#👨┃ask-the-devs-not-support-no-bugs
1 messages · Page 18 of 1
Is Black Hole intended to be a fire and cold skill with some combination of allocated points? was looking at it in a planner tool that showed it doing so but cannot make it both in-game
I figured the Binary system node would do it but it didnt
If it's doing cold and fire damage at base with visuals to match. The tags should reflect this.
Okay, I'll report the bug! Thanks Mike
Mike can I have a Bastion for my birthday? 
does the new bow gathering fury work with flurry? i tested it vs the dummy but i still cant tell if it double shots or not :/
hey in terms of the ladder - is there any chance we could see solo entries appear in the 1 player ladder (but not vice versa)
I'd like to understand a bit more about auto-pickup for crafting materials.
I completely get that the intent is that crafting materials are Loot, rather than Currency and manually picking them up gives them meaning (and spotting rare ones, etc). The frustrating thing is that you have to double-hand them...you have to pick them up and then you have to transfer them from inventory - sure, using the one button. Why am I handling them twice before I can use them? What's the design intent and benefit to the player in doing that?
An example; i'm at endgame, i've got my loot filter (and what a lovely loot filter system it is too!) and i'm only picking up stuff that I care about...inventory full...open it up, two Exalteds and the rest is Rune/Glyphs...press button to suck them to the forge, carry on. I have to do this mid-run whilst avoiding getting killed (HC SSF), that doesn't improve my gameplay.
Suggestions to resolve:
- Crafting Materials picked up go straight to the Forge (not inventory).
- If not (1), give us a keybind for "Transfer Crafting Materials" that we can use without opening the inventory.
Thanks for reading. Keep up the great work.
How soon until I stop getting kicked for looking at skill trees for more than a few minutes? This is happening any time I go in without a pre-planned character. I find playing like this fun, and I also imagine this issue is detrimental to new player retention.
That's all still answered in the FAQ Kain linked. EHG view crafting mats as pseudo-items & thus treat them like items vis-a-vis picking them up.
It wouldn't with if Flurry is channelled, no, just like all other "when you use" modifiers.
i was not speaking about channeled flurry
i expected it to not work when channeling
Mike, why aren't the servers in the server selection in either alphabetical or ping order?
Are you afraid US-based people might accidentally click the top one & get attached to Aus?
That's not what I said at all. I'm not talking about auto-pickup.
Skill design ramblings: I was looking at Summon Wraith passives, specifically the one which gives them "cannot move" and the one which increases move speed... and initial thought was "oh that's no good if you take both. It'd be cool if the cannot move one converted move speed into some other bonus." But, then thought if the skill did give a bonus, it would do some weird incentivizing of getting minion move speed bonuses elsewhere on gear, as opposed to incentivizing not getting move speed bonuses... So to actually ask a question, is there an objective to make passives not nullify others on the tree, or is it a mixed sometimes-avoid-incentives/sometimes-focus-incentives approach?
There's no such thing as minion move speed on gear afaik.
a few random uniques have it, most notably the no-lvl-req unique ring with movement speed. Bone Golem can also give movespeed.
I've got a question about resistances. What is the reason behind enemies having a baseline 75% resistance penetration at higher levels (75+)? In my opinion it kinda discounts the need to cap your resistances since the difference between something like 73% and 75% really isn't that much (102% damage taken vs 100% damage taken, only a very small difference) vs if they didn't have it (27% vs 25%, still maybe not huge but much, much larger difference).
I'm sorry to make comparisons but I might just be a bit stuck in the old ways of poe, but in my opinion they do a great job with resistances and the ability to increase your max resistances for a large opportunity cost to make it work as a primary defensive layer is really cool to me, since when you get to 90% max resistance or so every 1% more or less resistance makes around a 10% increased/decreased damage taken difference. Couple that with the difficulty of having 7 resistances instead of just 3 primary (4 with chaos but it's a fairly rare damage type and most softcore builds don't even bother with it nowadays) + physical mitigation from other sources, makes resistances feel a bit underwhelming in my opinion.
poe's approach of lowering the players starting resistances but keeping the max cap the same instead of giving enemies resistance penetration effectively lowering the max resistance cap just resonates a bit better with me i guess.
I would love to know a bit about the design philosophy behind this choice if possible, if there are any pro's that I'm not seeing or if you guys maybe just don't want resistances to be super duper important like they are in something like poe.
I'll just take a guess that they were avoiding the problem of inverse-ratio-scaling via the relative power per point of resist as you near the cap. Most arpgs are designed around you capping resists at some point well before getting most BIS pieces, so if you aren't quite there, well, a 5% slip from 75% means you're now taking 20% more damage than before. (though PoE started to bleed in so many sources of +max that it can feel like things are designed for 80 or 85, where things are even more egregious... that 5% slip is now 25% more, or 33% more than before)
Yea this is pretty on point. We'd like to avoid a situation where losing only 5% resistance means you're taking 20% more damage.
I wish ARPGs would just do a log-based rating system, so each piece of gear could say "50% fire resist", while actually being "-0.3 rating", then each source could be multiplicative.
i think it's a fair point and that there are two side to the coin so i guess it's just a preference thing and my preference landed on the other side is all, just feels kinda bad to have your max cap effectively reduced to me, if there was a way to have the "loose 5% take 20% more damage" thing not happen but also not actively chop the characters legs off as they go into higher area level places like maybe squidgy mentioned with a logarithmic system that would be nice imo. i know this is turning into a discussion though so i'll stop
Whats the reasoning for the current inventory system? I feel like having single slot per item allows for much better inventory management with a controller (like D3 did). Is it to differentiate different items? I couldn't think of other reasons (genuinely curious)
Not ping so that it is consistent.
Not alphabetical so we can put the generally higher usage groups higher on the list. It's actually just the order of the list in our back end.
We really like the more representative space usage approach as I think that it just makes a little more sense. 10x 2Handed Hammers taking up the same space as 10x Leather Gloves feels a little odd to me. It also helps with letting the player know what item slot the thing goes in quicker. Sometimes items can feel like they go in 2 different slots from the art and this can help.
why did lightless arbor instant kill my 72 hardcore guy while in a loading screen
When can we expect a bugfix for staff of perseverance?
sounds like you may have encountered a bug, please report those on the forums
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thank you. :smile:
I'm sorry, I don't have any ETA's on upcoming bugfixes.
Ok thx
Which is correct, the character screen description of chill which doesn't say it's multiplicative, or the in-game game guide which says it's multiplicative?
doesn’t it have to be multiplicative to prevent 9 stacks of chill from reducing all of your speeds to 0%
oh wait it caps at 3
That has a bug?
Chill is multiplicative. That wording was added recently when Karv pointed out that even most veteran players didnt know it was multi, so "we really should include that wording"
Ah, they missed the character screen chill tooltips then.
How does the explosion part of volatile zombie scale? Like in Epochtools it says that the explosion itself scales with fire, phys and spell damage, but can I (the caster of the minion) scale the explosion the minion does?
It's a minion effect so it scales with minion stats, since it's the minion that casts it
Ok so minion spell damage, minion damage/fire damage yes, but generic fire damage or spell crit no?
Or minion crit chance/multi yes?
Yes to the minion stuff, no to the player stuff.
Oooh ok that changes everything. Getting back the theorycrafting hat on, thanks
If it's from a minion skill, it's almost always scaling with minion stats unless it specifies otherwise & it's usually using minion versions of similarly named player skills, not the player specialised version.
this passive currently bugged sadly :/ hope u repair asap 😄
Known bug, no need to post bugs here. Make a bug report if you want but it is reported to be fixed in the upcoming hotfix soon
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
if u know guys is good enough for me 😄
To help me answer a question in the Steam forums, what date specifically did the Ardent Gladiator supporter pack stop being included with all Steam purchases of the game?
Unrelated, but important, the Steam store page should be updated to include "In-App Purchases" and the Early Access section should remove "and earns you exclusive in-game cosmetics." if it no longer does, which I believe was there for the Ardent Gladiator pack.
Yo Tilly. I will work on those questions and get the steam page updated. I appreciate the heads up.
Got a more random question. Why are there both "EHG" & "EHG Team Members" discord roles for employees? Especially given there's also a Moderator role that some non-employees have.
Seems a trifle redundant.
It's so that we can curate the sidebar a little more to not overflow it with everyone and still give out staff badges.
Is there a cooldown on proccing Dragonflame Nova (Dragonflame Edict)? Was trying it on a totem pop shaman, and it consistently only procs every 5-6 casts while repeatedly using Summon Thorn Totem. The text on Dragonflame Edict doesn't mention anything though.
yes, 2s
what's the name of the AH system you guys plan on having and will there be public API for it?
(maybe not action API but data API )?
this is where they talk about their plans for the Bazaar: 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...
We don't currently have plans to make a public API for the Bazaar.
any (plans for) publicly available info about items exchanged on it?
also, will gold be the only medium you can use to exchange items (in the bazaar)?
Do you mean like market statistics?
Yes, gold is the currency of the bazaar.
Yes, market statistics.
It's not on the list for the initial version.
have you considered / will you ever be able purchase an item that allows you to sell a package of items, such as a set of equipment for a build ?
We don't have plans to have bundled items. It is a neat idea.
Lore q: Are we from the divine era instead of the imperial era now?
described as 'stalls', these locations you interact with the bazaar, will they be more player-driven like UO / Everquest or more like NPC bazaar'eers like Wow ?
The intro videos are going to get a bit of a shakeup and will be more clear. For now, it's a little in limbo.
NPC's
😕 I was yearning for the days of UO marketplaces / EQ bazaars but with a UI that made finding items simple (for the synchronous portion of the bazaar)
I hope item packs are a consideration down the road
thanks, looking forward to 1.0~
Would be a neat thing to read in the #suggestions-and-like-to-see channel for sure.
Mike, if seasonal content is going to be available to all (seasonal characters & standard characters), will a seasonal character be able to party with a non-seasonal character (asking for a friend)?
No.
Just a quick one. I've seen that a couple of emoticons are supported in the Global chat, however, it'd be amazing to know what is & is not supported fully, as it seems there's a good chunk that only appear as Squares
can the 2 extra arrows for flurry from flight of the first hit the same target?
Probably not but not sure
no
ok thank you
whatever the default fallback font that unity has
Does it matter who you level weavers will with? Will it form closer to the affixes of the character who wears it? Like if I am a sorc ill get more sorc affixes?
town wen?
Do monsters just randomly spam? A group of us killed an area and they moved forward, I put a skill point in and more monsters spawned and killed me in HC 😦
Do all hits from Cinder Strike benefit from Physical and Fire damage?
getting the system failed to send friend request
Yes
Isn't it just fire by default? It should match what the tags say
hello dev dont know if this is a bug but the mage mana strike skill on melee range cant reach the hearth inside the titan boss on lightless arbor.... the character just run around it and this already kill me 3 time... is this intended? if so this skill melee range need some tweaking.
Are there plans for PoE style hideouts and customisation? Will we be able to make them look entirely different?
No(https://www.lastepochtools.com/skills/cinder_strike1) but it's also a combo so not sure how the hits are treated. Corollary, does it still get Melee modifiers if you are wielding a Bow?
No, it'll swap to bow instead of melee
Any changes for the last part? Respeccing the character is really kinda iffy. Remembering the passives, skills and items you had for another build is a chore. Currently I am playing three necro specs and changing them always takes at least 30min to do so. The alternative would be to insta-100 another necro to have more of them
How is the next hotfix shapping? 
Ah yeah, so it's 50% fire and 50% physical. You can see because its base damage is 1 phys and 1 fire. Following the links to the two combo skills, you can see they are the same way.
How does adaptive damage apply to that? Also 50/50?
Yes
No
If you ever think that you've possibly found a bug, please report it directly on the forums.
!bug
To make sure a bug gets fixed, please post about it here: https://forum.lastepoch.com/c/bug-reports.
Not at the moment. It's possible we might consider it in the future.
well tht y im asking dont know if this is a bug
The general rule is, if it seems like a bug go report it. Even if it isn't a bug then it brings their attention that the intended result isn't intuitive and feels wrong.
We still have no interest in a D3 style armory system for quick swapping builds wholesale.
Don't know, probably a bit still unless there is a game breaking bug preventing play.
hi dev, can you change the way server kick for inactive player? i need time to arrange my stash but got kick 2 times for inactive , not moving maybe? 😦
maybe, thanks for the #suggestions-and-like-to-see
Very likely going to be changed soon.
If i'm using Elemental nova with more than 1 element unlocked, like fire and lightning, do i benefit from the mage's prefix "Lightning crit multiplier"? I suppose yes, since the skill has the lightning tag, even if its not a "pure" lightning skill
It will only benefit the nova if it casts the lightning one
Lightning crit multiplier only applies to lightning damage. If the individual hit isn't dealing lightning damage, then it has no effect.
If you had something that said gain 10 ward when you use a lightning spell, yes that would work because it's just checking to see if you used a spell with the lightning tag or not.
Any other solutions to make respeccing easier?
Nothing specific actively in the works.
Okay :/ Thanks tho
I have a few questions regarding Mana Strike:
-
Does the crit chance from Celestial Precision apply to spark charges triggered by mana strike (e.g. from the Spark Charges node) or Mana Arcs triggered by Mana Storm? Follow up, if it doesn't because Celestial Precision is "conditional", would Mana Arcs and Spark Charges be affected by Critical Rejuvenation?
-
Do crits from Mana Arc and Spark Charges count towards extra mana on crit from the Critical Mana node?
I can post screenshots of each node if it helps
Celestial Precision gets applied just like normal crit on gear. Anything in Mana Strike that gear crit would apply to, Celestial Precision applies to also.
Mana on crit only applies to Mana Strike crits.
So for the first point that's a yes? With Celestial Precision, if I have 400 mana, I would get 35% base crit on mana strike, mana arc and spark charges triggered by mana strike?
Spark charges (like shadow daggers) are witchcraft and I never get those right. Mana Arc is just a normal subskill and inherits stats like normal. So yes to mana arc.
Is that a hard no on spark charges? or I don't know, should be tested?
Hard no on spark charge
that's no comment on spark charges because they are the devil
which is a comment but that's ok because they are the devil
Thank you both 🙂
Btw I assume that the "mana gained while out of mana" and "mana gained on boss hit" follows the same rule as the "mana gained on crit" and only applies only to the mana strike hit, right?
all the onCrit, onKill and onHit effects are just for Mana Strike.
Makes sense, thanks 🙂
Is it intended that when you get kicked for inactivity, you stay connected and can still see and type in chat?
no
where do i post bugs
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
ty
does this mean bonus dmg only occurs if the target % healt pool is still barely damaged yet?
high health is over 65%
but yes, it does only apply if the target is at high health, which is 65%+
thanks
Since you love spark charges so much I have another question!
LETools (which I here have assumed to be reliable because I've never seen it not be) lists two different entries for spark charge, one that is granted by the Catalyst unique and one for all of the ways you can trigger it via skills.
Just to make sure, the affixes on fragment of the enigma like damage and AoE do also affect Spark Charges triggered by sources other than it, right?
Yes
Helping answer Spark charge questions:
When something applies a spark charge, funny business happens. The parent skill does NOT give any Increased or More multipliers to the Spark Charges.
Skills that apply "spark charges" actually apply an ailment called "spark charge", but you can think of that ailment as "TickingTimeBomb". After 1 second, that TickingTimeBomb procs a skill called Spark Charge, which is the explosion you see on the screen. Because of that weird time-delay relationship, the Dmg Multipliers do not get passed to the explosion.
This is the same ailment-proc relationship that Shadow Daggers have. Shadow Daggers also do not benefit from the more multipliers of the parent skill that applies it.
.
To add a little bit more....
There is another skill that looks the same, but is distinct. Future Strike is an ailment that is applied, waits for a second, and then deals damage.
Future Strike DOES benefit from the parent skill. It does not have a ailment-proc relationship like I described above... it just happens to have a built-in delay.
And because it is treated as an ailment, can you exceed 100% application chance thus applying more than one spark charge per hit?
Does the increase duration of aspect of the lynx from the skill tree node Primal Aspect only affect the character? It doesnt seem to affect my minions.
no
I see. Thank u
(just to be clear, it does affect your minions)
Yea
Any ETA on when we can expect any class balancing changes to improve the weaker classes?
Oh I wish LE was a bit more consistent in this parent skill - subskill paradigm
Is there a timeline on when we can expect +skill items to refund the last skill we purchased with them on removal of those items? As it is now there's a 95% chance it removes a point we REALLY did need and not the fluffy extra one/ones the item helped us get.
No, it is working as intended.
Every major patch comes with balance changes and will continue to do so. It is an ongoing process that won't ever really by finished.
I'm talking like over hauls to shaman or forge guard which are severely below other classes in power level
No ETAs on specific potential future balance changes. Next major patch will have balance changes. I don't know what those will be.
I bit hard to test so wanted to ask, if u have multiple sources of "gain haste on hit" and they proc at the same time do they stack or overlap. Lets use shield throw as example, it gives u 0.5 haste on hit each time and if u hit 2 times in that interval or proc'ed 1s haste from holy aura node does duration of haste stack?
no

it's even worse than that too. if you have a 4s haste and you get a 1s haste buff, it will remove 3s of haste
If I have a 200% chance to gain haste on hit, do I gain ward from those new boots twice? I assume the answer is no.
no
Julra gloves fix was just, a quick fix?
Or was it on purpose to disable stats on gloves > minion completely?
And before you say anything, I'm aware it did not work as intended but now it's not working at all?
We post patch notes as intended. The fix went in to fix multiple problems with it, including it repeatedly reapplying attributes to you whenever you summoned a minion if it had any attribute affixes.
So it's not supposed to give stats x1 time to minion as it's described on the gloves?
I'm so confused. It's supposed to do what it says it does.
It's not
ok
It's not giving stats x1 times to minions (at least for wraiths)
Julra gloves,
Is it supposed to give stats to minions x1 time? (Not multiple as it was previously)?
If yes, then it's not working
ok
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
My minion cast speed are 56℅ with or without the gloves
I can't help you with any bugs in #👨┃ask-the-devs-not-support-no-bugs . I thought you were trying to clarify a mechanic.
Yes I was, since I didn't know if it was intentionall or not**
If you ever think you might have found a bug, intentional or not, please go directly to the forums to make a bug report.
Even if it's not a bug, it is still very useful to get the bug report.
Also, these stats probably don't show on your character sheet.
The way something like this needs to be done, the stats are probably applied at cast time and are therefore not displayed on the character sheet.
While we were talking I made a version that has 9001 increased damage and it seems to be working great.
Hax
yea
Hi Mike, is "nearby" from the new WW boots the same nearby as usual ?
yea
to the bug report then ^^
Will there ever be character customization? At least gender and skin color would be nice.
Mike. Orian is the Emperor, yeah? It's OK to tell me. I won't tell anybody else.
It's a long term (read post 1.0) goal for us to have a character customizer. It's something that we know many players are very passionate about. It's also something that we feel has very low moment to moment gameplay impact. We just feel that there are higher priority things (like better end game content for example) that we will be doing first. We have no timeline on when we want to implement it and have taken no steps towards doing so yet.
lol, you think I know a lore secret? ha!
People have tested, it is a visual bug only
Alright understood thanks
Is this a safety protocol to avoid leaked lore spoilers? Everyone only knows a little section individually?
I heard that the true name of the Emperor is split amongst a dozen members of EHG scattered across the globe and known only in parts, ala Shamir's Secret Sharing algorithm.
It wasn't but I'm going to use that as an excuse for not knowing the deep lore well enough so thank you.
I have been told it. I just don't remember.
How many dieties are there and how are they ranked importance/power wise? I know Eterra, Orobyss, The Weaver, and The Observer, tho Orobyss and Observer look suuper similar. Those four seem on a little higher level than Majasa, Lagon, Heorot and Rahyeh.
Hi Mike, is the poison burst skill trigger by the death of a thorn totem scale with minion dmg or player dmg ?
When using Cursed Limbs (Apply Bone Curse on hit), assuming the mob does not already have Bone Curse on it, does the hit that applies Bone Curse also *trigger *Bone Curse, or does that not happen until the next hit?
Are you confirming that the true name is an infohazard and automatically erases itself from your brain? 👀
"...they release..."
It is the minion using the ability.
Better than me just having a selective memory. I'm actually just really good at remembering things I see but that's about it.
Good thing you see your family every day 😉
❤️
The target needs to already have Bone Curse before the hit in order to proc.
Sadness, but that's what I expected. Thanks Mike!
That's how I see them.
How do I get my health globe to glow blue with ward? I've seen it in many screenshots and videos but doesn't seem to happen on my acolyte.
saw a Reddit post but didn't see an answer: https://www.reddit.com/r/LastEpoch/comments/11yyn3q/ward_overlay_on_health_globe/
The second shot is the old style.
How big is the Morditas model in relation to the Immortal Emperor model? No reason.
I can't remember who it is but one of the NPCs has like 4 differently sized models.
Do ailments inherit damage effectiveness modifier of parent skill
They inherit damage stats.
They don't inherit added damage modifier values as those are intrinsic to the damage instance itself. It's not a property of the skill or a stat to be passed on. For example, each part of glacier has a different added damage modifier.
Are you guys going to add a smarter class filter into the game because I put hide items from other classes yet I still receive pieces of gear that would theoretically a mage but just doesnt say "mage item only"
you might want to be more specific. I'm imagining you could mean items with Int or Minion Damage, which can be rerolled if the other mods are in line with your build.
That sounds like something you could address by writing a more comprehensive item filter.
I get gear that gives me stuff like "+1 fireball" or whatever like that as a sentinel...
Yeah you can write a filter that hides that too.
Visibility -> Hide
Condition -> Affix
Affixes -> Scroll to Class Specific, check "Mage"
no no i get that
What i mean is that it shouldn't drop at all
Like its not stuff that this class would use realistically
like it shouldn't be in the loot pool you get what i mean?
Mike will answer definitively but I'm 100% certain his answer is going to be "Not going to happen"
Probably not in those words, more like "We currently have no plans/desire to do that"
there's also many players who prefer it, as when finding a powerful item for another class, get more incentive to try that class.
It's kinda wastes the players time realistically though because if you really wanna try another class just try the other class without having random loot spout into a classes loot pool
Cause if i filter out all this stuff I am realistically just throwing out 80% of the loot in the game
When the genre is all about loot lol
FYI, if any of the staff were here they'd ask us to take any debate about it to #💬┃general , where it's more appropriate
Yeah ik im not tryna have a debate I just wanted my question to be answered
I'm sure they'll answer it at some point. But I'm just saying, you're not gonna like the answer.
Yeah I agree I feel like it would be so much better if you could have like a filter where you can not get minion damage for example if you don’t have a minion build
#368968647114227723 would be a good place to share that
True
Unique items very intentionally aren't affected the same way as normal, magic, rare and exalted items. You should be getting very very few of those off class.
We don't do this to unique items so that you can still farm items off class, find interesting uniques to maybe start a new character for or even the bazaar comes out, trade them. Class specific loot for uniques can cause a feedback loop for popularity which could homogenize class selection pretty heavily.
I get gear that gives me stuff like "+1 fireball" or whatever like that as a sentinel thats normal?
Those are rare affixes tho. ANd most people want them since they rarely drop.
Items are heavily weighted to your class, like 90%
I also get spammed with "minion x" as a sentinel
Minion X aren't class specific.
There's no class requirement on those.
(Rogues and Mages are currently the only classes with no possible minion build either from lack of skills or support)
Is there going to be save builds in future would be really cool feature to have
Both have minion skills
The thing is that there are sweet Sentinel minion builds, how do we know you don't want those items?
We don't have any sort of D3 armory style system planned.
Is this a visual bug? This is the tooltip of Aftershock in Earthquake skill tree.
I know rogue does, however bad it is currently, but current patch mage has a minion skill?

kinda, mirror images from teleport are technically minions
i wonder if mage will get a clone for minion that copy main character spells
Rogue shadow skills (shadow dagger/shades) gain bonusses from “minion” affixes?
Am i allowed to talk/ask someone on discord about OFFline char editor? no worries if not, trying to find someone to test a thing offline for me thats why 🙂
For aftershock? yes, the name is wrong.
If it is the tooltip for aftershock (which I think it is) the attribute scaling is just for show, we try to make them match their parent skills but they really don't do anything. It has already received the attribute scaling from earthquake and therefore doesn't need it again. So while it is very wrong, it's not causing any gameplay problems.
rogue shadows aren't minions (minions [usualy] need a health bar), I was referencing ballista
Since offline doesn't have access to the ladder any more, it's fine to talk about. I however would request that you do the bulk of the discussions in DMs as it does promote "cheating". Many players don't realize that you can do it and once done, it often ruins the game for them.
I'm not sure how many times you've been in the situation where you're playing something like Skyrim and you apply one little mod that gives you a mega OP weapon and then one more that gives you all these super sweet spells and one more that....and suddenly the game has no more challenge or appeal.
Ah check. Thanks. Shadows are a separate mechanic.
Skill cool to bump your ballista.
Thank you for clarifying, and i agree wont be to do OP items etc, ill do the smarter thing then, ill ask if someone has access to the offline editor and ask em to DM to avoid speaking about it here.
I want to test Julra cast speed gloves with higher roll than it normally can, since after patch no longer shows in minion sheet(was 100% showing when i spawned wraith before) when i spawn my pets like it did before. Thanks
I have tested it and Aftershock from Earthquake tree does not scale with Strenght while the tooltip for both Earthquake and Aftershock state it should.
Note: the tooltip for aftershock won't update to reflect the strength scaling.
If earthquake does, aftershock almost certainly does too. Unless it's set up really strange for some reason, there kinda isn't a way for aftershock not to inherit the strength scaling. Earthquake converts it into a stat, that stat gets mixed in with all your passives, temporary buffs and gear. All those stats are handed off together. So if it's not affecting aftershock then either 1 of 2 things should also be true: 1. Earthquake has no strength scaling. or 2. No stats at all are being passed to Aftershock.
I have tested aftershock on dummy with and without 11 strenght ring and the dmg was the same. Also there is a report in the bug section from someone else that the strenght scalling for aftershock does not work. https://forum.lastepoch.com/t/skill-earthquake-no-str-scaling-for-aftershock/57760
does Fire Shred does not work with Judgement Fire DoT? im using Druid with Cold shred + Cold Maelstrom DoT and it worked but not with my Paladin Judgement DoT.
Hi Mike, Does the unique drop blessing include WW item and set item ?
WW items are unique items, so yes. set items are a different item type, so no.
does this bonuses converted to cold when you got frigid wings nod which converts everything of storm crows into cold?
No, it only converts damages, not buffs.
Hello dear devs, could you make more rare uniques, that are actually usable, like eye of reen i got 3 of them but all of them bad rolls, also its really big stat range, it could be smaller, it really feels bad when u get some rare drop after alot of hours with terrible stats so item is not worth using, also would be great to have some end game unique weapons to farm for, with decent stats, like crit chance, flat dmg/crit multi, because not everyone is spending 1000 hours for exalted items farming, thank you
No, it does. Fire Shred makes all fire damage that the target takes get increased.
Will OP sets like this from diablo 3 get added to sentinel warpath in this game?
This reminds me. If aftershock is cast from another source, such as the idol, does it still get the attribute scaling from earthquake, or would it then use its wonky scaling?
All hail the messiah
No. I think that is a fantastic example of exactly the sort of set items that we want to avoid.
How come? Makes gear sets actually worth using and viable
It eats too many slots and dictates your build too strongly.
also, 10k increased anything is just too big of a number.
If you dont mind me asking, what is you and your teams vision for this game?
Wow, that's a pretty big question eh? I don't have a perfect answer but in short I think it's the next great ARPG.
Interesting thank you
There are already some sets (and individual set items) that are completely viable, most just need tweaking and rebalancing to be good. Jacking up their damage into thousands of increased damage is the exact WRONG way to do that.
I think he was saying like in terms of the passives and what the gear does rather than the %dmg increases
It... doesn't do anything really though. It's literally just stat bloat.
Uhhh did you read the passives on it bro? Plus its just an example of something that would be cool for items
the damage reduction is sort of a new effect
most of it is just make number big though yeah
Time for my monthly checkin, any new news on maso mode being released for online ? 🙂
nope
could you at least give me hope and say its planned to be released at some point ? and youve not worked out how to balance it or something ? 😛
🎱 Cannot predict now. 🎱
i guess thats something, so right now you dont know if it will ever be released ?
Sorry, just want to be clear. I have no information at all, any way about it.
was just trying to be light about it with the 8 ball line
yeah no worries i get it lol
id just love it to be re released to offline at a minimum so i dont have to keep save editing HC characters
at this point i just have 5 save files for a level 1 char of each type that i load in each time lol
Does Lagon have toes?
are suckers toes?
They can be?
Are there any plans to mitigate the RNG for the Eternity Cache? I'd prefer to guarantee which affix I slam onto a unique, even if the cost would be something like 100 hours of work (1 billion gold, etc). It feels really terrible to get a good unique, get a good base and watch both brick and turn into a useless legendary. Specially since getting a chance to do it again is sometimes near-impossible.
The progress lost feels terrible, and reminds me of the gambling in Path of Exile and korean MMOs, games that I always gave up on very rapidly as a result.
We don't have any planned changes to the Eternity Cache system at the moment.
You insist on keeping the progress loss and terrible feeling of bricks? May I know why.
Technically, Trade will mitigate it ;P
I think we might be a little off on the expectations of gear. We don't expect players to have full Legendaries. I think it's also important to have different styles of gear acquisition and interactions. We aim to explore many different avenues in this. That's why we have the crafting system, WW uniques, LP uniques and set items (which don't have their final system yet).
When the Eternity Cache grabs the wrong affix, I also wouldn't call the item bricked. It's not perfect but I don't think the cache can make an item actively worse unless you try to do that.
I did also forget about the potential for trade and prophecies to mitigate that too. If you're in the Merchant's Guild, you'll be able to farm the ingredients and sell those for the gold to buy the Legendary version. It might take slightly longer but it would make it so you don't have to rely on that final RNG step. We don't have all the possible prophecies locked down yet and I don't know if any do this or not but it is possible that they could interact with the system too.
Interesting. So, the slammed legendaries will be tradeable?
If the ingredients were, yes.
wait, that means.. I should be keeping more of the boss drops I get?
I'm sorry, I don't know.
Ah, so it may not be retroactive? I understand, thanks for clarifying everything.
I mean, I doin't know how many you're keeping now, or what faction you will join or what the goal would be after that.
I will try the trade faction, I have several full tabs of rare boss drops such as Stormcarved Testament, Horns of Uhkeiros, Omnis, etc.
couple questions so that i dont spread misinformation when i make a build guide
What is the range/radius of the summon spriggan base aura?
for ice thorns "Farwood Heart" node, is it triggered by auto casted ice thornsfrom the bramble armor and spell thorns nodes
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
Wait you will be able to join factions? Can you explain the factions and what they will do?
does that paint a better picture? Will they all be tradeable eventually?
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
1st try
Lmao
The current plan is to make all items which do not have an item faction requirement tradable.
(items don't have a way to get an item faction requirement yet)
"All types of equipment, such as idols, uniques, and even legendary items can be traded with other players if you have a high enough rank, but crafting materials cannot." ah, ok. all tradeable. thanks, I thought slammed legendaries were restricted, must have heard wrong from someone else
yeah, guess I'll hoard even more of these haha
thats good i hated league locked legendaries in the old poe league system
items get a faction rank requirement when acquired using an item faction's bonus. That's if they drop while you're representing the circle of fortune or when purchased from the bazaar.
what about items I already have, before factions are released?
we don't plan to give them an item faction rank requirement. I don't see how we could without making your gear just unequipable.
Do you have any plans/intent/desire to do Merchant's Guild in a way that either directly or indirectly prevents or makes it hard for people spending most/all of their gameplay on playing/manipulating/etc the trade market?
perfect. so everything I have already will be tradeable?
yes, please read the trade document, it outlines in detail that desire and the methods to acomplish it
!trade
Are you a Merchant's Guild Member, or a Circle of Fortune member? Find out here: https://forum.lastepoch.com/t/trade-development-update-introducing-merchants-guild-and-circle-of-fortune-factions/51994
Oh. I guess I missed that when I read it in the past. My bad!
I'm sorry, it seems like you're really digging for a guarantee on this and I'm just not going to give it because we aren't finished making the system yet and things could still change.
We don't have any plans to make the items untradable at the moment.
understandable. I'll continue to selectively hoard, like I've been doing. Gonna get back to pushing 2000+ corruption, should have it in 2 days or so. Thanks for being patient with my questions!
Kind of tangent to the current discussion: are factions available for out-of-cycle characters as well? if so, will existing characters get mapped to factions like: SSF -> Fortune, Otherwise -> Merchant's?
Sorry Mike, maybe I'm missing some bits (or maybe I need to rephrase what I'm trying to ask), but the only thing I'm seeing that I had missed before is the Rank 6 MG reward of unlocking additional Bazaar slots. Is that what you mean?
yes, no.
SSF is not the same as CoF.
You can play CoF as a non-SSF player.
It is natural for SSF players to play CoF.
Every character will need to complete the same steps to join a faction.
You can't participate in the bazaar without Favor.
Favor is collected by killing monsters.
This means that it will not be possible to just sit in the Bazaar and trade all day without doing some considerable monster slaying too.
AH
What is the game design reasoning behind the resonance item unlocking the ability to gift items to anyone? Why not just remove the lock in general instead of putting an item?
Excuse me, my brain needs more caffeine apparently, because I totally didn't put that all together
Thanks
We really like the idea of people who frequently play together being able to have the opportunity to play separately sometimes too and not fear being unable to gift items found solo to each other.
Opening up the trade entirely to just free trade makes way for a few things we are really trying to avoid.
this got lost in the trade discussion a bit if you dont mind answering it 🙏
What about the reasoning for having trade mechanics locked behind a leveling system called the merchants guild and getting those mechanics reset every cycle?
sorry about that
very large, it has a radius indicator that is difficult to see on not ultrawide monitors because it's so big.
can you link that node, I don't know what it says off the top of my head
basically when a node says "you cast when X" does that trigger "when you cast do Y"
it will not work
is that the case for things worded as "when you use/cast X"?
yes
hopefully all things, could be an exception though
hmm small wrench in the build guides damage then.
i guess ill ask as well, does this node use the maelstrom tree
yes
okay perfect, this build is working out , just have to figure out how my offline version wasent spending any rage
Rage on kill, rage on crit, rage regen via Tears of The Forest, plenty of ways
We have been planning a late game character progression system which is decoupled from experience for a while now. It's something that we plan to expand horizontally post launch.
When we were attempting to design a trade system that would work and not force itself on the entire community, we found that a split system was probably necessary. Having full access to all the benefits of both seemed to encourage flip flopping as an unfortunate and unintended noob trap. Adding a progression system to the different options was a natural fit for the factions system which we had been looking to work in.
A neat little side effect of it is that it also helps to stimulate the entry and mid range markets.
be honest with this fun next question
How much of the team is playing d4 in 24ish hours 
I would hope many of them, to give them a good idea of what not to do
So you’re basically trying to make a trade system similar to POEs overall but more restricted?
No. We are building our own trade system.
Hmmm understood thanks
any reason why bone curse fix did not make it into the hotfix?
The PR for it is still in review. Basically it just didn't get done in time.
What’s wrong with bone curse?
Too boney
So lore question! I see Elder Gaspar dresses similarly to Elders from the past but instead of plants he has weird void mush on him. Am I looking too much into this. Am I onto something? Am I being gaslit?
I thought it was the same guy
Apogee of the frozen light does not give +skill to the following: Spriggan Form, Swarmblade Form, Summon Spriggan and Thorn Totem. They all have minion and cold tags. Horned staff provides +1 to all minions skills works on them. I was wondering if Apogee not giving out +skills to these abilities intended or not. Thank you.
Are there even Elders in the past? There are new lore bits added to chapter 2 that help tie some things together fyi
I forget his name but he calls himself the first elder after he teleports us into the future haphazardly
Do burning daggers use cinder strikes attribute scaling or their own? Specifically related to the fire walker node https://i.imgur.com/DOEbeAc.png
This is in note spots in the archive of ch 2
Pretty sure he made that up after going to the future; before that he has a different title.
Yeah, he comes from the group called The Keepers or something like that (I promise I'm semi-literate) and his outfit follows a similar design pattern to that of Gaspar where instead of flowers and plants it is voidy lookin' stuff. I'm curious about the safety, purpose, and practice of said void stuff in place of flowers. I'm curious if it is symbolic to the narrative down the line or simply referential to the state of the world
Do you guys all review each others' code?
I cant tell if its testing or optomization, but now loading (solo but online) is just as a long or longer than when Im playing with a friend. Itd be cool to know how you test this before implementing large changes to the game.
IE: off (work)-network play. Playing like us scrubs etc. Where i used to work we had not just separate environments but connectivity
Why chat (game client) allows me to add 4th and more item-linked to my message? (I mean on a stage of typing)
As far as I know this isn't a widespread or intentional change. As for how we test things, whoever implements it, tests it. Then it gets handed off to QA who tests it. If that passes then it gets integrated into a staging build which is tested groupwide twice a week. Then if that passes, it gets merged into the release candidate. That is tested again by QA before it goes out.
it boils down to performance
we don't all review everything but everything does get reviewed.
is high WW chance lower on ascendance? (like for LPs)
Y'all using gitflow or did you find a more bespoke branch and release management strategy?
(I'd be keen to hear how use of Unity influenced that decision making process)
any known issues about disconnects going on today?
Disreguard seems to have been a networking configuration error on my side causing the issue.
so how about a fix for this infinite loading bug for every third echo
that is how my disconnect errors started. try resetting your network adapter on your PC.
US West seems to be lagging pretty bad, almost all requests for ladder data time out. There's no such problem in Asia SE currently.
tried that damn. maybe rollback the hotfix lol
welp good thing d4 tomorrow i guess
was about to ask about this lol
login takes like 30+ seconds, loading into the world is at 90+ seconds for me currently
ya man one step forward 2 steps back
Mike, any thoughts on how WW items will fit into the trade covenant tiers?
What happens if you slap Minion Damage onto Julra's Gloves? Do they get it twice?
Anyone else getting stuck on loading screens?
yes they borked the game with the newest hotfix
Yes but none of them are announced yet so we will share that with the rest.
No, they get the stats damage and minion damage. The stat minion damage is good for summoning minions. Very few minions have their own minions.
This is the same as manifest armor copying your gear
See #news for an update.
Idk if this is allowed here but this is an off topic dev question not relating to the development of the game but development in general am i allowed to ask a question like that here?
Sure, if it's kinda off the wall I might not answer it but I'll do my best.
Do you need to know algebra, geometry, calculus, and all of those complex mathematical subjects to do game development or is it all just basic math?
google it
Algebra, every day.
Geometry, very often.
Calculus, almost never.
Linear algebra, infrequently.
Quantum mechanics, always and simultaneously never
so 1+1 isnt enough?
Do these amounts of maths vary on the game genre or its all the same?
The relative rates change but it's probably pretty similar.
Computer science degree are just math degrees in disguise
Can a "computer information systems" degree apply for game development because they both do coding in the end of the day
now that is a google
I have no idea what a computer information systems degree is
"computer information systems" sounds like IT to me
Pretty sure IT doesnt code cause someone I know works for IT and they dont code
IT can absolutely involve coding to varying degrees
I think we've reached the end of this tangent though
mike i got this for you
Alright thank you mike
How are the devs? I don't hear anyone asking.
I can't speak for everyone but morale is high. We can see the light at the end of the 1.0 release tunnel and this is one of the hardest things I've ever done personally.
Overall, really good, thanks for asking.
I agree, manning this channel would be one of the hardest things I'd ever done too. Truly an impressive achievement 👍
Oh and all the game dev work too!
Yea, this channel isn't really my main job, just what I do in-between other stuff.
Proud of you.
if I spawn in dead from town portal would y'all put that character back on hard core???
I don't think support has a way of doing this.
Why can Rogue relics have cast speed if Rogues don't have any skills that scale with cast speed?
I'm using a controller, can anyone tell me why for the past 30 minutes I cant pick up items on the ground unless I move the cursor over them?
Because cast speed is not class locked.
I don't use a controller so I can't help,sorry.
Maybe it should be since that's just bloat then 
Considering 4 out of the 5 classes CAN use it...
(Most likely why)
(Also we dk if falconer has spells or not)
I guess. Just feels wrong.
Mage relics can also roll minion damage despite mages having no minions currently 😉
Mike mentioned that mirror images technically count, which is very funny I didn't know that
Hello, you know when the movement skills like rampage ll be patch ? It's bug on many map and if if bug one time: after the skill bug on every map : the bear try to run on the same position and don't move.
Need a D/R.
Hm?
may want to read the channel title, Astarock. Mike doesn't answer "when is this bug being fixed" questions
It inherits damage modifiers from other skills, like hungering souls, making it deal millions of damage.
From the looks of it it MIGHT be intended.
Considering they fixed/changed the cursed limbs interaction but not that
It's not intended, lizard been pushing the fix, they know about the bug for a long time.
You're gonna be mad, but .... Dark Quiver
Doesn't cast
Base speed scales with cast speed
You sure? Cuz it seemed to scale by attack speed when I used it
That's... dumb
Im sure Mike will confirm Falconer has primarily abilities which scale with Cast Speed
That's REALLY funny.
Hi there, try pressing the hide/show items button (usually hold right on d-pad), this usually fixes this issue. You may have to zoom out and back in as well 😊
Hey guys, my first message here. I just bought the game a couple of days ago, and am really enjoying it.
I'm playing it on the steam deck at the moment (will be away from pc for quite a while), and I was wondering if there is coming steam deck support (especially better controller support). Currently, steam deck labels it as "Unsupported" but it runs decently well, with some tweaks (though I am nowhere near the endgame so the deck is not being tested properly).
Mike has said that once controller support is completed (aiming to have this for 1.0) that steam deck support would be much easier!
Got it, thanks @frail sentinel 🙂
If you need any advice on how to set-up the controls or optimise performance, the Forums have a lot of useful posts!
Are Bone Armours from Transplan (Bone Armour node) and Bone Curse ( Marrow Thief) technically same proc? Do they share the cooldown time? In other words if I proc Bone Armour by Transplan can I proc a new 'instance' of it by Bone Curse? Also if Bone Armour proc'ed by Transplant is on cooldown can I proc Bone Armour by appling Bone Curse (with node Marrow Thief)?
They don't share CDs. That specifically for transplant's proc
(ALso the bone curse version only gives it to the killer. Eg. you don't get it if a minion kills it)
You mean 'Bone Curse version'?
ok ty
According to LE Tools, they are the same buff. That means if you use both, you're likely to overwrite the bone armor from transplant (which is much stronger) when you proc bone armor from bone curse.
While looking this up, I actually realized - both the tooltips say bone armor grants armor, but bone armor itself doesn't say anything about armor and looks like it just gives less damage taken. Does the base effect of bone armor actually include armor?
@pine chasm @somber marten @hoary frigate This is stepping into Discussion territory - please move it to #💬┃general or #testing-discussion , thank you!
sorry But I meant to ask the devs (Mike namely) as this topic name states and still didn't get the answer from him and hope he could clear this one
That's okay, Mike can see the original question - he has a lot of work at the minute though I know he'll answer when he can!
Just need the discussion about it to move out so Mike doesn't miss the question 😊
Bone Armor is an exclusive buff and does remove previous instances when applied.
The stats in the transplant tooltips are right. It gets modified at runtime. The Bone Armor stats listed on LETools are the base unmodified stats for it.
thanks! Just to be clear - you can't proc another instance of Bone Armour (from Bone Curse ) while the first instance of BA from Transplant is still on cooldown right?
How did Orian lose his right wing?
The lore collectable right before his boss fight alludes to it, but he's had a fascination with magic relics and prophecy for a long time. While performing a scrying ritual that involved fire it went out of control and burned off one of his wings and one of his eyes, but showed him that the Keepers were carrying the Epoch. - Loremaster
Are there things that are supposed to ignore ward? I vagueley remember almost dying yesterday while my ward was still well, pretty high but i cant remember were it happened
Yes, was it in the Emeror of Corpses fight?
Oh yes! The blood puddle thingies
Oooh, ok thats hillarious
Thx for the quick response mike 🙂
So if I want a budget exsanguinous i just need to ask the emperor nicley to be my pet?
You can't afford his rate
Can we have increased unique/weavers will drop rate please!
For the new Weaver's Will Relics, is it correct that you're most likely to see the version for the class you're currently playing because Relics are weighted that way?
Uniques are exempt from that system, WW are still uniques, and I have yet to see one drop as the same class as I am on, so I'm gonna go out on a limb and say that isn't a thing
Neat!
is there any ETA when disable chat is actually going to work and block chat so I don't have to see all the garbage arguing while I'm playing?
does echo reward scales (unique and exaled rewards specificly) with rarity or corruption? I swear it changes as I go up, not sure tho
If you'd like to make a #suggestions-and-like-to-see for the game, we check that channel for them.
We're working on it, there have been several different bugs which have caused this same problem. Ever time we get rid of one another seems to pop up but it's on the list.
the frequency which you find those rewards scale with rarity and corruption
Is there a number or a formula for this btw?
yup, I don't have it available at the moment.
i'm doing 400 corrpution and still dont find shit
Hence my question lol
I've genuinely found more special rewards nodes on low corruption
but those are not only ones that scale? I swear I see less of them at 1.5k corruption than at 300, and its the only one Im looking so other stuff might get in the way
same
Confirmation Bias is a powerful enemy. Please record hard data to see if it's really as bad as you think.
i found my only 2 LP4 items on 100 corrpution and nothing close on 400+
But now it seems i get no drops at all
100 vs 1600 😄
Please record the next 100 examples of each and see if a pattern appears.
sounds like QA work, not mine. I belive you tho, thanks for the answer 👍
I am extremely confident that the system is functioning correctly.
I'm actually curious how he climbed to 1600 corruption without noticing the patterns
as I said, I noticed the oposite pattern. or at least not the improvement I would expect going from 100->1600
the answer is probably you see more random unique, idols, end arena keys and I filter them out in my brain, inrease in the exalted nodes are slim I can bet it. and way less arena keys + rare items
Sorry, let me rephrase.
If you would like to present evidense of an RNG issue, please collect a statistically significant amount of data before presenting it.
Small snapshots of data like this can be very misleading. It is very easy for people to latch onto negative results and have that skew their perception of the system. In our old crafting system, this was especially problematic. We had daily reports of it being broken and not doing what it should. Many players presented evidence to that effect. After exhaustive checks, everything was working right.
I suspect that this is another example of RNG is RNG and humans have very interesting ways of changing what has happened in their memories.
You're probably right, however knowing the formula for increase in freq of special rewards would help regardless. This game's transparency with its damage and defense formulae is one of its standout positives
Can we learn just one little thing about Falconer today? 🙏
Falcons
hello. 1.0 and trade system when coming?
There is no announced date for 1.0 or the trade system at this time.
We just bundled 2 of the skills together and have been making a new one.

Mike, are you willing to reveal approximately how many bird puns there currently are in the Falconer design?
Yes, 0. We haven't named any of the nodes yet.
As a father, I am excellent at puns. My door is always open.
nice to meet you "a father" I'm Mike.
Clearly, you have no need of me
When the student is truly ready, the teacher disappears.
Hi Mike, i know you most likely cannot give out a definitive answer to this but i'm hoping for maybe a vague one. Do you personally think that the game will be ready for a 1.0 release by the start of next year, or next year at all? Up until now i was thinking that you guys had a fair shot at it but i've realized that we're basically halfway through the year and there seems to still be quite a bit of work to be done for such a big release, don't get me wrong i think the game is already great and i have played several hundred hours already. But i can't lie and say that I'm not worried about how quickly the end of the year is approaching vs how quickly we're getting new content / bugfixes. This is not me saying i feel like you guys are slow, it just feels like the approximate deadline, even though it wasn't even really official or anything was quite amibitious and i would be sad to see the game release a bit undercooked and recieve critisism that will plague it for a long time.
Hope this isn't taken in any king of negative way, like i said i love the game and the work you guys do, was just wondering if you guys were thinking the same or if you think there's hope in it being ready for release sometime around the start of next year, thanks.
thanks for the #368968647114227723
I do think it will be ready for release before the end of the year.
that's very reassuring, thank you very much and keep up the good work Mike
Mike
Hi
There's a guy right now in the in-game chat
I tried sending you a private message, but discord won't allow me
This was right after he said "all gays should burn"
!support
Need a hand? Just head on down to https://support.lastepoch.com/ for support articles or to reach out to us directly.
He is doing it now, no need to open a support file
There should be a moderator in the ingame chat
Dealing with this
I know they're doing it now
bro, grow up
Or a report buttom
But you can file a report through support
Theres a dedicated area for it in the submit a request button
I'll do
While I probably have access to it, I don't know the steps or procedures to enforce in game chat moderation. An in game mod should be on it already I expect. If not, please use the reporting process that was linked. It has an option for reporting in game chat.
Handled ❤️
Hey, bonus upside, this conversation led me to seeking out and buying Achievement Relocked by Geoffery Engelstein on the subject of loss aversion in game design.
There is a great GDC talk about the development of Marvel Snap which touches on this in a practical way. Very good watch.
Designing 'MARVEL SNAP'
https://www.youtube.com/watch?v=HjhsY2Zuo-c
I was just about to look for that, truly you are a gentleperson and a scholar
lol i tried
Very cool! I'll watch that today and check out the book
Mike Giving out free Game Design knowledge for free
Skeletons and Skeleton Mages state they have 100 base health. Does the base health change based on the type summoned? I.e would a skeleton warrior have higher base health? Would a skeleton archer have lower base health?
If they are all the same base health, it feels like the Warrior and Death Knights are at a disadvantage as archers and mages get ranged attacks with equal health
I think there's perks that give the warrior more health and and in your skill trees you can give all skeleton more hp and stuff
Yes you can, but I guess what I’m saying is that wouldn’t it make more sense that investing in more health for skeletons should have more benefit for melee attackers?
If warriors had a base of 150 health compared to archers 100, then you could still invest in health but would have more incentive to do so if using warriors
Their damage scales differently afaik, warriors can attack faster and harder with nodes
The death knights do have higher base health
You can look up the minion stats on LE Tools
Thank you for this, maybe the real issue is just not being able to see enough minion stats in game
Talking about bird things... can we have a bird poop skill? Or maybe a bird poop skill mtx
Like primalist storm crow skill but my falcon would shit on enemys, literally
why is this even an issue that needs to get bigger
smh
is there a block option on this game? like blocking the messages of someone to avoid internet troll
Sure, but there are rules and people should face the consequences of not following them
I'm not cross Mike, but I am disappointed. Bitterly so. Surely the node names come first?
Some do but the rest of the nodes don't exist either.
Would you go so far as to say you feel like terning away from the game altogether? Maybe you feel robbed, inside
pigeon mtx ?
I may fly the nest, yes.
Is there gonna be added an option to transfer everything from online to offline ?
We don't currently have a plan to include that.
Would it be possible and allowed to do it myself with 3rd party programs?
Like making a copy of a online Char and paste it into offline, dont know just guessing, heard the editor things are pretty crazy for offline
I'm not prepared to endorse the use of a hero editor as I think it is generally a slippery slope to "no fun town". Editing offline save files is not against the ToS.
Are there any plans to include an option to view the individual stats of minions in-game rather than needing to use LE tools website? I’m curious about the differences between skellies
The improved character sheet project has been postponed several times and is still on the list.
Thank you 🙏
What was the motivation for using a small caps font for the item texts?
hot take Last Epoch is the better game compared to d4, what do devs think
are there plans for more items like fractured crown that have special rune of ascendance "recipes"?
How do i deal with boss proceed window if my party mate lost connection before we got to the actual boss? Only i can hit the proceed button but boss fight won't open since my friend isn't able to join anymore
We tested several options and it is what we enjoy the most. I know the UI designers would probably have a lot more to say on the matter. We actually recently finished getting our own font made for the game. The main title card uses it.
I think I'm happy you're enjoying LE. I haven't played any of the release version of D4 yet but I had a ton of fun with the betas. I will probably pick it up to dig deeper on it. Kinda hitting up TotK and trying to find a Vilatria's Downfall for my Sorc at the moment though.
yes
troll answer: how do you know we haven't added more already....
but seriously, there aren't any so don't try and find them yet.
I'm not sure. It is possible that we haven't accounted for that situation properly yet. It might require you to wait for the timeout duration before it registers. It might kill the attempt at the moment. If you encounter anything like this a bug report on the forums would be appreciated.
!bug
To make sure a bug gets fixed, please post about it here: https://forum.lastepoch.com/c/bug-reports.
timeout didn't work, my teammate rejoined the party somehow and i could join by myself, i'll try to replicate it next time
if i mirror an item with a rune of creation is my party mate eligible for gifting if the item wasn't giftable before?
is "eathquke" an inside joke with any of the audio people in EHG?
No
hunh? is the audio file for earthquake mispelled to be eathquke?
just a random point to say, the core SNAP design is great. But everything else about its implementation has been terrible so far.
full disclosure, I haven't actually played it myself yet. Watched several others and watched some design videos about it but that's it.
Yes, but it was such a weird misspelling that I thought it was intentional.
Next up I need to find out what "EoTEasterEgg_Spriggan" is all about
Mike again about the set items rework, is this planned for the 1.0 release or is it supposed to come earlier?
Can we expect story-specific character quips to return in the foreseeable future? I miss the rogue's snarky one-liners.
That would be nice, plus a different voice actor for the Acolyte would be 🔥
I know all masteries are coming in 1.0, but is it too late in development to offer ideas for Warlock? I saw a post a bit ago from EHG asking for thoughts on falconer
They will always take suggestions into consideration. #suggestions-and-like-to-see
Added to the suggestions 👌
Pretty sure that's something you can find in the lightless arbor.
It's a flex feature
I hope so
No, those are independent of each other.
i have no idea what that means sry 😄
It means that I don't have a set time.
ah alright, thx!
ya gotta give me one more hint than that. I can't find it! Where do I plant the Spriggan?
Any particular reason mana regen tier scaling is so bad? So many other affixes have t7 be doubling t5 or more but for mana regen its 1.5x
I don't actually know how to trigger it. I think it requires finding the spriggan in the dungeon.
It affects the rate at which abilities are used at. ICDRS has built in diminishing returns so it probably doesn't have the same drop-off. We don't want to make getting a T7 mana regen a mandatory part of some builds.
Can you pls make scorpion change it's whole thing on ice element in the ice converter node it is still using venom nova and baby scorpions at poison element when other companions fully transforms into ice on their converter node
Hey devs, had a question about endgame balancing, as a side note are you guys considering reworking the nerf to bone curse? Some ideas I had were changing the 150% dmg to 50-75% crit multi bonus, or removing the 100% crit chance. Im wondering if the theme is going to continue with other build balancing now that we see a mage build hitting 2000 corruption when old bc lich wasnt doing that, so should we expect to see any build that can reach that content get nerfed? Is there a limit to how much corruption you guys want builds to be able to get to? Or are you guys trying to equalize all builds before adjusting numbers here or there to let everyone get to higher content eventually with plenty of build options (similar to d3 reaper of souls exp that made almost every build stronger and released new higher end game content). Sorry for the long question. ^_^
** I know you guys have mentioned balancing being around 300 corruption in the past but I think its obvious the goal for a lot of people is to push far past that.
Encouraging players to push to 2k waves becomes less of a test of planning and skill and more that if endurance. We aren't interested in promoting wave counts that high.
Do you mean on arena? I meant 2k corruption
Oh, yup, usually that gets asked about the arena and since the arena ladder is recently out, I got mixed up.
It's kinda a similar answer though. 2k corruption is not something we expect players to be able to do or encourage.
Okay I didnt think so, in my mind 8-1000 corruption is a good spot to end a "push as high as I can" deal. So we should expect builds that are able to get to 2000 to get nerfed in the same fashion lich did correct?
Just curious -- where are the US East and Central servers? I'm in South Florida and consistently ping ~17ms to Central and 45ms to East...
I'm not sure but I seem to remember someone saying Texas for central.
I'm not prepared to set expectations for future balance changes.
does this mean standard won't be abandoned by players as it has been in other games? what's the dev team's plan for this?
why this skill doesn't have a cold icon but in the modifier it changes from lightning to cold???
!bug
To make sure a bug gets fixed, please post about it here: https://forum.lastepoch.com/c/bug-reports.
Depends, i myself will most likely not play a lot of standard but i could see more people playing standard in LE than in something like Poe.
How hard is to get 3 or 4 exalted options on 1 item? I've been farming on 500 corruption from months now and never gotten one.
Yes.
(Suck off satan.)
Few questiona about dmg dealt to mana before health, first is it additive or multiplicative meaning if i get a perfect fractured crown and a t7 on the chest can i have 100% dmg dealt to mana beore it touches my health? If yes what would what happen if in the future you manage to get over 100% somehow?
Then, can i go into negative mana from big hits or will it always stop exaxtly at 0 mana?
Fun fact: it is currently possible to hit higher than 100% rn because of the mage's weaver relic
Thx that answers one question at least and i knew there was something i forgot 😄
Roughly 900 hours in game, one single triple exalt
Lmao
yeah i played around 1000+ still no luck
A quad is likely to never exist btw
I see. Well, then I may as well continue playing 😄 lol
Yes if you get 100% damage dealt to mana you will only take damage to mana until your mana goes to 0 and then it'll go back to health, it will not make your mana go negative
If you get over 100% it's still gonna act like it's 100%, I've already asked and tested this, right now the max possible is like 108% but yeah it'll still practically be 100%
Yes if you get 100% damage dealt to mana you will only take damage to mana until your mana goes to 0 and then it'll go back to health, it will not make your mana go negative
Alright thx!
Is Titan's Rest [Ruined Era] connection to Corrupted Lake [likewise] an oversight, or is there an actual conneciton between these zones other than time rift from The Risen Lake [Imperial Era]?
It was always possible, because of some flame ward nodes that give you damage taken as mana before health while it's active
Flame Ward's effect is a different thing that is multiplicative with damage taken to mana before health
Any plans to fix the Lagon boss fight hit boxes?
not really, the flame ward mental aegis is different from the affix damage taken to mana, it's multiplicitive with the affix not additive, so if you have 40% damage taken to mana and have 5 points into the node in flame ward (60% i think) it would actually come out to about 76% damage taken to mana and not 100% ( (1-0.6) * (1-0.4) = damage taken = 0.24 (24% damage not taken to mana) ) #👨┃ask-the-devs-not-support-no-bugs message
ah i didn't see that Father Toast had already answered, my bad ^^
if i used glyph of despair will it affect the purple line of exalted?
Asked and answered 🙂
What are the devs' favorite builds in 0.9.X?
Glyph of despair can only affect the affix you are attempting to upgrade, and you can't attempt to upgrade T5+ affixes
does two unique items when equipped at the same time their effect stacks?
like X minion armor
Yes, unless it specifies otherwise (usually in the Alt text)
dear devs, could you create rune that could revert item back how it was before crafting? lets say with some penalty like 30% reduced potential or whatever, thanks
hello Mike, if u do 10 hit/s with CHANNELING Flurry do I heal my self 250 pv/s with an affixe like " healt 25 on melee hit " ?
i can't seem to pass the quest on forgotten knight she just kept on saying this back and forth
I find a way to try if it works and it woks well.
devs not support no bugs
!bug
To make sure a bug gets fixed, please post about it here: https://forum.lastepoch.com/c/bug-reports.
is the number of additional skill points capped at some point?
talking about the skill tree of specialized skills
There is no hard cap, there is a variable practical cap in that there are only so many +skills available for each skill.
xD yeah thats why i was asking @candid cosmos because i read i few times now that it is supposedly 30 but there is nothing indicating that, thx for the quuick answer again mike!
ele nova can get to 33 with the new uniques, set, and t7 roll on +skill affix
I think detonate arrow is the highest, with dw daggers.
Hi there. Can you tell me why in this game some enemies have ragdoll at death and some don't? Very uneven combat experience, looks like game stitched together from different developers or something. Also death "animation" of skeletons is ridiculous IMO 🙂
A lot of skills that have conversion nodes also have nodes that have added flat damage of certain element, which become kinda useless after conversion since it doesnt affect them, is it intentional or underlooked? feels bad to spend 1-2 points for literally nothing basically, cause u have to take them anyways on the path
We really like the ragdoll effects on certain enemies. They are fun to kill. Having "choreographed" death animations on others lets us work some more theming into the deaths. We've been moving more to wards animated deaths but will continue to use some ragdoll.
Let's be careful with "literally nothing" that is actually "definitely something". I think it's important to note that skill trees are not designed to have golden paths. We want there to be tradeoffs and inperfections and things you have to give up to get something else. Those types of decisions, the "is it worth it?" moments are where the juice really comes in to the build creation process. We do try not to have extremely anti-synergistic nodes as pre-requisites for another but it's something that works in sometimes. I look at it as just a node cost to getting the conversion node.
I'm curious Mike, on the Gambit of an Erased Rogue (and a few other cases as well), how come you guys chose to use "1 in 6 chance" instead of "17% chance" in the phrasing?
I've been griping a lot about ARPGs relying on loot filters as a crutch recently (especially the past 5 years, where it's just assumed everyone will find/make one, and you're playing wrong if you don't). Just curious on some dev thoughts on the modern acceptance of customizable filters, along with what I'd consider an indisputable way to categorize the later gearing process as "too much loot drops".
because the variable value that you're looking at is the less damage taken and having another % number in there might be confusing.
Ooh, I hadn't thought of that. Neat!
I think that in order to have a really rich vein of potential loot combinations to mine you need to use one of two main options. Either tailor the loot to the character and try to guess what the player really wants or give a very high variety of loot knowing that most of it will not be useful. I think both can work well and I'm personally approaching it from the perspective of liking the ability to make weird builds that don't traditionally work.
As an example, if we tailored the gear more, we could do things like never putting minion stats on any items that drop for mages. Now there aren't really many options for mages to use minion so I expect that almost all mage players would love this. The problem comes in when someone finds a sweet interaction with some unique that enables a mage minion playstyle and requires a mage helmet with minion health on it (or something, just making up an item). So now you have to go play a primalist and hope for a rare mage helmet drop and hope it has minion stats. Suddenly this powerful build has this extremely rare item that isn't really a mega powerful exciting unique, it's just rare because of the smart loot system deprioritizing it so crazy heavily. And on top of that, you're now playing your primalist specifically so you can farm gear for your mage. We want to encourage alts and experimenting, but not only so you can farm gear for your main.
I think there are other ways to do it but these are the two main options we have without making very large changes to other aspects of the game.
TL:DR We like having as much freedom for the player in the gearing system as possible. We think it's better to encourage using a loot filter (and making that process painless) than it is to tailor the loot to what our vision for the characters are.
I'm definitely a fan of items which don't match your character dropping. It inspires making alt characters, and I think I've seen plenty of other folks when talking about ARPG opinions putting LE at the top when it comes to raising alt characters as a source of fun. Also I'm going to insert a gripe here where one of my first weaver items rolled Int and Throw Damage--I think you know how much crossover those stats have... Back to my main point, specifically the quantity of each rarity? I recently tried Ghostlore, and I know I'll love it when I invest time into it, but... having multiple rares drop in one zone before I was level 10 just felt... silly, and I'm scared it'll start making me wade through hundreds of rares per zone endgame.
We've got an interesting side effect of our crafting system in the leveling process. It's really really easy to make rare items at low level that have stats that will carry you for a long time. It make that early game item finding difficult to make interesting. I really do like that early stage when you're upgrading white items with other white items or you find a helmet that couldn't be more wrong but it's literally better than the nothing you have equipped so you might as well slap it on. I think our later game systems have taken the lead there and I'm not sure how to fix it or if it's worth it to focus on given that there are parts of the gameplay loop that people spend WAY more time on.
Having said that, first impressions are so important. I'm not sure what we will do about it but I do agree that I have a tough time finding a use for white items most of the time. There are some neat things in crafting with them getting higher forging potential in certain situations though.
Don't know if you've experimented with it, but maybe a build of the game where crafting potential is fairly rare? Akin to how infrequent it was to find a socketed item in D2. Wouldn't have to be so late game; just a thought.
"1 in 6 chance" is also listed like this because it is based on lore of the item being about rolling dice which are numbered from 1 to 6 (the tooltip should give you the % value to make it more clear).
oh wow, I totally missed that somehow
Also neat!
I remember asking the same question internally haha.
That's a really cool reason. It didn't click until you said it but I like it!
I know there was some talk about capping the gold cost of stash tabs, is that coming soon? I want to be able to run Lightless Arbor at some point lol
When is new towns fix? 🥺
I have seen that request. I haven't heard of any plans to do it.
I'm sorry, we don't have an ETA at the moment.
oki ❤️
When minions and companions apply ailments like frost bite are they applying the same damage frost bite as the player or are they applying it calculated from their own cold damage/damage over time?
Same for bleed/poison
the base damage is the same for everything and they apply their own modifiers to that
i have a quick question, when 1.0 comes out will the community possibility get a dev calendar or 1-3-6-9-12 month plan??
My mistake, I had heard somewhere that it was planned, sorry.
mike i need to bother you again, apogee of the frozen light, it seems like theres a lot of confusion on what counts as minion death, either this item is massivley bugged or like 99% of primalist minion deaths dont count? or general minion resummoning
like when i am at max wraiths with my necro and keep summoning, no buff, if they decay on themselfs, buffs
on the other hand, summoned veins on my primalist decaying/dying their natural death after their duration, no buff same for totems
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
yeye i know
i am gonna report it but it could still be intentional, if it is its very confusing tho
additional info: tested now with volatile zombie, there the resummoning/oversummoning does indeed cause the old zombies to explode like always and consequently trigger the apogee buff
The intention is for it to work as expected given the text. If it is not, please make a bug report.
Is this item in the game? https://lastepoch.tunklab.com/item/2064qD
no and dammit asked me about it and I told him that it's not in the game which is why it's not consistent between the sites.
gotchz
well like, it's in the game files and you could spawn one with dev tools
I probably should ask tunk to take it down or make a note that it is impossible to acquire
hey @solemn dirge the above item is impossible to find in game, not sure if you have a way to make that note on your site or just remove it but it's not really there. Sorry that we don't have an obvious way of noting this on the unique item objects
already did, i am just confused because its working very inconsistent across all my testing with it on necro and beastmaster so far
do the developers have plans for seasonal events of some kind? (like Path of Exile or OSRS Leagues)
essentially a limited-time event with special gameplay mechanics, where you complete challenges that can unlock cosmetic items for your account.
Hello. I am running an ignite marksman using Cinder Strike. If I am using the Flammable Toxins node, which converts poison chance to ignite from all sources, will it convert conditional poison nodes such as Poison Tipped in the base Rogue tree, or Poison Tipped Arrows in the Marksman tree? Or is it only generic chance to poison on hit that gets converted?
it will convert all poison chance that would apply to the skill, from any source.
Alright thanks
Given the volume of content available, early cycles will plan to not be time limited. Once we have a more established set of things to do, we might start planning time limited events. These could range from a snowball fight in December to a special pop-up dungeon and boss.
Snowball fight……
it's the most straight forward and obvious limited time event I could think of
Well there is nothing in this game that has disappointed me yet
Like us, many of you are probably playing Diablo 4 right now. What is something in the game that you would love to do in Last Epoch (with your own spin of course) but can't due to lack of resources or expertise?
I think the obvious one for me is character customization.
I'd love to hear about a less obvious one. 😄
do you play other arpgs for reaserch sometimes?
I think that if I didn't love playing arpgs, I wouldn't be working on this game right now. I don't sit down to play them as research but it's hard to shut that part of your brain off entirely.
i know the feeling. i always look at things from a certain point of view even if im not working or at another place that im not suppose to think that way
That’s definitely a nice to have feature, but I think better / more voice lines from the main protagonists make more of an impact.
will they be adding gender swap for the classes?
Character customization is a feature we hope to be able to implement. It will not be a 1.0 feature though.
Ok cool. Loving the game so far!!
will all classes get threshold passives like this? for only 5 points you get 5 int and insane amount of crit, cause mages stack int anyways. While some other classes dont even have any threshold passives and nothing comes even close in terms of efficiency
There are plenty of mage builds who doesn't stack int
dont wanna go into discussions, but if you arent stacking int on mage, you are doing things wrong for sure espcially after they chanegdd it, every single good build does that. And that wasnt the point of the question, the issue is that some classes dont have those kind of threshold bonuses at all
Huh? I would say most mage builds don't stack int as a matter of fact
Also if you have looked into other classes at all
At least 3/5 of the classes have it. Also classes being unique and different in their passive tree design is normal?
4/5now
Was the inspiration to charge the beacon in monos from Outriders?
yes
Is it intended for Ice Beetles from shrines to brick the Unholy Trinity node for Hungering Souls (more damage if you have exactly three minions)?
hello, problems already signaled concerning "synchronized strike"?
You'll probably want to be more specific.
it's been a few monoliths that it doesn't activate correctly, my character doesn't make the right move forward, it cost me a few deaths
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
Did you do something to the nodes/not dual wield?
I added a talent point to the skill because I dropped the new legendary relic, the character is just animating the syncronized strike in place and without the shadow generation.
What new legendary relic?
This?
Also, you might want to show us your Sync strike spec tree rn
(Reminder that it can only be used when you're using a melee)
I just realized, one of my daggers just disappeared from my gear and I don't know where it is, sad
does Warcry loses its iframe by making it as a totem?
or it gives iframe each tick
Are there mtx planned for minions, even for special ones like squirrels for example?
It would be a summon wolf mtx that would affect all types of wolves (including squirrels)
but yes
are you talking about the Juggernaut node?
So what are the chances of a zombie squirrel mtx 👀
Yeah the node that makes it become a totem
Does iframe still applies upon summoning it or
Does it give iframe per tick
Juggernaut doesn't make it into a totem node
Wait I forgot it's name
I'm trying to figure out where this "iframe" that you are referencing comes from.
Juggernaut
If you have a question about skills and their nodes, please provide a screenshot of the exact nodes in question so we can avoid this confusion
ok ok
I'll check the interaction between those 2, 1 sec
my computer may have crashed while checking
the totem gets the buff, not you
ok thanks
Will towns have a side area with dummies you can test stuff on? I really miss the old ways where I could return to the game and cast my skills to figure out what my build is doing
Skill usage in towns were taken away FOR the town instance system.
(Go to Arena for dummies)
Champion's Gate up north has the dummies
then what is the point of towns? Now they are just natural points to take a break and split up the party so some can go mess with builds at the arena while waiting for others get a drink.
That came out a bit negative. Maybe it's fine for new players who doesn't know how it used to be and will make do with the excellent tooltips instead :) I just prefer to see it in action and try it out
We can't have abilities being used in towns. (non-negotiable)
So since you have to go through a loading zone to get to the dummies, we put them in a thematically appropriate place. Champion's Gate. There are actually many more types of dummies in several configurations to test skills better than before.
not even travel abilities?
Yes, no abilities can be used in town.
I for one am eternally grateful that I can finally bind travel skills to rightclick because otherwise I'd be zip zooming around the place in vendor menus.
still a problem in monolith rest zone
Mike just to triple check, and I'm sorry because I know we've talked about this before, but a skill with 60% added damage effectiveness will also have 60% effectiveness with ailment application right?
no, very different stats that have nothing to do with each other at all
Hmm but it says it in the alt text of both warpath and umbral blades
And flurry btw
pure coincidence
Just two different stats that happen to have the math work out 60%:40%?
yup
Gotcha. Interesting
Here's a couter example
each one just does what it says
Ok. I just always thought they were linked because of the 60% DMG effectiveness. And it doesn't reduce the magnitude of the applied dot stack correct?
currect, they are unrelated
Awesome thanks for clarification
Is it still a possibility to have stripped-down traversal skills available in towns eventually?
Extremely unlikely. I think a more likely thing is for us to reduce some of the longer town walking sections by changing spawn points.
Is it intended that Ice Beetles from shrines interfere with the Hungering Souls skill node that gives a damage bonus for having exactly 3 minions or is it just a natural outcome of how things work behind the scenes right now?
I mean, it's not like we sat down and said "gonna nerf hungering souls by giving them more minions" or anything but it is functioning as expected and we probably won't do anything to change that. It would require some significant changes to how the creator/minion relationship works to modify. You are in acolyte so you could cast sacrifice on them haha.
Yeah I was asking from like, a philosophical perspective.
Casting Sacrifice is something I hadn't thought of and it's the perfect solution for this build, actually!
Or just…. Don’t click the shrine. (Sorry, discussion)
Habits!
Yo Mike, Sorry this isnt a question but I dont think you would see the message otherwise.. Just wanted to say that after playing Diablo 4 all weekend I gotta say that I actually prefer this game. Everything about it is done with care and creativity and it really shows. I want the devs to know that you guys made an awesome game and I really appreciate going against the corporate norms. Excited for it to keep growing and you have a lifelong fan 🙂
Do you have plans for a unique Odachi?
Hi mike why is one handed sword bases seemly so poorly balanced. There only seem to be two viable ones. Katana and crystal sword. Checking any other weapon types its not like this at all
I don't think that is a problem unique to 1h swords. These things are constantly changing in early access.
Tbh this is the only item type that i noticed this issue. Having played with build planner a lot there are always multiple usable bases in each slot and they are equally good
having so much crit multi in an environment where hit based builds are very very very incentivized to maximize crits will do that to ya
Thats not specific to weapons. Im talking about helms body armors relics in gloves boots amulets rings
sure, it's relatively worse with 1h sword. but if you think the other base types are balanced then that's good. i don't think so.
Those all have multiple viable bases in each slot and all have its use
I'm not sure we agree on the meaning of the word "all"
There are some low level bases and they are obviously the exceptions
But everything else usually just carry a t5-t6 implicit in value
In rare cases double t5
does these stats also included as part of physical dmg converted into cold?
It depends on the phrasing of the conversion. If it says "base damage converted to cold" then no. If it says "base and added damage converted to cold" then yes
Could also probably be a #❔┃ask-the-community question
As far as I know, there are no more conversions for added damage. Pretty sure they knocked those out and turned them into base only because having added damage converted was kinda busted.
thanks
so its useless to my sabertooth
It still adds the damage, it just won't scale with increases to cold damage
thanks
nothing specific in the pipe at the moment but there is a good chance we'll get there
Just wondering why there is a delay in receiving some of the mana returned by mana strike. I could be wrong, but it seems like the "on crit" mana is given instantly, and the mana from the hit e.g. (15+9)x1.8 is refunded ~1s later.
there is a little mana wisp that travels back to you so if you have the ranged node especially, that has a decent delay. Several of the nodes that provide alternative conditions to collect mana, like crit, happen instantly.
Huh, I never noticed that... So it's intentional, and the reason is thematic? I use the melee version and in combination with "damage taken as mana before health" it feels bad to have that delay when it can mean living or dying, but I guess this is more #368968647114227723 🙂
I can't remember the reason for it.
oh, was that first part a joke? 😛
nope
Or a thematic decision driven by a technical requirement to delay the mana refund?
I can understand some kind of delay, because say if you trigger something off of the mana strike (e.g. mana arc, or anything else that uses mana) you'd want the drain to happen first, and then the refund so that you're not left with mana missing, but I feel like the delay is too long, but yeah thanks for the clarification 🙂
As far as my exprience goes it works like life leech AKA gained over 3 seconds.
If you're talking about mana strike, this is wrong, the mana gain happens in one step, there is just a delay, which is what I was asking about.
Is the only way to transmog, by buying cosmetics through the MTX? I really want to transmog some gear that is in the base game
We don't have a transmog system in the game yet. You can apply some cosmetic skins but a transmog system usually refers to making one piece of gear look like another piece of gear. We don't have that tech in the game yet.
oh it's coming tho? Thats fine. I can wait, just atm it looks like my mage is an old man that has trouble dressing himself
Hello. Does the Flickering Shadows node in the Sacrifice tree work if Sacrifice has been cast by a Volatile Zombie?
via the Grand Sacrifice node in the Volatile Zombie tree
Volatile zombies don't cast sacrifice, they cause you to trigger it. Not sure what flickering shadows says, but if it only works on direct cast, then no.
Yes I'm aware they trigger the sacrifce cast
i dont understand wht that means
"If you cast Sacrifice while you control at least one minion all your active Infernal Shades have their remaining duration reduced to 2 seconds, but deal significantly more damage for their remaining duration."
whats the reasoning for not prioritizing all the class skills and masteries in early to mid development
Probably either resources or having all classes & skills but no stuff to play through them with would not feel great?
Before we started making a big multiplayer push skills were one of our top priorities and had one of the biggest internal teams. When we started making the push to get multiplayer in, the whole skills team had to shift focus to multiplayerizing skills so we had to stop most of the new skill development. Then we started looking towards launch and what features we wanted to come with launch to make a splash and the masteries are one of the biggest missing features that will get people excited for the game. So we very slightly shifted the timing of skill development. We're right back in the thick of skill development now, probably more than ever.
odd question i know but https://lastepoch.tunklab.com/dodge is this site accurate when it comes to dodge? or is there like an official calculator somewhere xD?
I can't see the underlying stuff and I don't know what that graph looks like for sure off the top of my head but that looks right and I have a high degree of confidence in tunk
I would be confident using that myself.
i am asking because the in game guide says 10 times the area lvl(which should be 100 max right?) should be roughly 50% dodge
but the site says 30% so im not sure
I think the graph is right. I'm pretty sure that the game tells you the %, in the tooltip. If you pick 1 example and see where it lands.
its not for me but for my minions sadly, there is only the raw dodge rate showing for them :/
but if you say the graph should be right i will use it for now thx!
You can check for yourself to see which lines up
not sure i understand, how can i check?
yeah i know that side i posted it literally a few mins ago^^
yes this one is accurate 100%, sorry for not checking above
the thing is the side and the info in the ingame guide when you press G is contradicting each other, thats why i am confused
or i am missunderstanding
tunk ripped the game files so the formula is same as the one used in the game
yeah i will just trust the side for now thx, at some point they hopefully show minion dodge rate with % 😄
as for guide i dont remember what exactly it says but i thought it mentions only approximation
10 times 100(the max?) is 1000, but adding 1000 in the site gives you 30%
well it says good rule of thumb, that works only for low dodge chance
since diminishing returns is so high
Omg
its acturate for anything under 20~%dodge chance
I just looked at that equation and had a stroke
even the rule itself says the dependence is linear(10x times) which is so far from truth, the dependence is linear only for very low values
Math
oh wait wrong one
but thx very much for clarifying!
now i know i have to aim for at least 2k dodge rate for my squirrels
Pfffft, that's trivial. Just you wait till you get to university level physics or maths.
How do blessings that buff certain item type drop rates work?
Does everything else drop less to compensate?
Nope. You just get more drops of that specific item type.
Ok,ty
If i select the hunters bane node that changes vines from melee into range, do the vines still profit from damage increases to vines or merely from spirit thorns?
Both, they are still vines. They stop benefitting from melee stuff and attack speed and start benefitting from spell stuff and cast speed.
Is there any open places like threads or google docs for language translation? I'd like to contribute to Korean language translation. There are so many players in Korean who wants to play Last Epoch, but can't play because of the language barrier.
We have a dedicated translation team that is working to get many translations done. I'm sure we will need feedback on the initial version though.
Will there be more loot filtering options? For example filtering by LP or by FP on an item could be handy
this story is so immense. will there be a story library where we can go back and read the story or if we skip parts of it by accident or due to time we can go back and watch/read it?
Probably yes, but very unlikely to get FP/LP/WW/etc. filtering based on past and near-future responses
Yes but both of those factors have been intentionally left out so far.
Hmmm and why is that?
Probably but probably not by 1.0.
If you can filter items too well, you can end up in a situation where the only things that drop are things you want to pick up. We think this will take away from a key component in our game.
I don't really understand how is that a bad thing to be fair
(To be fair, filtering by FP seems like a questionable thing to do.)
i think from dev perspective youd think about how you want a balance of efficiency vs immersion
i agree that its not a big deal to not be able to filter lp gear
i personally wouldnt want it because i think it defeats the suspense of it
it cost you nothing as well
Like if I want to make a build with beekeeper's gloves I'd ideally want to hunt down a version with 3-4 LP, if I have some sort of an endgame farm setup where 5+ copies will drop from every run the best i'll do is mouse over each pair of gloves for 2 seconds, see that none of them have 3-4 LP and move on
So what exactly is a "key component" in that interaction opposed to just filtering the unusable items anyway?
very interesting story. kudos to whoever is taking the lead on it.
Good luck with that.
Let's not even talk about filters, but the LP drop rates.
It's not about LP drop rates, it's just an example endgame scenario where nothing but pretty much borderline perfect items matter
As I see it, looking at your loot and making decisions about it is a key component in the game loop that makes the game an ARPG. If you start to dwindle down the importance of loot in the game loop, it becomes some other game genre like an MMO or something weird.
the point of the game is to find those not just filter for them
Sorry if i'll sound a but harsh here but if I wanted to ask you guys about it i'd use #❔┃ask-the-community instead. I'd like to understand how the devs think about this here
sorry to sound harsh but if they wanted to tell you they would.
They... already told you why they don't want it
here is a pointless question, is there a reason the colors for the item rarities were chosen in the order they are?
This is their answer.
Tradition. Many historic aRPGs have used white (normal), blue (magic), yellow (rare), green (set) & gold (unique, though it's more orange than gold)
And then there's Grim Dawn with their wacky colors
yea just confused me at first
because in the game i played yellow was higher than purple
'Pologies, Mike
Sorry, @craggy kiln was out hiking in the rain so using my phone is tough at best.
Looking at your loot and making decisions about if you want to pick it up or not is a key component in the game loop. That moment of discovery and deciding if you want to keep it is something we really like.
If the loot filter allows you to check everything and only show items that you for sure want, you lose that decision making moment and you just auto pilot pick up everything. This also leads quickly to calls to allow auto pickup for anything which we also won't do.
On top of removing that piece of the game, this also causes 2 problems. Your loot filter could easily be too strict due to high expectations and suddenly you aren't seeing anything drop. Secondly, new players especially get trapped with filters they don't understand and miss out on learning what gear is available or possible to drop.
Did you have a good hike? 
Yes, very. It's our usual one. The heavy rain makes it less awesome but still fun.
Thanks for the longer clarification, it makes more sense now. Hope you brought some umbrellas and rain coats for the hike hah
Hopefully the smoke out isn't too bad! At least the rain might help with that (if you are even in any of the affected areas)
Not affected here
Is there any dev talk about reworking the illusion of pain nerf or is that sticking?
Tbf it was fixing an incorrect interaction that shouldn't have existed. And it still works just needs a bit more investment
Hmm? They didnt fix the "bugged interaction" they stated it was working as intended in patch notes unless im incorrect?
I haven't heard anything.
Hi mike sorry for repost but why is one handed sword bases seemly so poorly balanced. There only seem to be two viable ones. Katana and crystal sword. Checking any other weapon types its not like this at all
added my input in the suggestions~ probably going to take a break, looking forward to trade factions!
Still no love for nagasa scimitar :(.
