills, expanded skill trees, or will it be handled via itemization?
I live solidly in USWEST, every time I log on I am placed in USEAST with 120+ping. I have to join someone in us west to get ping that's <70. Is there a way or a fix to this as I can't do any dungeons or high mob density timeliness because it lags too much unless I'm playing with someone.
I live in Montana 6 hours away from Seattle and 13+hours away from Colorado. Can you guys help me?
We are still working on a manual region selection system. There is no way to manually select your region in game at the moment.
yes to all that
Perfect! Can I relog over and over to get a better server? Any work around or will I be bound to high ping until further? I'm fine and will play either way! Love the game and your guy's work
Given that we have never really explained what they mean, yes, it's likely that we will repurpose the term with something similar, eventually.
Relogging is extremely super unlikely to change the server. It's not like it's rolling the dice and picking a random server. It is doing a ping check and successfully picking the lowest ping server. We have confirmed that it is successfully getting the lowest ping server. The type of ping check that it is doing can be kinda filtered out in a way and therefore not returning as fast as normal operations so it doesn't get your local server as the lowest ping.
We will likely be looking at pvp eventually. It will not be a launch feature. There is a very large topic on character customization on the forums that you can check for more info but basically it's not something that is coming for 1.0 but will be considered after that at some point.
You are welcome to make whatever discord server you want, that's not something you need our permission for (as long as you don't call it "official").
Edit: oh I just read promote it, yea that's fine as long as you do it reasonably. Don't spam the link and maybe just share it if someone asks about it.
Does the Armed Construction node in Ballista Tree convert all added damage to Fire or just Base? Or something else? Edit: After looking around, I am thining it has 50 Base Fire Dmg and all added dmg is applied in their respective element so no conversion is done here, right?
Is there anyway to move the transformation skills on the bar
There is no conversion. This adds a new AoE fire bow attack to the ballista minion that it uses on death/expiry. If the ballista has any generic +bow damage, it will end up as fire damage to match the skill tag and typed damage remains typed as usual.
From the most recent hotfix notes: "We have fixes for reordering transform abilities, Abominations losing abilities on transition and Tempest Strike visuals." In other words, it was in quality assurance last week, and hopefully it passed quality assurance and will make it into the next hotfix (possibly this week).
Any plans to remove / hide the Steam name from above my character? It’s really distracting.
not a question, just wanted to give my thanks to the devs for their hard work. I'm enjoying Last Epoch so much I'll probably just keep playing it till D4 goes on a sale or something. I'm in no rush to give Blizz my money after all the scandals anyway
whats going on with the SA serves? Impossible to play
Finally playing with one of my friends and when we are moving to a new area it takes a while before either of us are allowed to enter, is this normal?
how many devs work on this game?
yea, its normal. the multiplayer is a rather new feature that I hope will be improved upon
if my manifest armor wears a piece of armor with an affix such as (100 to 150)% Chance to Ignite on Hit with Fire Skills found on the unique Calamity, does this bonus apply to their fire skills such as forgebreath which you can get in their tree?
is it strange that you can only convert 50% base damage of thorn totem into cold, and there's no other passive nodes/items that provide the remaining 50% conversion?
not yet
yes
total people across all disciplines is about 70-75 I think
yes
no I don't think it's strange
yay! im glad to hear thx for replying
I mean, fireball can convert 50% from skill node, another from unique glove, but the majority of conversion in this game is 100% conversion, so what's the point of allowing only 50% conversion?
it synergizes better with other cold totems and adds a source of freeze chance for some extra cc
but why not 100% cold conversion?
if it's just for the cc, even 1% conversion will provide cc same as 50% conversion
well it's not just for cc, that was just one of the things I said and also no, 1% conversion is not the same because the base freeze rate is determined relative to the base cold damage
there are a lot of hybrid physical cold abilities in primalist, it's very on theme
it seems like a rare case, another 50% conversion I know is EQ with 50% initial hit converted to lightning, but in the same skill tree you can also convert 100% into fire
upheaval is either physical or 100% conversion into cold
storm totem is also 100% conversion from lightning to cold
avalanche is hybrid cold/phy but has a node to convert 100% to cold
tornado can convert 100% to fire
what I find weird is not the hybrid damage type, but the fact that most skills provide 100% conversion but only very few skills force 50% conversion
I guess we need to add more 50% conversions then eh?
it's up to dev philosophy, but I find it consistent that 100% conversion should be allowed, as shown in the majority of other primalist skills
Does the Chillflame node from Shatter Strike refresh the duration of the converted frostbites?
no, if it could, that would mean infinite ailment stacks, super broken
🤔 Why would it be infinite stack? Both the ignite and the frostbite has a finite duration. In the extreme case, there will be a stack of ignite that last 2.5s then converted to frostbite and last another 3s (assuming no increase duration for either). So effectively increase the duration of each stack of the ailment by 2.5s. However, in reality, due to high attack speed of DOT build, the stack of ignite will probably be converted to frostbite in less than 0.5s.
Also note that if the duration is not refreshed, then this node seems worse since the default duration of frostbite is 3s and ignite is 2.5s.
oh if you mean that, I guess the remaining duration of the converted ailments will be according to percentage, say if 1 ignite has been going for 1.25s, when converted to frostbite, will last another 1.5s
but I might be wrong, waiting for dev to reply
storm totem often stops casting while there are still enemies on the screen, requiring a recast
is this intended?
ive made a bug report about it https://forum.lastepoch.com/t/storm-totem-bugged/57303, kind of a big bug for this skill
Will it be possible to change characters from online to offline?
No plan for a way to convert online to offline
How do bone minions work? I've noticed compared to my other minions they seems generally weaker. Health wise. I was wondering why. Do they scale off my health instead?
looks like they don't have any normal level health scaling
Ah, that makes sense! I'm kinda glad they don't though..otherwise I wouldn't be able to get my skeleton Vanguards lol.
And it's not a problem to resummon them via transplant. Thanks for the quick reply!
it's a fresh, full duration frostbite post conversion
no
how do you prevent the umbral blades return with bladestorm? stabbing blast doesnt seem to work
- Is this trigger minion-scaled or player-scaled?
- Is there a reason for this node to scale off INT rather than ATT? There's not a single mention of INT anywhere across the class other than this node and ward generation in a branch directly above this one. That makes it quite an awkward oddball.
It's cast by the minion, so scales from their stats. Since it's used by the minion, attribute scaling doesn't exist anyway - whatever attribute scaling was applied to the minion summoning skill (Forge Strike) still applies. It probably is just a common skill used for a few things, which is why it has the int tag.
Is the chance to find potions on hit and kill influenced by the type of the hit/kill? Do melee hits/kills generate more potions than throwing/bow/spell hits? Do my hits generate more potions than minion hits? Do higher damage hits drop more potions?
if i had cold conversion node on my serpent strike and had serpent strike node on my swarmblade form does it make me deal only cold damage or do i deal both physical and cold melee dmg at the same time
is it a bug that shop in mono platform doesn't renew stock every 10min? running really low on shatter runes now
We've been told that it's just number of hits. I'll be interested to know the answer - dmg of hit (to help normalize for big bonks) should hopefully be a part of the equation, for a scenario like Orobyss fights.
Please report any suspected bugs to our Forums here : https://forum.lastepoch.com/c/bug-reports/23, thank you!
funny miss spelling
Yes bug. Work around for now is to teleport to every town in the campaign and buy from those shops
My simplest solution now is to go back and forth between sorethka and majelka in chapter 9
#tooltip-hunt , thank you! 
why does my druid looking weird every single time i return to human form like this
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
Are you planning to make warpath click to move, or maybe it is possible to somehow turn that on already? It is so annoying to pickup items with it.
I need this armor in my life, please! 🙏 🙏 🙏 🙏
We just released patch 0.9i. You may need to restart Steam to see the patch
haha
I play from GeForce now. Any idea how long till it get patched there?
Thanks for the update
I'm not sure how Geforce now's system works unfortunately. I would imagine it shouldn't be too long, but I can't say as it's their system which we don't have any sort of interaction with.
quick question i know you have answered many times before! - will our multiplayer characters move over to 1.0 when the game launches? or will we start fresh?
We are not planning for any sort of wipes. Our current plan is for when the first cycle starts (with or shortly after 1.0), current characters would be moved to a 'standard' cycle. Offline characters would remain untouched.
Any updates on when sacrifice will be fixed so i can play blood spectres again? its been on the bug forum for a month now was hoping this patch would fix it ^^
or anything around sacrifice
the first passive doesn't stack with the second one bla bla xD it just resets back to 2 instead of adding 2 extra
ofc coding isn't "simple" tho chain ^^
i know
ah thanks 🙂
something I have been wondering for a long time: is the movement speed mod supposed to increase the animation speed of ground attacks like the sparks from the thunder dragon?
Have you guys discussed adding magic find, gold find, rune/glyph/shard find? I would think it would be nice to have that on idols, for different load outs you could sacrifice the health most people run on idols for target farming.
We very specifically and intentionally never put any effects like that in a position where they are competing with power stats. We have no plans to do that and it is a very firm stance.
Increased movement speed only increases the speed at which you walk (or run really).
Currently leveling a lich char and it won’t let me spec points into this certain node and it’s backwards? And insight?
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thank you. :smile:
mine is busted too lol
Please do not post the bug reports here at all.
okie dokie, sorry about that
ty
Any plans to make surge non traversal in a unique or perk?
no
there a reason the forum channel type isn't leveraged for these ask channels?
change is scary
can you craft legendary items with any unique item or does it need to match like Helmet only works with helmet vice versa
The general base type needs to match. So both items need to be a helmet or both items need to be a 2H Mace or both items need to be a ring. It doesn't need to perfectly match, you can use a Ruby Ring Exalted with a Silver Ring Unique. It also can't create a class requirement impossibility. If the exalted has affixes which are class specific, you can't put that on a unique that has a different class requirement.
You can press G in game to get detailed info on this too. Also the Eternity Cache itself has the instructions on it too.
thanks for the answer ❤️
Quick question I had about the patch notes. These would still not apply to subskill triggers and ailments applied by skills as they are based on enemy states correct?
yes
Too bad, its damage is so awful that a forged weapon's basic attack VASTLY outdamages the explosion.
does mob density increase with more players?
Are there any plans to allow us to be able to see the base damage for a specific skill/dmg type? (throwing, or smite). Or allowing us to see what is contributing to the DPS number we see on any given skill?
no
no
Is there a reason why you cant have a setting to auto pickup all the shards glyphs etc
We believe that it's important for the feel of the game loop to have enemies fairly frequently drop items that you want to take an active action to pick up, but which you don't have to take time to inspect to work out whether it's good for you. However there are times where it feels bad at the moment, especially when it's just one shard, so we're planning to have them drop slightly less frequently and in larger groups on average. We're also planning to add more of a sink for shards you don't want, so that it feels less futile to have picked up a shard that you aren't planning to use and already have hundreds of.
Why are the Shrapnel fire spell when i have converted the ability to void and the whole unique wants you to aquire as many shrapnels as possible for void stacks? (Green void conv, red the buff for shrapnels)
sub skill tooltips don't update based on the effects you've got. They are just always the default.
try using the skill, it's void
Ok, ye the visuals are void so i was so confused when i started to look at the tooltips.
Would love to see that changed so i can make out if orb damage or shrapnel damage is the way to go 😄
Thanks mike ~~
sorry, can't do it
That is a shame, not gonna bore you by asking why 😄
Found a bug in the room that leads to the boss fight in Lightless Arbor. i cannot use the gate in order to proceed to the boss fight.
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
So is it normal for Smite paladins not to be able to target lagoon. Its horrible hit box I cant seem to attk him at all. Smite is 100 % of my dmg output and hes not targetable
is transmog in the game yet?
No
Has there been any mention of plans to deal with excess shards? Like a recycling feature or trade shards for gold?
Yes, Lagon has some targeting issues still.
is it just me or the game looks 100% more beautiful with the new patch?
Sorry if replying is not permitted, but the extra lightning bolts you got in the smite tree after the lightning conversion node are Also converted to void if you take The passive node in void knight? Or only The base smite is converted?
The triggered ability of lightning bolts do not get converted to void.
This isn't a set rule but often when a triggered ability is added to the skill in the tree, an elemental conversation does not also convert the triggered ability.
The shrapnel in volcanic orb is a core piece of the skill's base functionality so it does get converted to void.
This isn't a hard rule.
hmmm Does the amulet Devotion work. I mean I can see the increase on my tooltip. But my smite is only hitting for 2 K.
tooltip shows 127 K lmao
I don't think tooltip factors in any of the damage reduction that enemies have, or anything else like that
Thanks!
any possible way you guys will change the "world-map" layout? i played for 100+ hours since the earliest alpha and i still find it crazy confusing to find places ( the only thing i do is click on the quest icon to find a position.
as a player that dosnt care about story and skips everything i don't understand the names of the areas (acts) so its more confusing if you dont read story
No, that has several knock-on effects. Most notably, many zones would need to be redesigned to accommodate new relative positions.
Is it intentional that perfection stacks don't trigger on shadow dagger proc even though it has a melee tag? I'm assuming it's not triggering any melee "hit" requirements actually but still scales with melee modifiers.
For drop rate blessings, do item bases/rarity compete for a chance to roll, and the blessing increases the odds it'll roll that type e.g. gloves, or do they increase the amount of items we'll see in general by showing us more, as the example, gloves?
Pretty sure perfection only triggers when you actually use it
It increases the amount of that item that you find. This means that they are never a bad thing because they can't reduce the chance to get a different item.
Technically there is some breakpoint up in the 1x10^100000 range where increased item rarity causes you to only find set items.
for the multishot point blank node, how close is “close”?
this is going to be a weird answer but 2/3s
Definitely 🙂
Confirming if you dont mind, [0, 2/3) of the range is close and [2/3, 1] is far away?
I'm kinda surprised to see this but it actually gradually drops from max to min over 2/3s. It isn't a line that it crosses where it flips.
Goodness. Well, however unexpected and unintuitive that is to others, that has made this math nerd's day. Thanks Mike 🙂
nice
is it intended that frozen enemy is able to be pushed away by minions (totems)?
more of an unintended side effect of other required functionality
will it be filed as a bug? it cause a lot of dps lost when playing cold freezing thorn totems
so they drop off amount decreases with projectile speed?
the dropoff distance changes with projectile speed but the amount and rate that it changes at doesn't changes based on speed.
Is there a possibility, that we can add in the lootfilter, to Show the items on the minimap / overlay Map? Would be sick, when We fast clear Echos, that we wont Miss items that we filtered for.
Just Like the uniques with different colour
Hey crew, does the increased area of skills affect minions with placed on the Julra gloves if they have the base scaling tag, specifically asking about sub-skills such as retaliation on bone golem
hi dev, rahyeh's light shield not having its own graphic when shown on the character, is it a bug or there's no graphic for it yet?
They are still updating 3d models as they go. Everything will look like its 2d art eventually
How much corruption do I need for this to happen and challenge accepted.
Would you guys have twitch drop for limited skin in future when cosmetic is out?
How does the mob respawning work in this game? I TP'ed from an area that I completed cleared out, and when I zoned back in was killed instantly by a screen completely full of mobs.
Luckily the 2nd time I was able to just barely keep alive with potions
hi dev, for EQ if you pick seismic tide, the initial hits span over a duration, each costing 16 mana beside the initial 50 mana cost, say after 2s and there's still 1 more initial hit to take effect but you use another EQ, does the 1st initial hit from the new EQ override the mana cost of the previous initial hit that was about to take effect?
meaning that the 3rd initial hit from the 1st EQ will take effect but doesn't cost mana
Quick question about "Ride the lightning" node in the Surge skill tree. It gives bonus spell lightning damage to Surge. However, Surge is a melee skill. Does this spell damage buff affect the Lightning Blast casts from Surge, since this node is at the end of that skill tree?
My friends and I are going to start playing soon, but I see the official release or I guess beta release is the 30th. Is there going to be a reset of characters or anything at that time so should we wait to start playing or will our characters stay wherever we've got them with that release?
There are no publicly stated plans for a release on the 30th. What you're seeing on Steam is the release of the game into Steam Early access, which was April 30th, 2019.
Oh lord lol, I guess I should learn to read but good, we'll start up some characters tonight!
Maybe, the ability to ruin your minimap with a rule that gives all items an icon would be very bad. So figuring out the best way to limit it is a challenge we haven't overcome yet. It's also a low priority of an option overall.
Only minion stats affect minions
It's possible, no specific plans.
When the server resets. This happens when your party leaves if in a group.
not all the items, i mean like the capslock text. just a rule that we can show them on the minimap when they have like a +3 to skills or something. but understandable that its low prio.
weird that intelligence don't give some +mana, have any plan or discussion on change that?
that's the job of attunement
and builds with highest amount of mana are sorc builds, despite int giving no mana
It'd most likely cause balancing problems if it also gave mana
each doesn't know about the others
so it means there is no overriding, if you cast 2 EQ over 2s, both will each cost 98 mana (50 from base cost, 16 per initial hits for 3 hits) independently right?
This was just me playing an online character by myself, and it happened multiple times. Sounds like this isn't intended and is a bug
is it true that for 9.1 there is an big content update panned next to fixes ?
0.9.1 will have new content in it. I'm not sure "big content update" is necessarily accurate.
that's right
yes
i have no problem with that i like fixes more because the community is growing more with fixes
no
every patch also includes a bunch of various bug fixes
ok, well we're doing both
i personaly hope your dev team dont overwork themself
Hello friends ❤️ Is it intentional that Hungering Souls circle around the opponent for hours before they hit? The hits usually ensure my survival to generate Ward. But unfortunately I often die because they don't hit... thats annoying 😦
90% of my deaths!
sometimes they fly just before the enemy or 10000 enemies suddenly in another direction where there is nothing or outside the map
is it possible for a build below level 40 to deal 100k dps? like any build in this game, even bug abusing builds
whats the "chance" here?
100%, it's a typo
maybe with the perfect gear? probably more of an #❔┃ask-the-community question
I have a feeling that this node is really misleading in what it can do because I don't think that it actually helps lightning blast at all
They have a max turning speed so they only seek a target so much. It is possible for them to get a little lost.
Static adds 4% more damage per charge if i use Scarified embrace will the void damage be scaled with the 4% per charge, also will it work on a lightning (elemental) spell correct? and every strike on static will apply this effect not just the first strike from it?
That's exactly what I was worried about. The wording suggests it only buffs Surge, not the casted Lightning Blasts. So by my reading, this node may not do anything at all
static's more damage per charge gets applied to the ability in the same way just having that more damage as a stat on an item would. All sub skills inherit it. Triggered equipable skills like Lightning Blast don't inherit stats.
Well, if the lightning blast was a non-equipable skill it would apply but because lightning blast has its own tree, the game treats it more like a fresh thing.
(there are 2 very similar questions being asked here by the way)
Perfect, Will let the world know otherwise if i find any bugs on the !bug forum 😄
Mike, thanks for answering.
The concept of turn radius or speed does not seem to be the problem here. The problem occurs both when the opponents are further away and when they are close. The hungering soul fly then either turn around, circle the enemy or fly through them.
I use "Curse of Perseverance" as weapon, so maybe this is the source?
how many areas have unique per echo i can choose
sorry, I don't understand the question, can you rephrase please?
i mean how many unique/set items an echo can contain
I think we might be getting some terminology confused here. Each one of those nodes is an Echo. The whole web is a Timeline. Each Timeline can theoretically spawn with all echoes being unique items for their guaranteed reward. The odds of this happening are astronomically tiny and won't happen.
so its random? ok
yea, as the web is generated it randomly selects the next node type, this is weighted by type and is affected by corruption and distance from center.
sorry, what's your question?
oooh.... Is that intended? but i'm pretty sure it's only a question of time before things get revamp for the new status effects
sorry ^^'
Is the healing spell for paladin ever going to get a skilltree?
It looks at the stacks of shock on the target so you can apply shock yourself to get the full benefit. This is intended.
yes, all skills will have a tree
shock is limited to 10 no matter the source
so no matter what you can't reach the 15 needed for maximum benefit
2*15=30 being the maximum damage bonus
not 2*10
Storm breath is limited to 66% of it bonus
ohhhhh I see what you mean, yea max shock stacks just got reduced from 20 -> 10 and this got missed
!bug
To make sure a bug gets fixed, please post about it here: https://forum.lastepoch.com/c/bug-reports.
How does corruption and distance interact when picking echo rewards - are they additive, multiplicative, or some other thing? And just out of curiosity, what kind of echo reward(s) does it converge to as we approach infinite corruption?
They are multiplicative. I think it would go to whatever the rarest node type is at infinite corruption.
Thank you, I appreciate the answer and all you do for the game/community!
hi my friend and boss mike, Nobody could answer me why my lich has losing life without reaper form , one friend had the same issue . u are our hero ,need u . can i share u a capture? i dont have unique items in my build , im level 100 . need help because i didnt see anyone passive to go low live without reaper form . im playing marrow shards ,sorry to bother u , but i asked a lot of ppl and nobody could fix it to me
Marrow Shards costs life to cast.
i know but i have perma low life . send u a pic
dont move i always have the same life xD , sometiomes not stop and i got 0 , but its a bug , and i restart the game. i play everyday with low life .
Check your passive tree. There are many nodes that drain your life
Have you allocated Blood Pact (Acolyte Tree), Unclosing Wounds (Lich Tree) or Mind Over Body (Lich Tree)?
Maybe best to discuss in another channel and let Mike chime in if he has ideas. Don't wanna clutter the channel
i only have mind over body
Mind Over Body is doing this.
100000 thx Boss!!!
uhh
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thank you. :smile:
thx mike , i love this game but not enough too leveling other acolyte to level 100 to play necro xD would be find a exclusive very very hard rune for change the class . when we have market ppl can trade it 0,001 % drop . today i got my best exalted thx give me 1 gloves for my stormhide paws with x4 LP not this helmet 😆
We are aware of this issue, it is noticed internally. Best way to get bug attention so we can track it is by submitting a bug report on forums. Thanks.
sorry, I'm not sure what your question is
With the Bone Golem tree, are we supposed to funnel into a single sub-tree? Like frost, or fire, or blood, or bone - but not mix and match? It seems like all the non-bone golems lose their bone splinters defensive proc spell, but none of the bone golem replacement nodes mention that they'll lose that spell, only that their damage type is converted, and they gain a new spell.
Taking multiple conversion nodes is not likely to be a path to success but it's not prevented. You can use twinned or unique items to get multiples and have different types for different effects.
...but retaliates with a bone nova when it takes 70 damage.
All of the sub-golems have this in their description on the build planner, which is different than the bone shatter we see on the bone golem, which is chance based. Is the planner wrong, or are the golems just not casting it in response to damage? Or am I misunderstanding how the threshold works on the golems?
I just found a recent thread on the subreddit where, in response to someone saying that the flat 2 damage per int for spark charges on fragment of the enigma doesn't work, Trasochi said that actually the tooltip was just wrong, and the actual effect is 2 damage per 10 mana. Is the effect going to be changed to match the tooltip, or the tooltip changed to match the effect? I pushed a character to empowered monos before figuring out that my damage wasn't as high as it should be, and was waiting for it to be fixed. I built over 100 int, I would never have expected the item to be mana stacking instead!
Unknown but if the effect and tooltip are mismatched, this is a bug and we will want to fix that so they do match.
I just hope the effect is changed to match the tooltip and not the other way around lol
Does spell procs from nodes apply ailments? If you have 300% ignite on hit, would the holy flame burst apply those ignites?
From what I can tell, it is only applying for the base bone golem model
is something preventing forgeguards from completing bosses? For example, killing a normal timeline boss multiple times doesn't drop blessings and blocks mono progression to subsequent timelines . Not sure if contained to forgeguards or affecting other classes, not sure if bug or not. Just thought I'd mention it b/c never seen this issue in years
generally yes (and in this case, yes)
I have no knowledge of any bugs like this happening.
Killing boss multiple times does not drop blessing, but does drop loot, and reverts timeline stability. I have to do few more echoes, then can do boss again, but still can't progress to next timeline b/c it doesn't count as a kill. Emperor of corpses did drop blessing after 6 tries, allowing me to progress to the age of winter with heorot, but it's happening here as well.
!bug
To make sure a bug gets fixed, please post about it here: https://forum.lastepoch.com/c/bug-reports.
thanks, submitted a report just now
I'm not sure off the top of my head, does it have a mouse over tooltip?
double check that the video is from 0.9.0+ as effects could have changed and icons could have changed.
Does the Decimate proc from Gaspar's Set share cooldown? Or seperate for each element?
independent
Does this node in Serpent Strike grant more damage over time per maelstrom to just Serpent Strike or is that part global? If it's not global is it just making the specific ailment stacks applied by SS deal more damage?
question: assuming you deal 100% fire damage, is +20% fire penetration the same as +20% multiplicative increase in fire damage?
Only to serpent strike, as it says. Yes, that effectively just means the ailments it applies.
If the enemy has 0 fire res as most do, yes. And it has nothing to do with the increased fire damage that you have.
I have a question about critical strike chance. Is there a reason that my ability's (Rive) sheet dps keeps rising, even after I've passed 100% melee crit chance?
It means the more bleed stacks you had the more dmg modifier you will have on ailments that deals dmg per second
Like bleed , poison, frostbite or snek venom
For Judgement, the Consecrated Ground is listing added damage effectiveness at 72%: does the spell damage from healing effectiveness apply at this rate too? (1 spell damage per 5% heal effect)
Have you hit 100% Crit or 100% increased crit chance? Because 100% increased from base is only 10%.
Yes
if my manifest armor uses the unique sword Torkrefin's Hunger, would it be able to gain and use stacks of viscera? if so would that mean i can stack phys res via its equipment to grant it overcapped phys res to use make use of this effect?
Will there be a forced widescreen option available?
What's the difference between these two nodes for the thorn totem when it comes to the increased damage they provide. I'm not sure I understand what part of the thorn totem damage they augment.
I would assume Ancient power increases ALL damage, but that leaves me wondering what astral wind does and what counts as spell damage.
The projectile is a spell, ailments applied by the spell, such as poison stacks, are not spells.
Would it augment the frost damage from frostbite?
Frostbite > not a spell
ah okay, ty
"You deal additional fire damage with melee attacks if you have cast a spell recently" - does 'spell' in this sentence include Divine Bolt?
105% melee crit chance on the sheet
will there be a feature to choose the audio output? (system/usb-headphones/others)? atm i cant get the game over my usb headphones cause there is no option
doom ailment increased; melee damage taken debuff, is multiplicative with my my damage increase or additive?
I ask because it has word increased , but increased is related to mob, not to you.
ANd if its additive and only 4 % its make no sense, like you have 300 increased damage another 4% do close to zero difference.
Debuffs on enemies are multiplicative with your modifiers
I believe they are additive with each other though
A game mechanics question:
The interaction between "Illusion of Pain" and "Singularity" As far as I understand, auras and curses are hitless and all interactions that are not hits can still crit. Is that correct so far?
Only hits can crit, and "cannot crit" overrides "always crits".
sooo about avalanche, if i hit with tempest strike, 2 of effects proc, every of those crit, with set effect "summon avalanche boulder on spell crit", will 2 of boulders fall?
going furthermore, does notes from shaman tree like "cast lightning on spell cast" can proc set effect "summon avalanche boulder on spell crit" or ornate idol "avalanche boulder on spell cast chance"?
So DoT damage inflicted by spells does trigger Spell leech, right? If so, then does DoT damage inflicted by throwing attacks trigger throwing leech?
does frostwyrm fury converts snake venom into cold dmg? @placid plinth
Halvar's set has a cooldown, so only one can trigger per cooldown interval. Yes, all spell crits from you can proc it, even procced spells.
#rules 8 - please do not ping the EHG Team.
Mike will answer if they know the answer once they come online 🙂
Ok 👌
DOTs leech whenever the leech source doesn't specify something it's not, like "hit". Keep in mind though that the most common DOT damage is from ailments (like bleeding), which never deal spell, melee, throwing, or bow damage regardless of how you applied them. The only "Throwing DOT" I can think of is the void hammer throw aura subskill.
do you aim to release 0.9.1 before the release of Diablo 4 or is it too short to consider it?
We are returning to our roughly same patch cadence of the 0.8.x patches. I can't put an exact number to that and I can't tell you where that's going to land relative to the D4 launch.
nothing specific at the moment, I think it just uses system default right?
ty for answer, yes and no, i found out if i start with headphones and change it to speaker, the game stays on the headphones, a restart resolves that issue
so whatever was set on start of the game, stays and only change with an restart
Frostwyrm's Fury converts Bleed chance to Frostbite chance.
Serpent Venom gives you Serpent Venom chance, this is not Bleed chance so it is not converted by Frostwyrm's Fury.
Does Immolators Oblation actually give universal "spell damage" to all skills with fire/necrotic tags or does it only provide "fire spell damage" and "necrotic spell damage" to those spells?
It gives the stat Spell Damage (like you would find on a wand implicit) to Fire skills and Necrotic skills.
No, they check to see if your character is in a moving state from movement or a movement ability.
It is possible that you could have little windows of vulnerability.
are you guys still too busy with fixing bugs and improving stability or does it feel like the game is in a state where you can start looking at implementing new systems such as the item faction system / new classes?
I'd read the most recent patch notes
Is fragment of the enigma supposed to scale with int or mana?
pretty sure it scales with int right?
hi, asked this earlier today, is it possible to get an answer? (hope its not against the rules to bump)
Some people in chat were saying a dev responded saying it was supposed to be 2 damage per 10 mana, but I couldn't find that so I was wondering if any one here knew
it does not gain the on kill chance to gain viscera
the effect in game is doing per 2 lightning spell damage per 10 mana. that tooltip is all sorts of wrong
20 minutes ago ehg_trasochi said they are (now) planning to make Enigma scale off int, but right now the tooltip is wrong.
https://www.reddit.com/r/LastEpoch/comments/12kkd4s/comment/jg96tiu/
tyvm
it even says 2 lightning damage which is impossible
so can it still gain (and use) it via the every 2 seconds affix or would it never be able to gain it at all
it can't get viscera at all
aw ok good to know thx!
you can check this by just equipping it and summoning the minion, it would stack up passively
that's the icon
for clarity is that intended functionality or work in progress for MA to work with uniques?
it's a very low priority "someday task" to expand what uniques manifest armor works with
Mike please give more of these icons. They're so pretty when they're blown up
that makes sense, i cant believe GGG try to keep up with balancing summon spectres so i dont blame any one for avoiding that type of can of worms
Is there something planned for melee or will it remain as it is?
There are lots of things planned for melee, spell, bow and throwing abilities.
the game very clearly states when hovering over minion health affix that you can slot that affix on helms + chests; however, I am level 85 and haven't been able to slot minion health onto any helms or chests. Am I missing something?
it's class specific, sentinel helms can't have it
wait, really? That's news to me because the build guide I'm following states that minion health is bis on helms and chests for forge army forge guard build. Thank you for clarifying
Primalist and Acolyte only.
Do we have a timeline for the fix for spirit plague bug cause I respecc'd and it's locking me out of a pretty huge chunk of my damage?
should blizzard convert the shock chance provided on static field to chill as well? currently it apply shock on enemy with static field
Will there ever be a feature that allows for automatic affix collection? I feel like speed clearing is less rewarding the way it is now.
We believe that it's important for the feel of the game loop to have enemies fairly frequently drop items that you want to take an active action to pick up, but which you don't have to take time to inspect to work out whether it's good for you. However there are times where it feels bad at the moment, especially when it's just one shard, so we're planning to have them drop slightly less frequently and in larger groups on average. We're also planning to add more of a sink for shards you don't want, so that it feels less futile to have picked up a shard that you aren't planning to use and already have hundreds of.
It's high priority, we're taking a close look through all the skills to make sure we've got them all. This was a side effect of replacing some of the node icons.
yes
are you guys gonna look through the various invisible walls that are in the game? like there is no reason I can't jump down there
we plan to fix all the bugs we can find
any plans to buff shaman? melee shaman specifically? If I want to do lightning melee builds... somehow BM and Druid have better DPS than shaman... despite shaman being the lightning class... with melee lightning skill nodes...
Hi Mike is there a plan to fix the bugs you CAN'T find??
yea but if I talk too much about them they go into hiding even more
yes
has there been talks/plans about rebalancing mobs in echoes? a lot of the rare mobs(and even some magic) seem more potent and deadly then the unique 'bosses'. esp the uniques from early in the campaign, they seem to be a fraction of the power rares from in later chapters, and it kinda feels weird that getting to the boss is harder than that echo boss.
nothing specific on the books
slightly related question...will the levels of ch 10-12 continue to rise and make that disparity even bigger between rares and unique mobs?
will the timeline lines levels be re-balanced based on the new chapter levels?
no, they shouldn't need to be, the balance should automatically scale nicely. We will tweek it to make sure it's good though.
Any plans on removing Verdant outskirt from the map rotation?
With 1.0 is there any chance of reducing how many Key nodes there are on empowered mono's, at that point of the game the keys are completely pointless.
there is always a chance but I don't see this being a thing very much
was there a specific design decision on making spires only be common mobs and not rare/unique like other echo objectives?
I guess it only really impacts the people who grind a lot of monoliths, but its dead content in the most active content. Key nodes arent needed, its a small but very useful change imo.
at the risk of starting a convo in the question section. keys are still very useful for accounts late game. they sell for over 6k,and they give you access to arena only uniques, and eventually ladders(unless they change arena ladder leaderboards)
Is there any plans to include switching between different audio device outputs? I frequently switch between different devices and that would be really useful especially when there's a lot of them. At the moment the only workaround is to restart the game.
Have any plans to corruption higher levels be more rewarding? Since people who Farm usually aim for map rewards, and this rewards dont change on higher corruption levels
Nothing specific, it seems like it would be a good feature to be suggested in #suggestions-and-like-to-see though.
There are already nodes that only start appearing in any reasonable quantity at higher corruption anyways so expanding that is possible.
Sometimes I feel, and people say too, that is more rewarding you speed low corruption then push higher
If at higher levels, increased at least chance to have more LP on map rewards, would feel satisfyng to push higher corruptions
honestly lp is imo a separate issue that should hopefully be helped when the factions arrive
Does anyone know why they're removing Ice Thorn?
Price of high LP itens on factions will be insanely high..
probably, but hopefully the other faction will increase drop rates enough to be competitive
Assuming LP items are even tradable
Do we have an ETA on the remaining masteries?
Really excited to try them
Outside of 1.0, they’re what I’m most hyped for
Wat
I was told, they're replacing ice thorns, which is a primalist skill
I’ve not heard of anything of the sort
It was IN-GAME, could have been a troll, idk
I’m gonna say, yes, was a troll
do not trust anything that anyone says in game
Yea, I know, I thought I'd ask if they were, or weren't
Also, idk if it's good for shaman
Not entirely true
But if it seems odd, take it with a truck load of salt
You occasionally get a gold nugget
Ice thorns is still being removed
- Mike W, 03/15/2023
#👨┃ask-the-devs-not-support-no-bugs message
well then...
i get you guys want the dragon to have a respectable aoe which is fine but i feel like i shouldnt have to hug the wall to avoid it
unless the aoe size shown is bugged?
I haven't reached this guy...
I didn't realize there was a dragon in the ruined era
its a little bigger than the circle on the screen. have to be well clear
See this post: #1096459778189955082 message
what dragon is that?
reign of dragons timeline boss
I'm not familiar with that timeline...
can the border colors of items in the inventory be changed? (like say I wanna have a different shade of yellow for the rare items) and I don't mean the color of the items on the ground
good morning devs. i started using controller (XBOX) works well.. for skiills that requires specific target like drain life to minion. how can i specific target it
was it ever said WHY Ice Thorns was being removed?
Is freezing part of the stun duration calculation
Hi devs
Are you able to tell us if seasonal content will be available in offline?
I'm not interested in ladders or online features like that but I'm interested to know if the mechanics and items exclusive to a season for example are available offline
Hope you can answer this as I will start playing online more and get items in online instead of starting at 0 online
#👨┃ask-the-devs-not-support-no-bugs message between this and a few other things Mike has said (such as not wanting to maintain multiple states of the game), it sounds like a yes
So I can play seasonal offline? That's fantastic my characters are very happy with this.
Do "Damage taken as X" stack? I mean if I have 100% fire taken as phys, and then have Ravenous void with 14% physical taken as void, will i take 14% fire as void?
I tested a potential fix to this Friday. We are hoping to address it soon. Thank you for your patience!
No problem, also submitted a video of it on the forums
Any plans on making the mini map/map more visually appealing? As in not make it horrid looking like PoE's? Also the character(s) arrow and re adding the arena wave count and the actual time back on the mini map?
are there plans on buffing the sentinel classes' defenses? since it has the lowest EHP... feels wrong as it's a warrior archtype, which in my mind is synonymous with tanking ability
If an enemy is both bleeding and poisoned, do you get both of the benefits?
Yes
if you are using manifest armor, and if you have 1 attunement on an item, and if the bonus is +60% from manifest armor skills to that item, does that mean the minion gets +1.6 attunement?
Yes, but since minions can't have attributes, like attunement or strength, etc. it will do nothing
ah ok
when is the next sale on steam?
Minions dont have "stats" the same way that you do. They don't get any benefit if you put stats on them
thanks
is Forgebreath affected by cast speed assuming the -100% cooldown reduction skills are taken?
It is always affected by cast speed. Yes it will spam the skill when it has no cooldown.
Does this apply to attacks from shadows if I activate them on my third attack?
Why does volcanic orb not have an Area tag?
it doesn't deal damage over an area
it shoots projectiles that deal damage to single targets
The explosion is area
No
We don't have the next one planned yet.
Well, while I strongly disagree with your premise, we do plan to make some minor changes to the minimap in multiplayer like having different colored icons for different party members.
@placid plinth please forgive me I wasn't calling LE's map horrid. I'll be sure to word things better in the future
(Please don't ping the devs)
I've turned off my pings in here so it doesn't matter for me any more.
That's all right. You're allowed to call it horrid if you want 🙂
Lmao fair enough
Aesthetically challenged is the word I like to use
so is this chest just meant to troll us?
Apparently
Does damage reflect scale with anything?
No.
Does that also go for enemy resistances and armor, etc
It is not increased or decreased by anything. Mitigation and scaling are not applied to it. It just is.
Is there gonna be a wipe or character quarantine or something like those, when trade comes out
No but it might happen to coincide with a ladder reset.
Hmmm. I want to play a reflect character so need some scaling :p
It is possible to do
Do "Damage taken as X" stack? I mean if I have 100% fire taken as phys, and then have Ravenous void with 14% physical taken as void, will i take 14% fire as void?
Damage taken only every goes through 1 type of conversation. So the more descriptive stat line could be more like: "x% unconverted fire damage taken as physical".
Thought so, thanks Mike)
For Warpath, does the Bleed duration from Gorebringer convert to Ignite duration with Earthscorcher?
Does it say that it does? I don't know how that node is worded exactly off the top of my head.
will having more than 100% of "Less bonus damage taken from crits" make critical deals less damage than base hits?
No. It's less bonus damage. You can't take less than no bonus damage.
Have any ETA for the Trading system ? End of this year, next year, or something?
How many secret areas are in the game? I was informed there's a secret area nobody has found yet. But before I try to find it, I want to know that's actually true. Lol
It doesn't specify duration, it just says "bleed chance from all sources is converted to ignite". But Gorebringer is the prereq node.
i thought this stuff was fixed
Anyone know? I'm super interested if there's an area undiscovered.
Hey Mike! Is there any additional content/changes coming to Arena in the works?
Leaderboard in general is great. I’ve played a lot of aRPGs and others like Grim Dawn have their “crucible” and even D3 towards the end “echoing nightmare.
But this means that if I were to get all my conversion to phys I'd only need phys res? 😛
Or like GD RoT (D2 mod) with the endless arena or TOA? And they get points to buy (similar to the area with the collected souls)
Will the 3 new chapters come with any incentive to play them beyond finishing the story? Currently beyond your first character you pretty much just grab idol slots and passive points and start monoliths.
No ETA yet
It only does what it says it does.
I don't know. It's really impossible to know if someone has found it or not. Hit me up on Monday with a list of all the secret zones you know of and I'll run it by someone.
Nothing specific planned just yet. It will eventually get more stuff but it's low priority. This is probably the state it will hit 1.0 in.
Yes, if you individually converted every damage taken to physical, you would only need physical res. (This is impossible)
The reward for completing the campaign (+1 all attributes) will likely stay on the current boss and new rewards will probably come for the new bosses.
Mm, something like this would be good.
I know it's been asked a lot, but if there is no chance of choosing new masteries, would a good halfway be something like you play the campaign once per base class, and it becomes easier to level a new character (EX. Mage to Spellblade, play through. Mage to Sorcerer, gets a much shorter way to level up (endless dungeon?))
We will not be considering adding anything like this for 1.0
Theres some roadplan for updates?
We don't have a publically available roadmap with specific features listed for upcoming patches and their release dates if that's what you're looking for.
Is the lack of echo rewards for certain items types (such as exalted belts) an intentional omission, and if so what is the rationale behind it?
So, I know this is not the 'support/bug' spot, but I'm just wondering about buffs from skills not showing up on screen.
#368968647114227723 , #suggestions-and-like-to-see . I wish Flame Ward had one too, for example
Are you supposed to be able to die in dungeons after clearing the boss? Im not sure if its a bug or a design decision so putting it in here
I mainly play the sorcerer role and very much like its abilities, one thing that I am finding though is the lack of lightning damage on weapons. Most of them have fire, ice or poison damage, I have been playing LE since the kickstarter days and this facet has not changed especially on wands. While I know there are some great lightning sorcerer builds out there I still thing this needs to be balanced more. Also playing today I found two of the same unique wand, "Alchemist's Ladle", with the following affix "32% chance to ignite, chill, shock, bleed, slow, poison, and blind on Melee hit", 135 increase melee attack speed". I have never found any sorcerer build that does melee, spellblade yes, sorcerer no, is there a reason that a wand has melee properties on it?
Think all wands have melee, incase for melee skills.
You might be missing that wands have implicit flat spell damage, which becomes the damage type of your spell.
Not missing that, just wondering why a support suffix has anything to do with melee damage on an item that is strictly for elemental of some kind, would understand if it were on a scepter but not a wand. Also wands also give implicit type damage on suffixes so just asking for a little more love for lightning.
The ladle? It's just a joke item
It's for druids that don't like to use their hands
ok, never played druid so definitely did not know that. appreciate the clarification
Until you get a 4LP version
Isnt it a joke from dark souls 2 where people made runs only using the laddle?
Any updates related to Masochist mode? Is it coming back at all?
so i pushed 3 chars over 400+ corruption now. But one question i am asking myself over the past weeks. Does the added item rarity work? Coz it feels like im getting more exalzed drops at 100 corruption. And the nodes are the same either way. It doesn't feel great if u dont get rewarded for higher corruption 😦
If an ailment applied by a skill kills an enemy, does that count as an "enemy killed by" that spell, e.g. Righteous Overload on Smite skill tree?
If I convert hungering souls to fire (possessed to ignite), will ignite now scale with spell damage from hungering souls like possessed does? Also, when converting one ailment to another, does duration also convert? What is the cooldown on fissures being proced by smite?
ignite wont scale with spell damage
duration wont convert
Ailment's never scale with spell damage.
Durations almost never convert. It would have to explicitly say that it does, and im not sure anything in the game says that.
Will Gloomstalker proc if the killing blow came from Shadow Daggers (that is coming from Shadow Elegance)?
hi dev, any plan to implement an ingame clock?
i ask here as support doesn't care and no one seems willing to answer, anyway epoch hard crashed my PC, after restart i cannot play offline, all characters even new are bricked, i click play but nothing happens, online "works" but i cannot move my character or use skills i can only use chat, i know its wrong place to ask but support dosnt care, all other places seem to ignore me... so maybe some devs here will at least bother to help me somehow
I'm not sure what more do you want from a wand? a specific favoring of lightning damage?
to the point that makes other elements look bad?
Watch your mouth, heathen
Copy the folder with your character saves to create a backup and then re-install the game
See if that works
i did that, still doesnt work :/
i even went and clear whole registry of any traces of LE
Are your driver's and such up to date?
yeah, its brand new PC too, i played for 40h with no issues
every other game works
What did support say?
in my 30 years of PC experience never seen such behavior from game... tech said nothing, standard reinstall and check file validity
im honestly out of ideas at that point
It might be good to wait till Monday, I'm not sure if they have people working on Sundays?
No, shadow daggers is procced by an ailment, not by any other skills
I'm very confused with "damage to nearby enemies", when does it mean only nearby enemies, when does it mean nearby enemies including the target?
There was one, it's missing due to bugs
It's 4 meters, the size around the first dummy iirc
radius is not my concern, my concern is about whether the target is also affected by the "damage to nearby enemies", or only nearby enemies excluding the original target
You have an example?
1 is spark charge, another is infernal shade combustion node
Yeah all enemies in the aoe
so in all cases, nearby enemies include the original target right?
is there any design purpose behind the ghost maker dagger providing necrotic dot instead of fire dot when the dagger mainly buffs infernal shade, a fire skill (and physical/bleed skill to a lesser extent)?
RNG still plays a significant role so it is possible that you get more stuff from the lower corruption. It is very unlikely and the vast majority of players will have the experience of more corruption giving more and better gear.
No updates, unknown.
It's possible that it could. I'm not sure if we put a check in there to stop it or not. I could check on a weekday. I think it should work.
Edit: doesn't work.
Yes, a bug removed it from the game on 0.9 launch and we do plan to fix the bug and restore it.
Hey Mike, given the conversations we've had about Shadow Dagger as a subskill in the past, this would be a very surprising result. We know that Increased damage to Shadows does not affect Shadow Dagger damage, so it would seem that Shadows proccing an 'on kill' from Shadow Daggers would be contradictory to that interaction. I'm interested in knowing what you find.
When the damage occurs, the distance is checked to see how far away you are. Please note that this effect wouldn't be passed along to subskills. It only affects the things the node specifically says it affects.
Yea, your right. I read it wrong. It won't work.
I'm not actually sure. Maybe it is there to either go with something else or a necrotic conversation was planned at some point. I actually don't really remember this item getting made lol.
If you continue the conversation with support, they will be able to provide the best help.
It sounds like you've tried most of the things that would be initially suggested. You could get extreme with it and do a full system backup, reload windows from scratch and start over completely.
It really sounds like the game files are having issues or some save file has become corrupted.
You could completely remove the game, settings, saves and registry entries. Reboot and start over.
Backups first for everything you want to save.
We really can't help you with any support issues here. I'm not sure why it seems like support doesn't care but I'd like to assure you that they do and would like to help you.
any reason why lightning dot aka electrify is only accessible to 1 class: sentinel?
Are you sure it's not available anywhere else?
None that I can recall, and if there are, it must be granted by unique items iirc, not built in the skill tree and passive tree of other classes
It would be really nice to see how such things get made
Though I think the necrotic damage might be connected to the name?
ok, will try to get it somewhere with support. As for the rest i already did clean sweep of all game related files, cleared registry, removed all leftovers from appfolder etc, reinstalled game etc still same problem persists, im not alone with such issue as i found few other people with same issue on different boards/disords and no one received any help or was able to deal with that issue. At very least you tried so thats good.
Yes so something is conflicting still. Full system reload would be the next step.
well thats out of the question, i have too much work related and annoying to setup software installed to do system reinstall not to mention zero guarantee it will not happen again if source of the problem is not fixed in first place.
does the 100% bleed chance converted to ignite chance on maehlin's hubris gloves also convert bleed chance from subskills like crimson shrouds and bleeding fury buff in puncture?
Should do
Is the lack of echo rewards for certain item types (such as exalted belts) an intentional choice, and if so can you explain the rationale behind it?
I'm pretty sure there were just not enough to go around and we figured those were the slots which had the least pressure.
Belts kinda have really good mods now, will it be something you revisit? If so in the near future or only way later?
Would it convert the self-bleed from Bleeding Heart?
Hello, I'm sorry if I'm posting this in the wrong section but I'm a PC player that plays with a controller (don't judge me lol). I was wondering why is it normally I can pick up an item by pressing "A" but after a random amount of time, that function goes away and I'm forced to use my mouse just to pick up an item.
This happens to me too, as a workaround you can try hide/show items (hold right D-pad) and it will usually start working again. Sometimes you have to zone out and back in.
@lean nimbus thank you, I'll give that a try.
When using the "Rune of Removal" is it suppose to reduce the forging potential to zero, if so then what is the point? I am trying to put a different affix on a wand and it keep ruining them all.
Is there anyway for Acolyte to dual wield?
It doesnt just put it to zero you can see under the rune how much fp it could cost
Seems you were just unlucky
Guessing the answer to this is “no”
No
1.0
3 times straight
If an ailment applied by a skill kills an enemy, does that count as an "enemy killed by" that skill, e.g. Righteous Overload on Smite skill tree?
@placid plinth Hey im that guy with crash problem, sorry to bother you but so far you are only person in whole company to care even a little, i know your not tech support guy. I just wanted to ask if you could tell your support team to actually care a little and try to do something? Only message i received from them was to check file integrity in steam (that i did as first thing) I even stated in support ticked that I did that already, described all the issues and things iv done and even ask them to not replay with that bot message about checking files in steam and guess what? Yeah, they said to check steam files... they didn't even bother to read ticket. So far on steam several people had exactly same issue and more and more seem to be affected by it, yet your support seems to not care in slightest...I will personally not bother with Epoch anymore and consider my money stolen but maybe you can prevent other people from hard crashing their PC since your tech support doesn't care at all.
OH btw i just fixed the issue, yes its game issue, yes fix was super easy and it has to do with connectivity to your servers after crash but just like support dosnt care i will not care to post fix here but will provide fix on steam forums to everyone affected. Bye and good luck your gonna need it with such support.
Any reason why set items can't roll with legendary potential like uniques? Feel like they fall very short behind uniques usually because their bonuses are somewhat mediocre compared to uniques, then lose out on being turned into legendaries.
that person did, in fact, not post there 'fix' to the steam forums. Dont take them seriosuly, criticism where criticism is due is fair, this persons just angry for the sake of it
Set items as a whole are getting reworked/buffed for this reason. No details or anything yet. Tho there are a few that can still be used
I think support is lacking post 0.9. I have a ticket in regarding shipping of physical items that I can't get a response on. They went silent about 2 weeks ago. They definitely don't always read the entire support ticket, either.
Desperately hoping my playmat doesn't get sent to my old address 🙃
Initiate says, "Initial strike deals more damage" on multistrike tree. Does this count for ailments from strike, since it doesn't specify hit?
Is there any way to get the old shatter strike animation? It looked so much better, the new one looks frankly pretty bad - why did it get downgraded like that? Went from brutal ice 360s to this fancy weird ç shapes?
Detonating Arrow's Copper Dust Arrow node says "cause the enemy have 20% less resistant", how does this "less" work? Or is this just a text issue and it's actually a resistance penetration/reduction?
Set items already needed to have a special tooltip tech developed for them to shrink because they get too long. Adding LP to this would make it even worse.
Having them mirror unique items would make them even less interesting and distinct. They are going to get their own system.
i'm guessing it's mean to say reduced resistances and it lowers them by 10% per point additive with other stuff?
Yes
No, we will not revert the upgraded VFX to the old one.
I'm really interested to see what set system will look like. I really dug the legendary system for uniques as a means to customize, Im excited to see what you guys come up with next
No
The arrow applies the stat -10% elemental resistance. It's essentially penetration for everything that hits it.
Question: Does the Blood Shade node take advantage of the Baneful node as well as Torment Beacon?
Or just Torment Beacon
The wording as well as the passives on Blood Shade does not clarify if it does or not
Can you post what those nodes look like?
Well you should, every single cold skill looks washed out now - downgrading for the sake of those running win95 isn't great
Thanks for the #368968647114227723
or you know, make it an mtx - always better to give the player the choice of what he wants to stare at for hours on end in an arpg 😛
then again at this point id take any mtx..
Those look like they all work. If you aren't sure tomorrow and remind me during NA business hours, I can look it up in the code while I'm actually at my computer.
ok sure
Does Torrent of Thorns (Thorn totems have a chance to release twice as many thorns with each burst) work with Titan's Bane (Thorn totems fire only one thorn with each burst)?
The Alt text on the "only one" node clarifies the interaction
thanks, it's a little confusing since it's in the same upgrade path. I understand it's a cost for a higher upgrade, just had to make sure
can sub skill Blood Splatter of Rip Blood hit Bone Golem and trigger the retaliate Bone Shatter ?
Yes, that's how people use it nowadays, one of the best necro builds
The audacity... 😂
Smh
Looks great devs 🤌🏽 keep up the good work
If anything, I'd just ask for Shatter Strike visual to be a bit less 'intrusive' (as in a bit more 'transparent') compared to other spammables, especially if invested into recasting. With melee aSpd high enough, it's just a giant blob that blots out a good chunk of the screen. Can be pretty obstructing in coops.
If I have a duration skill like Judgement (consecrated grounds) and it triggers a damage bonus from the healing, will subsequent ticks of the dot benefit from said healing (refencing the Prayer node in paladin), or will I have to cast another judgement to get the bonus damage? In other words, do skills with duration check for character stats every tick, or only upon cast?
Does Rampage still proc Roar even if Roar is on cooldown?
Are you able to get any unique from the soul gambler or is it a restricted pool of uniques to pull from?
Hello!! Just some thoughts of mine. Is there a chance for Last Epoch to have it's marketplace be integrated with the legacy banking system like debit/credit cards, but also with crypto wallets, so we can purchase skins and stuff like that with crypto? I'm using some crypto wallet services when purchasing stuff in projects like Star Atlas build around the Solana network and xSpectar build around the XRPL network. I see other exchanges offer the artists of the sold assets to take % from each secondary sale of the skins created. Overall this is really good, because the company and artists need to be incentivized to continue building around the game world and still retain some creativity rights over the sold assets. This type of data can be saved and shown to future investors and buyers/sellers. The artwork/items sold on the marketplace, will indirectly expand the company treasury because of the new players purchasing the game..
Any unique(that can drop normally not boss specific) + whatever is restricted to him
Are the remaining mastery subclasses anticipated pre or post 1.0?
In 1.0
