#👨┃ask-the-devs-not-support-no-bugs
1 messages · Page 20 of 1
I think they’re referring to couch co-op.
do we know if they plan on adding more skill level affixes? I feel like it would be really cool and has the potential to open up new builds?
? There's one for every skill
How do you mean? All skills should have affix shards. If you mean on additional slots, it's possible, but would be a lot of balance considerations.
I guess you could branch out into like, +1 of skills with X tag? but that's a big balance consideration
Skill levels as an affix only show on Helm, Chest, and Relic as these are class specific slots. For them to show in other slots would likely require class specific item types for those slots.
ya thats hat i meant, but I understand the balancing constraint
ok ty : )
They will of course keep adding uniques/sets, and it's likely that some of those will have +level effects.
alright sweet
Is there any plan to implement "Saved Build Preset" where you save your current gear, idols, passives and be able to switch them before starting Monoliths for example.
I found myself playing online with my brother that he enjoys playing support builds that for example boost resistances which means I can switch my gear and play more offensively but then I find myself playing solo and got to switch again, and switch when multiplayer, and switch when sólo...
Any plans to support an option to switch quick between different builds for a same toon?
They have said no to this in the recent past. Mike has explained it a little more than in the snippet posted, if you want to search for it. Something about character identity.
Hey Kain / Mike, what are the dev teams thoughts on post level 100 exp usage? The exp is still being earned, tomes of exp still drop. Is there any plan to let players use it as a resource? Or is it just a thing that's way way down the priority list?
there was an answer for this yesterday, #👨┃ask-the-devs-not-support-no-bugs message
Not what I wanted to read but ok 
ofline gonna get the new guild system or exclusive for online?
also can we get the backpack the offline warriors?
i mean factions
Yes but for obvious reasons, Merchant's Guild will be pointless
yes what? no ofline
They will get them, yes
The answer "yes" can only be applied to the first half of the question because the latter half is not a yes or no answer
so ofc online, probably not offline
sadly my region server is made of ruber so couldnt play online too much
pog
Latter half, not applicable.
Just fyi, that's a super literal answer. No plans means they just have no plans. It doesn't say anything about whether or not it may be a thing later. For example, the game director has commented that he does want there to be a reward. (doesn't mean that it will happen, either)
more optimistic but not coming any time soon anyway is what I gather
Will the June 23, 2023 dev stream be uploaded to YouTube?
I thought I saw it up already?
Not yet, goes June 16 and then the latest one on June 30 with you and Aaron.
I passed it on to the powers that be
Are there any plans to address the loot dilution of reign of dragons? Farming a unique spear with LP is absurd atm (plus no more spears daily modifier for soul gambler shop as well)
Any plans to make a mechanical faction or mechanical based aesthetics?
any plans to bring LE to mac?
No. It's something we might eventually consider but it is something we are currently avoiding.
No. We don't intend to return LE to macs. We might consider it again but we need to keep the number of versions we are supporting initially to a minimum.
We don't have any specific changes planned one way or the other on the topic. Thanks for the #368968647114227723
here is a stupid question, which does LE plan to prioritize; adding more skills to masteries, make new masteries, or keep everything the same and focus on new item features.
Devs-not-support
I think this needs a little more context. A new mastery means new skills, so those are basically one and the same effectively. New items are something that are typically an ongoing thing, rather than a singular project to be achieved, with the exception of item types such as legendary items. Our current focus is getting to 1.0, which means the remaining masteries and skills, though new items such as uniques will come as well.
How's the towns functionality coming along? Reckon it'll be deferred to 0.9.2 at this point?
Is it theoretically possible to find a 4x t7 item? Looking for dev confirmation
devs already said before yes it's theoretically possible
Amish Class When? PS - Look for Amish Judd's announcement in General - love ya Mike!
Hey, I was curious if EHG has an agreement of any kind with the third party website/tools such as LE Tools, or if they're entirely independent! If this can't be answered because of legal stuff, I completely understand.
LE Tools is independent
(I know, I'd like an answer from the devs about the first half and if they have any legal agreements though)
I noticed it working on our latest internal test we've been running. I'd have to touch base on specifics.
'theoretically', yes.
not currently planned
We don't have 'partnerships', but we do try to work closely with them as much as we can in an effort to support the community as a whole. LastEpochTools is completely an endevour by Dammitt, and they deserve the full respect for what they've created - we're not helping them create their tools, just supporting what we can from our side.
Would it be possible to get a quick gesture at the math? IK Rav Void with 4LP is pretty obscene so I was wondering what a 4x 7T would look like just for entertainment
if you dropped a ravenous void every second since the construction of the pyramids of Giza you would probably still not have a 4lp ravenous void
I think mike used that example or something similar
I have no idea what the math would be to be honest. It's just something that's theoretically possible - the system does technically support it.
Ah no worries! I just like seeing the scale of them, lol
"Probably"
So there's a chance?
technically I suppose so. That's the thing about RNG. Though I would be estatic to one day see such a thing, posted on reddit or the merchant's faction trade 😉
i meant for future content. not every patch, not every season, but is the goal to add more masteries, add more skills to existing masteries, or to keep things they way they will be at launch and focus on other ways to level up and have diversity in builds.
Doesnt EHG specifically have a partnership with maxroll? EHG provided patch information to them for 0.9 in advance of anything the data miners could get their hands on
All of those things will happen at some point. 1.0 will bring missing masteries and skills, so just immediately after it's likely we would be looking more towards other types of content. "other ways to level up" would be dungeons, which we plan on expanding adding more, and "diversity in builds" is a really wide item. There's a lot of things that can effect build diversity - the right unique item in the right place, changes to enemies, different types of endgame content could promote different builds, and of course balancing which happens every major patch.
Maxroll we do have a partnership with, yes.
i just want to ask what the plan is possibly about like fire as an element, cause i think it's clear that its weaker than other element
i think that there's a clear attraction to cold (chill as a debuff, and setup to freeze), lightning, but there's not really a native debuff to fire.
i think this also affects how most fire builds almost not really viable to end game, even stronger argument i can make is how some of the spells like fireball and meteor became lightning
is there any plan to maybe also buff some spells like cinderstrike to make it more viable so that its not just a low level skill?
ty in advance
I think I'm seeing two questions here: plans for changes to the thematic identity of 'fire damage', and buffs for specific fire skills.
For the prior: We've discussed element themes, and we do want to provide them a bit more identity (rather than ignite just being a bleed, dealing a variation of damage over time). There's a bit of this with spreading flames, but it's something we've discussed making the themes stronger, particularly for ailments. Nothing currently planned as far as I'm aware.
For the latter: Balance is something that happens every major patch. I don't think what you're pointing to is necessarily related to "fire", rather just particular skills which happen to deal fire damage. I think there's non-fire skills which could use just as much love as well.
You mention spreading flames, and I really like spreading flames and plague, has the team considered what their purpose is? Right now it seems to have shifted to just being a debuff for certain uniques like firestarters and plaguebearers. They deal extremely weak damage even when trying to build around them, leaving them to be unable to fill that "Spreading AoE ailment" identity. Since they are too weak to do anything with.
You don't need cold damage to chill, any skill can chill if you have a % chance to chill from gear, passives, etc. The only ailment tied specifically to an element is freeze which is only available to cold skills.
Nothing currently planned, but part of the "ailment identity" conversation, so it is on our radar for sure.
any plans for uniques that convert damage type increases into another damage type (Your increased fire damage% in changed to increased cold damage%)? could open up a lot of cool builds variation, and support underperforming conversions (like void sorc)
Nothing I'm currently aware of, would need to discuss the implications of it. We don't want to too heavily effect the theming of different classes - eg. for sorc, void is able to be a special option with very specific setups/uniques, but it shouldn't become a common damage type for sorc.
Hi great people of ehg is items from soulfire bastion gambler not being gift-able in a party setting intended? since both julra legendary (if unique was dropped in party) and lightless arbor vault drops are gift-able
The math would be something like (1 x .0000001) / 100 = Chance for the drop.
so we're just saying numbers now I guess
42
Is there any ETA on being able to trade stuff with friends if you found items while they weren't playing ?.
allegdly 0.92 aka in 1-2 mo
factions are coming in .92?
no
just the item thingy you drop when you and a friend keep playing with each other
which enables you to gift stuff even if it wasnt dropped in party
just making sure im not crazy
Devs I have three questions related to channeled Flurry and Multishot interactions-:
- this node says that every 6th ARROW from Flurry is replaced by Multishot. Now given that Flurry is a 3-attack combo even while channeled, I am assuming that every 2nd usage of Flurry in the channel ends with a Multishot?
- Does Flurry "remember" its attack cadence for the purpose of this node? E.g. I channel-move-channel-move cancelling my attack every second or so. Let's say I shoot 4 arrows then move, will I proc Multishot with the 2nd arrow of the next attack? Or will I have to build up to 6 again?
- How does the Readied Arrows node on Multishot interact with channeled Flurry? Is there a 5% chance to shoot a Multishot PER ARROW of Flurry, or PER SET (3 arrows) of Flurry?
#3 "On use" only counts the start of a channel, so neither of those. It'd have a 5% chance to proc each time you start channelling Flurry.
#1 Yes.
Yes. Those aren't drops.
Not yet. We are working to get it out soon if possible but it's not implemented quite yet.
Llama is right for 1/3.
2: it doesn't remember. As soon as you stop, it's like you never started.
I see
that's quite awful if you're using Flight of the First btw
because that encourages you to stutter-step your attacks
No
In a way no cuz you just snap shot it then keep all the bonus for the rest of the channel. Ofc only happens in boss fights and arena
It's so low that if we told you the actual number it wouldn't be something you could actually understand as a human being because we don't have anything to relate it to.
hey mikes back. how was the vacation??
Is this beyond the pyramids comparison even with the Rav Void that Torgor brought back up? I'm just curious for the sake of being curious
Also hope you had a good vacation as well
hey Mike does this node in Flurry act as a "more" multiplier for attack speed or an increase? Just want to confirm
Does LE currently have servers in South America?
All I could find on this was from the Zizaran interview but figured it might be outdated.
Did you consider "not fixing" the current necro Grave Passage (skele tp) bug where it uses the targeting of summoning the mage to let you tp almost anywhere, or at least only tune it down but leave some of its capacity to do that (reducing its range would limit it well imo) ?
I do find that it really helps the necro, and it doesn't seem that broken or am I missing something as to why movement skills are generally limited like that ? (Being able to go through cliffs and things like that really feels great while mapping)
Yes. When you open the game, you can view all server regions available.
On the drive home
Yes, several.
Welcome back Mike hope you had a good vacation
Hey quick question about Javelin "Divine throws" lightning conversion node, tooltip say "effect related to bleed and ignite now depend on electrify instead". is fire damage over time and physical damage over time included please ^^?
No, it means that other nodes inside javelin that rely on bleed and ignite now check for electrify.
are you sure because it's writed "all sources" at the top of tooltip, so im little lost 😅
100%, it would be REALLY broken otherwise.
ok thank you 🙂
all sources means that all chance of ignite and bleed from the javelin hit will be converted to electrify. It can be via affixes or passives for example, not only the nodes of the skill tree @somber marten
better wait for confirmation from an EHG member 😉
But his examples are... Fire DoT physical DoT.
Kzb is right that fire DoT and phys DoT affixes do nothing for it, the "all sources" only means the application sources, not the damage modifiers.
This has been known information for a very long time.
yep, im agree with the damage modifiers nodes 😉
I'd understand it....
Thanks but not back yet, still 8hrs of driving to go.
God dayum
Yes, we considered not fixing it. It is something however that needs to be roughly consistent class to class and if that one movement ability is the only one that can aim like that, it's a problem that requires a fix.
Mike, rest stops are not for checking the Discord 😉 You'll never get home if you keep checking!
Then fix the others abilities please 😄
Like reducing the range but allowing us a bit more "crossing terrain" capabilities would feel great, tho I'll admit I'm clueless about the impact on the kind of meta you'd like to build
It would feel nice to use, but could easily make having a skill like that on your bar mandatory for every single build and hurt build diversity or limit map design. Anyway, I recommend putting suggestions in #suggestions-and-like-to-see since they don't typically keep track of that stuff here.
anything on this Mike?
I'm still on the road, can't check.
alright no worries
Is matchmaking on the 1.0 radar?
Makes sense, I tend to forget people gets numbed by meta choices and well, you just explained it wasn't needed and Mike confirmed so I'm fine with the answer ^^
Hi Mike, does Lethal Spines from Entangling Roots applies to ailments?
Noxious Grasp mentions it in the alt text but not Lethal Spines
Afaik it shouldn't since it's a modifier for entangling roots and not the dots it applies, it'd have to explicitly mention it like noxious grasp for it to be a thing usually.
Hi there. Currently with sorcerer, having more endurance treshold than life allows your endurance to apply entirely to any damage dealt to your mana. I would like to know if this is intended and if yes, what is the logical explanation behind it ?
From my understanding endurance should only affect dmg dealt to life as its description excplicitely says, and having more treshold than life isn't supposed to instantly cover a 10k mana pool
I too would like an answer to this. From my understanding, "damage to mana" means the damage to HP is calculated FIRST, meaning any endurance reductions. Is that correct?
Not intended, and also according to Mike, not thematic for it to work that way. I can't confirm whether it actually does reduce damage to mana, it just shouldn't.
yeah we were looking at that response
there was disagreement about what he was saying
so we were hoping for a clear “yes endurance does cover mana if you use damage taken from mana and have enough threshold” or “no endurance does not ever cover mana if you use damage taken from mana”
i’m also curious if you would consider offering the ability to lower corruption as a one time thing when nerfs happen since there are some players who have taken advantage of this interaction to go very high in corruption and it might be awkward if they suddenly have only 40% the ehp they previously had
Isn't this what the new yellow node is for? Except always available
maybe? it’s still not clear to me if that node takes corruption modifiers into account or not
if it doesn’t then yeah it does what i’m asking about already and you can ignore me
Sanctuary of Eterra - https://forum.lastepoch.com/t/rising-flames-update-beta-0-9-1-patch-notes/58988/2#sanctuary-of-eterra-12
'Completing this echo does not affect your active monolith modifiers, aside from those that come from corruption.'
ok but does the echo have the 1000% increases damage and health that comes from corruption?
that’s the part i’m interested in since if it does then it’s not actually completable if your character gets nerfed too hard
Sorry If this has been asked before, but what is the priority for putting in the missing specializations? (Falconer, warlock etc.) Haven't seen any talk about it personally but feel like it's a pretty glaring gap in the game, especially when I show it to new people and those are some of the more interesting classes conceptually and I tell them they aren't in the game yet.
asap rocky my brocky
(probably 1.0 was the last estimate I saw given, for an actual answer)
its not talked about because its been talked about but being new its understandable that some people dont know
I believe it does still apply, however the fight to decrease corruption was made to be easier to complete to get out of those kinds of situations.
The remaining masteries are planned for 1.0
Matchmaking at 1.0? The discord has died down in thr lfg channel and I'd love to be able to have an in game tool to get into partys
Some sort of automated or directed matchmaking is generally on our radar but we don't have a specific timeline on when.
well with your release of update its going to take at least 1 year minimum, more like 2 year to get new masteries...
hoping to see a update maybe 0.9.5 reworking the way channelling skill work on sorcerer (disintegrate).
0.9.5 will never exist
because 1.0 will just come out first
well i hope that true its been 2 year of waiting since i buy this game and waiting for new masteries/disintegrate (fire) rework (visual also is pretty bug with passives)
You bought an early access, unfinished game.
yeah i know but they took to much time because of those guys forcing useless multiplayers
Lol wut
Useless from your perspective but a highly requested feature by the majority
not dev but player crying over it
Multiplayer is a tentpole feature that was always planned from day 1. We are working to get 1.0 out ASAP at top quality.
Do idols bigger than size 2 have different rarities and/or drop rates by zone level or corruption? For instance lower chance of finding 1x3 at zone lvl 50 vs lvl 90, or 100 corruption vs 1000.
You will find more 1x3 idols at higher levels and higher corruption. Most of that is just that you find more items overall at higher levels and corruption.
@Devs . Why is Swipe SO good on Primalist when Tempest Strike sucks so bad on Shaman !?.
I mean... Swipe, which isn't a shamanistic attack - spawns the Maelstrom, this should be a feature on TS, not Swipe.
I mean, part of the issue is that Swipe is just good. And Tempest is not.
Tempest is flawed at it's core design, there's no way to make it good without giving it insane numbers and that's a bad way to do that
Tempest strike is attempting to fill a role it is not well suited to. It has a really interesting core design which draws a lot of people to it but because of some early issues with optimization and visual noise, we were forced to put some limitations on it which tanked the enjoyment for most players. We've had a few advancements in skill design, networking and gameplay functionality recently which will let us move it to a new role that will be a lot of fun.
As for why swipe has synergies in shaman, we try to make base skills play nicely with as many of the masteries as possible. It also has very strong synergies with druid and beastmaster.
We've known that we didn't have the tools available to properly get Tempest strike into the position we wanted to so we have pushed it off a few times. At this point it's just a really old skill in desperate need of attention.
Good to hear it's issues are known.
will we be able to inspect another player in a town or party? (view their build/gear etc?)
Maybe, it's not something we currently have in the pipeline but we do know that it's a popular feature. We also know that some players like to keep their gear a secret so if we do implement it, we would probably add an easy way for players to opt out of it.
I totally never ever used a mh in D2 myself....but.....that was one of the awesome features of some of them like C3PO.
Made giving away gear way easier, you could quickly see what people needed.
I think it's cruical to that "showing off" aspect, what's the point of gearing up otherwise? 😛 but a 'private profile' option should be included in it too, I agree
how are the chances that we get a cold conversion for the mage meteor skill?
by 1.0? extremely low, it intentionally doesn't have a cold conversion.
Oh Mike - Is it intentional that players load into the End of Time even if they close the game in another Zone? Came up in the ask-the-community channel 😊
so there is probably never gonna be a cold conversion via the skill tree itself and i can only hope for a unique/set item i guess?
Players should return to the farthest along town zone they have unlocked. This might default to EoT once it's unlocked because it's the "main city". Ideally it would remember the closest town on logout but I'm not sure how it's working at the moment.
As far as I played it has always been EoT once it's unlocked.
Even an item is far fetched any time soon but you're right that it is probably the best shot if ever.
alright thx mike! (pls make the theoratical item not a belt lol)
btw, if you want 'cold meteor cast on crit', that kinda already exists through the Halvar set's avalanche boulder on crit (it's obviously not as exciting due to the cooldown, but maybe the set item 'rework' will affect it somehow)
thx for the tip but i am playing a glacier crit mage so meteor is the better choice for me no matter if i can convert it to cold or not but it i can someday it would be awesome 😄
or maybe there will be a fitting mtx at some point 🤔
could it be that lagon has way more armour in the second part of the battle, or is the second half of his health bar just more health and we dont see it?
Bosses have adaptive damage reduction. The more damage you deal in a short time frame, the more damage reduction they gain. You will never deal less damage by dealing more damage through this (so there's no point where you're doing 'too much damage' and doing worse), and it applies the same regardless of if you do high burst damage with pauses in between, or high consistent damage.
yeah i heard about that its just weird thath with lagon its always the same for me, second phase is like double the time of first phase and i never noticed it with other bosses
I think in addition to that adaptive damage, the second phase can be more dangerous with the extra stuff flying around that can reduce your DPS windows or stun/kill minions. Not accounting for endurance or any other enemy modifiers you may have, I think the extra intensity of that phase also just makes it feel longer. (Side note, I don't think any enemies actually have armor)
the thing is i literally do the same thing in both phases, face tank everything he throws at me while i slowly take him down, and no its not endurance i did him a lot of times without any mods at all its everytime the same, its very noticable because phase 1 i can finish with mana left while in phase 2 i need to regen it 1 or 2 times to finish him
Does EHG plan to increase the availability of / introduce more sources of gold and gold farming with the release of 1.0? Or will the Trade faction blessings / whatever account for gold farming? Made me wonder because people who choose trade faction will need a rather huge chunk of gold. Or does EHG intend that crafting and selling items between Trade players be the primary source of gold (it'd still need more net gold availability though)?
Not initially. If for some reason the market requires it, we can consider it.
Hi, are you guys planning on releasing another road map possibly regarding release date/ - next big reveal?
Mike did say this recently -
@mortal forum <----this particular gentleman has excellent taste in literature. also, i'd really love to see this game fluorish because it has the best skill point system, best crafting system, and a great storyline ( but i loved chrono trigger as a kid, so time travel stories really hit that nostalgia button for me.)
i guess that's more of a "excellent job, keep at it" than an "ask-the-devs-not-support" manner of thread, but still, mad props
Hello, Not sure if it is ok to talk here like this. I have found a huge Hardcore exploit and did not want to make it public through something like bug report.
IF it's not "My HC char died in arena but it still in the HC arena leaderboards", then maybe?
You can DM either the Mod team here or report it to the Support team!
Ok will do.
see to me that makes no sense because what the community, the ones that care, are really looking for are what to look forward to even if there is no estimated date. now a roadmap should only have guarratneed things but i think the dates arent the part people care bout
I mean, you can't put things on a 1.0 road map if it isn't possible to actually get them out at 1.0, that would garner a lot of bad reactions
well i never said it would be for 1.0, but again the only other game i played announced things way ahead of time so im just use to that
hey everyone! just bought the game and I'm having an awesome time so far. just wanna ask if we're able to skip campaigns for alts? if not, do you have plans to support it in the future? thanks!
There's a "Do T1 dungeons to skip part of the campaign" but you still need to do side quests for passive points and idol slots so...
cool. I still don't get everything there but I'll look out for that once I finish the campaign. thanks!
hi Mike is 0.92 intended to be the big balance patch or do you think it will come after that and before 1.0?
There are 3 dungeons in the game. Each has 4 tiers. They are located along the campaign and the lowest tier is roughly the level of the area it is found in. When you finish a dungeon, walking out the other side will send you a significant distance through the campaign.
There are side quests in the campaign which grant passive points and idol slots. There are more quests with rewards in each of these categories than you need so you don't have to do them all to get full character power. This lets you customize your playthrough.
You can also make low level legendary items with end game tier stats on them to make the leveling process of alts way faster.
We have no plans for a complete campaign skip.
Each major patch will continue to include balance changes.
that's a cool way of doing it. thanks! keep up the good work
Hello everyone :). I am a journalist and unfortunately I can't find a press contact anywhere. Would it be possible to get a PM with the corresponding mail address? That would be great. Thanks in advance.
There is a contact email address I can DM you, though it's not to anyone specific.
However, if you would like to request a copy of LE to review it, this can be done via our Support team! 😊
Also: Hello!
Thank you @frail sentinel for your quick and friendly feedback. With pleasure I try my luck with the mentioned eMail address. Background is my wish for an appointment in the business area of the gamescom. We wanted to plan a review after the meeting at the fair.
I'll send you that email now, though if Mike can provide a better address I'm sure they'll reach out! 
Hey Scout, watch your Discord PMs.
I cant play the game. Is anyone having the same issue?
I just checked and was able to get in no problem (on live)
Hi devs-So at the moment, mono farming seems to favor the fastest/efficient zoom zoom builds for highest unique, affix and item drop rate.
I can clear a mono with my thorn totem shaman or smite hammerdin much much faster than my forge guard or marksman builds
Are there plans to address this in future patches? Don't get me wrong, Zoom zooming is very fun, but I feel the need to have a meta zoom zoom build to farm items for my theory crafted builds
Our overall goal for the game is to provide a less frenetic zoom zoom combat experience than say PoE for example. We do intend to add more unexpected content to the game so that you are making more decisions on what the next step is. The sheer nature of killing enemies to get loot and the more, stronger enemies that you kill, the faster your loot acquisition is, sets up a pretty fundamental desire to zoom. We will continue to expand the types of end game systems available.
I know this might be a #suggestions-and-like-to-see but I'm just curious. Have you guys thought about a "naked and afraid" type of encounter. If you guys played breath of the wild, the eventide island quest which takes all your gear and makes you pick your way through strong enemies and find items/weapons etc as you go. Kind of a pseudo stealth mission
I'm very familiar with the reference. Something similar happens in roughly 20ish shrines in TotK too.
Since your gear provides so much functionality which enables functionality of your character abilities, it is extremely unlikely that we could make something like this work without also replacing all other aspects of your character. Since ARPGs are so much about your character and its progression, it's very unlikely that something like this could work well.
It could be introduced as a specific challenge mode akin to the D3 Challenge Rifts game mode.
Hmmm true. Was just pondering ways to slow down the zoom. Maybe not ideal for arpg though, fair
Have you considered making uniques that radically alters the functionality of skills? So like, idk for example, a sword that alters Smite to be a channeled pillar (think Hammer of Dawn) instead of a single-cast skill?
We will continue to make uniques that have significant effects on skills. It does still need to work with the skill tree so there are some things that are a little restricted. A quick example that comes to mind is Herald of the Scurry (https://www.lastepochtools.com/db/items/UAwFgjGDsBMQ).
I was specifically thinking about Scurry when writing that - specifically that it doesn't actually alter the base functionality: the skill still summons minions, albeit with modified values. There could be some interesting framework for uniques that alter how a skill functions at significant cost to limiting certain nodes within skill trees (using my example from earlier, such a functionality alteration to Smite would assuredly override synergy nodes from Battle Standard and Judgement). Food for thought.
Fun fact: Drain Life turning into on cast instead of a channeled ability skill keeps all "channeled for X seconds" functionality for it's nodes that check it.
So currently, there's nothing that fundamentally alters a skill to that degree.
I'm going to take a wild stab and guess that this probably is due to Dark Shackles still being tagged as a channeled status? So that like, half the tree isn't rendered useless. Or something like that.
Who knows, it doesn't trigger any channel-related affixes so it's probably not that.
does this work while using dancing strike non strop?
i see dancing strike has a movement tag
will the middle block be gone by 1.0 release or we will have to stick with it forever 😄
a quick question- will we keep the global chat even if we are SAF? i would love to be able to still chat with people while playing SAF and doing my own thing
It's there on purpose. It was a normal slot in the past and it made for some DISGUSTING idol setups so the devs placed a block there to prevent history from repeating itself.
hey guys asking if there is going to be controller support soon my hands are hurting playing kb and m looking for a better controller support on it soon im mainly controller xbox or playstation cause of carpel tunel if that is okay for the devs? thanks
The team is working on controller support and hope to have it completed fully for 1.0 however this might help in the mean time - https://old.reddit.com/r/LastEpoch/comments/14j2whh/simple_movement_skill_fix/ and the Forums have tons of useful tips for controller players too 
used to just be a 4x4 right? I like this way more
I actually like the concept of a D3-challenge-rift-style activity, the only issue with D3's implementation is that many of them were extremely frustrating due to anti-synergies in the builds, extreme squishiness, resource issues. So if that could be avoided, 100% 👍
SSF? If you're playing online, you have chat if you want it.
Forever is a long time. It is feasible that we would change the layout at some point. It is built to be able to be changed.
It won't change for 1.0
It will likely never be a straight forward box again as that was wildly less successful than what we have now.
It should apply while you are moving from a movement tagged skill. It doesn't apply perfectly because even if you use the skill constantly, you still have little gaps in between uses.
is there a rough timeframe for 1.0?
We don't have an official launch time to share yet. We are getting close and do have an internal goal. It has been shared in the past that we are pushing for this year.
ty for the clarification Mike
From the 0.9.1d patch notes, "There are significant technical changes underway that will have a big impact [to performance] but we’re still in early stages."
Sounds like fun. Any chance you can comment on what's being updated and how it's going? 🙂
I can't really go into details on it but it's completely behind the scenes. If everything goes right with it to you'll never be able to tell anything changed other than stuff is faster and better. But it has massive implications for us. We've been testing it internally to very good results. But it still has a ways to go.
Continued good luck then 🙂
Hey Mike, I think I remember in one of the devs streams where you were talking about faction balance "knobs" that you mentioned a tax in the trading system for the merchants guild (I might be remembering wrong). Is this a planned part of trading or is it something you guys are thinking about doing but aren't sure if it'll be in the final system yet?
At least initially, the seller is planned to receive 100% of the purchase price in gold.
The main limiter that we are starting with is Favor costs for both the buyer and seller.
We don't expect this to change but we will adapt the system to feedback and observations.
That sounds really good! I think it's kind of a cheap balancing tactic when games just make the people who trade loose tons of gold for the sake of it but something like a separate token system sounds good to me!
Do swarmblade locusts gain benefits from this node? Namely the minion spell physical damage
As per LE-Tools, I know the swarmblade uses hive --> and then uses Spawn Locust skill, which have tags of Physical and Spell, but the locusts them selves do not have the scaling tags of Physical and Spell (only Physical and Melee)
I'm not entirely sure at the moment but I think that they get the spell stat but don't use spells so it's useless.
I think you can technically make use of that added spell damage by making them trigger spells some way. As far as I know, the only way to do that currently is through Dragonflame Edict's 60% Chance for the nearest minion to the target location to cast Dragonflame Nova when you use a minion skill.
How do i deal with a case of an unjustified chat mute when even support doesn't answer my emails? My request number is 21245 and i didn't get a response to my request for 3 days with this email being my 3rd one i'm sending to EHG support since March
hi, when can we expect the perfomance patch to drop?
We’re getting a performance patch?
Not specifically, no.
We release performance improvements with every major patch. Next patch will be the same.
Yeah it was more of the question to zero but yeah that’s reassuring that hopefully it won’t take 5 mins to load from my hdd in the future-
game is great but i do feel that the perfomance was worse than it used to be for me compared to last year. I even have the game on ssd atm but cant help but restart the game once in a while. also ty for the clarification Mike
I know I've checked in on the support ticket status several times since March. Every ticket had at least one reply each time I checked. So something might be going wrong with the ticket system and the request isn't making it to us or the reply isn't making it to you.
My advice would be to make a really simple ticket to get the ball rolling. Possibly with a different email address. I know we've had a problem with a less typically email provider before.
I was just re-reading your message and it just hit me, how do you have a request number if you didn't get a reply? Does it give you one right as you submit it before the first reply?
I just got an automatic reply with the request number but no response from actual support
is there a way to make melee skills walk to enemies within range instead of attacking the air? primalist swipe is a good example
Check the very first setting in the settings menu.
oh my bad it's already enabled. I guess it's a bit inconsistent at times because it can attack the air when you click an empty spot instead of walking towards it like other games. any chance this will be an option?
No clue, considering most people want that off....
makes sense. thanks
I didn't even know it was there, lol. Ty
My person in chirst you aren't new-


is it possible to request [vilatria's set] be equippable on other classes aside from mage?
feels like a waste not being able to synergize it with 5 crows and ornithology
Primalist can't stack int can they?
yes they can. huge gains
theres def ways for primalist to stack int
doesnt druid use spells, so it needs int
Funny you say that.
They all scale with attunement, not int
ahhh yes attun is easy to stack not int
because theres like 4 nodes that stack attunment
It is possible to request nearly anything in #suggestions-and-like-to-see. My guess is that limitation is more to prevent it being used on acolyte, where it would be super powerful and not thematic.
Hey, that's a GREAT point.
Acolyte would get a stupid amount of flat lightning spell from it
👍
Does this actually work?
When I pick this node and go to my character sheet, it shows i still have 30% dodge and my Glancing blow stays a 31%
(Glancing blows is 31% PRIOR to picking the node, so it should be (31% + (30% * 2)) right?
Im guessing it works in the code, just that the tooltip doesnt have a calculation/check for it, when it updates.
It is a tooltip issue, yeah
so will this visual bug with Apostasy be fixed ?
Why last epoch utilizes so much vram? I mean more graphically intensive games do not utilize 100% of my 6GB GPU (5600XT). I also tried the game on a 6600XT (8GB) and the vram utilization was almost 100%. Does the game code (or unity engine maybe) offloads everything to vram, even stuff that are not needed and needs to be optimized? Can you comment on that? Thanx!
nvm just tested it and it works 😄
was just about to check for ya but it's good that it does because it should
Maybe, because of how defensive stats needs to be applied, you don't sit with that stat and we don't have a way to update the character sheet based on "just in time" stat changes at the moment. It's hopefully something we will attempt to address when we update the character sheet.
I can't give you a specific technical reason why it eats VRAM like it does. It's probably attempting to optimize performance by using what it can of the VRAM.
To piggyback on Mike's reply - there have been some Memory leaks reported though players have found some tricks that help! If you search the Discord for 'Memory leak', 'Task Manager', 'CPU' etc you might find something that improves performance for you 
Sorry did someone call for me?
I know you guys have mentioned the updated character sheet before but i can't remember if it's something that's being worked on or if it's lower priority, is it something you guys hope to get into 1.0 or is it something that's coming at a later time?
No real eta given by Mike here, altho I vaguely remember reading they'd like to get it out by 1.0 but can't guarrantee it, maybe it was on reddit
ah okay, thanks a lot for the answer and links
it will not be in 1.0
Hiya, is Last Epoch expected to receive some form of Steam Deck support? Love the game, keep up the good work!
Hi. What's the base duration of Black Hole
Also a clarification on Yulia's Path. Is the +melee necrotic damage to minions per maelstrom stack or is it just 2-4 +damage whenever maelstrom is cast, regardless of stack count
its 2-4 per stack
Would be great if the description reflected that
Weird, I thought it makes sense that each mael would give the damage for mael's duration
The melee buff is basically tied to the maelstorm itself
The description just says your minions gain a damage buff for the max duration of maelstrom whenever it is cast. It is needlessly vague.
#tooltip-hunt for Tooltip suggestions/reports and please have discussions in #💬┃general or #❔┃ask-the-community , thank you! 
but wouldnt that mean as long as you keep stacking maelstrom you could stack infinite minion dmg? that wouldnt make sense imho
I mean, that's what they do. That's why they're so good.
But you also have a hard limit on how much maelstorm you can have
as i understand it you take the number of maelstrom stacks that you have, lets say 10 and multiply it with the added melee dmg lets say 4 which would be 40, if you have 20 stacks its 80 and so on
really? how much o.o
Okay wait not hard, soft limit.
It's limited by your maelstrom duration and cast speed basically
Since each maelstorm has it's own duration and casting one doesn't refresh the old ones....
If you get a way to pop a whole bunch of em at once though...
oh yeah of course, but thats what i meant, the description is accurate, because it wouldnt make sense any other way, if it works the way corrozus said it would stack infinitley
which... would be stupidly op
They're literally saying exactly what we said though
Hm?
He was asking if it was:
-
- melee necro damage per maelstorm, equal to it's duration,
-
- melee necro damage whenever maelstorm is cast, with no stacking but duration equal to maelstorm
oh sry, then i read it wrong 😅
We don't have any immediate plans to add proper steam deck support at the moment. It's on our list to get to after launch. Several people have reported that they were able to get it to work decently well. Our controller support is not complete yet so it's hard to add steam deck support until that's finished first.
I was just wondering what happened to the 32:9 support since the May 25th update? Are there plans to revert changes to ultra wide support?
The future of ultra wide support has not been fully decided yet.
Thank you so much for the clarification 😄
new soul cages are fantastic. Only just got round to seeing the update but animations and design on point
any advice on how to link Steam account? I'm stuck in an endless loop clicking sign in on LE site and Steam auth page (in browser)
After logging with steam manually paste: https://migration.lastepoch.com/
thank you! seems as though the default link on their site is broken, but this may have worked
Glad that worked! Thank you @karmic dew 😊
hi, Arpg player here and Love the game so far, just two question: 1. Will we have upgradable support package in the future? 2. Will graphics get an update again in the near future? (reach to a point like baldur's gate 3 maybe)
is there a way to find out how many times i killed timeline bosses like lagon or the dungeon bosses or just any boss in general? and if not is it planned?
There is no way to do this yet. It's not specifically planned but we do intend to add achievements in general. This is the sort of thing that could possibly be added as part of that system.
If by upgradable, you mean the ability to upgrade packs from one to the other, yes. I clarify this because we sometimes get asked about each pack containing all the elements of the previous packs. Which is possible to happen but we don't have any specific plans to do it. With regards to the graphics, we are constantly updating them. Check out ActionRPG's dev chat 99 I think (3 back) to see some teasers of some upcoming tech.
Hello guys regarding the upcoming Gamescom in cologne i would like to ask will there be an aftershow party? :S
None of us are organizing anything like that. From what I understand, the show goes until well into the evening (9pm I think?) and from past experience at events like this, I'm gonna be really interested in a good night sleep.
Having said that, it's a big show and I'm sure there will be plenty of aftershow parties happening around the city.
How much do you hate me right now?
😅
hunh?
I made what Kain sent you earlier 😅
oh, yea, gross
in regards to trading, i know we will be able to list items on the bazaar but will we also be able to uh... list an offer that about what we would like to buy?
like lets say i want a fractured crown preferably with a high dmg to mana roll and 1LP, or an exalted chest piece with exactly the base and right stats and nobody offers these things can i just let it known trough the bazaar that if you have those items i would buy them?
I think that the term you're looking for is a "Buy Order". You post the inverse of an auction basically. So you could say something like if someone has a 4LP Alchemist's Ladle, I'll buy it for 9001 gold.
It's something we have discussed and probably will have eventually. It's probably not something that will be in the initial version of the Bazaar.
alright, im happy its already been discussed thx mike!
can there be a system that allows us to get rid of our excessive uniques that arent used? whether its trading it with an NPC 2 for 1 or something else??
sure
Isn't a system in place that lets you trade your uniques to NPCs already?
500 gold a piece iirc
That’s not trading that’s selling.
It's kinda like trading with extra steps? You can spend that money at the vaults of uncertain fates to get more uniques.
I know that's not what you saying as a #suggestions-and-like-to-see though. We don't have any plans around a system of this nature one way or the other at the moment.
Is the Dodge from Silver Shroud its own thing?
I'm wondering if it is its own thing and would still "dodge" (avoid damage from a hit) if you use the Apostacy passive node (located in Rogue passive tree)
doesn't matter you shouldn't be using apostacy anyway AFAIK it's its own thing yeah
Ah, i see and can confirm.
Holding Alt over the Apostacy node shows this:
Yup, that's right. Good finding.
Hey Mike, funny question here....but in the latest dev stream did you say:
So having something that's adaptive or just finding the right mixture of eye of anuk and tail of muskox to make it play nice.
Specifically the "eye of anuk" and "tail of muskox". Though, I'm pretty certain you said "tail of muskox" (or is it "musk ox"?) but the other one sounded like any number of things. Haha.
I can usually work these out but I do like to quote you as accurately as possible where I can. Thanks.
Consequently, I've learned a lot about Magic over the years. You tend to reference it a fair bit. 😅
I wasn't really referencing anything specific. Was just a generic "witch's brew" type ingredients that I fumbled through.
I was trying to say "eye of newt and tail of musk ox"
Ahh, makes sense. Thanks Mike, enjoy the rest of your weekend.
You too bud
Hey folks i have just come back from a long break, i was wondering if they've mentioned anything about when full release comes out if our current online characters are going to be transferred over or sent to offline
they have a goal of a 1.0 release by the end of the year/early next year, and your characters will not be going to offline, instead they'll go to a "standard" realm like standard league in path of exile if you're familiar.
sweet thanks! i really appreciate that
Have you all announced a timeline window for the next update? Sorry if you get asked this question constantly
They have only said that they plan on returning to the pre-0.9 update schedule, which was about one every 3 months. That roughly puts the next update at September and 1.0 at December, as long as nothing causes delays.
Is it currently possible to drop Fragments of the Shattered Lance
Yes, several people here have been using it
i am sorry for asking
can wild calling activate this idol
i can not tell if spirit wolves are a hit
or is it a minion hit
its a minion hit from your wolves/squirrels
thank you
Confirmed
so d4 devs have said the reason why they dont have loads of stash tabs is it loads all of it for players my question is this does LE have this problem?
What??
D4 have said their reason why they have hardly any stash space as they claim it loads every players inv and stash space for every player for every player
Sounds like either poor asset management or a tradeoff they made for some other optimization. They probably are trying really hard to optimize for low-end consoles (or mobile devices, after all, do you not have a phone?).
you can have like 200 stash tabs in last epoch, so it should not have the same problem as d4 
ive never heard that before. i played a game where you had stash tabs per character and there were over 50 characters so you could ahve hundreds of stash tabs
nope
which does lead to a few other problems of scale when it comes to search/sort of your stashes
very poor excuse. The community pressure already made them promiss a better solution for gems in Season 2
for me still not enough
Do you guys plan to change the experience curve to be less grindy from say 90-100? or do you plan on adding uniques that are specific for power/speed leveling characters?
They actually plan to make 90-100 more grindy
It is a pretty quick journey all things considered
I would like to have a levelsystem after level 100 for infinite progress. A bit like elder scrolls online or smth
We don't plan to add a post 100 leveling system.
<@&1082357055484071997>, got a spam bot operating out of this Discord server.
Discord ID: 128863614839947264
handled
Hi, I am new to the game and I'm loving it. I'm already 50 hours in and have made 3 characters! I really want to try more builds with different characters but having to get to empowered monos with each new character really feels kinda bad. Have you guys considered making monoliths progression shared between all the characters?
We have considered that, yes. It's not something we are currently planning to add to 0.9.2
Happy to hear that! Thank you for the quick response and keep up the good work! 😄
just to be clear, there is a not in there
Man i missed the not too, thought we had a leak 😦
To be fair, he didn't say they aren't planning to add it to 1.0 (nor that they are, but for now we can still dream that they'll make the bridge opening shared on stash lines someday)
Just jumped back on LE after a few months break and I'm not getting passives on level nor am I getting passives for doing the main quests I missed.
Is there less passives than there was or something? I got 2 passives quests to do on a char and got nothing then I leveled and got 1. On another char i didnt do the 2 quests then didnt get a passive from a level.
NOTE: Sorry if the first line was misleading but I didnt get passive from the first instances.
The count hasn't changed but some of the quest reward ones got moved after the chapter 1 rework. Also if it's a new toon, you don't get your first passive from leveling until level 3 iirc
Oh Rip that feels kinda bad :/
I'll let the team know and someone should reach out to you via DM!
This may take a few hours as most of the EHG team is based in the US and not awake at the moment 😊
Really silly question. But not sure if others asked. How could I go about submitting a resume to the team? I’m a voice director / actor / engineer with 15 years experience with major clients. Would really love to be a part of the team
The EHG site has a Careers page here - https://eleventhhour.games/careers 
Afternoon my favorite peeps! Is there a still a plan or timeframe in the works to address the bugged display (if that is in fact the case as seen in an old 2021 bug report) with Endurance while channeling Warpath? It is either still not working, or displaying properly.
This is technically not a bug, but rather the character sheet is not designed to detect "just in time" stats like this one. For example, the dodge -> glancing blow conversion in the rogue passive tree doesn't show up in the character sheet either but both of these do function correctly in game.
We do still plan to expand the capabilities of the character sheet to include various obviously missing features. Not least of which is skill specific stats.
Timeline: post 1.0
So, I wanted to get the Absolute Zero node for Black Hole, but I really didn't want to spend 3 points in the Catalyst node, since I'm thinking of using Black Hole for the utility rather than damage. What do you guys think of reducing the point requirement to 1 on the other connection so you can get it from Drifting Singularity?
I wanted to know their thoughts on it and why they decided on a 2 point requirement rather than 1. I don't think I'm good enough at the game to make suggestions like that. Though I'll follow your advice and repost it on feedback
Maybe I could've worded it better
Nah I think it was worded fine and your point is a decent one. Just not the right channel for it is all
We're aware Black Hole is underperforming, and while we aren't currently planning a rework for Black Hole at the moment, it does have our attention.
I see, thank you
Will this game Support mods in the future?
We don't have any plans to help or hinder offline mods.
So you aren't going to load whoever I'm playing with's stash for me as I can't/shouldn't see it so why the fudgebiscuits does D4?
Also, back from holiday (for what it's worth)...
welcome back 🙂
Yea, we aren't loading other people's stashes. I heard about that and I can see how it happened. I'm sure they will get it fixed up.
funny enough I don't think we even load what other people have equipped, just what visuals to show.
Which is logical, so why on earth would one load what every other player is wearing for underwear & what they had for lunch on the last two public feast days???
I really don't know the specifics for them but if I was going to try and come up with a reason that you could do something like that. Maybe you could be planning a trade system that can auto suggest trades or something? Or maybe a process for pre-loading things to make gameplay smoother? Sometimes weird solutions are required to specific problems. From what little info I've heard about it, I feel like the sentiment is that it's probably going to get changed though.
Remember reading on the reddit post talking about this that they might have done this as dupe prevention of some kind, players checking each others and comparing with servers, not sure how true that could be tho
That's a neat use case.
Not really asking anything but just wanted to say thank you to the entire team for making this awesome game. I'm only 12 hours under my belt with the game but it's has been the most fun I've had in a game in a very long time. Can't wait for launch and post launch and to help support the game for many years to come. Keep up the fantastic work ❤️
Hey Mike, I've got a couple of questions about leech:
• do leech instances expire upon reaching full life?
• there's already increased leech rate in the game from some uniques but is decreased leech rate something you guys have played around with? Think it could be really nice if you have a high but inconsistent damage build to have more smooth sustain.
The former is cfm to still exist if your hp drops, just ask any Death Seal player.
No
Yes but we haven't found a really solid reason to put it on an item yet.
What is on your priority list regarding future reworks?
Thanks Kzb and Mike for the answers. The reason I asked is because I play a harbinger of starts build that, when it procs almost instantly shoots my hp up to the max but if I get an unlucky streak which happens sometimes when only fighting a single enemy I can die to sustained damage. So was thinking if I could have the leech stacks stay between packs until I get my next proc that it would help my sustainability. Looking forward to if it ever gets added!
the counter to single big enemies more often than not is dodging their moves before they execute, some builds aren't made for facetanking, some are.
Tempest Strike and Healing Hands.
Leech by default is over 3 seconds so...
And Tornado right? https://forum.lastepoch.com/t/choose-the-skill-tree-youd-like-to-help-design/18757 It's been 3 years since EHG asked the comunity which skill from a list we wanted to see reworked...
lol there are other things on the list, those 2 are just the only "5's"
I know, but 3 years!
might i add that healing hands just needs..... it's not really a re-... 🤓
Yes, you are most certainly not getting any of the cake I'm making...
Well sometimes the re- goes so deep that even healing hands could be considered a re-
To be fair, their usual response to "what skills are you going to rework" is "all of them (eventually)"
Everything is on the list, those 2 are the just top
Everything is on the list :). Good dev answer!
is that salem from sabrina ❤️
sure is
The original one, not the reboot
OG sarcastic Salem is best Salem
Is there a stream tonight??
in about 4 and a half hours
EpochCon 
oh yea, that means it will overlap with the start of exile con
No one watches that
I thought ganescom had started
I mean, that's cool but it's not exactly visual enough to be the reason to show off at a convention.
Maybe we'll get to see some of that fancy cinematic you guys are working on? Eh? Eh? Nudge nudge hint hint
Home made cake with home made lemon curd & buttercream icing.
gamplay video for new masteries would be visual enough for me 😄
If you're DWing the dagger that converts Detonating Arrow to a melee skill, should the Lightning Tendrils not also be converted to melee rather than keep it's Bow tag?
Wasn't that a bug that was fixed in a hotfix?
Nope, currently still has the bow tag in-game.
No idea how much damage it's actually doing as the tooltip dps for the main skill seems a bit wonky
I don't think the tag on the subskill takes it into effect because it doesn't factor in items, but I believe it actually does inheret melee in application. Optimally that would update as well, though I'm not sure what technical limits there might be there. I'll mention it to the team.
Yeah, I wasn't sure if it was a tooltip/text bug or a "proper" (damage-related) bug
You can have some cake Kain.
I can't 😦 But thank you!
Ok, I'll eat it for you then. 'Cause I'm nice like that
any plans to buff uniques that are never used/bad ?
even if the buff is just lowering the LPL
We tend to make balance adjustments like this each major patch. If you have any particular items in mind, please drop into #368968647114227723 or the forums at https://forum.lastepoch.com/c/feedback-and-suggestions/26
Been playing the dual wielded DA melee Jelkhors for a while now with great success and I am pretty sure the Lightning tendrils are scaling off melee too - not just lightning. Would have to double check to be 100%, but based on how well its playing (i.e. mowing down ranged mobs), I think this is just a tag text not updated rather than a problem with the skill. I would hazard to say, that if the skill wasnt correct, but still doing the level of damage it is, that it probably would be OP if "corrected".
melee/bow/throwing/spell tags on subskills don't really do much because they aren't directly cast and generally can't trigger anything. All the stats are already passed down from the parent skill and how the game decides if melee/bow/throwing/spell damage mods apply is based on the damage tags of the underlying ability components, not the tags on the skill which is what the tooltips look at to generate the tags. So, you could add all of melee/bow/throwing/spell to this ability and it probably wouldn't actually affect how it plays in the vast majority of cases. I'm sure there are exceptions and this should be fixed for next patch to account for those situations.
is there always at least one chaos/memory vessel in a echo map or is it possible to clear a whole echo map without finding one of these 2?
There are no quotas for any particular echo type (unless meta-echoes are treated differently for some reason), each echo as it's generated is only affected by corruption and distance from center
Alright thx toast!
I have another question regarding trade mike, the stream got me thinking, im worried about the amount of gold you can make with trade and how you can reinvest it in lightless arbor to basicly get a shit ton of potential more gold and so on, so i guess my question is...
was this a conversation in the team, can we expect a arboe nerf because of it or will it not be a Probleme most likley?
Lightless Arbor will likely act as a tempering mechanic for runaway gold prices on the bazaar. Basically it's just a really good gold sink.
And yes that does mean that we may adjust the rate at which it provides gear and/or the gold cost of each type of option. (We do this anyways already though)
This is possibly concerning if you are more interested in playing the CoF. However, CoF will have tools in their arsenal to get more out of all sorts of item drop systems, including Lightless Arbor.
This is a key relationship that we will monitor closely and adjust based on feedback, data and our observations.
Thats very reassuring to hear thx mike!
Dear Devs. When we get trading, will we be able to trade currently looted items ?.
Probably, yes, but it's not set in stone yet
As far as we know our current items will carry over into whichever faction you like. AKA give up any dreams of a good day 1 economy
Day 1 economy will be nuts. Unless you have millions of gold you have a low chance.
It’s just economy. When a market starts it starts on chaos and then stabilizes
considering gold will not be the only element of trading I wouldn't say it's that bad
I'm more concerned about the many new arrivals in 1.0 that might feel like it's unfair to them
(whether that is the case or not)
What do you mean??
I'll hop into a chat channel
New boots shown on stream that make enemies take more physical ailment damage while moving - would that effect work even if you consume the bleeds with something like Puncture?
Then the Ailment would be gone so. No?
But I guess if you pop it while they're moving then yes
I wouldn't have posted in this channel if I wanted speculation
I'm very sure the question won't be answered until its actually released.
wtf. bleed that deals more damage when you move? that's ridiculous, no way that fits in an ARPG. ||
||
I sincerely apologize, I didn't realize which channel we were in.
I have a question in regards of the new unique boots that were teased. How does the more dmg to moving enemy works? There are multiple cases where snapshotting is a thing so
If i hit a moving target does the effect snapshot so i benefit from the dmg even if they stop moving? Same goes to if target didn't move while i hit them, am i losing out the dmg? Or is the effect dynamic
We will get details on these interactions soon. I'm pretty sure on them but I want to be certain because I didn't work on it.
Poe 2 making me want a dodge roll in last epoch. Any chances of that possibly happening (wink wink nudge nudge)
That was a G.O.A.T response love it 😆 🤣
I wonder if Eleventh hour gaming is hiring people to translate their game into other languages such as Chinese or Spanish?
The game is close to launch and I wish I could help with translation and localization.
How could I apply for a translator job at EHG?
I don't think they are hiring for this since they are 'contracting it out', but the careers page is https://eleventhhour.games/careers just in case
We have translations well underway for both of those languages. Don't worry, I'm sure we will be needing plenty of feedback for when that comes out.
If they are moving when puncture consumes them, yes.
Thank you Mike
Also a quick question, is there any position that EHG is looking for?
It's fully dynamic. If they are moving when the damage ticks, it applies.
doesn't ehg have a careers page on their website?
Yup, it's linked just above
Got it, was struggling to copy it on mobile
Awesome, thanks Mike
thankfully puncture has no knockback node or that'd be another question
Knockback is not a moving state. In this context, the term "moving" refers to the action the actor takes, not the relative position change over time.
Also, the consume and the knockback happen at the same time so it would still just check if they were moving before the knockback started or not.
Why is grace period buff only 15s/20s (dunno when it actually triggers) instead of being say permanent or 1 minute? Quite triggering to die in HC to a echo loading screen
well, the timer shouldn't start until the load screen is gone so if you are dieing in a loading screen please make a #555817861529075713 . You can provide party buffs while invulnerable and there are opportunities for exploitation with an indefinite version.
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
any plans on fine tuning skill point allocation for sp's you get through gear?
its very hard to track when you remove an item that gives you additional points where it has been removed from, cause it doesnt seem to be where you put that additional point, correct me if im wrong
not sure if its feasable to have the game track your skill point allocation order, would be nice though
It very intentionally doesn't remove the point you added with the item as this creates an exploit case. When you open you skills panel after removing an item which granted +skills to that skill, it flashes the affected nodes red several times. This might be too subtle and I could see a more obvious notification for that. We have no plans to change the mechanics of how it selects which node is to be removed though.
I see, thank you ! ❤️
To add to this, if you have minions who attack enemies in monos, this disables invulnerability even if you haven’t quite finished loading yet. Nearly died to this a couple times!
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
(we don't record bugs from this channel)
Phew what a monday! Does anyone else feel like its the perfect day to learn something new about the unreleased Falconer class?
sorry bud, we haven't done anything on the Falconer since the last time we shared anything about it.
skills design team is working on a different class at the moment.
Would the skills design team like to flex what they're working on for this non-Falconer class? 😏
Does 0.9.2 improve community race event support? As it currently stands we are not able to do races due to how SAF works. Will there be improvements that allows us to do events in 0.9.2? Figured i'd ask in case you can answer to that.
I don't think that has been addressed yet. The issue is a back end data issue. I'll look into getting an easier way to purge your ssf stuff as a stop gap but I can't make any promises yet.
Hello beloved developers, are steam achievement ever gonna come to the game ? :D
Yea
Any idea when ? :p
It'll be a while still
any plans to allow respec of your passives and specs completely?
You can unspec a whole skill btw.
you cant with passives tho yeah?
Nope,sadly.
(Also they don't plan to allow you to change subclasses if that was the question)
not that just the whole base + mastery to 0
so i can reallocate if i wanna try a diff build
Iirc they are debating it internally, so far the no/later has been winning. But Mike is pushing for it
Best bet right now for quick respec is click+enter (to confirm) a bunch of times
Kinda annoying but it's fast at least
sure no worries thanks 
how are the cross party server stability tests going?
Judd posted a big reply on Reddit about the Network and the improvements they've made behind the scenes! - https://old.reddit.com/r/LastEpoch/comments/15epvk7/why_is_every_networking_actions_taking_so_long/
ah ok I never use reddit! thanks for the link though ill take a look.
Is there anything you see from other games of the same genre that you try to avoid, or are not something that represent the vision of the game for the team?
Sorry if I didn't word it well.
I don't really understand the question, do you mean to ask for our commentary on other games in the genre?
In general, we don't look at features in other games as "should we use that or not?".
Let me set an example:
You see mana reservation abilities in other games and go "I absolutely not want that in this game" or "that goes against what we want in this game".
Yea, we try really hard not to make statements like that in the first place. The systems can very rarely be transplanted succesfully because they all combine together. Something that might be successful or not in one game could be the opposite in another.
Mike can we throw unique ideas in the like to see section
i believe it has been mentioned before if you can explain an unique both how it works the limitations and the advantages of it, then they will look at it.
because he did say that a unique needs to have limits it cant just be broken
Certainly. The best way to present a unique is in the "theme": what is the special thing it does, what role is it filling, what's its purpose? Try not to get bogged down with individual particular stats, but rather the overall idea. This makes it easier for everyone to discuss, and the little details are more about flavour and balance which can't really be decided until the very, very end.
i wish there was another opportunity to purchase a "create a unique" pack.
that sounds much better.
If you mean Creator Level Supporter Packs, it's hard to say. Each one of those necessitates a lot of work. We love working with the community to create cool ideas and bring them to life in game, but with supporter packs, there's also just a whole lot of 'things' that need to happen. Like back and forth about "I want a unicorn chest armor", or "I want it to be the most powerful item ever created that makes you go super Saiyan 12", and so we have to spend time working back and forth to get something that fits, and everyone is happy with (Of course many people come in with ideas that fit right off the bat, this is by no means 'every time'). We still also have a backlog of these uniques to be completed from when we had these packs (demonstrating just how much effort they take).
It seems you did not mean with your edit, but the other possibility was the "Community Created Unique Event", which resulted in the Unique Rat City Impaler: Lament of the Lost Refuge. It's possible we may do another event like this, learning from our last community event.
And lastly of course, we listen to community ideas and suggestions, and those ideas may become unique items, such as Harbinger of Stars.
i actually meant the creator level supporter pack. the one from kickstarter? i didnt know that those arent all complete? im sure there wouldnt be a lot of people willing to buy the packs but im sure a few of us would love to contribute to the game and get a unique out of it.
I was a elder supporter back in the day I missed out on having a unique hand crafted but back in alpha I chattered boxed a few ideas on some for paladin and voidknight. I just don't ever stay in the discords but I am not a big fan of discord >,< but thankyou Mike
Hi Mike, I was wondering what was the reasoning when you made the new druid forms, to give for "free" swipe and warcry to werebear but not another base skill to the other form?
The fit is just so 1:1 perfect for werebear that not having a way to at least take advantage of those trees seemed a little short sighted and once we had those nodes in, everyone took them so it seemed like a natural fit.
The other trees have similar situations but not quite as perfect of a fit so they aren't there by default.
Thx
Oh I'd like to make a quandary. With being able to dip into other masteries if you are going totem shaman IMO there is no real value in double dipping into the druid or beastmaster talents. None of the passive nodes directly impact or compliment the combat prowess of my totems. However being a druid or a beastmaster Shamans have universal node options for damage for both you and your minion/totem/companions
With this statement I am referring to the first 3 nodes of each class (feel that is semi obvious but just being clear)
sorry, do you have a question to go with that quandary?
Do you have any interest in maybe changing the nodes to give dps totems a optional choice smile
Nothing specific planned. I would suggest that all 3 of Druid's starting nodes are useful dip starting points for a totem based shaman build. And depending on the totem type, all 3 of the tier 2 druid nodes could each also be useful if you're looking to get a little deeper. I don't think that totem shaman's main issues stem from a lack of good cross mastery dip passives. If you've got specific suggestions you'd like to see, we do check the #suggestions-and-like-to-see channel regularly.
In general, if you're dipping into an alternate mastery, you're looking to get specific nodes or skills, sometimes you have to make a slight sacrifice and take good or very good but not great nodes to get there.
Does the unique dropped from a shrine of legends have increased LP chance? Based on my completely anecdotal experience (probably heavily weighted by the name of the shrine) it feels like it does, but logically I assume it probably doesn't.
nope
I'm very curious, how do you go about designing active skills and their webs?
apologies if this is the wrong type of thing to be asking, but do effects like "dripping blood" actually increase the amount of damage the bleed is doing? It feels like it is just making the bleeds fall off faster. Or is it actually increasing the rate at which the bleed ticks while keeping the bleed time the same?
that is a very huge question because the process is fairly involved and happens in many stages. The short version looks something like this:
1: design a fun base skill (easier said than done)
2: brainstorm any and all possible nodes that could be even remotely cool and don't need to be possible even. (big group)
3: prune the list down to what is possible (1-2 people)
4: make a rough draft of the web from that list (1-2 people)
5: go through the nodes one by one (4-8 people)
6: finalize nodes and set stat ranges (1-2 people)
7: assign implementation tasks to various people in their specialties. (5 people)
I figured it was a big question haha, thank you for going in such detail! Super interesting stuff
It doesn't affect the total damage done by each stack of bleed, just makes that damage happen faster.
So if you had 1 stack of bleed that would do 100 damage over 4 seconds and this triggers, that would now do 100 damage over 2 seconds.
Thank you for the response!
Question? Is the introduction to crafting side quest bugged. It tells me to visit the forge in the outcast camp which I did and I even forged something but it's not doing anything?
The quest should be completed as soon as you click on the physical forge in the camp (not through opening the forge window with a hotkey).
Ya I clicked on it initially but it didn't complete the quest for some reason
you might need to relog before it'll trigger. had that happen once or twice
I figured that was the case but it didn't fix its self for some reason
Talk to the quest-giving npc again, then go touch the forge.
That did the trick thank ya 🙂
I haven't been on the game for a bit (since 9.0 launch). Has there been talk of refining character locomotion? I remember that characters felt very "floaty" at lest in MP, as in you could run in place/move directionally without having a feel of being grounded to the game world.
There have been improvements to the movement networking that make things snappier in general. I didn't have the same experience so it's hard to say if you'll be happy with the improvements or not.
Thanks for the reply.
Hey, I can see it has been reported on the forums ( https://forum.lastepoch.com/t/warcry-removing-hammers-thrown-by-hammer-throw/53503 ), but it got locked without a confirmation whether this is a bug or not. Hammer throw (I'm using vortex) gets canceled out by a Primalist's Battle Cry, is that supposed to happen?
There should never be a situation where you are able to interfere with someone else's abilities like that.
I see, should I report that or is it already on the list?
I don't know if it's recorded as a bug in the backlog or not.
Alright, I'll make a proper report just in case, thank you!
Was curious to know when full launch of the game happens will the characters we have created carry over or will it be a fresh slate?
No more planned wipes. To participate in the temporary 'cycles', you will have to start from scratch, and those characters will transfer to the permanent realm (where we all currently are) after that cycle ends.
did loading grace invurlability get disabled? I loaded into the empropors remain fight at half health since he aggros at load.
I've noticed he is very buggy in general with loading in, not sure why
Sometimes he loads in halfway through the AoE explosion
No, it did not.
I've got a couple of questions about the campaign:
• Will we get more of the campaign before 1.0?
• will 1.0 have the complete campaign or will you guys keep expanding on it after 1.0?
Sorry if this has already been asked before.
not a dev but chipping in cause its been asked before - unlikely to get more of campaign before 1.0. chapters 10 to 12 are likely to be added after 1.0 rather than with it. using Mikes usual phrase regarding expanding the campaign further - Never say never.
Chapters 10 to 12 aren't on the roadmap so I guess it happens after 1.0
Question re the Aim-assist implementation (especially on bow skills). It was brought up in early April on the forum by TriKster and shows how the aim assist can actually prevent you from hitting the mob you intend. I can confirm its really frustrating with things like Puncture that dont have a wide hit area and it doesnt hit the mob you aim at so you feel like you need to replace your mouse or get checked by a medical professional. KissingAiur mentioned the issue was reverted to the devs.
Any chance that it would be corrected in an upcoming patch? Or failing that, allow us to disable it in the Settings until it could be?
I'm sorry, I can't remember what we did about it but when that issue came up in April, we did address it in a meeting as something to fix. I'll look into it though.
Puncture had its auto-aim turned down at least, I'm not sure if we've added a player setting or not.
is there an updated roadmap?
I often see the community ask for a roadmap so I figured I’d try to accommodate this request. I’ve done my best but in no way will this roadmap be 100% accurate. Though, I’d expect its accuracy to increase as we draw closer to launch. The following resource is a collection of developer information that’s been transcribed from developer streams ...
Any plans on tweeking the blessing system? In the current state it's really not fun. Would you guys consider making blessing always available once unlocked and just adding a NPC you can go to, to switch your unlocked blessing say for a certain amount of gold? Also possibly adding a in game menu or something that actually explains what blessing are in each timelines? The online database it kind of messy tbh.
My experience from using Puncture and noticing this issue is from the last day or two so I can definitely confirm that whatever changes may have been implemented, its still really broken with that particular skill especially. Have been touching base with some of the other veteran players and they confirm its a major issue causes a lot of frustration for getting creative with Marksman builds - so much so that they dont play Marksman/bow builds anymore.
I remain in hope of a solution. 🥺
The blessing menu in the inventory does tell you, but you have to discover them first. They're intentionally hidden until you see them atleast once.
That's what I mean. Really no reason in hiding them when you can just look them up on the online database. Info is already there, might as well put it in the game.
ah gotcha, might be worth putting that in #suggestions-and-like-to-see
Sorry, wasn't clear enough, meant that it has been turned down internally since the last patch went out and will be different in 0.9.2.
It's a suggestion we've heard before and we have discussed it more recently. I think the chances of adding a "free swap" style system for them is much less likely than not having to discover them to see what stats are possible.
Just seeing whats possible keeps information in the game without players having to wiki it anyway..
Hi Mike and the team !
What are your feelings about weaver's will items? Are you satisfied with the result? What is the feedback from the community?
For my part, I find the idea excellent as well as the total RNG of these.
Also, do you plan to add unique weaver's will specific to certain bosses in the future? On T4 dungeon bosses or in empowered for example
Yup, it takes away a bit of the discovery aspect for people but I think this type of game attracts more people that are generally interested in just having that information more than the discovery part. Including that info in game doesn't do much to change the mechanics and functionality.
I think the experiment went very well overall. We learned some lessons and will continue to expand upon the item type in the future.
It won't be the last special item type variant you see.
Yep I read that you have planned a new item type post 1.0
My thinking with the free swap is, that everything else is such a grind to minmax and all and the best blessings are already difficult enough to grind out as they are. It would be more fair to just have them once you finally got the best version to drop which you would still have to grind for. It's really more of a deterrent from fun and trying new builds in it's current state. Thanks for the reply! Keep up the great work!
Will those item types remain as random drops, or will weavers will items eventually be added to a boss "Weaver"? Sounds like a spider boss to me
The weaver spider boss is already in PoE, act2 😄
Do any of the devs have some standout books on game design that they can recommend? I love reading about interlocking systems, creative solutions, and experimenting with design exercises.
I used to do game design as a major in college, but I never finished. Something like this (https://www.reddit.com/r/gamedesign/comments/reqakq/best_book_on_game_design/) has a ton of helpful recommendations.
and a list if you prefer: https://en.eagle.cool/blog/post/16-must-read-books-for-game-designers-from-beginner-to-pro
Weaver's Will items may have changes in the future, 0.9.2 doesn't see any major changes to WW items. I can't really go into details on their future as they are undecided so far.
You've already been linked better resources than I could have. So, if you're interested in videos on the topic, the GDC vault is amazing and I also really enjoy Extra Credits for bite sized videos on all sorts of topics.
I was wondering if it would be possible and not too much work for more wallpapers to be made available? The last time they were shared was back in 2020, and there have been lots of cool new loading screens that I think would make good wallpapers. Thanks!
i'm muted since march or longer without a reason, don't remember anymore and support doesn't respond to my mute appeals or even regular messages, can anything be done about that?
any chance we get minion affixes on maces anytime soon?
Yes, I have actually very recently put in a request for more of these to be uploaded.
Generally I don't think this is a good idea but something is clearly going wrong. Either we aren't getting them or you aren't getting our replies. I've checked several times when I hear people say that they don't get replies and so far, every time all of the open tickets had been replied to by a real person on our end. You can try opening a new ticket on a new email address and explain what happened. They should at least be able to look it up and manually reopen dialogue on the correct email address.
Just please be very precise in your messages. If you received an ambiguous reason, please don't tell them that it was without a reason. If you received an automated reply but not one from a real person, please don't say that you've never had a reply or something like that. I'm not saying that you're in that boat but just as some general advice, exaggeration to create sympathy can backfire.
Pretty unlikely as a general affix but not impossible. Probably more likely to get a unique or something that has it.
Hi Mike, in the shield rush skill, does the final hit strike twice count as an echo? For stuff like "Inc echo dmg" "Inc dmg if echoed recently" etc...
We try really hard to be consistent and precise with terminology. Echo damage only applies to echoes. Does an echo appear when this happens?
there is not, it's more of a void explosion from the point of origin
but the other skilltree nodes refer to it as the "final hit echo" so there was some uncertainty
And the node name doesn't help much either haha. It's not an echo though. It doesn't interact with echo effects.
The nodes after that one all refer to "Final Hit Echo ..." so the Echoes of the Charge node's second hit is being called an echo though it's apparently not an actual echo. from what you were saying.
Might be an idea to change all instances of "echo" in the 4 nodes to "repeat" or something since Shield Rush is a movement skill so shouldn't be able to echo.
This has probably been brought up before and honestly it might be a bit too early in the games lifespan to really ask, but what are your guys thoughts on really aspirational content that not much of the playerbase is expected to complete? As in stuff like uber uber elder, uber maven ... using poe as an example. On one hand i really love having this really far out goal that i can aspire to eventually accomplish, but on the flipside i feel like it would divide the factions a bit since for example in poe, you can get a watchers eye (an item that only drops from an aspirational boss) by just trading for it, never having done any super hard or aspirational content.
But with there being a none-trade faction on the same plane of play in last epoch, it might kinda hinder players that don't have all the know-how or want to actually do said content and get said item, while the people in the trading faction don't have to and can just buy it. I think if these items were really hard / none - tradeable that it could be balanced but yeah, just wanted to hear you guyses stance on it right now if you even have one?
We don't have a recorded company stance but I can give you my opinions on the matter.
In general, Uber bosses are awesome.
I think having them be similar to but with new abilities from existing bosses can be a great way for players who, for lack of a better term, are more "casual" to not feel left out of the content but give experienced players a special challenge.
As for rewards, which seems to be the main "issue" you're looking to tackle here. Having genetically good rewards that aren't build enabling but just sweet to have is probably ideal. I think D2's reward for the pandemonium event (Hellfire torch) is really great at that. It's got stat variations but literally the worst possible (off-class) torch is way better than any other large charm in the game. Being able to do the content yourself to eventually get a good version of it is a great reward while you can still buy a basic starter version as a "casual" that can't beat the boss.
Having said that, we do have the ability to restrict items from being traded if we really wanted to. We could also include a standard if heroes trophy type item to hand out at the same time. You can do other things like a title that shows you actually did it yourself.
I think that the key thing to avoid is narrow, build enabling items as a reward.
Yeah makes sense, I think titles and maybe cosmetics could be a cool "challenge" reward for cycles or something like that
Does constrictor also benefits ailments applied by serpent strike (frostbite, bleed etc.)
it should
So why can I not turn my character while channeling Disintegrate while using a PS4 controller?
Now that's a weird one, you should be able to turn via reaiming, no?
Nope, as long as I'm channeling I can't change at all.
i know awful said that it should but afaik it shouldn't, it specifically says that it applies to the attack "serpents strike" and does not say that it applies to the ailments that said attack applies, which nodes that do affect ailments usually do. The damage of ailments in last epoch is not affected by the attack / spell that applies them (unless specifically states on that attack / spell), as in an attack can deal 1 or 100 damage and still apply the exact same ailment of the same strength. Think maybe some developer input might clarify for us all ^^
It doesn't say serpent strike hits, so the more dmg is for everything. Ailment applied by Serpent Strike are part of the attack.
Nodes that don't specifiy hit damage apply to all of it's damage, like the 4% per stat damage increased.
This is why AoD has a stat scaling.
It should as it's a generic % more damage modifier, as others have said, this is how (stat) inheritance works in LE.
Aha, I haven't messed around too much with ailments and stuff so I just assumed it works like some other things (like the increased % mana gain node in mana strike) that doesn't interact with other nodes and stuff. Thanks for correcting me.
Dear Devs. Since everyone is of the same opinion - even you - that Tempest Strike is currently broken and stops performing mid to endgame , is there hope for this skill to get a fix with the upcoming update ?.
It probably needs a full rework, and I don't know what their piorities are rn.
Ye, i'm just askin' because i got a shaman mothballed that was based on this skill and it started to really suck at L40. I'm in no rush since i'm playing a variety of builds.
They 100% want to rework it, but idk if they even plan to push it for next patch
Yes, they have a rework of it in the works.
It will not get an update in 0.9.2.
Just for clarity sake, yes.
You've found a bug.
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thank you. :smile:
Honestly I thought it might have been a controller limitation. I didn't even know the game had controller options until last night.
Also it seems it has in fact been reported 2 months ago.
is the fact that you can only store stability for exactly 2 timeline bossfights an intentional thing?
Yes definitely intentional. It used to be less (I don't remember anymore how it was before), then they changed it to be exactly 2x in 0.8.2g and have maintained that through stability cost changes since.
well i tought so but i am also asking this because i want some more insight on why from the DEVS 😄
Ah, well you didn't ask why, tbf 

yeah i tought i would ask that as a follow up but its all good, im just curious why its exactly 2 and if it might increase in the future etc.
I can't play the game because my game is always crashing. What should I do?
!support
Let's work together to get it sorted! We've support articles and a contact form here: https://support.lastepoch.com/.
I'm curious if the team has thought about having reduced extra crit damage taken instead of crit avoidance? Since with crit avoidance it feels very all or nothing, making it reduced crit damage taken would allow players to take an amount they're comfortable with rather than shooting for 100% crit avoid.
I'm sure it's something that's been considered (and I don't necessarily prefer one or the other), I'm just curious as to any further reasoning for picking avoidance as the crit mitigation mechanic
To be clear, that affix does exist. It's worth the question though, why crit avoid is the one in blessing and more widely available over reduced damage from crits
oh true, i never really noticed it since it's only applicable on weapons that i haven't built around using yet
Also on one pair of unique boots 🙂
Agreed, especially considering the more lenient route with resistances that they took where a few percent under cap doesn't make too big of a difference, the same kinda applies for less crit damage vs crit avoid since if you're just missing 1% crit avoid you can get clapped from time to time but 99% less extra damage taken from crits is almost the same as 100%
Crit Avoidance is more readily available because we feel that crit damage reduction is a more thematically niche stat. Also, as you pointed out, crit avoidance is often considered one of those "all or nothing" stats.
crit damage reduction is a more thematically niche statWhy?
this might just be my personal bias leaking in but it just feels like the sort of thing not all characters could do thematically. Like having armour that reduces the area for a critical hit to be possible is one thing but just not feeling the pain of a critical hit feels more like a character specific thing
If that's the case then why is it not a part of any passive trees or skill trees (it isn't right?) And is only an affix on items that all classes can theoretically use?
so that it works mechanically better as an alternative to avoidance for 2H characters.
Hmm. I guess I've only ever used it on dw characters so that seems weird to me. But I can kinda understand that logic
hi mike, any chance you could look at what skill replaces venom nova when you take the "thunder stinger" node in the summon scorpion's skill tree?
i've found the "lightning nova" skill on LE tools but it doesn't seem to be it, the scorpion's nova seems to have this weird AoE duration effect and delivers 3 guaranteed shock stacks which the "lightning nova" skill doesn't
This ability is built "on-the-fly" and just changes venom nova ability, so you can't easily check it as a separate skill in LE Tools.
It deals 60 lightning damage, if that's what you were wondering
is it replacing each individual projectile from the spray with an AoE effect?
60 lightning damage is pretty solid base damage, thanks!
As far as I understand it doesn't change anything mechanically, just changes dot/damage and vfx. Mike will correct me if I'm wrong.
it definitely changes things mechanically, venom nova is an in-place AoE with a spray of projectiles, but the lightning one's AoE has something like a "duration"
and moves with the scorpion
Oh well, it's not easy to read decompiled code haha
All I see is that it just alters the poison aura to shock aura, removes that poison cast, and adds lightning damage instead. Other that that the mechanics/setup of the aura should be the same.
Uhm, 300% if I'm not wrong
All that is right
any insight as to why the "thunder stinger" nova has a duration on the AoE?
because the skill it is converting has that same duration
hmm, but the poison nova's AoE doesn't have that same effect
guess it's just taking the duration of the projectile spiral?
the lightning conversion adds a DamageEnemyOnHit component which is pretty well named. It converts the ailment applied by RepeatedlyApplyAilmentsInRadius from poison to shock at a 1:1 rate. It adds 2 CapsuleColliders to fit the radius that has possibly been altered in the tree. It sets base damage at 60, standard scaling ratio and Spell damage type. Finally it changes the vfx that is created.
That's entirely what it does. I'm reading the code for it right now.
technically it also turns off the CastAfterDuration component that could be there. Not sure why but it's probably to avoid a conflict with another node.
but it doesn't mess with the DestroyAfterDuration component which would dictate how long it sticks around.
Cast after duration sounds like it'd be for the projectiles that venom nova fires
So going off this then the aoe for venom nova should actually have the same duration as the lightning one but doesn't for some reason?
I'll record a clip showing you what i mean
they both it lasts 1.8s
The poison application zone for venom nova doesn't, is what i'm saying
While the damaging aoe for the shock nova does
It lasts 1.8s
I paused the game 1.79581s after using the scorpion ability (default)
it still exists
it is entirely possible that there is a bug on live that has been fixed internally as I am using the most up to date internal version at the moment
if you think there is even a slight chance of having found a bug, please report it on the forums
!bug
To make sure a bug gets fixed, please post about it here: https://forum.lastepoch.com/c/bug-reports.
the vfx might just be vanishing early
oh there's more than one issue with the vfx so that wouldn't surprise me
I'm 100% sure that functionally in our internal version, the time for both is 1.8s
that's about the best I can do
haha
could you try hit something with the extended duration of the poison nova?
I made it so the nova never goes away and it applies 100 stacks a second and it is for sure applying poison still
ahk, guess it's fixed internally? cos this is what's happening on live
oh, the interval is 10s so it only applies for the initial pop
so shock is also only the initial pop
well, it isn't tho? it's clearly maintaining the AoE constantly
for like 1.8 seconds
the damage, not the shock
the damage is just on hit, should still only hit everything 1 time
yup
so yea, the duration should probably be turned down on the lightning one so you don't get long delayed hits for no reason
it's already done
why'd i open my damn mouth...
Any predictions for when we will get 1.0 or any road maps in the work I may have missed it if there is one somewhere
Looking ideally for trade market expansion
1.0 is targetted for end of the year
I'm sorry, we don't have any concrete information that we are ready to share just quite yet.
There is a community roadmap that tracks the stuff we've talked about working on.
I often see the community ask for a roadmap so I figured I’d try to accommodate this request. I’ve done my best but in no way will this roadmap be 100% accurate. Though, I’d expect its accuracy to increase as we draw closer to launch. The following resource is a collection of developer information that’s been transcribed from developer streams ...
Thank you for responding i figured I'd ask out of curiosity keep up the good work and cannot wait to see what comes next!
Totally unrelated, we are going to be at Gamescom this year.
Info drop at gamescon booth inbound haha
Yes, the % chances add up. I assume chance over 100% does nothing, but I don't know for sure.
thanks
Oh that's going to be intresting to test if I get the chance to.
@placid plinth i've put in an support ticket for reverting back to SAF, i've made an mistake in not being able to really process what the very clear warning told me, cause i was focused on wanting to party up with someone and didn't really realize..
but it would mean a lot if there's a way to revert it back to SAF, if an dev can do this i'd be super happy. if not i'm sadly deleting the character so that i can enjoy the game again
I can't edit character saves and I can't help with support issues in #👨┃ask-the-devs-not-support-no-bugs . I'd also like to discourage the cold ping, please read #rules 8.
You'll have to wait and see what support says.
sorry for the ping, i didn't know :| was actually told to ask mike, sorry for the ping
(My bad Mike)
It's not the end of the world. Just don't want to set a precedent where pinging me for support issues gets things done.
true
That's my job 😅
🙂
i'd assume above 100% would give a chance of casting 2 stacks of maelstrom, but i couldn't say for sure obviously.
i guess my question was missed so im asking again hope thats ok 😄 is the fact that you can only store stability for exactly 2 timeline bossfights an intentional thing? and furthermore, if it is what are the reasons for it and is this set in stone or maybe subject to change?
You should be able to store your current stability for each timeline per character. As far as I'm aware this is how it works. Can you be a little more specific in what you are observing? And if it differs from 1 per timeline, please make a bug report on the forums.
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thank you. :smile:
oh no im not talking about a bug, just the fact that you can store enough stability to do exactly 2 bosses in each timeline
oh like that the max stability is boss fight requirement x2
exactly, is this intentional so that we cant "store more bossfights"? and if so why
I don't know why actually. If I had to guess, we probably figured that people wouldn't have a good reason to store a ton and the fact that it caps would indicate to players that might not realize they can use it for something that they should look for something to use it on. Possibly to avoid extreme cases of something else? Maybe something that was implemented to plug an exploit that was incidentally fixed another way?
alright i guess then this is a case for the suggestion channel thx mike! 
It might have something to do with the monolith boss giving a stack of gaze of orobyss? Like maybe it's so you can't stack up several nets worth of stability and then spam the boss for like 20 stacks of gaze and kill a shade for 200 corruption or something? I don't really see the advantage of that but that's all I could think of
you can already stack up gaze of
but the bonus corruption you get from it caps at 50 anyway and it also seems like after only a few gazes theres some big diminishing returns with bonus corruption
Yeah like I said I couldn't see the advantage of doing it but that's all I could think of. That they don't want you bringing too much stability/gaze of
from one net to anathor after killing a shade.
I'm trying to make a lightning swipe build and for some reason I can't put the fifth point into the Umjol's Guidance node. Is there something I'm missing and I'm just dumb or is this bugged?
I may have figured it out. I had Thorn Slinger equipped and it was counting as one of the points in the UG node.
yea, the 5th point in that node, removes the physical tag so you lose a skill point from Thorn Slinger. Then the picker just happened to pick that node to remove a point from, restoring the physical tag and then the belt gives you a point again
Yeah I didn't realize that at first and as soon as I took the belt off and leveled it up again I could finish it. Thanks for responding though. Much appreciated.
Are the characters intended to always be gender-locked, or will alternate models become available sometime in the future?
because Shaman and Sorc are ugly
We did start out with the intention to gender lock the classes. They will be gender locked at 1.0 launch. We would like to add character customization to the game. It isn't a high priority feature for us at the moment. We do intend to add character customization in the future. I use the term character customization in place of just gender lock because the really time consuming parts of it apply to just gender options or a more robust character customization process. I wouldn't hold out hope for anything as mega epic as the really detailed customizers of games like BG3 though. (I've just finished making a character lol)
In other news, you might not want to look up who the primalist looks like....
I definitely don't expect BG3 level of detail, lol, and I understand there is a time/resources cost to providing the option for other genders (and their models, animations, optional cosmetics, etc), and I also understand it wouldn't be reasonable to expect in 1.0. It's just something I personally would wish for eventually, and suspect I'm not alone in that desire. 👍
there is a teeny tiny thread about it on the forums
https://forum.lastepoch.com/t/gender-locked-classes/18588
I guess it isn't such a big negative for me as for Han, but it is something I would appreciate, even if it was behind a modest paywall.
Being that it's purely cosmetic, after all.
I don't mind throwing my support behind good games as long as they are doing things I like. PoE, Warframe, and ESO have all had a decent bit of change from me over the years. 😅
Unfortunately, PoE hasn't had said support in quite awhile...
That's not the sort of thing we intend to put behind a pay wall, it's really just a time thing.
That's good to hear. I'm sure more people would prefer that it wasn't, especially if it leads to the feeling of "paying for the privilege of paying for cosmetics," lol
Having all the fem sorc costumes behind the fem sorc itself, for example
So, I wouldn't want people to misconstrue my next question as a "what is the strongest" type of deal, but... "What is your personal favorite skill in the game?"
My answer to that is almost always the one I most recently worked on. So, the real answer is [skill coming next patch that I can't say the name of yet]. But of the skills available now, probably Meteor.
Is that just because it's the most currently iterated upon? Or in other words, even if you really liked Serpent Strike from 0.4, Shurikens from 0.7 would be more refined just as a matter of having had more work done on it. Something like that?
No, I'm just simple and I like new and shiny.
😄
Also, this one is kinda bonkers.
One of those terrible ideas (scope way too big) that somehow worked out.
I'm a massive fan of Molten Orb and Glacier, btw, especially Glacier. Whoever worked on that has real thanks from me.
You mean the redacted skill for next patch?
yea
Can you say what class it's for?
nope
sweet
It's just super satisfying, and I love that it's available really early
It's possibly responsible for Sorc being my most played by far
Although, I am a big fan of Lightning Blast as well
It's pretty late where I am. I'm not keeping you awake, am I?
I'm just going to bed
Ah. I should too then. Thanks for the chat. I think you guys are doing a pretty good job on the game so far. There's a couple things I could nitpick, but the game is already shaping up to be a solid contender in the genre. I hope I can get a bunch of years of enjoyment before everything gets nerfed into the ground and I ragequit... like PoE. 😄
Hey Devs,
No real chat. just curious what are you'll working on?
I think they are working on Last Epoch
I just finished some QOL updates for quest tracking UI.
Do you have an area of speciality Mike or do you work on anything and everything?
Little bit of everything. Mostly Skills and UI though.
Does Crit Avoid consider Crit chances that are over capped? Eg 150% crit chance against 50% crit avoid
Crit avoidance rolls after it has been decided if the hit is a crit or not. So in that example, you have a 50% chance to be crit.
It's not 50% reduced chance to be crit. It's 50% chance to downgrade an incoming critical hit.
And for blind, it's halving your crit after all others modifiers right ?
After 1.0 did you intend to Balances skill to make them playable at even level 1 when you unlock the skill ? because some skill need a lot of level, item stat, ressource generation to make a build arround them i think about Ballista its very bad almost useless without all thing stated above actually ?
So basically: On hit: roll for Crit, if crit, roll for crit avoid, got it
It's a more multiplier so it's multiplicative with everything but it doesn't necessarily happen last if there are other more multipliers. (but the order doesn't matter in that situation)
Ballista is rogue's only bad skill btw. Every other rogue skill can work at end game.
yeah but im PoE Siege ballista main so i want to play that skill when i get it but that why i ask because its very bad actually
We update the relative balance of skills every major patch. I don't have specific details on upcoming balance changes.
maybe for a rework of the skill what about a node that make ballista permanent but follow character (like turn arround and auto aim at enemies) but you can only have 2 base ballista and get +2 ballista with unique/set that would be a cool turret (minion) rogue build no ?
Turn it into something like an ornithopter, lol
thanks for the #suggestions-and-like-to-see
I tend not to like stationary turrets/totems in these games, but that's just me I guess
But falconier-
...
Wait.
yeah maybe ballista on bird or maybe they already create a skill like that and ballista will be mana hungry while the other skill is the permanent one like a aura
I assume this text is out of date? Or are we missing something.
The backpack was an exclusive cosmetic item for owning the game
the pets and backpack so far are exclusive cosmetics, iirc
I think the question is that it's still EA and people don't seem to get those buying it now
Those items were given to people who had purchased the game before 0.9 launched - i.e. a perk for existing players. There is a post on the forum about it (sorry dont feel like finding it). As to if they will become available at some future date... lets use Mikes favourite: never say never.
Prior to 0.9, the pets are specific to various supporter packs.
You can't buy the exclusives separately?
the backpack prob won't ever be sold
Sorry everyone, I'm not sure the answer to all this. I sent a DM to someone asking but I just found out that they are were out today. I'm not sure which part of the initial post was being questioned but I think that it will all still be true. I could be very wrong though so let's wait.
Yeah this was the important part, I knew those existed, but as a 0.9 buyer I don't think I got it so the line may or may not need to be updated.
Damn, I really wished that I got them since I like to collect these exclusives
why is masochist mode just a backlog task? Many played it for the overall better gameplay it creates, removing it broke the motivation for many to play the game. Why even look at improving your character when everything is just wet noodle level of resistance
Hey, brother. Can I DM you?
Hi - Please don't ping the EHG team (it's #rules 8 😊 ) Though I might be able to help!
You can ping the @ Community Managers role though - it's what we're here for!
Replies are considered to be pings? Always thought they were different. My apologies though
No worries! Replies will Ping the person unless you un-check the ping option on the right, I didn't know that until recently 🙂
Just learned about it as well lol. That’s helpful, thanks!
Hey Mike, no question... just wanted to give props after seeing the atmosphere updates you guys are building. Looks awesome. It adds so much depth to the look and feel. Hoping it comes with 1.0 (or earlier 😬)
The main people required to implement it have many items in the higher priority categories already.
I know this is way early to be asking but will we / do you think we should be able to gift items we have now to friends via resonance once it comes out?
yes
Very nice, thanks for the info
Actually I'm not sure which of the two questions you answered but Mike is god so I'll take it as gospel
I'm gonna say that correlation does imply causation and as such if Mike thinks something should be one way then that's the way it'll be. Thanks for the info mike
Mike, I know the team is still working towards full release and larger systems as well as story will come with time. However, has the team talked about additional progression systems. Perhaps groups from the story like the Scalebane or even meeting/fighting more of our alternative selves that are mentioned when we choose our mastery?
But also huge props to everything that has been accomplished so far 🙂
Yes, we have layed out our plans for our first additional progression system with item factions.
It would be pretty cool to have a new bonus dungeon where you have to defeat alternate builds for your class as you go--more boss battle like than just mowing down trash--that then replaces the last boss with your current build when you beat it for your other characters of that class to fight when they get there. Make it so you can't challenge your current copy with the same build that put it there so farming the dungeon requires alternating between characters to keep updating the boss.
Do we have any crazy/cool dungeon ideas like this somewhere in the pipeline?
Yup, we've got several dungeon irons ready to go in the fire.
If you post that in the #suggestions-and-like-to-see channel we can log it for the team, new ideas are always good 😊
Will do, thanks.
is this supposed to work with the Battlemages Endeavour two handed sword? since it says that it doesn't work if lightning blast is cast via anathor skill or if it's channaled, but the sword is neither, but it still doesn't work. I'm guessing you guys just forgot that it existed/wrote this before it existed? Since it doesn't work with the sword right now it seems.
Basically it only works when you direct cast it.
Proccing LB any way other than casting it yourself won't work with overcharge.
yeah that's what i guessed, just found it curious that it didn't say direct cast but instead via skill/channel so i thought i'd ask instead of just throwing it into tooltip hunt
Well it hasen't been proven wrong yet so....... Maybe there's an edge case?
it has though, it doesn't work with battlemages endeavour which is neither a skill nor does it make lightning blast channeled, or did i missunderstand what you meant
ah gotcha, yeah maybe
a melee attack is "another skill".
(though I'm not sure how default melee attack fits in XD)
default melee attack is just as much of a skill as all other skills (well, technically ability)
speaking of melee skills I'm curious about a random thing. Is there a specific reason that most melee attacks have a baseline of 2 damage dealt, instead of 1?
When you put it THAT way...
why use many word when few word do trick

Except when he's wrong.
god can be wrong too
I would suspect the reason it doesn't say that isn't because a difference in effect, but just that it's an older node and was before the great skill node wording change of '21 (or whenever we started using that wording).
Hey, just curious if work is still being done on the native linux client? i just recently 75/25 switched to linux mint (keeping windows for only a few things), and would love to see the linux client thrive.
yes, I don't have any details on upcoming changes to timelines though
couple questions on this
1.does blizzard mean all shock chance, or just shock chance that applies to the totem
2. does fulgurite core scale with whatever shock is converted to chill?
3.does exploit weakness make storm totem do more damage to chilled enemies?
- "Technically speaking yes", as it does get all of your stats, even ones that don't apply to it. So it's technically converted for it, but it's not getting additional chill that didn't apply to it when it was shock. TLDR: No
- No, It's based on "your" shock chance, not the totems, and "your" shock chance isn't converted.
- Yes
so my chance to shock does give damage with fulgurite core
it just doesnt get converted to chill?
In a short answer: Fulgurite Core only looks at the global shock chance which you see on your character page and gives the totem spell lightning damage based on that. Nothing else - it does not look for anything on the minion/totem.
so blizzard has no effect on fulgurite core, it works the same way regardless of whether or not you have blizzard allocated?
Correct
alright, tyvm for your answers
Hi, how can I move my original account to my steam account ?
Please use https://migration.lastepoch.com/user/home to Migrate your account to Steam
Page with empty content
I'm currently on the quest journey to maj'elka and I've spoken with saazhar but the quest doesn't complete. Is it bugged or is it something on my end. I exited to desktop and relaunched the game but it didn't fix it
sucks that this happened to you
I think you need to use the form for that
That quest name looks familiar... Is it a snake guy npc? If it is, just go to the next zone, head north until you find a ruined caravan, murder the things there, then go back to him.
Ya that was the quest in question had some nice people in game chat help me fix it with what you suggested lol
yeah it is a known bug
Hi Kain, I have tried this a few times last Friday and asked Support to look into it. Still not migrating and no reply from support?
#👨┃ask-the-devs-not-support-no-bugs not support
Sorry just not getting any support from support so thought I would come here
I don't know what days/hours Support works, but if you put that in Fri evening, and nobody works on the weekends, you shouldn't expect it to be addressed until Tue/Wed at the earliest (imho).
make sure you check the email associated with your Steam account and the one you used for Last Epoch (if they are different)
Thanks all
Do you guys have a stance on legacy content in the "standard realm"? Like if an item dropped from a cycle specific mechanic that ended up getting removed, would you guys let people keep that item as is, would it become souvenir type item with no stats or would you guys prefer to just remove it all together?
@round swift @quaint summit Hello! If you're struggling to migrate due to a load loop, try copy/pasting the https://migration.lastepoch.com/ link instead of clicking on it 🙂 this has helped some other players in the past!
Hi @frail sentinel thank you so copy/paste the link above into a browser and follow the steps?
Yep! If that doesn't work, using a incognito window or separate browser could work
Ok, I'm getting the "Your account is now being migrated" message so will wait and see, thanks for the help!
How exactly does roar of the woodland work? It doesn't add 4 seconds to every thorn shield duration as stated, but seems to add time to some of the stacks but not others?
We don't have a blanket policy on the matter. I think it depends heavily on why it no longer exists.
Our item system generally will cause old items to automatically update.
We have created a system specifically to handle legacy items in standard though. Some people will have items that have multiple sealed affixes of things that can't go on that item slot any more. This has happened a few times when we have moved an affix off an item slot.
makes sense, thanks for the answer
Mike, what do you think about services in arpg's. As in something like a dungeon carry for temporal sanctum so you can make a lego without actually being able to beat the boss. Letting people play very specialized builds and styles and only do one type of content while relying on others to do the other content they need done for them?
Personally i think they can be very good in some situations. Like if there's a piece of content that's really hard but a lot of people want (maybe running tier 4 temporal sanctum to craft a legendary (right now dungeons aren't super hard at tier 4 but who knows what the future holds)). But other services are for sure kinda detrimental to the overall experience (like powerleveling). They also let some people who might be playing with the trading faction exclusively do one piece of content with a hyper specialized build to pay for everything else they need and so on.
Have to disagree with the idea that powerleveling is bad. Leveling new characters is one of the top reasons I put these games down and the availability of it in D2 is why it is one of my longest played ARPGs. I'm not wanting to make too much of a debate about that in this channel, but I think the other perspective is pertinent to the question--which is a very good question.
Edit:
These games are most fun from mid game on, typically. The early game is slow, boring, and tedious. That's why I end up leaving them.
I actually agree for the most part with you. For example in Poe I'd love to play several builds a league but ain't no way I'm ever doing the campaign more than once a league. What I meant was more of a five-way esque service where your character is usually already somewhat leveled, but you can't get past level 95 or so because you keep dying. Obviously this doesn't apply to last epoch since you don't loose XP when you die so it was somewhat of a bad example.
I think that regardless of if it's good or bad, restricting it too heavily would likely have a negative impact on people just trying to play together while not quite at the same power level as each other.
I certainly don't want this game to be too much like PoE, but one thing I like about their community Discord is a dedicated channel for discussing builds. Could we get something like that here?
Class channels are basically that
Oh, I didn't realize those were even there, lol. They are so far down the list!
Thank you all for your help, EHG support helped me back in to the game. Was a CD Key issue. Just like to say what an amazing amount of changes/updates there has been since I last played (3 years ago) QoL, Engine, UI, Menu, and the Visual/Animation improvements are outstanding. GL & SS!
I'm not sure the channel is busy enough at the moment to warrant the split. Is there something big I'm missing here?
Mike, will you be able to trade in person or will it exclusively happen through the Bazaar? I think you've answered this during a stream but I can't remember what you said.
Mostly because HC and SC can't play together, if they were split there would be no confusion (I know most play sc but gotta give the hc crew some love too).
It's in the FAQ - You can trade in person, too. Same costs associated (favor cost, etc.).
Oh I didn't know that, thanks!
Hello Developers! I posted my question here.
https://www.reddit.com/r/LastEpoch/comments/15npudv/casual_player_seasons_or_cycles/
I believe the reddit community misunderstood that I did not want cycles. My main question was actually what happens if a cycle is finished and my character moves to standard. When I come back to play any of my 12 standard characters for example and a game balance change/cycle ends, will I have to respec all my builds?
You already have to give out other identifying information about what sort of group you're looking for. I think it's pretty reasonable to put HC or SC in posts. I put a note in the description to say if you're HC/SC.
Maybe. It's the same as we've always done it. If a skill tree or passive tree has undergone a large enough change, the points are refunded to allow for them to be reallocated instead of just placed in random nodes that might have nothing do with each other. This really has nothing to do with cycles though so I'm a little confused by the question.
That was mainly it, I mentioned Cycles because in PoE after the end of the league thats when I noticed the tree changes happening, I'm not too sure of how developers usually do it though. Thank you for answering!
Yea, most of the time major tree changes will coincide with cycles because of the competition that happens in a cycle. If you make major changes, you run the risk of making it so that nobody can challenge for the top spot any more.
but those changes will roll out game wide all together.
I think my concerns are for people who rely on following a build like I did in PoE but so far in me playing grim dawn you can respec almost everything so that kinda reduces the need to follow builds. When I play Last Epoch from what I've asked around its the same way so cant wait to try this game out once done playing grim dawn.
Basically the only thing you can't respec is your class choices.
Is the game will be translated in other language?
How would you characterize the general philosophy toward designing uniques and sets?
Yes, we are working on several translations right now.