#👨┃ask-the-devs-not-support-no-bugs
1 messages · Page 16 of 1
I actually don't know any more info about him than that. They aren't an EHG employee.
That's what I was wondering, so good enough, thanks.
Is there a way we can make our loot filters highlight items on the minimap or change the sounds?
Not yet, I mean not beyond what already shows
Dang
can you confirm something plz.... IF i have 100 health. in a low life build with ward. Does the 60% reduction damage will apply to ward ? so if a mob hit me à 100 damage ( with no other reduction ) do I take only 40 damage ?
What 60% damage reduction are you talking about? Endurance?
I'm trying to find the exact wording but you can view that by looking at the tooltip when you mouse over your heath globe.
It says something like Endurance reduces damage dealt to health.
Your ward would take 100 damage.
My mate says it only take 40damage to ward and he is doing 1300 corrupt ( online mode ) as a bear class. so I wonder if there is a bug or not.
Ok thank you
It's not a bug, they are taking full damage to ward.
I mean, maybe it's bugged somehow but I feel like we would be getting a ton of reports that effect.
Thank you Mike. He should missing something. have a nice day
Hey mike, can you confirm if current items could become tradable when thats integrated? Or will only new items be tradable.
Any item without an item faction rank requirement will be tradable. Please note that item factions are not coming in 0.9.1
Thanks Mike!
Question: is range on leech intentionally limited? Playing the old standard LB sorcerer, with twisted heart and prism wraps. Have spell dmg leech blessing as well, ~10% spell dmg leech (7.6 elemental, 2.3 spell dmg). Noticing that when I engage mobs at range, no leech kicks in
Have you guys considered adding an enigma style item to the game? I want to play hammerdin but I wish he could teleport 😦
no
thanks... bug report inc
yes, we considered it.
Also, you can put teleport on smite and get pretty close.
Why does the Unique Two-Handed Staff "Jasper's Searing Pride" have an added (+) Melee Physical Damage modifier on it? As far as I know, Spellblades don't have any innate scaling with Physical Damage. I'm aware that there is a skill node for Enchant Weapon (Frozen Sparks) that adds +1 Melee Cold & Melee Lightning per 10 added Physical Damage on your weapon, but that seems a bit skewed to me.
Any clarification I can get on this would be appreciated, as I might be missing something.
It's a supporter unique and I'm 99% sure that's what it was created with initially. I don't remember the exact reason but it might have been to keep it in line power wise if it was thought that it could have been too much. It does look like it would probably fit fire more. It also probably fit physical more back when the base also gave physical. (yes I saw the reddit post, actually just nuked some childish bickering out of those comments like 5 mins ago)
I have not seen said reddit post. I've only just started playing LE, so I'm not as in-tuned to the community threads just yet.
ahh, well then just some auspicious timing then
But that at least explains why some of the modifiers (and base item) are a bit... "unique". I think it was based on adding as many skill levels to said skills (1-3 for Surge, Flame Reave & Enchant Weapon), as well as the +1 to Melee Skills innate of the staff.
I think balancing it to be a Crystal Sword, lowered the +X Skills to +1 only (since you can technically dual wield them if they are 1H instead), then changing the + Physical to a smaller amount of + Melee Fire &/or Lightning (added), then reducing the effect to add +1 Melee Fire Damage & 5% Ignite/Shock Chance, as well as reduce the duration of the stacks to ~4-6 seconds, that would make it more viable as part of the Spellblade's passive tree.
But then again, if it's a supporter unique, I don't know the policy on making changes to said Unique.
absence of life - aura of decay - "allies within range are healed by Aura of decay each second. Aura of decay heals more health the less health you currently have." - does this talent heal you as well as your allies? or only your allies?
it does heal you.
look for the wording "other allies" for it not to include you too
quick question....is there a calculator skills to see if i do something like add either 23% fire penetration with ignite or 109% increased Fire DoT...which would add more of what I want? if not...which do you, as devs, think is better?
Are there any plans to introduce fire conversion to purely physical skills like flurry or multishot?
There is no true damage calculator in game. As for which is better, well it depends on what other stats you have really.
i guess that makes sense. someone within the community channel here was super awesome and informed me that penetration would be better for my needs.
also, i dont know if it's been fixed, when i last typed in "fire penetration" in the ingame chat, the profanity filter got me...i think its kinda silly to have the word int he game, and not allow us to use it chat.
All damage type conversions are done with purpose. We very intentionally don't just slap all the conversions on all the skills.
There are base physical skills which have fire conversions but it has to be on theme. Forge guard and Paladin both have strong physical and fire damage types.
Rogue is not a fire primary so it generally has less of a chance to get fire conversions. We don't have plans to include either of those specific conversions at this time.
Thanks for the clarification! Good to hear about the design philosophy.
thats very good info to have. thanks Mike!
On the subject, do you have any plans to add more Void conversions? 🤞
We need some more characters with void based masteries to get many more.
I wonder if the developers have a secret master list of builds from interactions across passives and items and they do everything deliberately, waiting to see whether players spot the interactions to make builds hah
Nope
You figured out the sneaky part of my question!
Nice
Any chance we can confirm this issue too?
I'm not sure what ambush does off the top of my head but the stats for decoy are calculated when it is created and do not change unless specifically stated.
The decoy doesn't look back at your stats over it's lifetime
Hi Mike, thanks for answering my queries. I understand the concept/intention behind skill respeccing requiring relvling, but I'm not sure if the current iteration really fulfils that, and I do believe that it does penalise those who like to experiment with different nodes in the skill trees. You cited that you want players to maintain a connection to their character, but what if the player enjoys being a generalist? What if their class identity is centered around experimentation rather than specificity? I also don't see how requiring relvling for respeccing achieves extra connection to the character. For me the connection comes from the time I spend playing said character and the challenges I overcome with it, not how easy or not it is to respec. You compare respeccing with regearing and say that regearing should be easy because thematically it's as simple as picking up a new sword etc. But I don't understand how thematically it wouldn't make sense for a sorcerer for example to "forget" how to cast certain spells any more than not using a staff for a while would make them forget how to use that.
I know that respeccing is more detrimental to progress later in the game and negligible early, hence why it gets easier as players level. However, I would argue that being able to respec quickly and easily during the campaign is the best time to respec freely precisely because it doesn't matter whether you do or don't, and therefore you can have more fun just swapping between different skills and experimenting with them whilst not have significant consequences that hurt gameplay. You also say that it is not punitive or at least not designed to be punitive to respec by relvling, but I really don't see it any other way. I'm essentially having to do content not for any intrinsic rewards but instead just to access skills that I was not only using 30 minutes ago but had already leveled up once in the first place. When trying to min max all the different combinations in the various skill trees, it's very frustrating having to wait to try out a new idea fully by being forced to relevel for it.
Obviously not Mike, but cognitive load and memory are totally a thing and it makes perfect sense to me that a person can't retain mastery/proficiency in a large number of skills.
The respec cost early serves as a tutorial for new characters and having the system change at some level is not ideal to say the least.
I'm not sure I follow when you say that the respec cost early serves as a tutorial for new characters? Can you elaborate?
That's fine, but then wouldn't that logic also extend to proficiency in different weapon types? I imagine using a staff vs. using a wand and a catalyst are quite different even in a fantasy world, so where do you draw the line if you're placing limits because of thematic reasons?
We don't really view no charger identity as a character identity. I understand the desire to play in a sandbox and having the ability to make adjustments to your build is very important.
If you train for a decade on hammering nails. You'll be really great at it. If you take a month off, you get rusty at least.
The main point I'm trying to get across is that the skill trees are probably the best feature of LE, and I just see the relvling as a hindrance to that. It just feels like shooting yourself in the foot when you have designed such fantastic skill trees and then put artificial barriers up to trying them out
I also think you're missing Mike's point about respecs during the campaign because you're looking at it strictly as Lower Level -> Detriment. But in reality, the campaign is so forgiving and the power gap in lower level skills is so small that respecing is already very easy and costs very little. If you couldn't see the Fireball level being 3 instead of 5, you are not even going to notice a difference most of the time.
If you can freely respec at level 10 and then you're in the boss echo of a difficult monolith and you hit respec skill because you've been taught that it's free, you're stuck with a non-functioning build.
I disagree, I think it adds to it a lot.
I'm not talking about respeccing between lvl 1 vs. lvl 5 fireball, I'm talking about respeccing from fireball to lightning blast etc.
I don't know, for me personally it is definitely a hindrance. I'm a couple of levels away from lvl 100, and I love going into monos and trying out various combinations of skills and nodes within the skills themselves and, despite how much quicker it is to do that now vs. lvl 50 for example, it is still really annoying having to relevel.
Yup, it's going to be different for different people.
I wonder if there could be a zone which allows you to respec freely but only within that zone, so you can try out different abilities/combinations but also not bypass the skill releveling you want to keep in the system?
Or alternatively have skill releveling progress be alot slower if you completely change skills in your specialization slots, but alot faster if you are just changing nodes within a particular skill itself?
Anyways, just my 2cents
But then wouldn't you just be able to respec back if you discovered your new build was inadequate?
It doesn't have to be free to respec, just not necessarily a forced time commitment like it is now
We have no intention of adding a sandbox mode at the moment.
Ok fair enough
It has some knock-on effects and we think it will pull people out of the actual game. It's like enabling cheat codes.
But is it still like enabling cheat codes if you can only do it in a small arena-like space just to see how the different skills interact, and then once leaving said area you are put back into the relvling system if you want to make any changes permanent? It cuts out the time needed to experiment with different abilities, but keeps the sense of connection and progress needed if you want to make any changes permanent.
I agree with it pulling people out of the actual game though
Maybe you could have skill relvling be faster for skills in the same line e.g. all cold skills, all lightning skills etc.?
Having said that, I don't know how other people like to play, and maybe people prefer just sticking to one or two skills
I'll just point out that I've never read a build guide or anything like that which I know a lot of other people do, so maybe I'm in the minority
My n=1 contribution is that in D3 I hated that I could just swap any skill any time. I felt like it discouraged me from committing to anything when I could just solve any problem by picking a different skill immediately and made me more likely to give up on trying something new than trying to figure out how to make it work.
It creates a similar environment to enabling cheat codes. It's a sandbox to try everything and everything. It doesn't really matter if it's in a separate area that gets reverted or not.
But I don't see that as a problem, I see that as the player using ingenuity to solve in-game challenges
For example, in Elden Ring the difficulty is much higher than in any arpg, and respeccing depending on boss is very common
That's a fair point. Maybe a solution that isn't in a sandbox environment instead?
Which is one of my biggest critiques of that game.
Really? Why? Is it for the same reasons you mentioned re. respeccing in arpgs?
Yup
I think we see this from totally different viewpoints then
Yup
I mean, sure, but that's just what subjectivity is. You don't see a problem. I do see a problem. I like orange soda. You like grape soda.
As far as Elden Ring, I can't imagine blowing a limited respec on a per boss basis and I find it hard to believe that doing it frequently is common.
The respecs are based on hard to find items, but as you level your character you have enough skill points that you can have most skills ready to use at any moment i.e. enough points to have the minimum needed for a certain spell in int or in str for an axe etc.
You wouldnt neccessarily need to respec by reinvesting skill points as you got higher levels, you could do it just by changing gear most of the time, and certain spells/weapons required very high points in just one stat to use, but the majority you could use with decent points in all the stats
'posion penetration with plague' is 'plague' there a reference to 'spirit plague' or to something else?
I’m pretty sure it’s referencing the DoT called plague
It is an ailment. Look at the prereqs
what does 'look at the prereqs' mean
Well, I assume you are looking at the spirit plague tree - so the nodes you have to take to get to the one you are looking at
i see
Is there a hidden luck system in game? I found my new 100 corruption character more lucky with loot than the 600 corruption one.
confirmation/anecdote bias
it can be. Though, have devs ever stated that there is no such system?
guess you can wait to see what they respond with here 🙂
mikey, I know I've brought this up but holy fuck, shift is incredibly frustrating on controller...... I'm trying to be constructive but I should've just recorded what happened.... I was fighting lagon and you know how he has a beam attack that goes across the map? I was in the clear and I dashed the opposite side of him, but it decided to dash TOWARDS him because the controller was locked onto him. That is so fucking annoying. especially when shift is a part of my main build lmao.
Mike wouldn't be able to make it go away any faster , even if you tell him twice.
Imagine if everyone needed to vent and filled this chat with vent , instead of asking real questions. There's only 1 mike and 1000s of us. Vent in another chat.
lmao
Wait, is it only Mike that answers all of our selfish questions? Mike? Do you need to rest buddy? I'm so sorry...
If Hail of Arrows is converted to fire damage, does the node Aim for the Heart (HoA does more bow damage per stack of bleed) scale off the ignite? Or only bleed?
"Bleed chance is converted to ignite chance, and all effects related to bleed now depend on ignite instead". Yes it will scale of the ignite stacks.
Mike is generally the main dev to answer, but you will see other EHG people answer (Averielle for example). And other people from the community pop in to try and answer some easier ones as well
In the words of the Almighty Mike
Please vent in #💬┃general and post bugs to our Forum here : https://forum.lastepoch.com/c/bug-reports/23
If you have feedback on an issue that isn't a bug, you can post the Feedback Forum here : https://forum.lastepoch.com/c/feedback-and-suggestions/26 or to #368968647114227723
Thank you!
This modifier increases the average number of affixes on items, resulting in more Rare items and more Exalted items.
The guide says "Increased Item Rarity increases the average number of affixes on items", so does IIR not directly affect the tier of affixes? for example, if i can get more 2T6 items at 2000 corruption ,thats just because the chance of exalted items dropping is increased, not the average tier of affixes is increased, right?
@placid plinth This issue is not just for shift but all traversal abilities on controller. Instead of "teleporting" you in the direction your character is facing, which is how it should be, the game teleports you as a priority in the direction of whatever you're targeting but, if you don't have a target, it teleports you in the direction you're facing. It shouldn't be doing the first part imo. I've worked around it by always running past mobs before I teleport so I know I'm not targetting anything, but it still happens and is very annoying.....is this something that can be changed?
I ddin't think someone would bring this back up.
Have you found a solution?
I'm not sure if this a dev question though, it might just be general feedback
yeah just put it in feedback
We are very aware of this feedback.
TY!
Is the email listed on the careers page for EHG the best way to reach out about future openings which are not currently listed? Hopefully this question is okay to put here too 🙂
yes
Thank you Mike!
Very important question for you Mike. Are you willing to commit to at least one "fowl" pun for the Falconer class in either passives or skills?
But, isn't this exactly what offline mode is going to be? The only people that will like, potentially actually negatively impact the game as a whole through the use of a cheat code enviroment, are the same people that will do that with offline mode. As offline mode is just that with some extra steps. Which is kinda why a few of us keep pointing out that Offline getting content at the same time as online, will kinda suck for the game and content creators.
I get the point your making, it just feels like a few people have brought that same point up about things like offline mode before, multiple times, and it's not been seen as an issue. So it's real weird to see this being used as an argument by you. Honestly the point raised about a sandbox mode (while not something that seems useful or needed in game), is such a tiny amount of what offline mode will do when the games in a state to actually be testing stuff for races/build videos/figuring out the optimal arena builds etc..., that it feels wierd to have a reponse to it be referencing cheat codes. Offline is literally just a place to character edit, that will get all the same content at the same time (as far as we've been told multiple times), it will 100% create a situation where people have to be pulled out of the game, so they can go load up a test character, either mid race, as soon as a patch drops, or for content creators, literally over and over again as they test if somethings worth putting time into online for a build. Which will have a massive knock on effect of how average players then engage with the game, as people will be waiting to see the results of those tests with those 'cheat codes' (character edits), before settling on the build they're going to run. (You already have soooo many people asking what the best build is now, thats not going to change, just get more)
I guess the difference is that having a sandbox mode in online play would be tantamount to them endorsing the kind of behaviour you're talking about, but people doing the same thing in offline mode through actual hacking, whilst they can't do anything to prevent that, would not be the same as them endorsing said behaviour
they've said its not against tos
What isnt?
editing save files in offline
As in editing skill points, things like that?
you can edit a lot, but yes
I thought the offline mode is still technically online though, just without online features e.g. multiplayer?
no, its all on your side, the online aspect is login authentication
For example you can still use global chat in offline mode, so I thought those files would be kept server-side
Do you have a link or reference to where they say it's not against tos?
🛑
its been mentioned in this channel before since online hit
If you would like to have a discussion, please use one of the designated channels.
Sure np, I'm happy with your answer to my question Mike, but the other point was an offshoot from my question
As for editing offline save files, this was something which we attempted to enforce to some degree when there was an offline ladder. While I would strongly recommend that you do not edit your offline save files, it is not something we are going to attempt to regulate.
Offline is not just a character editor, it is held by the same in-game rules as online. If people want to cheat and abuse the system and in my opinion, ruin the experience, that's not something we can't stop.
I strongly discourage anyone from manually editing their offline save files.
yes
I just dont see the difference between a sandbox area in online to quickly try out different skill/passive setups, and a offline mode that allows near instant testing of anything you want personally. Both have the same potential to effect the gameplay experience at large, as evidenced by how many times we see people post links to builds people have blatantly put together by character editing in offline mode.
The obvious easy solution to that, is not having offline get all the same content at the same time as online, so that people have to engage with the game properly at first, because as you say, it does make the game worse. But the reality is, from like, lets be real, looking at literally every game with min maxing, that people want to know the best thing they can be running.
So I understand 100% your points against a sandbox mode, I just think the argument makes little sense when theres something even stronger, that is already being used in a way that warps the gameplay experience for people, right there, with no plans to diminish that (delaying offline content from online).
Just feels contradictory after we've raised the same points your making about a sandbox area in online being bad, and had them not really taken as being that important.
but hey ho
Could also just not bring a ladder back, probably fits the direction more
We are bringing the ladder back.
Offline cheaters will just be suffered with for now.
Has this type of approach changed then? #👨┃ask-the-devs-not-support-no-bugs message
Unless I read this wrong, this came across as saying that you would, in at least the smallest ways you could, actually help with using character editing for offline? (For example with this specific thing, this is what people will want to do in hardcore races. You can see this as a thing that people in PoE already do, where they go and run the harder bosses on close approximations to their race characters, just to get the feel for it etc... And the same in LE, people will want to test x+ waves on their race characters, certain bosses etc... and character editing to get the exact same character is something that will be done.)
Like im all for a much less tolerant approach to how people editing in offline is seen. But consistency on it would be great
No. That's for uploading online saves to 3rd party sites. Nothing to do with offline.
That was in response to someone asking about copying online characters to offline though.
That's right, the appropriate use case for copying online characters to offline as far as we see it is in order to share to a site like that. So we are planning on taking out the middle man (offline saves).
The site idea they asked about was specifically so people can share codes that other people can use to create an identical offline copy of it
Is that the appropriate use case you're referring to?
'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?'
for reference
I'm so confused how that jump happened.
We aren't planning on facilitating online -> offline.
Some sites (currently lastepochtools.com is the only one I know of) have build planners which has a function where you can upload a character save to it to quickly share the info with other people. Primary use case being build guides. We would like to facilitate this use case still.
As far as I know, there is no way to download a save file from lastepochtools.com to use offline.
Okay so the response in there was just a misunderstanding, got it.
I didn't have any misunderstandings.
I mean theres also responses like this one #👨┃ask-the-devs-not-support-no-bugs message
Im just pretty confused at what the messaging from ehg is on doing stuff to offline. Is it discouraged, and viewed as a negative cheating thing? Or is it okay to do stuff to offline, because its offline? And for those, where does modding fall into it, as thats generally come across as something the team is favourable towards, though would prefer to have modding tools for, but dont have the time to create them.
I get that its impossible for ya'll to like, actually enforce anythign for offline, but that doesn't, at least imo, stop there being a clear message of 'we are or arent okay with this'
before online, it was a clear 'we arent okay with this', but with online thats felt like its dropped off. But then we get stuff like above where you say its discouraged, though im not sure why its being discouraged, if not justt straight up said to be a thing that people shouldnt be doing, regardless if its enforceable or not.
And clear messaging would be important, as that gives us an expectation of what, in regards to competitive stuff, we can expect to be fine to do, or not fine to do. As enforcecability when it comes to, the hope of official races, is likely to be a lot more. I.e. If someone streams, then switches to offline and has the exact same character for testing. Or starts a race by going in offline and has a bunch of new gear etc...
How about this, when 1.0 drops, I'll be sure that we have a clear set of statements about these types of things.
Until then, editing your offline saves is fine but on a personal note, it's cheating and I think it's a mistake.
yeah that sounds fine ^^
How normal is it to find beer lol?
Most people will find one if they make it to late end game. There is another variant that is even more rare.
Oh that’s awesome
Wine 🍷 ?!
Is there any actual difference between beer and health potions though?
no
no
Is it prudent to keep all of my farmed uniques in anticipation of when the trade guilds go live? Or will only items after the trade guilds go live be tradable
all items which do not have an item faction rank requirement will be tradable
Will drop rate base values be lessened with the introduction of factions?
Yes, but not a ton. You will surpass current gear acquisition rates as you use the system. You can view this and more detailed information about the upcoming item factions system on the dev blog in the FAQ section at the bottom.
https://forum.lastepoch.com/t/trade-development-update-introducing-merchants-guild-and-circle-of-fortune-factions/51994
Hello Travelers, We’ve heard you and we have some exciting news to share with you today. You may recall back in December we released our plans for Item Gifting in Last Epoch. Since that time, we’ve been engaged in an ongoing conversation with the community about Trade. Many players expressed they were excited by our decision to champion finding...
Hi Mike, question about spirit thorns from spriggan form. Is this multi hit skill?
I'm not sure what you mean by multi hit skill but I suspect the answer is in the skill's description.
...and multiple thorns can hit the same target.
I am confused then. I clearly see 2 thorns hit the target and despite 327% chance to poison on hit every single cast applies 2 poison stacks.
Is there a reduced rate like warpath ? Can t find it anywhere if so
to the bug report then
Does anything affect boss drop LP rate?
Ive been told by a few people that nothing affects lp chance, its just a quantity over quality game
Ah man totally missed the FAQ on there. Thanks Mike! Glad to see they are being lessened tbh XD take care
Character Level.
If you think about it, that does mean it affects your LP chance, by making it not be 0%. 😛
No it doesn't.
No, nothing affects it at all. Zone level affects thresholds to start dropping them. But bosses always appear in the same level zone, regardless of your character level.
Yet!
Yes, yet.
Oh. Til
Sweet
Empowered versions will have better LP chance than regular though, right? Is there any way to improve drop rate of the rare ones for more pulls at the lever, like with item rarity modifiers?
yup
Hello Mike, is this equation: (1 - min(Resistance - Resistance shred, 75) + Resistance Penetration) * Damage Taken from the wiki correct for damage calculation as it relates to resistance shred and pen against monsters?
if so, is resistance shred the % shred or the % pen? or is it raw numbers?
it looks right to me, is the value, represented as a percentage. Shred is from the ailment.
it is important to note that enemies don't have resistance unless it says it under their health bar
Thank you so much
circles of fortune seems like hunting specific types of item in monolith using nodes but more easier for very rare type gear is what im getting at, that's very cool and more rewarding than hunting very rare gear with very high corruption monolith for me, it can be such a chore and can be bored easily. 😅
are deathchill golems, pyre golems and blood golems count as bone golems for this node?
Question regarding Global Traversal Skill Cooldowns.
If I have two Traversal Skills equipped (the Mage's Teleport & Spellblade's Surge in this example), I understand that using either skill will put the other on cooldown (and this is fine). After casting Teleport once (which has, at present a 5.9second cooldown), then casting Surge repeatedly as soon as it becomes available (with modifiers, at present it is a 2.4second cooldown), eventually, the Teleport's cooldown will overflow past it's base cooldown, extending it further. Subsequent casts of Surge will add more than 2.4seconds of cooldown to Teleport, extending it further (I don't think there's a limit). Is this intentional, or should I write that as a bug? I don't know whether the cooldown of a traversal skill should be greater than it's base cooldown.
As for why I have two Traversal skills that share a cooldown timer, that's a trade/build secret...
After doing some testing, if I extend the cooldown past a certain point for Teleport, it never comes off cooldown. You have to unequip the skill, then re-equip it for it to refresh the cooldown timer (THAT, I believe, would be a bug).
I'll write that up in the forums and attach a video.
Mike, are shadow daggers getting nerfed?
yup
I don't have any information on upcoming balance changes
Is there someone I could ask about that? Just to understand their philosophy
We aren't prepared to share information about upcoming balance changes before the patch notes are released.
does 0.9.1 have the item factions in it?
No, not even a little bit, we are still working on the back end development for asynchronous trading.
Hey Mike, can you comment on the hysteria going on atm around the bone curse "bug" using the cursed limbs and illusion of pain nodes together, basically casting bone curse or casting it off transplant and then having each hungering soul proc a bone curse crit. Is this intended? I personally don't see any bug with it when reading the nodes it sounds intended. I just want to know if my main toon is going to get gutted so I can prepare mentally.
I don't have any information on upcoming balance changes
Okay thanks, I guess im safe for now, just wanted to know if its been confirmed as unintended or not
my dude if you are talking about the current critlich that is generally considered Very Much A Bug, isnt it?
maybe i missed something but i have never heard it referred to as anything other
Yeah people are just calling it a bug and I fail to see or understand whats bugged about it
Any roundabout time we’ll get the patch notes to 0.9.1?
In the run up to major patches we get to enjoy Hype Week! For the week before launch date, the team will share information and content, along with the patch notes!
Ah yes, I remember hype week, glad your keeping it going! It was fun awaiting the patch notes every day.
TBF, it's been a known thing for many years...
maybe bug maybe not but I can not see the specialization for Healing Hand is this a known issue
There is no spec tree for it yet
thank you
will there be pvp in this game?
From Mike a little further up 
Ok thanks
Was there a change made to Shaman minions up until patch yesterday I could have both a crow and a sprigan form summoned and as of this morning i can only have one out at a time.
There is some passives that block you from have multiples companions. Did you took one of those?
No passives have changed i logged in yesterday and all days previous doing monos with two companions and then this morning no matter the combination only 1 companion at a time.
Unequip and re-equip your gear and idols just in case something there is affecting this, however the team is very open about changes they make so if it's not in the patch notes this is most likely a bug of some kind.
Please report this to our Forums here : https://forum.lastepoch.com/c/bug-reports/23 
ok I will thank you.
Nice 👍
Is there a possibility we'll get an option to rename characters, at least offline ones?
You can rename offline characters by opening up the save with a text editor
Offline as said above. Online, there is some procedure for #support I'm pretty sure.
Any plans to add additional classes/masteries in the future besides the ones presented currently :)?
Nope, I've done it
New masteries and skills are planned for 1.0!
I'm wondering if they mean besides those ones for further in the future 
In that case, answer is also yes
Can all hits be blocked? Or are there boss attacks that count as splash damage so ur screwed?
Yes, though it'll likely be more masteries for the current base classes before new base classes get added, as Mike mentions in these dev streams.
https://youtu.be/GkIHU_k4RFE?t=5971 & https://youtu.be/3B7UTUE67_Y?t=3130
All hits can be blocked, but damage over time (DoT) is not a hit and cannot be blocked. So if a boss attack is a hit than it can be blocked, and if it's a DoT than it cannot. Information like this can be found in the in-game Game Guide by pressing "G".
Is there any intention to let players lower the tiers of affixes on items? It would be baller to be able to deterministically lower an affix that you can't use either to be able to chaos again or despair (assuming you have the forging pot)
We don't have any plans for that at the moment but if you would like to suggest it, please do so over in #suggestions-and-like-to-see
Will do, thank you
Hi Mike, down in #🔱┃sentinel we were wandering
What type of damage is fissure?
What is the mana cost?
How long does it last?
We found 3 differents tooltips with 3 differents sets of info. 1 from letools, 1 from the in game tooltip and the 3rd from the in game alt tooltip
Hi,
Do you plan to integrate enchantments to be applied to equipment like Grim Dawn through factions or others?
We don't have any plans for that at the moment but if you would like to suggest it, please do so over in #suggestions-and-like-to-see
The proper skill tooltip and the one you see in letools should be the same. Those are generated from the actual skill information. The one in the node description is manually entered and would need to be manually updated if any changes were made so it is the least trustworthy. Do you have anything which would change the mana cost of spells? That would account for why the in game ability tooltip reads 28 and letools reads 25. There might also be different ones for different triggers. I know letools intentionally (and correctly) doesn't show all the skills which are in the game so they might be pulling a different skill with the same name and very similar info. (probably not though)
I'm the one who took the in-game screenshots, the 28/25 disparity is something else changing the mana cost so 25 would be the correct cost. Still seeing two different damage types though and I checked that again on a brand-new sentinel to confirm it wasn't anything build-related.
letools is right
Smite casts Fissure. The in game tooltip for the nodes Aftershock, Epicenter and Heavy Impact have linked the ability FireFissure which is a fire shifted version of Fissure which has the display name Fissure.
So that's why the alt-tooltip shows the fire damage version.
Does taking those nodes change the damage type?
Alt-tooltips skill tooltips in skill trees have an ability manually linked to them. The functionality of those nodes is implemented in a mutator script which also has a manual application of which skill to actually trigger.
These were set differently by someone or were the same at some point and one was changed without the other. The ability which is cast by Smite is Fissure with the display name Fissure. The ability which is linked in the alt tooltip of the Smite skill tree is Fire Fissure with the display name of Fissure.
oh I'm wrong
sorry, digging deeper
there is a fissure mutator placed on smite
the in game tooltip is right
it is converted to fire
So taking any one of the Fissure nodes beyond baseline Fissure will convert it to fire?
Since they're all linked to the Fire version. That...doesn't seem intentional?
No, Fissure is Fire.
@limpid dome there is a sneaky fire conversion that happens in the smite skill tree for fissure so you need the FireFissure skill for that instead.
One last question. 25% added dmg scaling, is that per second?
no
@slow ivy just watched your sealed affix video and I've got a new challenge mode for you.....normal items only. I had no idea this would happen and didn't think to try until I watched that.
Per 0.7 sec?
not per anything
Mike just curious, any plans to add actual oskills on items anytime in the future?
Does corruption have any affect on the amount of unique reward node echoes that show up in a timeline? Side question: any plans to have corruption boost chance for LP on items?
For the companion skill Crowstorm, if you have multiple crows, say 5, and they have different stats, such as one being buffed by Eterra's Blessing 100% increased damage, (or being affected by some aura in multiplayer) how is the damage calculated? Does it calculate based on the highest damage buffed crow, and then do the baseline 50% More per crow? is it averaged? is it random which crow casts it? are all the crows stats combined?
Yes, higher corruption = higher chance of the unique reward nodes spawning.
For sources of "Chance to Cast Fire Aura on Crit (1s cooldown)", is the cooldown shared or is it individual to the source? Is the chance capped at 100%?
They are additive into a single stat which only has 1 cooldown.
Thanks for finally confirming this. LE Tools no longer uses linked skill refs, that's why it differs from the game. I'll provide a fix soon.
Ah, there's indeed a conversion in fissure mutator that I missed.
any plans to add content where u explore the void world (or wherever this thing comes from) XD? its like we exploring our world in the game
Paraphrasing from Perry's stream. "The devs have said that anything that is datamine-able in the public client is postable. If it comes from the test client then it isn't."
Is this an accurate depiction of EHG's stance on information such as the Glyph of Despair video posted earlier today?
As far as I'm aware, the data used for the Glyph of despair video was taken from the most recently released publicly available game client. There haven't been any CT builds made since 0.9.0 went live.
Edit: sorry, misread the question. Yes that is accurate. While we did not post the exact chances on purpose, I'm not overly surprised that the values have been found. I'm not certain that they are perfect so I don't want to hard confirm them but I have no reason to believe that they are wrong.
Can Julra items drop with more than 1 LP ?
Hello ! Are 2 lp julra unique supposed to exist ? Me and some member of the community theorise 2lp julra item are not supppsed to drop, but can drop due to a bug. The amount of kills it takes to get one doesn't seems to make sense with the LP level of those items.
Woops didn't see froxy already asked. Sorry about that 😅
They can drop, but the the chance is pretty low.
Nah the LP is supposed to be 75 which is pretty mid/slightly above average. The actual rate of lp2 is on par with wings of Argentis. It's def not functioning correctly
Judging by the internal logic I don't see any restrictions, so it should be able to drop.
75 is... still on the high end of the system. If you have a random drop 75 with 2LP I'd consider yourself lucky.
Yea, 2LP on a 75 LPL item is lucky.
already dropped 2x 2LP julra's ring
Does anyone actually have julra lp2 gloves?
LP 75 and I never seen anyone post picture of these gloves
There is def something weird about drop rate of lp2 items in sanctum
I did a lot of runs
Yes. I have seen them online since 0.9.0 launched.
given how many people that did alot of t4 runs, i do find it weird that no one has posted picture of them.
and as stated earlier, its way less chance to get lp2 from sanctum than items of the same LP
im taking from own experience also since i did imo alot of runs
The amount of runs you would have to do to actually make that claim with a decent level of confidence is unreasonably high. Probably in the thousands, at least. Rng be rng, as they say.
I guess all of these talks might be due to distorted perception. E.g. imagine an item with high effective LP that has 1% chance to drop with 1LP and 0.01% chance to drop with 2LP. In common scenario you will mostly get 0LP and would be lucky to get 1LP, 2LP would be considered "very lucky". But the gap is not huge, it's just 100% less common that 1LP.
In case of Julra all items already have 1LP when dropped. So it's either 100% to get LP or 0.01% to get 2LP, because LP weights are not rebalanced for this particular case. So comparatively to 1LP drop, getting 2LP here is much more difficult and may be perceived as impossible.
Thanks for clarifying it, I think this is what most people was curious about :))
@placid plinth uh oh. Asmongold said he may play after the diablo 4 beta is over. This could be really good 😁
I have a couple questions:
- Is there any thought being given to easing the process of leveling alts? Being required to run through the story for every alt is a bit of a drag.
- Is there an updated "Roadmap" of what we can expect from 1.0?
1: they have no plans on allowing a campaign skip but you can use the dungeons as shortcuts to make the campaign shorter.
How do the dungeons make the campaigns shorter?
They act as mini skips, if you enter a dungeon as soon as you can in the campaign you'll pop out further along in the campaign.
How can I check if I'm being affected by the buff from Lethal Mirage which I specced into, a skill node called Phantasmal Presence and Rending Darkness?
After critting with the ability it doesn't show up on my buff bar
Your dodge rating & bleed chance should increase on your character sheet.
will the game always be gender locked for classes?
so the gloves gave Golem and Mage summon +2 but not the Summon Skeleton / Wraths would believe this to be a bug anyone else think so??
does Global freeze rate multiplier actually affect the frostbite penetration bonus from Snowdrift? It isn't reflected in the sheet values, but I know there are other cases like that
Do those other summons have the Spell Minion tag?
yes
Look at the tags again. Under the minion tags, is "Spell" one of them?
Yeah, that's the only thing that affects it
It is reflected in the sheet. Add more global freeze rate, watch your sheet frostbite damage go up
ok my bad you are right, I read a skill wrong, ty
Q for Mike. Any idea how seasonal stash will be merged with standard stash yet? Or is the team still working through the details?
Unknown so far. Probably need temporary tabs.
Thanks Mike 🙂 Enjoy the rest of your weekend
Is dev team thinking of doing something about stun, its probably been asked a lot of times, but still curious. Right now its op to abuse and really punishing on players
Will trading/factions come out before 1.0?
How does co op work with campaign, Do you keep what you do with the other person or is it by whoever is host?
I just realised my team is doing 9.0.1 release next Wednesday evening. Winning by a day!
😉
How does the chest to the right of the guaranteed Echo reward scale the amount of loot it drops? Does it drop more if you kill a percentage of mobs in the echo? Do mobs have a certain value (Uniques/Rares having more value than white mobs) ? Can we get some insight as to how to get more loot from it.
9.0.1 is not going to be released for many years probably.
0.9.1 will be coming out on the 25th
It's very friendly. You can even get completion for quests you weren't even present for in some cases.
Unlikely
No but if you'd like to leave a #suggestions-and-like-to-see on the topic, you can put it there.
Outrageous! I thought it was 9.1 0.91 and 91 all at once 😀
Kill more enemies.
I was wondering, is there any plan to add keybind profiles? Would love different keybind profiles depending on the class/build I am currently on. not sure if this is the right place to say this. if not lmk where!!
We have no plans to do so. If you would like to leave a #suggestions-and-like-to-see , that's the place.
@placid plinth do you know if this works?
"a portion of mana gained on hit is converted to ward" - if you're at full mana, does it still create any ward, or does it only create ward if you are low on mana and 'gain' mana?
Is full controller support planned somewhere after launch?
do you plan to add idol sets? and new unique idols?
It converts a portion of the actual mana gain that happened.
Yes, or before.
Idols are really just like any other item and can be set items in pure idol sets or even mixed idol/equipment sets.
We don't have any plans to do this but it is possible.
There aren't any specifically planned unique idols but they are possible.
Thats great!
Yes, it just waits to calculate it when it needs it because it would change so frequently.
ok thanks
Does the hype week start today ? Not sure if I am in the right channel sorry
Can we get a little bit more info than this if asked nicely? 🙃 Number of ennemies, rare ennemies, ennemies in relation to the map's total count?
Soon ™️
are we getting collision between player model and enemies back to the game? free phasing feels somewhat arcady-ish. i'd rather see it as a game mechanic one can spec into
Are minions affected by the area level penetration that mobs get? I'd assume yes.
It's also asked quite a bit so you could do a search for "steamdeck" then scroll down for dev comments
like this: #👨┃ask-the-devs-not-support-no-bugs message
In the future is art style and everything going to get a little grimmer? I dont want this to become Diablo or Path of Exile, but I feel like thats something the game really needs. I am huge fan, dont get me wrong. Just curious.
Which is why you were linked a response from the a dev twice.if you clicked on the link....
To be fair, I mistook yours for the name of the channel. Discord appears to have changed how links are displayed & it's not as obvious as it used to be.
Have you read the links?
#👨┃ask-the-devs-not-support-no-bugs message Then that one might be more to your flavour.
TLDR, they are improving optimisation each (major) patch, they don't support Steamdeck at the moment but may in the future after 1.0 (from one of the ones I linked).
No, but these are commonly asked questions, the answers to which are easily available.
And I'm linking to dev replies (on the subject of Steamdeck specifically) since the others are generic.
I am going to delete my answers, you guys flooded the page and killed my question which defeats the purpose of - ask the devs. Thanks a lot about that.
Pardon the phone screenshot. Does the wording here specifying spell damage mean that this node will not increase dot damage applied by static orb hits? I only ask because usually this wording specifically denotes "hits" if it doesn't magnify applied dots
Llama has been around for a very long time and the answers he linked are probably pretty good. I missed them but if you want a dev to reply, put it back up and I'll answer it.
Dots can be spells. I think you're talking about more generic ailment dots like ignite for example. That isn't a spell.
But like disintegrate is a spell dot for example.
Sorry I'll be more specific. This node won't increase frostbite damage applied with cold converted static orb, correct
The cold conversion notes that shock chance is converted to frostbite chance, so the Shocking Conduit node becomes a frostbite node. However, Storm Conductor specifically mentions Spell Damage. It would follow that Spells do more damage to shocked —> Frostbit enemies, but the Frostbite damage itself would be unaffected. That’s what Primeval and I are presuming, but some confirmation would be great.
Correct
Thank you sir.
Hi Mike, I have heard this morning that sentinel have an decreased drop rate rune dagger. Is there another class that has the same "restriction" ? Is there a place where we can find more info on this ? I could not find it
hi, does anyone know if paladin's manifest armor can benefit from increased damage over time if titan sword is unlocked?
There are no specific restrictions like that as far as i know. But there is current class requirement check for items that drop randomly / appear in shops / gambler inventory. Here's % of items that have current class requirement for level ranges:
Level 1-9 : 100%
Level 10-49: 90%
Level 51+ : 80%
There are some exception iirc, but better ask devs.
Hello, I'd like to ask, in Temporal sanctum, when in party, can 1 person clear 1 era and the 2nd person the other? And then just swap eras and loot eachother's map?
Is the loot proximity based, or is it global for the entire map? As in - if Items drop for each person in the party, will the other person still have the loot waiting for them at the end of the map?
Are the player numbers you saw at 0.9 as well as the decline of numbers until now within your predictions? Do you have a forecast for how many people will return for 0.9.1?
Server issues?
Sentinel does not have a deceased rune dagger drop rates. Next time ask for an official source for rumors.
If it has the stat increased damage over time, all of its sources of damage over time deal increased damage.
These seem to be resolved - if you are still having issues, please reach out to Support here : https://support.lastepoch.com/hc/en-us/requests/new 
There is a maximum range for loot drops. Each era is technically in the same zone but it's really far away from each other. You can't make it through using only one era anyways so you'll have to switch back and forth. I'm not sure what the max range is but you can test this easily
The daily active user over time of 0.9.0 is within our estimation ranges.
Is the level generating code programmed to guarantee that you need to switch eras at least once to complete the zone?
I'm not sure but I would be very surprised if not. The whole point of having the mechanic in the dungeon section is to teach the player how to use it for the upcoming boss fight.
Thx but how does the affinity system works then?
That is great to hear 🙂
will falconer be minion/pet focused class?
or does falcon can scale the same stats as player
Is it possible to revive a deleted char? 😐
He was asking about steamdeck compatibility/performance & something about performance on lower spec machines (in general). Hence the links to comments by you about steamdeck compatibility, steamdeck performance & my comments about optimisation in general.
is the new ladder be running from already made characters or are we gonna have to create new ones for it like seasons?
Is the new patch going to reset our online characters or is that going to wait until 1.0?
their last answer was that they had no plans of wiping online characters at all, even post 1.0, but rather maybe transfer them to something like a "standard" mode.
Yeah thats what I meant. With ladder coming out is there going to be a ladder reset where current chars go to non-ladder/std/legacy
what affinity system?
We don't have any public details on exactly how the falconer will work. It is going to be possible to play as a minion focused build and it is going to be possible to not play as a minion focused build. It's not like a normal minion.
Not from online. If you are talking about offline, you might have a local backup somewhere or Steam Sync may have a version too.
Skill synergy related question for the class Rogue:
The 'Shift' node 'Critical Opening' indicates the next "damaging non-channeled skill" used after shifting will always critically strike. The skill 'Decoy' has the tags "FIRE, THROWING ATTACK, AREA, DEXTERITY". Why doesn't 'Critical Opening' apply to 'Decoy's final explosion?
I was hoping to make a CDR focused build that uses Kelthan Blasting Agent and a heavy investment in CDR to see how far a Decoy only build could be pushed. Was hoping the 7 points invested would free up numerous affixes since throwing skills don't seem to have much +base crit available.
Are you using Shadow Cascade on shift? That will take the damage nodes irrc.
I am not, this is my investment so far. And the skill order Shift->Decoy doesn't crit with every use.
Hi Mike -- from the 0.8 patch notes, there is a reference to something called "Item-Affinity". Could you provide some context for this? @pine dome and I seem to misunderstand.
I see this with my first 2 characters. The necro and druid get significantly different loot drops, they both SEE non-class items once in a while, but they see their own stuff much more frequently.
Not sure if this is the right place to ask, but are the forge knight bugs being addressed in .9.1 namely great axe not proccing and animated weapons spawning behind Lagons tentacles in phase 1 and 2.
I'm just an ubernoob is all
I'm sorry, I don't have details of the status of specific bugs. We have many bugs recorded that we work on in the order that we believe will benefit the game the most.
Ty, always appreciate getting extra confirmation.
Ah okay, I forgot where this was. Now that does confuse me a little, why is 2h axe not an acolyte-affinity weapon?
Because most axes aren't good for acolytes and most acolytes don't use axes.
Fair enough maybe, but stuff like the bone scythe 2h axe that gives shared necrotic pen I had assumed was acolyte-y enough
Does Volcanic Orb's core hit multiple times as it collides/travels through a mob? I'm finding it hard to tell because of the shrapnel
Kelthan blasting agent currently stops sonic detonation node from working cause the decoy blows up too fast lol
is it possiblebto views someones profile on the ladder to check out thier gear, passive , skill and skilla passives
No, you'll be able to see their Level, Class, and Equipped Skills at the time of the ladder achievement. For example, it will look like this:
Ideally we will have either an opt in or opt out version with more details. It isn't guaranteed as a 1.0 feature and we will be looking to player feedback to determine the best way and what to show or not.
sounds good, didn't think of opt in/out
Hello, are there plans on bringing microtransactions back for offline characters? Even if only in online mode.
Kinda sucks that we have to grind new character from the start even if we don't care about multiplayer, just to be able to buy skins or use the pet we already got by buying the game.
Offline character cannot be use online. So your statement “even if only in online mode” doesn’t make sense.
What I mean is on the title screen you first choose if you want to play online or offline. You can choose online and then still play offline characters.
I think there is a distinction between online and multiplayer. Offline character can't be played in multiplayer mode. But they can be played while you're connected to the server. After all you do have access to global chat while playing offline characters.
The current implementation of offline isn’t true offline - as you’ve pointed out. But EHG intends to make offline really offline - so no chat.
If all you care about is single player. Why not just make an online character and not party up?
I can of course. I just don't want to start from nothing again. But if that's really their plans then I guess I have no choice.
Tbh I really wish it was communicated sooner. I wouldn't have invested time in those characters.
Any plan to have an official policy regarding exploits, bugs, etc for ladder along with 0.9.1?
When will you guys fix the servers related issues? (Stability, optimise multiplayer ++)
Hi Mike, how much block chance do I get for nearby enemy of I have a bastion and singular purpose?
My guess is 125 - 40 = 85%
Is there something happening with the conditionnal block from bastion that would change that?
It's 40% reduced, so barring any weird special cases and other block chance sources, it will be 125% * (1-0.4) = 75%
When the patch hit with the ladders, are current characters eligble or is it with fresh characters every season/main patch?
Did I mistake reduced and less in my calculations?
unless it has been changed since i tried this, there is a specific number you want to hit for explosion time to get the sonic before it blows up(its been quite a few builds between now and then). I wanna say its in the low 90's between blasting agent and the tree nodes.
You calculated it as -40% (added), which tbf is how most block chance stats are
Do we have more visual statistics showed in the panel in 9.1 ? Like critical chance of a skill ? And other stuff
Wondering if I'm missing something... I'm trying to Necro Flame Wraith build, and taking the Imprisoned Horror node, but my Abom just follows me around instead of being "Stationary" 😦 Kinda breaks the build.
Is there a node or ability or ?? somewhere else that would cause it to not remain stationary?
^^ Online char.
No, nothing should be overriding that, sounds like a bug.
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
Thanks, will do!
0.9.1 will not have any updates to the character panel.
Can we also have monolith corrupt level ladder?!
Does shield rush scale with attack speed, i tried testing but its so hard to tell and dont see anything in skill description? I noticed it does scale with movement speed tho
Has there been any discussion about having the option for people to mark their characters as private for the ladder, or people marking their characters as public. Instead of just having everyone always being private?
(Private meaning: Only skills shown. Public meaning: Skill trees, passives, items etc... shown)
not initially but it is a possibility
the damage tooltip of shield rush should very slightly change with attack speed but it will be negligible in practice. All it does is change the time which the ability starts being used in.
yes, I mentioned yesterday in here that if we open up more info, it will likely come with either an opt in or opt out style system for people to have the ability to hide their info if they want. We will be looking to the community for feedback on that as we do it. Initially, it will be what the post said. class, level and skills for all entries.
Also with offline the skills only showed what that character last had on the bar. Will this be the same for online, or will it save what was on the bar when the arena run ended?
It was always set up as whichever abilities were last reported.
Will the new system be snapshotting the abilities at the time of ladder placement? Like, to avoid people being intentionally deceptive and swapping in joke skills that they didn't actually use?
Yea, that's what I was saying the comment directly before
Ah, ok, I misunderstood then
You could cheese it by switching right before a wave ends though.
When the patch hit with the ladders, are current characters eligble or is it with fresh characters every season/main patch?
What's that new area shown in the reaper post?
I'd love to see a pop up (+ the corresponding functionality) :
"you cannot respec during arena. This includes changing your assigned skills.
Are you prepared to enter the Endless Arena?"
..... or have the Ladder report which 5 skills someone is specced into.
All I can say is that it is a new campaign zone which replaces a particularly out of date area.
I personally like the "no respeccing" in the arena method. It comes with some usability issues that I'm not sure how we can fix just yet. It won't be in for 0.9.1.
Hmm, interesting take on the ruined era 😉
When the patch hit with the ladders, are current characters eligble or is it with fresh characters every season/main patch?
Sorry, I wasn't ignoring you, I just didn't have an answer yet. Existing 0.9.0 characters will be eligible to participate on the ladder when 0.9.1 drops.
Given how much he tries to facetank, do you need more confirmation of his uber-noob status?
Okay thanks, is this whats decided for all next or just this one?
I don't know when the next ladder reset will happen.
Hey little question, do you guys know when you will start adding cosmetics to the game ? As I know you people, you may be focusing on improving the game first, but the more I play the more I want to help you guys more than just bought the game.
Yes, in 8 days.
The last line of the news post today actually says that they are coming in 0.9.1.
np
Tell me there is cosmic/galaxy cosmetics coming
Nothing purchasable in the initial version of the store follows that theming yet.
It isn't a large catalogue to start with but it will expand every major patch.
You guys deserve all the love game developper can get
🙂
This is the first game I play where dev are so freaking invested in what they are doing, it really feel through the game that you guys are just gamers that one day woke up and decided to make the best game ever
Could you please (if possible) mute the player "bengfan" in the german chat? Hes typing nonstop about Islamic Religion types, starts fights with everyone in chat and is annoying as hell.
Its really annoying
Or is there a report feature, where i could report him?
I probably should have asked this question here but...What is '-6200 be'What does be refer ?And same goes for "ag" IOtried to search the wiki but didnt found anything
Before Eterra Empire
After Gods
Has it been confirmed that the multiplayer will not be wiped at actual launch?
Please use this form: https://support.lastepoch.com/hc/en-us/requests/new?ticket_form_id=4416937240347
We don't intend to do any more wipes. I word it this way because it is possible that something major could come up which causes a wipe. We don't anticipate this happening.
When 1.0 launches, we will start a new cycle with a fresh ladder. All existing characters are planned to be moved to a "standard" style environment.
Love you Mike
@placid plinth Cool, thanks for the response
Another question Mike, are you the community manager of the game, or are you a dev that simply like answering to the community ?
Sentient AI. Obviously
I'm just one of the devs, you can catch my mug in the kickstarter video or on my weekly dev streams.
I see, it's nice to have someone that dedicated tho. Sometime interacting with people can get exhausting
First 2 weeks of 0.9.0 was exhausting
I probably should have just set up a mike bot for that haha
Lmao
Omg
I didnt saw on kickstarter that a pledge of 10 bucks was enough to get the game back then
Can we buy a mike bot too? :p
At any point in the past, was a design decision made that elemental damage would not scale ignite damage but elemental damage over time would?
It's highly unlikely, since both scale ignite damage
Heya team
Any plans for an official policy regarding bugs, exploits and ladder integrity management in 0.9.1?
No, and as mentioned, they both scale ignite damage.
Probably not as absolute as you might be hoping for pre-1.0 but we will take it seriously and evolve an appropriate policy over time. Don't forget that the ladder will be in beta too.
hi dev, any plan to make entangling root easier to proc in spriggan form? right now it's just too difficult and too long to cast it in spriggan form compared to druid for example
and not just that, maelstrom is generally more difficult to proc in spriggan form than other forms as well
Nothing specific but if you'd like to make a #suggestions-and-like-to-see or leave #368968647114227723 , please use the designated channels.
just need an word filter: Rasse,Race,Islam,Christ,Jew,Hindu and so on.
there are so many words in german, that get caught in the filter already that make no sense to be filtered
ok but banning anyone who want to troll someone or even recruit new sect members and so on, you can ban at least 1/5 of all players every month that to much work.
@frank trellis
@frank trellis @grim crystal This is becoming a discussion so please take it over to #💬┃general , thank you 
ok
Little question about the team. Who do you guys look up to as game developper ? Answer can be people or games. Also, have you guys tried to contact an editor like devolver digital, that is well known to let dev do what they want, or do you want to have the full control over what you game is and will be ?
will there be rewards for the best ranked in the ladder?
hey, im doing a dragonsong build. Im debating whether it is good to spec into multishot for "readied arrows" and then going "back to back" and then to "repeater bow" for increased multishots while using cinder strike in hope for getting more dragonsong procs? But im not sure if dragonsong can proc off of multishots from readied arrows and if back to back works with only procs from readied arrows, anyone know?
Another question, why sometime when entering a zone some part of the zone is already revealed ?
Known bug!
Iirc, Eterra next to your HP and The Observer next to your Mana pool!
Not in 0.9.1, no. The ladder will have too much volitivity initially.
I think each of us has different people we look up to. Given how influential D2 has been to me as a gamer and developer, I was a little star struck when talking to David Brevik. A few of us had a couple calls with him that were just awesome. Same thing for the PoE devs, all of them have been really great.
One of the main reasons we don't have a proper publisher (which is I think what you mean) is that we've wanted to maintain full control over the game content.
I think you'll have better success with build crafting questions in #❔┃ask-the-community . Triggered multishot should be able to trigger Dragon Fire no problem.
Will there be a merch shop ? I would LOVE to buy a playmat but dont have the 240 bucks for the supporter pack
Yes, I don't know when it will be available. I've been begging for it for literal years.
Oh my god yes please
Please tho, do not only stop at tee shirt and mug. We want playmat, deckboxes for cardgames, a lot of goodies like that
TAKE MY MONEY
how much will the eternal series supporter packs cost?
I want a Mike bee bobble head, please
This ^
@unique hazel @pine dome You can make Merch suggestions in #suggestions-and-like-to-see and I can start a log for them - might help to know what players would actually like to see 🙂
YES
Mike, does + flat damage get added on to a skills' base damage before or after multipliers like % phys damage increase gets multiplied?
is it:
(base * mutliplier) + flat
or
(base + flat) * multiplier
?
Mike, do you have a concept art of the reformed echo ? we have seen shard but not the relic itself if I aint wrong
Any plans to add earnable/free cosmetics?
I would bet they do, honestly, seeing how long they took to add purchasable cosmetic and how much we had to harass them so they do it lmao xD
We will list the prices once their contents are also available.
2nd one, base + flat then all multiplied
Sorry, I have no idea what that means.
Yes, we don't have specific details on that yet and the initial ladder season won't have rewards like these.
Hmm
Let me rephrase it
Basically early in the game we collect 3 shard of the epoch
And I wondered if there was a concept art of the full epoch
And yes i'm stupid I wrote echo instead of epoch.
Also where can I report a bug ? If you use dancing strikes with a range weapon you cant move until you use a spell
It's the ball and two "spikes" in the O of Epoch in the game logo
Oooh
look at the game logo at the end of a trailer
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thank you. :smile:
I want that on a necklace or a ring
Lore question: Are all the classes from the same time period?
@placid plinthwith the introduction of cosmetic/microtransactions
Will you guys fix the server related issuses with some of the $$$?
If I buy a cosmetic item, say, a cloak, will I be able to equip that item on all of my characters?
yes
We will continue to work on the server stability and performance as a top priority issue.
Yes. It won't let you buy 2 of the same cosmetic.
And even when they give us cosmetics, they do it with our interest in mind
So many decisions you guys make are brilliant, but I really don’t like the “buy cryptocurrency in arbitrary amounts that inevitably have a bit leftover to entice you to buy more”
Just let us pay the precise amount, in currency, for what we want!
will it be possible to make our own content for the cosmetic shop ? The idea is that you as devs cant make all the cool shit alone and like in the good ols days of dota 2 the community can make some cool stuff and get an share of the earnings of the shop for it, so the devs,the content creators and the players get all the good things an winwinwin situation.
We don't have any plans to open it up like this. It's a really interesting proposition and if we were potentially adding out of universe things to the mtx shop, I'd be more inclined to pursue it. I think we would see a lot of people wanting to add things that we wouldn't find acceptable to the store. Getting a pre-approval of the idea before hand would end up being necessary to prevent creators from just wasting their time making a Darth Vader helmet and light saber only to have us say no.
So, hard no for 1.0 but it's a really cool idea and would be sweet to do if possible.
valve does this with dota2 in the old days and made millions out of it every month...... then they get greedy and the share for community skins for the maker dropped to i think 15% ? now you see community skins very rarely.
Dont make the same mistake with your shop, the prices in the news about the shop are not only to dam high they are redicluis .... they are like stealing and not giving the community something back. We dont need to buy anything right ? thats not the point here, the prices show many of us that the motive is greed, pure greed. And even when most uf us wanted LE the Diablo destroyer....... this cosmetic shop you show us, tell us LE is down in 2 years. No Man sky makes free Addons every 3 months over the last 6 years and the financed it only by the selling the core game. When you think we dont take your prices in the cosmetic shop the wrong way and cheer for it. You are very naive.
thanks for the #368968647114227723
this will be the last time i post here
Mike, does the Rogue Passive Swift Assassin, shown in the screenshot, provide +8 flat melee and + 8 throw?
or is it only the +8 physical damage
All added damage needs to have a type associated with it. The description says that it is adding melee physical, throwing physical and bow physical damage.
Thank you. Does this mean shadow daggers receives +16 to its base from 8 points in this passive (before its 4.5x multiplier on these stats)?
That skill is so janky, I'm not confident in answering any questions about it. It will get either 0, 8 or 16.
Haha! Thank you
which I know is of no help at all
I thought the damage calc only added things like that once to any skill with the melee, throwing or bow tag, not adding +8 melee, +8 throwing & +8 bow phys damage.
that would make sense and I think is what happens, I'm just so frequently wrong when it comes to shadow daggers
Is EHG open to modifying or changing the cash shop in the future based on feedback (e.g. dollar to point ratios, item costs, FOMO) or are things set pretty much in stone?
We are always looking at feedback.
Does each projectile from Spriggan form's Spirit thorn hit the same enemy? If yes, do they apply ailments per projectile or per cast?
Im asking because even if i have 100% chance to poison on hit, most times when i hit an enemy and it seems all 3 projectiles hit, i not always apply 3 poisons
They can hit (says so in the tooltips)but I had the same problem. I made a bug report
@bleak harbor btw, for example, Mourningfrost double dips with Shadow Daggers. That node probably does as well, but I haven't tested.
Nice thanks, good to know im not the only one
I'm trying to test it now, but there's something weird going on. With no passives at all, on 5% of occasioms, my shadow daggers with no gear but a level 4 white dagger will do double damage
@slow ivy it almost looks like it's triple dipping?
left most column is the 50 damage values for a level 100 against training dummy with no blessings, passives
a level 4 white dagger
3rd column is the average and the average if it would not have crit (x / 2)
4th column is with 8/8 in swift assassin
6th column is the average, average if it would not have crit (x / 2), the difference between the two non crit averages, and that difference divide by 4.5 (to account for the 4.5 multiplier shadow daggers has on flat damage)
perhaps it's getting +8 throw, + 8 phys, and + 8 melee?
This node separately adds:
+8 physical melee damage
+8 physical throwing damage
+8 physical bow damage
So it should add +16 to SD.
And not to feed something that probably belongs elsewhere at this point by too much, but you probably have 4 dex at least, which means you should expect about an 18 to 19 damage difference, which is very close to the test result.
Hi 👋
Has it ever been considered removing the weapon requirement for void cleave? Or even adding a node that allows you to use it with another weapon?
If so, how would it impact negatively?
Why does Sorcerer have passive [Rune of Winter] that changes Volcanic orb > Frost, but also has [Frozen Orb] passive in Volcanic orb skill tree that does the same?
Shouldnt one or the other be some kind of boost and not do the absolute same thing?
you can convert volcanic orb in passives without wasting a skill point, if you dont need the nodes past it
i do exactly this
But the nodes are really good. And passive Sorc tree also gives solid buffs
one skill point is MUCH more valuable than one passive point
also, we dont need to discuss this here
np np
How are conditional nodes defined? Do they need to have "if" or "when" in their description? Or are "Deal more damage against [ailment/distance/health] enemies" also conditional?
Do all the % multipliers add together before being multiplied to the base? or do they all get multiplied individually?
If I have 15% melee phys, 15% phys, and 15% throwing phys, do i get base * 1.15 * 1.15 * 1.15 or base * (1 + 0.15 + 0.15 + 0.15) ?
increased damage is additive, more damage is multiplicative
fantastic; thank you
Yes, it just impacts the thematics too hard. Maybe if we renamed the skill Void Smash or something it could work better with a blunt weapon but we really want to give it more of an identity away from erasing strike.
The passive gives extra cold damage stats too. The conversion on that node is more to signpost to you that it is possible in the skill tree of a later unlocked skill.
"Deal more damage against [ailment/distance/health] enemies" are what we mean by conditional nodes. They are conditional on some status of the target.
I see.
Hey,
Is there plans to add buff durations, and to show us all the buff we get from diff procs
And detailed info about minions? if not ill go more into detail in suggestion channel
On kickstarter for elder supporter, it says 500 Cosmetic Points ($50 Value)
however in the news post today it says the $50 value is 755 points. Will it be 500 or 755?
Uh... These MTX prices are extremely high. $13.25 for just a cloak? $11.82 for a tiger pet on fire? How much is an entire matching MTX set going to cost at this rate because it looks like EHG is matching Path of Exile's and dividing by two. PoE is really overpriced so even if you discount it by 50% you're still in the realm of hella expensive. Lower everything another 40-50% and I think you'll be right where it should be.
Also $1:10 ratio would be nice. Anything else just feels exploitative so that way we always have a weird balance leftover to encourage buying more. My supporter pack on the website and Kickstarter says I get 350 points with my copy of the game ($1/10) so why the change? Had it right the first time.
Since steam take a cut, can we purchase directly on Last Epoch site or is steam the only way moving forward?
I play on steamdeck and having issue. I cant enter majelka upper dessert. The game always crashing. Anyone having same issue with me?
might have better luck/visability in #❔┃ask-the-community
does 'navigator's shot' on detonating arrow - 'detonating arrow now slightly seeks out targets' have any effect when you use the melee daggers (jelkhor's blast knife) for detonating arrow?
1:10 ratio is not good enough dude. This game is buy-to-play, not free-to-play. There is no justifiable reason for a cash shop to exist when they could sell dlc's. Which would sell really well with no drama.
All purchases go through Steam in one way or another. If you'd like to support a content creator instead of Steam, you can buy it from their Nexus store which gives Steam's cut to that content creator. We've tried the stand alone laughter in the past and Staam more than earns it's cut given the services we use for Epoch.
No, it only affects projectiles.
But imagine the possibilities
It's been a long time since I've seen someone struggle to enter a specific zone. I've never seen it on a steamdeck and it's technically an un-suoported platform but you could try unplugging or plunging it (go towhichever state you aren't in) headphones right before clicking the zone transition.
It's an old bug that I was pretty sure we fixed properly as I haven't seen anyone reporting it in a long time. So, it is very possible that this is actually something different with a similar symptom.
I have, what? How? I, um? What?
Can you speak on which gap in the current progression next to uniques and legendaries Weaver's Will is designed to fill? I am too dumb to see it myself.
lore wise: who is the weaver??? are they an Eterra/Orobyss level diety?
Any chance older items might be reworked as weavers will items?
Question about Apogee of frozen light - Is there a cooldown to generate stacks? How many stacks can you have? Do they stack if there is multiple stacks? also what happens when i DW? Does both swords give more dmg? Do i end up with 1.31x1.31x1.3 multiplier? This weapon seems so broken its not even funny
From today's post, can we assume legendary affixes don't change the level requirement anymore? Seems like an insane boost to leveling alts
how many "weaver's will" items will there be in 0.9.1?
That's only for Weaver's will I think.
what happens to existing online characters when the new patch is released?
You keep on playing them
Unless you don't want to.
But the devs aren't going to do anything to them, though come 1.0 they'll be moved to a "standard" league.
Not a huge number but a few. Specifics to come with the patch notes.
probably not, it is possible but the new ones were created specifically with this mechanic for them
sorry but you'll have to wait and see on this one
max stacks = 8
only ever gain 1 stack per minion death
buff is static regardless of DW
So Weavers Will:
if it has WW 6, it could have 1-1-1-3 affixes, or 6-0-0-0 (prefix and suffix slots.) Am I correct?
Like Tier 1/1/1/3, or it could simply have 1 t6 affix?
How many stacks of Golden Aegis can you get on the new shield?
Isit infinite?
Another question, Are the packs showed on the MTX announcement Tiered?
4
yes, tiered
sorry, won't get an answer to this today
Does the Summon Spriggan's node Creeping roots scale off your Ensnaring root tree? Cause it doesnt specify if it does or doesn't like the Summon vine node in the same tree (that specifies that they are not affected)
Summon Spriggan uses the ability Ensnaring Roots. You have the ability Entangling Roots. Your Entangling Roots skill tree does not apply to your Spriggan's Ensnaring Roots skill.
Oh dang my bad, thats true (and also sucks lol it would be great if it would synergyze)
I purchased this game in December 2020 because I wanted to play Falconer. It's been sitting in my library since then and update after update, I still can't play it... Any planned release date?
Falconer, Runemaster, and Warlock come with 1.0, which is hopefully the end of this year but cannot be promised.
Thanks. I suppose a three year wait is normal by today's standards.
Considering they were a fraction of the size as a team 3 years ago, seems reasonable to me
Little question, if you buy the 50 bucks supporter pack, do you also get all the below tier ?
Where's the town update you were supposed to show
booooo 😛
So all the stuff they are talking about like weavers will, cosmetics and reaper form and ladder are all in 9.1?
yes, all of the news hype stuff the past few days will be in .9.1. thts the whole point of the hype week, getting you hyped for the new stuff this patch(though some of the MTX stuff is getting changed due to feedback)
What about giving EP (cosmetic shop cash) for bug reporting?!
have the same question
Will 9.1 put characters no into offline like a season transition? Or will the update just overlay what is currently in place?
Characters never get moved from offline to online or online to offline.
Thank you for information. I'm relatively new to the game and didn't know if it was resetting like a "season" would
Nope. That's planned later and resets are not required to play new content, only if you care about trade economy and leaderboards.
mike answered on stream, you buy pack you get the items from that pack only @unique hazel
That's awful considering you're not getting equal cosmetic points for dollar spent. Prices might be lower than Path of Exile's store but at least they gave you the points and everything below.
so you get in all packs the same stuff and points but just random pay more for one than the other ? means if you like the look from the 50 dollar one more its just your bad luck ? not happy with that
imo (not to spam the channel too much) the more expensive look better, but it's kinda to support the game. It's a supporter pack after all.
So if you wanted all of the items you'd have to buy all of the packs at a cost of $140.
dont see the logic there. they wrote in the post about some like one cosmetic very much and some another one so if your unlucky you have to pay 50 instead of 20 (while same amount of points given) if you like this one the most just because. very unhappy with this
@placid plinth So if the above is the case, what's the point in buying the more expensive pack? Especially if you get the same amount of points?
It's a supporter pack not a cosmetic shop, but w/e. If you are unhappy with how things are probably best to head to #368968647114227723 and leave a message there. You are not the only one that doesn't like it how they introduced it to be, so they might change it, who knows
i let a message in feedback
Having the higher packs not include the lower packs I think is the same reasoning behind different cosmetics being different prices in general. The ones we put more oomph and pizzaz into end up being priced higher. So for example, the top pack has a back slot which has these nice animations that go with it and is much more over the top than the Traveler pack which looks super cool but doesn't have an animation that goes with it and is relatively less flashy. The points are supposed to just be a bonus so that if you do buy a pack, you can also pick up some other cosmetics that maybe released since the last time you looked.
I expect that it was considered to have them be the "and everything from the packs below" style but I think that the problem with that is that they quickly get too big and expensive and if you just wanted the highest one, you would be forced into buying the lower ones too. This seems like the far friendlier way to do it to me but I could be very wrong about this.
What are the chances of me hitting 28 weavers will? Also is the chance the same for each item or similiar to LP where some items are harder to roll lp
Details unavailable yet.
if i have 106% cold pen...that means that mobs have -106% cold pen, since mobs generally have 0 resistance? or is there a cap on it?
-106% cold res
but yea, no cap
I think part of the problem is that the extra value isn't justified when the "coolness" isn't inherently obvious. Could be the fact that animations aren't really shown to us yet , and that everyone gets the same amount of epoch points and bird.
The higher portals are also really intense too. We'll have preview videos of them going up. The just have to get re-rendered because of the changes this morning.
Hey Mike, just so we're on the same page conversation wise here, I think the idea (and certainly my idea on it) isn't that you all packaged this together and then raised the cost for doing so, but those prices remained and gave the lower packs. That way people wouldn't have to spend $140 every three months if they wanted all of the best cosmetics EHG puts out ($560 a year!). $50 would still be 15 more than the game costs, and would be another win when it comes to offering more player friendly prices compared to the competition. To me, this seems like it would be a huge win and still provide the community with a sizable opportunity to support the game through the pack and additional cosmetic shop purchases if they wanted to support the game even more.
I can't comment on the actual prices of the packs so let's take real values out of the conversation for a sec and use relative values instead. As an example to illustrate what I'm talking about only that is. And I'm making these values up/using easy numbers to just illustrate what I mean.
Individual Packs
Pack A - $1x
Pack B - $2x
Pack C - $3x
Pack D - $4x
All 4 packs - $10x
All The Lower Packs
Pack A - $1x
Packs A and B - $2.8x
Packs A, B and C - $5.5x
Packs A, B, C and D - $9x
All 4 packs - $9x
OK, sure the bottom model is cheaper to buy everything but it's more expensive to buy anything in B/C/D.
Now, I get the feeling that what is being asked for is this:
Pack A - $1x
Packs A and B - $2x
Packs A, B and C - $3x
Packs A, B, C and D - $4x
Now, I think I'm missing something because to me this the same problem with having bonus points in the points packs that we just got raked over the coals for. "c'mon, buy more, it's cheaper if you buy it all together" being the tactic at play. Which to me is the same thing as a bigger bottle of mustard costing less per ml than the little one but I'm not sure why that's different.
The stuff in Pack D is bigger, flashier and fancier. We put more time and money into making it and I think it will be more desirable which means it's priced higher. So, using a cumulative pack model means that we are pricing the top tier pack at the same as the bottom one right? (assuming that the price jumps are linear and equal to the price of the base pack)
I don't believe that it is friendlier to include all the base items but am very willing to be proven wrong.
What I'm reading into for your feedback (and I've been eves dropping on your streams a bit lately) is that you want the prices to be lower and the quality to be higher. I think this is a different issue to if the packs are cumulative or not.
If we split these 2 issues up and isolate them I think that it becomes clearer that cumulative packs are less friendly. I think that if we were to simply leave the prices as such and then bundle all the lower tiers with the higher ones, we would just move the issue to be wanting to buy just one of the packs for less.
I do hear you that you think that the prices are too high and I don't want to discount that. I just don't think that combining the packs together is a good solution. Maybe having a big bundle pack that included all of them for a discount would be better, I don't know. I want to stress that the conversation is not over at all.
Tbf I really think a good way to think about it would be to add more point into the higher tier pack, and make pack purchasable with points
This way you could decide to spend your bonus point on lower pack if nothing else on the shop interest you
Ofc with making the right calculation so you couldnt buy every pack with just the bonus point, if you get what I mean
But that being said, you guys are listening to us. This is what is important. You are not blizzard, we all hate blizzard, and I'm sure in the long run a solution that is both economically viable and good for the players is gonna be found, just require more discussion, that you guys are willing to have anyway
makes me wonder, it is often not a whole pack I want, but part of the pack.
System-wise will be complicated, but I dont mind giving up these bonus points for another one mtx from any lower pack
Maybe another token that u unlock , trade in for 150pts or one thing from the lower
150 is already $15 of value, that should be close to the 2nd tier pack anyways
while I dont know how many items per pack we have, i assume buying top 3 packs giving u 3 tokens will be close to getting the entire lowest tier pack.
I am happy to not swipe again tbh
(All of that being said, I still will sell all my belongings for cosmic/galaxy themed items)
I'll make a few suggestions here, not sure how this will be viewed.
Why not just have 2 packs each cycle instead of 4? Is there a specific reason 4 was picked? With 2 you could have 1 "basic" pack for a cheap price say 9.99 or 19.99 that just has some of the more plain things that aren't flashy. This is for those that want to support you guys but can't dump large amounts of cash every cycle. Then the other one could be something like a "premium" that has the flashy items. This one could be priced something like 49.99 or 59.99.
Another suggestion tied into this is after that cycle instead of doing away with those supporter packs just mark them down say 25% for each cycle after they were released with a cap at 75% off on the 4th cycle after initial release.
This would allow you guys to still make money on these packs afterwards and gives new players who may pick up the game after the cycle a chance to still get previous supporter packs. It would also remove the fear of missing out I've seen some in the community voice concerns over.
You guys have a great product and a great vision. We've trusted in you guys thus far now just trust in us that we will support your vision. I'd even challenge you guys to not follow the industry standards with what's been done with monetization lately as it's starting to sour with the gaming community.
And if you give us a backpiece skin like the atlas core from poe, i'm giving away even more of my belongings lmao
Very good idea
@placid plinth If you are worried about backlash and being "raked over the coals" why are the supporter packs only available for 30 days when you could make them available indefinitely. This is an inherently predatory fomo practice industry wide, but you want to do better as EHG has already proven.
Like lightfuzion just had as a suggestion, if it's truly meant to support, why not keep it live and discount it next cycle?
Last Epoch's existing ardent supporter packs grant you previous tiers. It just seems like EHG is regressing on good decisions made (ardent packs already did $1:10 points) and negative feedback has to be received to revert to those good decisions.
Assuming there's four cycles a year and each one has its own lineup of MTX 4x140=$560 which would be $80 higher than Path of Exile's highest yearly core pack. I think I speak for everyone when I say Path of Exile's MTX are already obscene and you're thinking about exceeding it?
reminder this is the #👨┃ask-the-devs-not-support-no-bugs section, places like #368968647114227723 and #suggestions-and-like-to-see are better places for this discussion
I get my back up a little when that predatory term starts to get thrown around. I'm not sure where you got that 30 days number from but that's just flat not true.
Yes, we could make them available indefinitely but that causes a problem that has nothing to do with predatory tactics. The bundle packs just start to build up and 10 years from now when we've got hundreds of supporter packs and people are wondering why we have so many, what do we do?
Now, I'm not saying that they need to go away forever but I do think that it is important to limit the number of packs that are simultaneously available. So, for now, how about we just call them the current packs?
From a personal standpoint, my favorite community suggestion that I've seen on the topic in the last day or so was to have a rotating "wild card" pack slot. I think they said something like have a random pack that gets added on as a 5th pack each cycle that is one of the old ones that is back. So you know that eventually a pack you might have missed will probably come back at some point. No idea on the numbers and rates etc but I really liked that one.
Same reply as this one: #👨┃ask-the-devs-not-support-no-bugs message
Okay so why would the items need to remain as a support pack? Why not just release those items in the mtx store after each cycle or something? That way there is no fomo and you could probably charge slightly more when you sell those items in that store
I don't know, seems reasonable to me.
My mistake if the 30 day thing was intentionally left out of the second post for that reason. There was no mention of this correction in the update, but was in the original. I realize that there was a disclaimer that this was now null, but it wasn't clear. Sorry about that, but there was no info otherwise? It was still stated in a way that inference took me to the "limited time" conclusion.
When new supporter packs are launched, those packs will only be available during the current Cycle in which they were introduced. For the Eternal series, this timeframe will last from the launch of Rising Flames until 30 days beyond the launch of 1.0. This?
That's WAY more than 30 days
30 days total would mean we are releasing 0.9.1 and 1.0 on the same day (which we're not)
The wild card is a good idea for pack. Another good idea would be to have a community wild card. Let the community vote for a pack they want to see coming back at the same time as the wild card pack, and make it so that a same pack can't come back before X times. What do you think Mike ?
I really like the idea of a community vote for it
No idea if we can do any of that lol
@placid plinth My reading comprehension needs work. I apologize 😦
all good, you had me convinced and I had to go back and double check
Changing gears from the MTX stuff is there any news on a community API or is that still backburner for now?
sorry, no news
On mtx, can we preview on our character or is it like poe, video preview only
We have a generic character preview that highlights that one piece on a mostly greyed out character. Then a gameplay preview video of what it looks like in gameplay. We don't have a way to preview what it actually looks like combined with your other stuff on your specific character.
Does WW(28) guarantee four T7 affixes?
Is there gonna be more in the shop in a couple day than what we already seen?
More details on WW to come. Sorry, no more info on it today.
Yes but not a ton more. You can see the scroll bar on the right and that screenshot is actually old and 4 more things (in a new category) were actually added yesterday.
Nice
Before I go to bed, please Mike, you and the team stay brave, people can be harsh but it allway pay to do the right thing. We all still love the game and the team <3
thanks 🙂 I did just make the mistake of going to read the steam comments. I learned a new term!
I'm sure you guys have been stressed out over the communities reaction and I wanted to say I appreciate you guys listening. It's honestly refreshing to see. Your art team (as well as everyone else) has been doing a fantastic job with the latest updates and I look forward to seeing what all cool things they come up with down the road.
The steam forums are not a nice place.
Yeah steam forums/comments are quite uninteresting. Just people lashing out their frustration and not trying to communicate.
I mean I just gave it a look and there are people with 0.1 hour on the game that give negative review about the MTX
That's a new perspective and I don't think I disagree with it, but personally, my expectation for supporter pack type offerings is forever going to be that pay more = get more things, not pay more = get the same number of things with more pizzazz. I love the themes for Vanquisher and Legend, but I just cannot see past Traveler = 3 cosmetics for $20, Legend = 3 cosmetics for $50. And that feels real bad to me because I want them, but I can't justify getting them. (also if this is something that should be in feedback instead I'll move it over there)
and that makes total sense because you haven't seen what they are really. so each of them is just the same thing so far, 3 cosmetics. I hadn't really considered that each would feel equivalent because in my mind they are anything but. Mostly just because I've played with them all. And maybe that feeling will persist through seeing the contents too.
These are the sorts of things that we don't really know yet and is why feedback is so important.
Possibly add a video showing them in action so people can see them in action would help alleviate some of the angst around them. I'm sure that is a sentiment shared by many.
I meant onto the announcement about the shop.
It is definitely a lot harder to see them as different "tiers"(?) when all I have to compare by is a screenshot, as opposed to a video of what they're like in action/in game. I'm open to being surprised by seeing that, but I would be very surprised if it makes a big enough difference to get me past the "$20 = 3 cosmetics, $50 = 3 cosmetics" feeling.
I don't want to harp on it though. Appreciate you having the conversation Mike!
Question about the 4 supporter packs coming. If I buy most expensive one are the other 3 included? Like PoE packs or do I need to buy all 4 separately? If I do need buy separately will there be a bundle version of getting all 4 at a discount price?
Not included, you have to buy separately. Still check shop when it comes, might be different on release
Didn't see your in-depth response Mike. Agreed with Hellcake, it's new perspective and I don't necessarily disagree with it as I do believe labor should be proportionally compensated for the effort it took to make something but $140 a cycle is way too much.
Personally I don't need 10 points/$1 to be matched in the supporter packs just because PoE does it but if I'm going to take a 50% hit at 5.2 points/$1 I think it's perfectly reasonable to expect supporter pack pricing to be effectively be halved as well but I think you need to go beyond that. Undercutting GGG by 50% isn't enough because PoE at 50% off is still expensive as hell. If a bundle were to ever exist, $50 would be my ideal cap per cycle and anything beyond that is really pushing it. That's just me but at four $50 bundles a year I buy every supporter pack you guys put out regardless of the point:dollar ratio. The points are supplemental and I would even accept less points or none at all in the bundle if it meant getting the bundle down to that price for people who only care about the supporter pack cosmetics. I think there's a lot of different ways you can do the bundling that will make people happy however it all comes down to pricing.
Also rotating packs or even bringing the entire cycle series back periodically Warframe-style is a great idea that decreases FOMO. Who does it benefit other than 'collectors' who want to eBrag? Really hope that happens because there's nothing worse than falling in love with something that you can't get anymore.
Anyways I don't want to clog up the channel more than I already have about this, I'll post anything else that comes to mind in #368968647114227723 thank you for hearing me out.
Yeah I was reading through it all. So much covered. I expect kore info to come at later date.
I'd say the bigger issue here is:
a) EHG is putting the very best stuff in these packs (by your own admission)
b) To get all of the best stuff is very expensive
c) These are also time limited, which presents a large amount of FOMO, as we're being told the best stuff every cycle is limited time
Since it's the best stuff, limited time, and also very expensive, there's a lot of pressure to overspend in order to not miss out on these really good cosmetics. Ultimately, how you all decide to alleviate this situation is fine, whether it be by bundling the lower packs with the higher so the overall cost comes down, lowering the cost of each so the overall cost is down, or eliminating FOMO from the equation, but I do think if you want these to be really consumer friendly then they still need to have some adjustments.
May I ask if there have been any improvements to controller support in 0.9.1?
I actually find POE’s supporter pack price points fairly reasonable for what they offer - the continued success of POE’s offering over a decade speaks for itself. And EHG is pegging themselves a notch below GGG. I’m not sure EHG should be pricing their packs expecting the majority to be buying all the packs.
is this known?
Just bringing up that many people seem to be forgetting that supporter packs are meant to show support to the studio if you think they are doing awesome work and as a bonus you get something to prove you did that. These will enable further and better content.
Are there any plans to allow filtering by lp or weaver's will number? Or even just by the ability of an item to become a legendary? Most unique items you see endgame are completely useless if they cannot become legendary
is it possible that the "weaver's will" will be integrated into set items in the future? or will the set items have their own system which will be different?
I have a question about Supporter Packs - will they be tiering - in the sense - the most expensive one will contain everything that the previous cheaper ones did - e.g. as in PoE?
No
❤️
any chance ya'll are bored and just hit the release button for the update today?
Hi, I am new here and I have a question: I read that there is single player mode available for this game, which would be great for me - but then I read somewhere that the possibility to change the look of your character ("wardrobe") is not available in single player mode, but only in online mode. Is this true, and if yes, will this be changed soon?
for now Appearance or "wardrobe" is not available in offline mode only in online mode. as for changed you have to wait for the dev to answer your question.
No one is forgetting this
WW is just another flavor of the legendary system. Sets will not have the same mechanic that uniques have (adding affixes to them).
EU server getting big upgrades? cough cough
Is there going to be xbox version of the game?
Possibility of putting the wolf companion's tongue back in its mouth? some seriousness to it, I'd love for my wolf companion to look more fearsome than silly. It's far too doglike
Wolf is getting a whole new model
im talking about that
in the preview, after it licks its paw, its tongue is hanging out
Hopefully at some point. We aren't looking to consoles until post 1.0
0.9.1 will not have offline cosmetics
How could anyone be bored with all the stimulating debate happening?
hello, mike. Any chance you release all the MTX for free? you want players to be happy right? /s (probably there will be some madlads still)
which appears to be its new idle anim, and it makes it seem much more like a dog than a wolf
Oh that is sad. 😦 For me, the genderlock on the classes is one big minus for the game, and no cosmetics in offline mode is now another one. I'll wait until this further evolves before I decide on buying the game then. Thanks for the answers! 🥰
You can already do this, if you want to filter for items with legendary potential you can simple search "legendary", and for weaver's will just search "weaver's", you can even add the amount if you want
The supporter packs, are they individual or if you buy the higher tiers do you get the lower tier cosmetics too? For example if I want all of them do I need to spend 50 US dollars or 130?
130
OK next question can you spend the EP you gain from buying a supporter pack on another supporter pack so if I purchase the 20 dollar pack and get 150 EP can I use that EP to off set the cost of the 30 dollar supporter pack and only spend another 15 US dollars?
No. The supporter packs cost actual money, not points.
OK
hello. the new trade system not coming in patch 0.9.1?
How does the number of exclusive echo reward types available affect the chance for them to be generated? Using an example of the timeline that only has "unique/set gloves" echoes vs the timeline that has both "unique/set ring" and "unique/set amulet" echoes; all else equal, is it:
- The same chance for each reward (gloves chance = amulet chance = ring chance)
- Same chance for a reward and unweighted (gloves chance/2 = amulet chance = ring chance)
- Same weight for each reward, but the extra option results in higher sum of weights
- Weighted some other way?
Yes, the item factions system is not coming in 0.9.1
- It generates a unique/set node and then unweightedly picks the type from the types available.
Hi Mike,
Are the monolyth "events" coming in the next patch ?
Nope
is the promotion on steam coming soon?
If you're wondering when the game will go on sale next, we don't have plans to put it on sale in the next couple months.
Last time I heard you guys said there won’t be sales until post launch, this is still the case?
That's still the plan
are the weavers will for low leveling ? or can you get them at 100 and they still level up?
QQ team - will we get Discord roles for the new supporter packs? Or will I forever be a lowly Steam pleb (no revolts planned, but good to know my position in society)
Does gear stats such as attunement work on manifest armor? For example chest has 14 att, and i take nodes on tree that increase 160% of stats, does it mean that armor minion will have 36 att for itself? And if yes, will it somehow influence it?
Hi devs, will you fix the servers in the 0.91 patch? I'm playing on your EU server, and it has some serious issues regarding lag from the game itself (my ping is optimal at all times), so it's kinda ruining the whole game for me... Fingers crossed that you'll address the issue soon...
Heyo Mike! For the next big update, do we need to make a new character to play it?
Thank you~
they did mention that they were be a change to how the game selects servers since the ping they used seems to be the wrong type for the use case (there are a lot of different ways to ping a server)
What enables Weaver's Will items to roll rarer affixes? Do they draw from a different pool that is separate from all the other items in the game, or do they simply ignore the reroll chance that affixes have similar to how Glyphs of Chaos and Runes of Discovery operate?
Hey, was just wondering if there was going to be mod support for this game in the future? I love modding arpgs and this game is definitely taking over my life!
They've said that for the "proper" offline version of the game (when they get that up & running) they would neither help nor hinder mods/modding. Though that was a while ago.
I can't give you the exact method but it draws from the same pool of options, it's great weighted differently. So instead of being skewed away from the rare affixes, it's the opposite and is skewed towards the rare affixes.
Minions cannot have attributes
Any plans to make crafting materials auto pick up ?
No
There is a bit of a discord, restructuring? reorganizing? I don't know what to call it, that is being prepared. I'm not sure entirely what that includes but I would love to see it include some more roles options for people who didn't get in on the ground floor.
For the moment we cannot use the MTX in offline mode, will this change with the next patches? (I bought the game because it is Solo...)
answer = no answer ?
No, it means that there won't be offline mtx in 0.9.1 (the next patch).
I'm not talking about the next patch, but what we will have in the final version. I bought an offline game and want to continue to support me, but can't take advantage of the benefits? It's ridiculous
this is an online game with offline mode
Thank you for answer
I'm sad I can't ask for refund with 600h playtime and 3 old buy
they will never got any € from my side
Hey mike quick question! Will legendaries with higher level reqs due to the exalted item drop in level req on new patch? Or will it only affect items post patch
is Weaver's Will value random or constant and pre-designed for each specific WW item?
What's the reason behind Acid Flask having the same travel time no matter the distance it has to travel? Is this a technical limitation or part of the skill balance?
You bought an early access. So, yeah the game don't follow the way you specially want. Next time wait for a full game to see if it fit your pleasure. So enjoy your 600h in the game for 30bucks and move on or accept the dev' road. 💁♂️
anybody have a link to where EHG confirmed there will be no wipe for OL characters for the 0.9.1 content update?
or can a dev confirm and pin it to this channel?
type "wipe" in the search bar 😉
I don't see any response specifically to 0.9.1
other than not 'intending do to any more wipes'
is that still the going premise, as opposed to a solid "we won't be wiping (migrating) OL toons" ?
We have linked you in general

yeah primary message wasn't loading in my discord, got it thanks!
Yes
Random weighted
Old items update
We are constantly working to improve performance and stability. This is an ongoing process that will continue until we are happy with it (probably never). Also, please don't DM me to prompt an answer. If it's clearly been missed, please just ask it again here without spamming the channel a whole bunch.
Will crafting materials ever be auto pick up even if we have to manually transfer then thats fine.
we don't have any plans to change it at the moment. Ever is a long time to commit to for something like that though.
No love for EU servers, we should prolly move to US

US servers aren't necessarily great either right now lol
Im playing on EU server and everything is good for me 😦
So all attributes on gear will be wasted considering benefit to Manifest Armor?
yes
Haven't seen this asked before but will stash tabs persist between cycles as permanent unlocks? I don't expect inventory to be shared but it would suck for every cycle for them to effectively be a gold sink.
are the weavers will for low leveling ? or can you get them at 100 and they still level up?
from what i understand there will be few weaver items and it all depend on lvl of the item i believe, it has nothing to do with your own lvl, like exping skill
@cosmic rapids
With the MTX shop announcement followed by people's feedback and your prompt response, small parts of the community are considering the possbility whether this course of action was pre-planned by EHG.
First the community's expectations are anchored low with an expectedly undesirable shop setup, then the update follows shortly after the players' uproar, garnering a lot of favour. The speed, quality and conciseness of your response speak for this.
On the other hand you have shown an openness and desire to make a better game for everyone before and this could be just that. An intense effort to make right quickly, what was not received well.
Obviously, if the stipulations above were true, it would be self-destructive for you to admit to it. And if the opposite were true, how would we know the truth? Regardless, would it be possible for anyone to speak on this in any capacity? Ideally it debunks this theory, which I don't want to believe.
Is set Offline in social meant to make you appear invisible or something else? It doesn't seem to do anything, people still see me
Sorry if I missed this in the post somehow, but are weaver’s will items a separate pool from legendary potential items, or could any unique potentially roll with either weaver’s will or legendary potential?
Also, has transmog been discussed at any point, and if so, will it be paid, or will it be a free feature?
I’m unlikely to purchase mtx except to occasionally support the game when mtx is available for offline play, but I would like transmog.
Finally, not a question, but you all are making a really awesome game and thank you for that!
Since Mike said to politely re-ask if a question has been missed, reposting from a few days ago: are there any improvements to controller support coming with 0.9.1? Depending on the answer: Is this something that is being looked at on an ongoing basis, or not likely to see improvements until 1.0?
Separate items
The team has discussed Transmog though there are no plans to add it at this time 
Regarding the Node from Forge Strike "Bellows". Does this count for the forge weapons as well? So if they add bleed the chance will go up as well?
The Bone Curse node "Ruptured Corpse" (25% chance for cursed enemies to kaboom) - Since it's a hit, can it apply Bone Curse when combined with Cursed Limbs?
Do all of this week's posts cover the main features coming in 0.9.1?
I don't know of any proof I could provide that I don't believe could be spoofed in a screenshot without letting someone in to audit the git repo or something. It's clear as day looking at the timing of the commit messages alone.
This was not planned at all.
Several of us worked very hard to quickly respond and what we got was the upper limit of how fast we can change those things.
Little things like the display of pack contents listed in the store in game is just static text fields. I had to very quickly change those the morning of the second post so it would be able to update all already overdue build for the patch. There is no good reason at all to make this value one way if we were planning on changing it after the patch deadline passed. More stuff like that is all the physical evidence I could even attempt to offer myself.
I really just hope that we have shown that's not the type of team we are.
Yup
Can you post what cursed limbs like like?
On mobile, can you post the nodes?
"After you cast Bone Curse, you also apply Bone Curse on hit for the next few seconds."
There are some smaller changes for them coming. We are still working on improving the controller functionality.
That's a tricky one I think it should work but I'd have to double check, the easiest way to look I think would be to get some sort of odd ailment chance like frostbite or something and just don't apply it any other way to see if it shows up ever.
You being a dev, talking about the situation through a programmer's lens tells me everything I need to know. As far as I am concerned you have absolutely shown that that is not the type of team you are (and yet I don't think you owe us that). The Emoji on your message is fitting. You are the GOATS.
@placid plinth
So that confirms no Chapter 10, yet?
Saying that this week's posts cover the major features
Thanks 🙂
Yes
Thanks
Bellows has no effect on the forged weapons. Is that what's in question?
Yes, thx for clarification 🙂
in-chat item linking when ?
Sooner than you might think.
That means hotfix, right? 😏
I'm all out of ideas then
Well 0.9.1 is in just 3 days....
(Also discussions in #💬┃general please before Mike see's XD)
I assumed that because it wasn't in any of the hype posts it didn't make it in, but I guess...
actually I thought you were on 4 months schedule for big patches but this 0.9.1 is only 2.5 months since the Convergence was out in March, 9... do you even sleep guys?
Cant really say its a bug, and not sure theres a smart fix to it, but for example happened a few times,
i die on echo bosses, and minions or afterdmg kills the boss, i dont get to loot it, abit sad when its on high corruption, but has the been thought of a fix for it?, maybe give us a way to get the loot?
i still get the blessing popup but in town after respawn
I just recently woke up actually.
It's a bug. The encounter should end once one side loses.
oh
so pets should stop shooting when i die boss immunity etc?
ill bug report it, or its already on the list of bugs?
@split crystal also, this of scenario are easy to think about after they happened but If you think about it, what happened with the MTX probably hurted the team more than if they satisfied the community the first time around. People have very, very high expectations, and they forgive hardly. However, I do believe that EHG proved in the past how much they cared about their community. The fact that this time around it is about money doesn't change that. They are still not a very big team and well... They had to decide a price for mtx with very little experience behind it. In the past, we always loved them for their quickness to react to our feedback, so I am willing to blindly trust them on that.
Its not a logical or safe method to do something bad and then fix it to try and gain trust. Its a tad paranoid to do think so
or you can call it 'making changes based on the customers feedback' which is pretty normal
It definitely happens in business, but doesn't seem worth it for this this team and their reputation.
are we starting from 0 from patch 0.91. That is, do the online characters go to offline servers and we have to create new ones?
no
Character wipes won't happen until 1.0 right?
That's the plan. Barring any major problems, yes.
and even then, it's not a wipe
it's just a move to standard
which to some people is the same thing
we aren't planning on deleting any online characters any more
and technically, all the playtest characters from the early multiplayer builds are not deleted anyways
Will the reworked act 1 areas also be available in the monolith of fate?
I've got a question about a "bug". Sometimes the aoe indicators will have a high elevation, is this because the indicator is clipping something with height (like a box or something) or does something else cause this? I ask because It's actually made a difference to how i build my character since if you get the meteor AOE big enough the indicator is almost always way up in the cameras face making it even harder to see lol
And i know this is related to a bug but i was just so interested that i had to ask.
not yet
something else
So there will be a "league" system if our character get moved to standard ?
Yes. Called Cycles.
The only thing cycles have over standard is leaderboards and a trade economy refresh. That's it.
Also do we know how we will trade ? Considering gold have very little value by itself
!trade
How many people can be in the same town hub at once? I am guessing there is layers so what is the player cap.
Ps. Take your chat elsewhere y'all burying the real questions
@unique hazel @fossil dune @bold beacon this is an inappropriate use of this channel. Do not reply to someone else for anything other than to answer the question because the information is "known" already.
If you would like to have a discussion, do it in another channel. You were told this several times by other community members throughout this conversation.
(Several messages have been deleted)
I would like to have a discussion, not get harassed and trolled by peoples that are literally too cowardly or too uneducated to simply be respectfull.
We've moved the number a few times and there is a soft cap and a hard cap. Where it won't auto place new people in but you can manual portal to someone who is already there.
Great, have that conversation in #💬┃general
So now it is an accepted behavior to spam offensive reaction to someone post in this community ?
Do you have any plans to expand on Shrine effects? I'm thinking specifically of how there aren't really any defensive/survivability focused ones ATM.
Player Harassment is not acceptable - and this goes both ways "an eye for an eye leaves the world blind" if you will. The link to the Trade Factions was mentioned above, which I believe addresses many points raised in the conversation. There is also several conversations on the forum regarding the topic, which are a great place to have in-depth discussion, and a great place to provide feedback.
Regarding the original question: We are planning on introducing cycles post launch, and have been part of our plans for Last Epoch for a very long time. At the current time we're not quite ready to talk in-depth of what a "cycle" contains or the granular specifics in differences between the standard online, and active cycles.
When 1.0 comes out will interaction with things like vendors and stashes automatically close when you walk away from them? Also when you close the forge will the item in it be returned to your inventory or character slot it was originally in instead of having to specifically remove it?
Walking away from Vendors/Stashes not closing the inventory is a known bug. For the Forge, it's intentional and something we discussed that the item doesn't leave the forge when you close it. In an event where your inventory filled while the item was in the forge, it would have no place to go. Would it drop on the ground, go to gift inventory? It would need a different behaviour for different circumstances. Instead, we made it so your item is where you put it.
Wait, what are the ice beetles then? Stuff being frozen is a huge defensive buff.
Oh, huh, I guess that's true. I hadn't thought of that. That's just one though!
Will the new enemies show up in the Arena?
When will 1.0 be relased?
I do believe Some (not all) of the new enemies will show up in monoliths and arena.
We don't currently have a date set for 1.0. "As soon as it's ready"
With arena leaderboards coming out, are there plans to change the arena at all? Seems like the general consensus is that the rewards from it are quite lackluster and it takes quite some time to push into the higher waves even with keys of memory. Would be nice to see some more arena exclusive drops and bosses maybe.
0.9.1 will not have any major arena charges.
I noticed that this node doesn't trigger off the throwing axe node, is that intentional
Yes, you must actively use a throwing attack, triggered stuff doesn't count as "you using"
some of the side quests have player replies to the quest NPCs which are rather glib, like this one I just finished. Are the replies always going to be like that or are the sort of place-holder text?
You'd be that glib too if a nutty old man was trying to tell you about his sex pills.
lol
Hey so quick question I heard something about the lich reaper form getting a visual update is that true or just a rumor?
Quick question for the Devs: Is there anything that isn't a reference to Chrono Trigger in LE?
Thanks G
Jah ith bear?
is azzurals fury supposed to affect rage? since culvinars doesnt it seems like that shouldnt either
are there any plans to add colorblind modes to the game?
Any changes to Monoliths and its mods in the next patch?
Anyone from the team beside karvarousku will be attending exilecon?
Scorpion pet has a node called "get over here" from MK
Warlock, when? waiting for years xD
same time as the other masteries, at 1.0
When 1.0 releases
ty
Yes. Culnivar's is the only thing in the game that works that way, and it's because it needs to.
Just want to clarify here unless something has changed. Isn't the messaging from the devs consistently 1.0 AT THE LATEST. So we could have the missing masteries sooner.
It was, but it has changed to be 1.0 bringing all the missing masteries and skills.
Whats the plan for adding trade? Timing? And will it require a rebalance of drop rates? Since the game is basically solo self found at the moment, I'd imagine adding trade will require a reduction in drop rates.
basically people who ssf will get more drops and people in trade will stay the same
!trade
Oh, someone is interested in trade? I know it's a pretty small topic, but here's a little writeup about our plans: https://forum.lastepoch.com/t/trade-development-update-introducing-merchants-guild-and-circle-of-fortune-factions/51994
also note that circle of fortune ("ssf") still allows you to play multiplayer and gift items like you can now
merchant's guild just allows you access to the bazaar
Please don't call CoF "SSF mode". It implies that CoF players can't party or use the gifting system.
Maybe, we had talked about going as a decent sized group at one point. Probably will wait until next time to go as a group.
Do you guys hang out a decent amount outside of work? Are you all spread over the world?
Just curious. Tell me shhh if that's too personal
Monolith isn't getting major changes in 0.9.1. There are a few minor changes. We have more monolith changes in progress which just aren't quite ready yet.
Does this mean we should not expect any missing skills until 1.0 as well? I’ll be sad if so, but at least there will be a feast of content whenever that finally arrives.
We are very all over the world. There are a couple pockets of "roughly nearby" which make small trips to hang out sometimes. Pre-pandemic, we mostly saw each other at conventions.
0.9.1 doesn't have any new skills in it.
I assumed that to be true, or they presumably would have been hyped. But that’s different from all new skills being introduced in 1.0, unless this is hinting that 1.0 is the patch coming after 0.9.1.
Yea, I answered very carefully as to not imply other information that we haven't shared yet.
sorry
I can say that the next patch after 0.9.1 will have new skills
Necro buffs when?
when we decide they need it
0.9.1 confirmed, got it 
Thank you!
Hey sorry if this has been asked already, but will this next patch reset the online characters so we'll have to start from scratch, or will the 0.9 chars be kept?
0.9.0 characters will not be deleted or reset or anything like that in 2 days when the patch launches.
Ok great thanks! Just started a very successful druid and i would've dreaded doing it all again so soon
Cool update! Are we going to see stash tabs like a unique specific stash tab? I would love to fill it up. And if it does get added can it store multiple of each unique or just one?
This will not be in 0.9.1. If you'd like to make a #suggestions-and-like-to-see for later, we check that channel frequently.
Okay cool thanks! Gl on the release!
What is the reason for buffing exactly the four item sets you did vs. buffing all or reworking sets alltogether?
Kain, I understand the bugs and look forward to those being fixed. As for the forge, when using something from your inventory that space is available to return to it. The only time you would find yourself without space in inventory is if you are working on something that is equipped, which from every other game I have played it returns to the equipment slot it occupied originally. Other than that I am not seen a time where I was working on the forge and trying to pick up something else.
Set items aren't a big focus this patch. Those are some quick wins that we think are safe. We have a larger systematic change for set items in the pipe and making changes now that we know will not be used later is not an optimal use of our limited time.
While the frequency of such a situation is low, we voted for consistency. Forgetting you put an item in the forge and left it there is also far easier to recover from than the item getting kicked to the ground without realizing it and forever losing it, which means lacking that consistency has far lower lows.
That makes sense. Any reason why those four sets were chosen? Do you feel they are in a better place than others or are the most popular?