#๐จโask-the-devs-not-support-no-bugs
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I suppose that's fair, lol
(Just popping by to say sorry, I accidentally removed your ๐ emote on Mikes 'Wouldn't it be cool if...' post. I didn't mean to!)
It's a hard question to answer succinctly. If you want a more specific answer on how we make unique items, I can go into more detail.
could you link or show where in the FAQ it says this? i'm either blind or looking at the wrong one (looking at the link linked in the FAQ channel on the discord). Not doubting you just wanna read it since it was news to me
I love the paraphrase of the attitude, but more detail is certainly welcome
!trade
Oh, someone is interested in trade? I know it's a pretty small topic, but here's a little writeup about our plans: https://forum.lastepoch.com/t/trade-development-update-introducing-merchants-guild-and-circle-of-fortune-factions/51994
was it resonance that toast was mentioning then? because that's not really trading, what i was refering to was if i could invite someone to my party and trade an item with them, without every having interacted with them before that point since someone (don't remember who) was saying that they thought it was mentioned that you could do that but i thought that you specifically couldn't.
This may also help - its a summary of additional trade information & the history around what it was going to be and how its evolved - it contains newer info from other sources compiled into a thread - it contains info up until Oct 2022 https://forum.lastepoch.com/t/a-brief-history-of-trade/49734
From the FAQ section (which you have to click to expand) of that trade dev blog:
- Both person to person trading and an asynchronous Bazaar will be available.
- Person to person trading is mostly intended to be used for trading between friends.```
```Q: Does direct trading cost favor?
- Yes, the same amount as using the Bazaar.```
Aha, thank you
Trading person to person has the same restrictions and costs as the bazaar. The only difference is that you know who is on the other end of the deal when it's person to person.
So we do both top down and bottom up item design. I bet it's roughly 50/50.
Sometimes you start with a specific role you need the item to fill. Maybe you think that some skill needs a specific element conversion that is a little outside the primary elements for that class. You can then look to what types of builds would most likely enjoy that and see if most builds of that type have an item slot that is not super important. Maybe there is another unique you want it to be mutually exclusive with so you intentionally put it in the same slot.
Then you pick some complementary stats, maybe consider some that don't normally show up on that slot for a little spice.
Then you can pick some theming details to fit the item.
Alternatively, you can go at it from the other side. Start with the theming, like maybe a flaming sword called Lightbringer, that's never been done before...
You might even get the art in early.
Then you start picking stats to match the theme. Maybe it deals fire damage, grants you a stacking fire damage buff when you use a melee fire skill, +fire skills, ignites enemies and causes them to focus you a bit because of the bright light.
(Not a real item that we are making, just an example)
mike im a bit confused on how stun avoidance for players works, when i hover over the stat in the character sheet it says this but in the ingame guide it includes ward
oh and are there enemy attacks that have guranteed stuns? noticed that one of the lagon attacks always stuns me for a long time when it hits
Ward does count towards stun calculations at the same rate as HP. Some enemy attacks have very high stun chance, but nothing I can think of is a guaranteed stun. If you reduce the damage of Lagon's right hook enough, such as through using Rebuke, it doesn't stun.
(Actually, rebuke isn't the best example here as it's a channeled ability so always has stun immunity, but the idea of reducing damage sufficiently still applies). It has a very high stun chance.
Thx kain!
Majasa's petrify perhaps (kinda, not really a stun but functionally similar)?
In character selection screen, allow hitting enter to "enter game" with chosen traveler, or double clicking traveler to enter game.
i have some concerns with these after doing some thinking but to make a better assesment i kinda need to know, how common will these be? If i play with a friend for 50 hours, how many can i expect to drop?
It is not in game yet
no shit sherlock
He isnโt Sherlock. Also keeping it respectful
i know that overcharge doesn't, but does hypercharge work if lightning blast is triggered? or is this a tooltip typo? since it only mentions that it can't if lightning blast is channeled. While overcharge also states that it doesn't work if it's cast by anathor skill
Any plans on bringing back the real SSF like we had b4 MP release? ๐
Hypercharge says: When double casting.
ah shit lol
I don't see a way to double cast lighting blast unless overcharge got triggered.
true, what's the point of the channeled line then though
since they're both covered by overcharge not working with them anyway
Please remember to follow the Code of Conduct, and keep conversations civil.
The exact time hasn't been determined yet as we're still working on implementation, but it's something we will adjust with feedback.
Channeling by nature removes the wind down on skills, increasing overall cast rate inherently.
Wondering if there is a specific reason why these gamescom announcement are twitter exclusive? Since we had a conversation earlier and some people didn't seem to know about the friends yall bring with you.
The exact time? im sorry im not sure if i understand, my question was in regards to the planned drop rate of the resonances, im asking because im concered if they are way to easy to obtain that circle of fortune will end up being the "better" trade faction trough them
By "The exact time", I mean "The length of time required to play with another player before a ressonance can dop", if that's 5 hours, 10 hours, or 20 hours (completely random numbers here) - it hasn't been decided yet how often they should drop. There's also a lot of levers we can pull on adjusting the different factions, particularly with favor costs to balance the factions against each other. It's also important to note that items drop with Faction requirements, so if you are in Circle of Fortune, and an item drops, you could resonance that item to another player, but it still has the Circle of Fortune requirements on it - so they would need to have the appropriate CoF status to use it.
I would love if Twitter were not a primary social media platform for anyone
ah alright gotcha, if the time is high enough then it shouldnt be a problem, i was just worried that people would play cricle of fortune and then trade with resonances by just playing together until they drop one, thx for going into detail
We don't expect it to be a particularly short amount of time. It's primarily a way to suppliment for those moments where you normally play with a friend, then you play over the weekend alone and "Oh no, that's the perfect item for them!" moment happens - it's not meant to be a way to just supply friends with all the items they need. We always want being out there in Eterra slaying monsters to be the primary way to progress.
I don't handle twitter posts myself, so I'd have to ask about which posts are in question here - unfortunately twitter no longer shows chronological order for posts, so I can't see the most recent ones you're mentioning. I'll certainly discuss with the team making cross-posts to Discord as well for more appropriate posts.
These ones in particular as there is no mention about these elsewhere unless the creator has announced it itself. One of these also mention that there is no dev stream today so kinda important info if you tune in to watch streams and maybe missed last one (dunno if that was mentioned on stream that there won't be a stream this week)
https://twitter.com/LastEpoch/status/1692573596852404479
https://twitter.com/LastEpoch/status/1691534749527879681
So. Server maintenance. Y'all dropping 0.9.2 on Thursday? ๐
No
Sadge. Good luck with the con!
Watch the ONL (or a recap of it).
Is there where all the news will be??
Damn, you got Geoff to play something during ONL? That's pretty cool.
hi, the possibility of skipping the campaign when we have already done it would be welcome, is it in the plans for the release of the game?
Im 99% sure it was said that itโs not in the plans to skip it
You can bypass large chunks of the campaign through the Dungeons. Not everything but a fair amount. Dont think the devs are keen to allow for a full campaign skip for alts at the moment.
I'm 50 characters created, it's getting boring .. sorry if I seem embittered, but it seems to me that I am in the category "ask the dev" not in "ask the community".
We all have plenty of alts and thousands of hours playing. If you want to wait for the devs to get online on a weekend when one of us can offer a quick response based on our experience, then so be it. (and you could have searched first).
Devs have answered this many times, which is probably why the community is happy to answer, see the most recent response linked above
You're not going to get a different answer (sadly)
I know it can sometimes be frustrating to not get a dev answer on a topic and have a bunch of community members answer.
When it is a question with an established answer we are fine with community members answering. Especially if the can link to a previous dev response, but that's not necessary.
This is one of the things I want most from this game
It's one of the few things D3 did that I absolutely loved about the game
I would even buy 5 extra copies of the game and give them to my friends or randos in a stream just from sheer gratitude/happiness
For that matter, this is my 2nd most wanted feature in PoE (behind a trade system that doesn't suck)
My question is this. D4 came out with a complete overhaul on the game graphically and POE 2 did the same. They both look great and with all the changes and facelifts coming to the genre, how does Last Epoch plan to keep up with the genre changing in graphics and over all look of the game?
I am new to the game, and not sure this is the place to ask. But as I understand, Weaver's is a newer mechanic and aims to be an alternative thing to running a dungeon and upgrading with LP? So then the game has taught me while playing that there's affixes that are specific to classes. "Rogue's Scalebane Grimace of..." etc. Then there's items that are "Required Class: Rogue". Now, I understand the Weaver mechanic of it being totally random, kinda.
As far as I know Rogues can't even use Spell Critical Strike Chance? So for a rare unique, for Rogues only, with Rogue in its name, to roll stats not usable by Rogue is a bit. Wellm I can understand if that's an oversight, a bit less understandable if it's by design. Doesn't make much sense (to me, other than RNG is RNG...) Just wanted to know what the idea is for this ๐
The affix itself isn't class locked, that's why.
Right, but shouldn't they tho if the unique is.. I mean RNG within reason, it's like +wand damage on a rogue only item is a bit RNG over the edge, or minion necrotic dmg or something. Doesn't really, well, unless. Well - that's why I'm asking, what's the idea behind it? Just another RNG mechanic as simple as that? Or does the Gambit thing come in "not weaver's" as well?
The latter, if you use a rune of discovery on a rogue only item you CAN roll spell stuff as well.
Standard RNG.
(As a 2nd note rogue is the only class without a single spell)
During recent dev streams, Mike has shown off several examples of new level design tools & tech they're working on and introducing in an effort to improve the overall polish of the game. You can find these examples below:
Probably a F.A.Q but how stable is the multiplayer in this game currently?
theirs a spellbow build that can scale spell affixes on rogue items
Well then there you have it, not lazy design then :))
There's no real set answer for this - some players have absolutely no issue however others struggle a lot. Two things I do know -
-
The EU West server seems to be the most reported as temperamental for multiplayer
-
The further you are from the person you want to Party up with, the worse stability might be. Best thing to try for this is join the same server, or find the most stable 'middle ground' and both join that server!
any chance the next patch is coming in with some new uniques? ๐
"Outlook good"
Magic 8 ball says
Did they announce the Amish class at Gamescom?
do I have to send Kojima himself to the booth to shake the table?!?
Is there any plans or ideas about reworking Lich's Reaper Form to make it more than just HP stat stick? Maybe make it work as a Shifter ability and while you're in Reaper Form it replaces your skillba with like 4 unique abilities or something from the Reaper Form, so you can make a whole build around doing damage while shifted into Reaper Form. Similar to how Archon Build worked on Diablo 3, or Lost Ark's Shadowhunter class that you can make a whole build around the Demonic Mode being your main source of damage and your non-shifter abilities are just support abilities to help you recover gauge fast so you can shift into Demonic Mode again faster and keep doing damage.
We have no intention of making Reaper form like the druid forms and giving a full set of abilities in the form.
However, it is likely that Lich will get a new ability specifically designed to have synergy with Reaper Form.
will Runemaster draw (lay) smth on the ground like traps / runes / sigils...?
Do you guys have more slots in the gamescom broadcast or will it just be posts on here, twitter, forums etc until patch day?
I don't suppose you guys are going to do like an overview for the runemaster before dropping it? or just gonna let it ride on the patch day?
They might release the trailers offically then we might get some extras-
Yes, one of the runemaster abilities is Glyph of Dominion.
Nothing more broadcasted on Gamescom official stuff.
We will be releasing a bunch of info on runemaster. It's playable with all 5 new skills at Gamescom so it's technically public info right now.
can you please confirm multilingual support in 0.9.2?
Right so while runemaster does seem cool and all
I have so serious balancing concerns straight away.
How are the trigger skills balanced for runic invocation? I am concerned that there is going to be 1 build that reign supreme due to it being busted even if all say 3 combo triggers have the exact same base + effectiveness the functionality itself is going to make a huge difference.
Isn't that depedant on the skill triggered+also spending the cost of the skill?>
@faint yarrow I have one answer to those concerns. The skills are not related to the skill tree. So if one skill is being spammed to much they just need to adress that particular skill.
And there's isn't much off-runemaster skill that is worth proc-ing from other masteries.
Is runemaster the only info we are getting at gamescom about patch 9.2.
Or is there more to come as the event unfolds
Pre-Patch Hype Week will have daily posts covering ALL the new content coming in 0.9.2!
Does that mean we can expect some gameplay from the class today/tomorrow?
I expect that someone will be covering the runemaster content.
Not all the 0.9.2 content is being shown at Gamescom.
There is also more stuff in this demo than just the runemaster. (some of it needs to be hunted for though)
Awesome. Been a long time player can't wait to see what else is coming in 9.2
Is Warlock going to see a lot of Void type damage? It feels like VK is almost the only form available.
Greetings Travelers! not sure if its been asked before but would you / have you considered a future dungeon that would allow us to create or modify idols? would it be something you could see being implemented in the game later on?
Hi there! This is something we have an open Feedback log for!
Not sure if the team have considered it (Mike can answer that!) but please do post your suggestion to our, well, #suggestions-and-like-to-see channel and we'll be able to log it for the team! You might have an idea for this that someone hasn't mentioned yet 
ty Averielle
It has been asked about before and they said that they aren't against it pretty much, neither confirmed nor denied that they might be doing it
Mike did recently post this - #๐จโask-the-devs-not-support-no-bugs message
'Yup, we've got several dungeon irons ready to go in the fire.'
Who do I get in contact with about making a custom item? I still haven't done that yet.
If you didn't receive an email from me in the past reaching out regarding a Creator or Kickstarter item, please let us know in a support ticket with your Kickstarter or Creator pack information. It's possible the email we had with the Item purchase does not match what you currently use and we'll need to verify the information. With that verification, we would love to look into getting your item in game!
I found the email, I get alot so I missed it x.x should I just respond to it?
Certainly! The email is still good ๐
Okay ๐
@exotic gazelle would it be possible to discuss it on here in dm's rather than email
I was thinking about monos and how it's kind of annoying how the nodes you have access to are generated with no player agency to modify it. Are there plans in the works to be able to give more player choice in the future?
For example, I was thinking that instead of a fixed, pre-determined reward, having a choice between different rewards that carry varying modifiers associated with them (perhaps randomly 2 or 3 choices out of a pool) would add a little more variety, especially if they are tied to choosing different objectives for that mono. Personally, I hate the artillery towers in monos (feels like toxic gameplay), so being able to choose a different one unless the reward felt worth it would be nice.
This isn't the only approach, but just being able to do more (have more choice) than see what the node is, and either do it or not, is the bigger idea.
(Circle of fortune might be doing something soon like that tbh)
What is it?
!trade
Our latest plans on Trade, and Factions can be found here: https://forum.lastepoch.com/t/trade-development-update-introducing-merchants-guild-and-circle-of-fortune-factions/51994.
That doesn't sound like what I'm talking about. The goal isn't merely to hunt specific items.
Also, I want player trade. Imho, SSF has no place in an always-online game.
If I understand correctly, I think this falls into the "web" aspect of the Echoes. You have options of which paths you can take, which will provide different types of maps, and different rewards which you can chose as part of your path. The different paths available would be the "random 2 or three choices pool".
Except the choices aren't equal. You're trying to move away from the center of the web.
Dont know if thisb question would count as support if it does pls tell me, so the question would be if for 1.0 i could ask for a reset of the acount like start from scratch.
But also, it doesn't feel like I (as the player) have any control over the web. If I get a bad starting layout, there's not much I can do about it.
We don't currently have the support tools to wipe account save data like this. With the first cycle however, your current characters, stash, gold, etc. would be moved into a Legacy cycle, and you could chose to participate in the new cycle, which would be a fresh character, stash, gold, etc.
You could also do this manually (mostly) by deleting everything in your stash and all your characters. This would only leave you with your stash tabs, gold, and rune/glyph/shard collection.
is the first cycle 9.2?
Yeah i know,i guess ill have to do just that is like the closest to what i was aiming for, i wanted this like fresh start in 1.0 :3
Oh, hey. Do you mind if I DM you? I enjoy your YouTube content and have a few video ideas, but don't have time to produce them myself.
Also Kain what is the first cycle is like a season in diablo or a legue in PoE??
I can't really speak to what ways the Monolith web could possible change, but to be completely honest I'm not sure I'm fully grasping the question here. Part of the Echo web's design is for it to provoke decisions, which path you want to take, what modifiers, what are you willing to risk for what modifiers, what nodes do you want to overcome for potentially juicier nodes behind them. Webs can also be reset reasonably readily with corruption +/- nodes. We want the individual nodes and moment to moment echoes to be important alongside the overall path, where this seems to focus decisions almost entirely on the overall path if I understand correctly.
It is not, no
I'm more asking for ways to interact with the web itself more to alter the path we take, or to make taking more nodes than just a linear path more enticing
We're not yet ready to talk too in depth about cycles, and what entirely a cycle contains beyond that it would be a fresh start for characters, and leaderboards, with existing characters from prior to the cycle being moved to legacy.
Oooh oke oke thank you for answering the questions :3
I think there's certainly more potential for interacting with the web and changing paths for sure. Currently we have nodes that can reroll echoes, or set completed echoes to uncompleted, and I can certainly see many more opportunities for interactions like that. I don't want to give away a bunch of examples, as who knows what we may end up implementing, but I certainly think there's a lot of mechanics we can introduce to the web for sure.
Makes sense. Thank you.
@exotic gazelle I sent that email but I'll only be on for about an hour before I have to get some sleep
sorry, didn't fully read this. I won't be able to follow up on this until tomorrow at the earliest (my shift 'technically' closed about 5 hours ago, so I'll be going to sleep soon myself, haha)
Seeing a bit of Runemaster in Perry video.. who in the Dev Team like Invoker from Dota 2?? The elemental runes sound a lot like him..
Trully that dev is entity of culture
I think itโs been stated that the first cycle will be 1.0
Hey devs, going to gamescom tomorrow. Are there any gamescom exclusive cosmetic codes or something similar being given away?
Not that I'm personally aware of, no. Though don't let that stop you from dropping by!
Oh I'm for sure coming with my epoch shirt and all
Excited to try the runemaster
Are there shirts still available?
From the GamesCom event? No ๐ฆ https://twitter.com/LastEpoch/status/1694676337955369137
I meant to order online, sorry!
Wait, where can we do this?
If you mean via Kickstarter supporter packs, I'm pretty sure those are no longer available and the links go to 'dead' pages
mike can you confirm or deny that the gon rune uses the end of lagon's name instead of the beginning because you didn't want to call it the lag rune (asking because heo is the beginning of heorot and rah is the beginning of rahyeh)
It probably would've been the La Rune if they really wanted to use the first part, wouldn't have made sense to not use a whole syllable.
Is there any hope of some character customization? Such choosing to male or female maybe some basic modifiers as well?
In the "Future to-do list maybe"
This message #368968647114227723 message kinda made me question why you guys decided on blue for lightning instead of yellow, was it because you guys wanted to initially add a holy damage type that would be yellow and by the time you guys decided against it, it was kind of already too late?
Or would it just have a similar issue with fire being red and lightning being yellow
We are still working to get our merch shop up and running. We don't have any for sale online right now but we will.
Yup
We have long term plans to do character customization. It will be a while still. It's a pretty big joint project with modeling, animation and textures but also dev teams. All of which are very busy in much more pressing things.
I've got the art director here at Gamescom so I'll ask him but I suspect that it's because it is based in Lagon which is more dark and stormy, ocean theming.
It comes across well in person. But I don't have a reason why it was done that was in the first place.
can we expect network improvements in multiplayer next patch or is it only runemaster? thanks
Yes, the recent server downtime was in preparation of server improvements.
amazing. thank you
Thank you just wanted to know if that was something you guys are considering
Can I know what studio is responsible for the Polish language version?
Any chance we are getting more "design your stuff" kind of supporter packs? I would love to create my own item
The design an item supporter packs were so popular that we are still working through the existing backlog. We have had enough interest in it that we know we wouldn't be able to accommodate everyone who is interested if we opened it back up as is.
These uniques are some of our favorites though and having our community be able to leave their mark on the game like this is really fantastic. So if we do open it up again, we would probably need to have some sort of limited quantity and randomized priority or something.
I'm sorry I can't share that info.
no problem ๐ just wanted to know who to thank for that
I SECOND THIS. If anything itโs more to show more support than to have a special unique.
Hallo i dont know that im here right with my Q. im from germany and people on the Gamescom from ur area from last Epoch that next month (september) comes new Translations like german. Is this info True or is this a False Information from ur Workmate?
ah cool thx ๐ i have wait for this so long ^^
Confirmed! 0.9.2 on September 7th does come with German translation along with several others.
And there is like a 50% chance it was me that told you that on the floor anyways haha
Mike hi. THough Runemaster looks awesome but its masery bonus seems somewhat lackluster to me. I mean 50% elem dmg and 10% cast speed is good but nothing special .Its like a big passive tree node. Is there a chance we get a bit more creative mastery bonus? Thanks
All of the specific passive and active skill nodes are extremely subject to change.
Can you use an exalted item with an experimental affix to create a legendary ?
sorry for the bad image it's hard to find footage of it since it's no longer in the game. Agony and the doggo used to be positioned slightly differently and there used to be what looked like a portal frame (atleast to me). And i always thought that this would be the entrence or portal to a seperate endgame system or maybe a questline or something, i mean come on it's literally glowing. was this the case and if so, did it get scrapped? since it no longer exists anywhere in the end of time.
Details to be seen. Sorry I don't know what is public yet. It's a little crazy trying to keep up while at Gamescom.
That's the old monolith stone
Are there any future plans to improve controller support for the game?
This was the last Mike said about controller support: #๐จโask-the-devs-not-support-no-bugs message
How close were we to getting a canonical "Uwu" in Last Epoch? (top left of the image) @frozen ermine https://imgur.com/ZHwsT9N
Thanks, it actually works great on steam deck. Been playing it, worked fine out of the box. I'll just patiently wait for that controller support to improve.
Yes, there are controller updates next patch.
Is there a plan to update the roadmap? Even if it's approximate. It is so convenient to at least roughly imagine what exactly will be included in the release, and what will happen after.
Not a dev but currently unlikely based on prior comments
A chap in the community put this together though
https://forum.lastepoch.com/t/unofficial-roadmap-to-1-0-and-beyond/60203
I often see the community ask for a roadmap so I figured Iโd try to accommodate this request. Iโve done my best but in no way will this roadmap be 100% accurate. Though, Iโd expect its accuracy to increase as we draw closer to launch. The following resource is a collection of developer information thatโs been transcribed from developer streams ...
Hey folks - please kindly confirm if the existing cosmetic bundles (Eternal Traveller supporter pack, etc) will still be available at 0.9.2.
Or will they be changed?
is this time patch 0.9.2 going to be added a little sooner to download before the ability to enter the game comes out? me and many people before we download this patch have no chance of getting into the game because of what queues there will be, and I make no secret I play this game more than the average player who will enter just to see what they have added
I just noticed that next update comes out thursday, why not friday?
From a developer perspective, releasing anything on a Friday is considered a bad idea. If anything goes wrong, or there is an outage, if it's bad enough, you now have to work into your Friday evening or your weekend.
Releasing on a Thursday gives you the Thursday and the Friday to work on it.
It's why most companies that run live services do maintenance on Tues or Wed.
Do the spellblade nodes worded this way add melee damage specifically, or does it also add to their triggered spells?
melee
If EHG ever adds another item like Fractured Crown.... will they tell us that it exists?
Is this something that has been tested or answered before? I couldn't find anything on it in my searches, but I may just not know what to search for specifically. The wording is not clear.
I think thatโs just not how skill tags work. This gives damage to skills with the melee tag and an elemental tag. If the subskill doesnโt have the tag I wouldnโt think it would apply.
Similar wording in other/connected spellblade passives specifies that they apply to spells, which is why I am asking for clarification.
Had a great time meeting you devs at gamescom yesterday. Thanks for everything!
That node is different since it explicitly states that it also applies to triggered spells & ailments. I also remember there were some bug reports about it not being applied to spells (don't think it's been fixed yet but I could be wrong).
@slow ivy's said it only applies to the melee skill which is what I'd expect.
It's almost impossible to keep it a secret but if there was a way, I would for sure try. The age of discovery of D2 runewords was the best thing ever.
the node gives the stat +x melee {element} damage. This only applies to melee damage. Strictly speaking if you get into the details, triggered abilities can get the stats but + melee damage doesn't do anything to a spell so effectively, it doesn't apply.
Thank you!
no, we will use the same rollout system as last time
good evening, I hope I'm right here ๐ thanks again for the great Gamescom, it was so nice to meet you all ๐ greetings Monti
hey i have one question, i buy two supporter packs how i can get the roule for this one ? mfg monti
What do you think of my fan art so far. Also I need my fan art section in discord wink wink.
PLEASE make a fan art section for the discord
That's awesome! Always love seeing fan art
And yes, a fan art section is on the way!
And is there any problem to release the patch earlier for download? The servers are closed for a while anyway so during that time the patch could be downloaded
why is there no bleed on hit for 1h maces?
It's on 1h axes
Oh, you meant affixes.
Errr same reason i guess?
It's not on either mace types.
?
maces can not have bleed on hit ๐
Tldr:Maces do not support bleed at all.
after a response from the devs
i meant mace is a spiky metal ball on sticks
hard to imagine that it doesnt inflict bleed
urchin star, morning star, ebertusk, doom star all with spikes
But not ALL of the maces have spikes.
(Most likely why urchin star has physical pen)
none of them are on fire either but I can ignite? only one of them is poison related
Solarum.
It's okay, we can wait for a dev answer.

thats why i'm here
Joining the dev waiting room. How come runemaster shifted from minion style mastery towards full on caster since the class used to have summon ability being teased for a very long time in mastery selection screen
It's OK it's what to this day disallows me from playing devouring orb bleed with the void bacon
Steam has an issue with early access games and giving even more 'early access' with prepatch downloads. BG3 had that issue.
Im waiting for LE 2 when they support internal bleeding
In addition to that, I'd love if Mike could shed some light on two common concerns:
-
Don't EHG believe that there is not much to differentiate sorc from RM thematically, leading to the feeling that RM is just sorc but strictly better, with deeper and more engaging mechanics? I get it that some skills are mechanically locked out of RM, but meteor is just a big nuke and black hole had been in dire need of help since its introduction.
-
Do EHG plan to refine sorc not only in terms of updating/redesigning the passive trees to be more interesting mathematically, but also in terms of improving its thematic and gameplay identity, aka "class fantasy"? For example, Druid has transformations going for it as strong and unique identity, but sorc is just elemental nuker and all classes in this game can be built to be a variant of elemental nuker.
I've been up for 39 hours on my way home, still have about 10 more, so answers might be weird.
It's a compromise to have offline mode, we can't do early download.
Basically just what everyone says. Weapon identity.
- Yes, we don't believe that. Ask it again without the negative question if you're confused or wait for an interview that we did yesterday to come out for a video answer.
- There are some sorc changes coming at the same time as RM. The builds that have been available so far didn't include these.
Sleep deprived QnA time?
Hope you have a safe travel home tho
Thanks, almost all that is left is to sit in an airport for 8 hours then take the tiniest flight ever and a short drive home.
Favorite part of Gamescom?
the people. I got to meet people in person for the first time that I've been working with for over 4 years. Also getting to meet people who stream the game like all the maxroll guys. Also getting to meet devs for other games I love. The PoE guys were super cool and we were each visiting the other's booths regularly throughout. Also getting to meet community members who came to say hi at the booth. People who have been with us from kickstarter to people who just heard about us at gamescom. I found myself drinking as much herbal tea with honey as I could get my hands on just to keep my voice semi-functional.
Yeah, I wish I could have been there...
Next time bud
greetings, dont know if this goes here,, however,, playing necro and everytime I go to a new place whether is by teleporting or going inside a doorway the golem just keeps running in place at the new destination and it wont stop unless i start moving, think that should be fixed.
please post bug reports on the forums
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
k, im new here so i will do so..
thanks
k reported the bug however couldnt upload the small video I made showing the bug.. or at least I dont know how to upload it if is allowed.
You'd need to upload it to something like imgur or a similar site first and then put it in as a link in your bug report
We try to make it very clear with the name of this channel #๐จโask-the-devs-not-support-no-bugs that it isn't for bug reports. I really appreciate your enthusiasm for getting the info to us. We don't pull bug info from here because they just get lost in the messenger style format and with the forums we have a self contained topic to reference in our internal bug tracking.
@placid plinth mike i love you man. i watch your streams every week
thanks ๐ we'll be back to normal this friday
Are there any melee outcomes from Runic Invocation? Like a flame reave or something
Will there ever be drop rate events?
Hey Mike, this Twitter response states 9 new languages are coming. You've previously stated that 8 new languages were coming: Simplified Chinese, French, German, Brazil-Portuguese, Spain-Spanish, Polish, Korean, and Russian. Is the Twitter response incorrect or was a 9th language added and can you say it here? Or is it something that's being saved for a blog post?
I'm really sorry about my inconsistent answer to which languages are coming. There is a slight typo in the Twitter post. Technically there are 8 new languages coming, bringing the total number up to 9. Your list is correct.
I just checked the document of translated terms to be sure.
Ah, no problem. Thanks for the confirmation!
Possibly, we don't have any planned at the moment but I could see some fun events where specific areas get super charged for a week or something.
No, not all combinations are offensive though. 0 runes gives you a ward boost.
Follow up! Does this mean that there is a chance people will just numlock runic invocation to go off when off-cooldown constantly kinda like flame ward back in the day? Or is it simply not reasonable due to you generating constantly runes
You can but given the cast time it's really not very good.
Good (that it's not good enough to do that)
Yea, I had someone at Gamescom actual try it. Was kinda funny to watch them try to move while it was happening.
And the ever changing Rune combo + mana cost would lead to some interesting situations where you would barely be able to build your mana pool up/be in the negative almost exclusively ๐
Over time I have collected tons of shards. There are shards that I will probably not use. Will there be an alternative option in the future to make use of the collection of these shards? I thoroughly enjoy the game and am trying to help out any way possible. Thank you all for what you have created!
If Rune Master is too powerful and a node on one of its skill trees needs to be adjusted maybe this could be an option? โConsume a shard in your inventory to duplicate the last rune above your head.โ
Or maybe a forge option to take a stack of 20 shards to upgrade them to the next tier. This could be separate from forging it directly to an item. โTier 2 shard requires 20 identical forged shards. Whereas Tier 3 shard requires 30 identical forged shardsโ.
We are planning a system by which you can trade in groups of shards you don't want for those you do at some sort of loss ratio. It's not implemented yet but I'll hoping to get it in relatively soon.
Don't forget American English with all the correct spellings removed.
Non-boss enemy? My fav is probably the new soul cages
Yeah, when I came back I was like wait a minute. Something is different here hmmmm. To be honest though playing in hardcore that old mist attack they had was way more terrifying. Just because you couldn't see it that well and it would stack.
I like the cosmetic outfits and can't wait to see more. Can we also have themed HUDs that are on the shop too?
that's a #suggestions-and-like-to-see
We don't have any HUD themes in the works right now. It's not impossible but don't expect one any time soon.
Can we expect any weapon/ability cosmetic effects in shop for the next patch? Also will weapon cosmetics be tied to weapon type (like legendaries) or we would be able to transmog a mace into a rainbow sword, for example?
Thanks, I will now send suggestions there.
There aren't any more weapon cosmetics coming in 0.9.2 I don't think. The current ones need the same base type.
Given we are on cosmetics, will the current cosmetic bundles be retired/replaced in 0.9.2 or is that expected later? Thanks in advance.
There any plans to fix the memory leaks, random crashes/disconnects, porting into terrain/the ground, etc?
We have plans to fix anything and everything we've received bug reports for. For ETA's, a lot depends on how much data we have regarding it to work with it, if it can be reproduced, and what is required to fix it, but we certainly don't have any plans to ignore any bugs or issues.
Running endless arena a few hours will demonstrate the ones I just mentioned ๐
They are not changing at 0.9.2
how likely is it that runemaster gains access to additional runes in the future somehow?
sort of curious since each additional rune would double the number of combinations
An additional rune slot does more than double the spell combinations.
40 is already borderline excessive and adding more is super mega extremely unlikely.
Another rune would bring us up to 121 combinations.
It's the sum of x^n where x is from 0 to the number of rune slots and n is the number of different runes.
Maybe a node that replaces one rune type with another rune type,if that idea ever comes to mind
That does double it. Also very unlikely.
Or I guess not double but adds 27?
Let's start with the 40, which is already a weirdly large amount for one still.
Yeah that โadds 27 and removes 27โ, but yes just a shower thought
Lots of other skills need much more love way earlier
Fair fair-
What's the ETA on shutting down the **official **game forums, since this seems to be the preferred (and sometimes exclusive) location for game information, as well as notifications on downtime or issues. There are no posts there, from EHG, regarding Gamescon, the upcoming patch in ~1 week, nor the login issues being experienced this morning.
That is still used for bug tracking....
I hope they don't, I have dozens of useful Forum threads saved for our player base in here.
Also Hype Week starts really soon and those posts are made to the Forums and shared here
(The actual new patch posting begins on the 1st, the other patch stuff is technically gamescom 'leaks')
Roughly 473364000 seconds.
I'll start a countdown thread there, so they will know about it ๐
That's disconcerting. I was hoping the game would be around longer than 15 years :\ Would need a bette ROI on any microtransaction investments...
That's when they make a new forum for Last Epoch 2
Hopefully any microtransaction purchases will port over...
Sorry, I thought it would be more obvious from the formatting in seconds that it was a joke. We have no plans or timeline to close down the forums.
Also, @placid plinth what was the design decision around excluding golems from the runemaster. One forum poster pointed out it was mentioned on the Runemaster description on the website.
Yes, I got that joke. I figured the obvious joke in me translating that to years would be apparent as well ๐ heheh
The ๐ emoji is more powerful than we know
"The Runemaster infuses magic into offensive and protective wards that devastate those who trespass them, ensnaring his foes, raising walls and golems at his whim."
Several years ago we had a rough idea of what we wanted the runemaster to look like. Once we sat down as a group to really hammer things out, we decided that we didn't want it to have any minions.
::sadfacewithugeelephanttearsemojii
We did start saying quite a long time ago that it wouldn't have a minion.
I just envision all the other classes sitting around the dinner table, bragging up how their minions are doing in school. And, off in the corner, the lowly mage sits alone.. just playing around with his Runic's Cube (tm)
A Runic's cube!? Top tier joke xD
Okay, okay - I'm going Mike
That's one of the main reasons it doesn't have a minion actually.
(and to be fair technically it does already have one on live, kinda)
I just wanted to follow up on this and ask: would new wallpapers be uploaded as attachments to a forum post in general, like was done in the past, or is there somewhere else to keep an eye out for them?
Will the shaman be getting a 5th skill? Or more generally, will each class be updated to have the same number of skills before release?
Separately, I remember when the druid got its rework, there were plans to remove ice thorns and replace it, but it was left in for now. Is that still happening? Or is it staying?
I can put in a request, there are several that need to be uploaded still. Probably be on the forums.
Ice thorns is still on the chopping block, not sure if it will survive to 1.0 or not.
Each class will not have the same number of skills at 1.0.
Shaman will be getting a 5th skill, we have one planned for it that is going to go very nicely with the primary theme and I think be a lot of fun. I'm not sure if it will make the 1.0 cut-off or not.
And because we are talking Primalist, Tempest strike is still getting a big rework and another skill will take its place as a spam melee style skill.
It is, it's just not working in the role it's trying to fill. The core theme and idea is going to be there because we really like it. The way the procs work just don't allow us to scale it directly with attack speed which just ruins it for most people. It's a long story but I don't think you'll be disappointed.
The way the procs work just don't allow us to scale it directly with attack speed
Is that a balance reason or a technical reason?
Technical because it does scale with attack speed from a balance standpoint.
On a different note, is the Paladin's "Healing Hand" a placeholder skill? Or is it planned to give it a skill tree?
It will have a skill tree, it was supposed to get one a while back but keeps getting bumped.
Cool, ty for the answers!
Oh! Almost forgot one. How do the devs feel about the current difficulty level of the campaign? Too easy? Too hard? Just right? Are there any plans to allow players to adjust the difficulty of the campaign experience (for example, the "Veteran Mode" seen in Grim Dawn)? I know that Masochist Mode is a thing, but unless that's poorly advertised (haven't tried it), that seems more geared towards pretty specific players.
They've said before that they're intending to do a balance pass on the campaign as the difficulty is inconsistent. Quite when that will happen they've not said.
Will we be able to spec other players items like in D2?
We've discussed this before, and it may potentially happen at some point in the future, but not immediately.
I saw a bird outside and it reminded me of a falcon and I was wondering if there are any Falcon leaks that we might get to hear about?
Nooooop, just the usual. "It's gonna be awesome"
Sorry bud
Will the way runes on the runemaster are displayed be applied to other classes/skills? I can see the swarmblade nado having the count of locusts over the head being help, or maelstrom stacks to name one class that the info would be helpful. Or the Necro with the ammount of summoned minions.
Or at least give players the option to display on top of the toons head rather than the corner.
Is that being considered?
If you WANT it to be considered, then you should go to #suggestions-and-like-to-see
We don't have any immediate plans for these things. We try not to put much above the character in game if possible as it does cover a pretty vital location on the screen.
It's not impossible to have things like that added. That info is generally on your buff bar at the moment.
This question might be outside of the scope of what you can currently answer, but with the Runemaster ability to create runes with elemental cast. can he also generate a void rune while casting Volcanic orb While using Lament of the Lost Refuge? (convert volcanic orb to void damage)
No, only elemental abilities. The tooltip will go into specific details.
That would bring the total combinations to 85 if we did by the way
yeah that what i was discussing with a friend, if by any stretch of divine intervention this would happen this will make such a huge amount of additional work, and only for specific items
and if this happen for this one unique, people will start asking for more runes, void might be cool and all but what about physical/necrotic/poison/insert another damage type
this is not a reasonable endeavor for the developers and artist
Does Elemental Nova specced with all 3 nova types would yield 3 different runes for Runemaster, and if yes, in which order they will be?
Sorry for asking every couple months the same, but how is the state of account bound lootfilters. So we can use it with GeForce now for example. Keep up the great work ๐
Ele nova only casts one type of nova at a time, and it will provide whichever nova got casted.
Nine-nine!
All right then, does Fireball specced with Plasma Ball yield 2 different runes, and if yes, in which order will they be?
As far as we know ish,one per cast.
Casting it twice will most likely give you two different runes
Oh it does! And it rotates through them so if you needed a Rune order of Lightning-Fire-Lighting and your first Rune was Fire you just need to use Fireball one extra time to go from Fire-Lightning-Fire to Lightning-Fire-Lighting!
No progress at the moment
It rotates, only 1 per cast.
Guys the tab stash experience is a real nightmare when you have more tabs. They are constantly shifting place and disapearing on their own. Very annoying.
This would fit better in #368968647114227723 ! If you have any screenshots showing the tabs moving/disappearing after an action that would be helpful too but no worries if you don't have any!
mike do you know if the bug that causes endurance to cover mana is fixed in 0.9.2? curious since runemaster has a passive granting endurance threshold based off how much mana you have
I will put this as a suggestion, but curious if it's possible or in the works. Would it be feasible to add a movement ability specific to towns or zones that all players have access to, perhaps with a CD to control casts in these zones?
For the online version, since we lose the ability to cast movement skills. I know other games have a dodge roll that sorta of takes the place of this.
It will be fixed. We will add more sources that rebuild a synergy between mana and endurance in future though, and that node is the first example.
HP/Mana above character available on 0.9.2? ๐ค
what?
Hp bar above char is a setting.
is health AND mana available though?
Idk about mana, but health is
oooo yeah, let me add to suggestion
Free perma endurance Sorc is dead 
Wrong. It's only gonna be less fun to play, because have to play more careful/kite-y. I'm getting 10,000 corruption in 0.9.2, mana sorc will not die as long as I play it. And I WILL return, and I WILL play it. You can't stop me, only I can stop me. (edit: keep on hating, cause that's all you're good at!)

lol
I actually find playstyles that force you to be careful and consider your choices really rewarding. While I can understand the changes may feel initially shcking, perhaps it's just given you a chance to try other builds! 
"I actually find playstyles that force you to be careful and consider your choices really rewarding" - highly subjective, but I understand where you're coming from. a little struggle and tough choices is always welcome
I doubt I'll find another build like mana sorc in LE. the game's usual meta is basically mashing the same single attack button (and maybe one CD skill every time it's up) without much thought, once you get enough gear.
it's ok though, I dont WANT to find another build. theres other games haha
I highly believe you will, actually! They're introducing a similar mechanic for Runemaster, and are planning to add more things that interact in the same way. It was simply unintended on sorc, but it will be intended elsewhere! And yeah, if you don't wanna play, go find something else.
yes, but it seems like theyll nerf the endurance-mana interaction and only in LATER patches introduce back synergies. too bad, it'll make for less fun gameplay in the mean time. but I understand their decision, if it really is unintended
I mean, you were told several times it was unintended
It should end up working similarly to life now (by now I mean with Runemaster.) Instead of endurance applying to all mana, it's the same as if it was applying to life.
And we have further confirmation now too
nope, this is the first confirmation from an EHG staff it's not intended, mike said he was unsure in the past
That's what I've gathered from devs, at least. Shall we take this to #โโask-the-community?
but tbh, I am in one shot territory like 80% of the time at 5150 corruption. there really isnt gonna be THAT much difference to ME, more normal ppl who farm at 500c will feel it a lot though.
naw, I'm good. I rly should get back to schooling ppl in armored core 6 pvp.
okay
Please remember this is #๐จโask-the-devs-not-support-no-bugs . Thank you for moving the conversation to an appropriate channel.
Hello there, my name is Peter Bathge, I'm a German video game journalist for https://www.gamestar.de. Who can I talk to regarding press requests and review keys?
GameStar.de versorgt euch mit Tests, Previews, Videos, Reportagen und News zu PC-Spielen und Hardware. Wir liefern Spielejournalismus, dem ihr vertrauen kรถnnt.
Just how many onions does hackalรถcken actually chop every day?
is "uncapped" means overcapped or both undercapped and overcapped?
uncapped is just your total amount of resist, it can be above 75%
iceberg is right, uncapped means what your resistances would be if they were uncapped, if the cap were to be removed, what would the number be.
Hello ๐ , will we have new skins in the store with the 7 September patch ?
I think there are a few planned to be added but not very many yet.
arf ok thanks ^^
is "less bonus damage taken from critical strikes" additive or multiplicative when you have 2 sources of it?
Would a developer mind explaining why this change is being made? I understand it was regarded as unintended, but surely it could at least have been incorporated into an item? Virtually no one currently builds flat endurance threshold right now, pretty much just Mana Mages and Lich to some degree.
Building mana and endurance threshold was a very unique form of defense, and required lots of exalted rolls to even function well at all. Is it your intention that damage taken from mana should only be a secondary defense, and not serve a role as your primary hit point pool?
Additive. It's the same affix after all.
Asking on behalf of the traditional Chinese community, any chance for getting traditional Chinese local as well in the future?
It's possible, we will be focusing on polishing the existing options before we consider which ones are next. If it does happen, it will probably be a while still.
thank you!
will Majasa get her own monolith timeline at some point? also is there plans to ease the grind to empowered if you already have characters at it?
When you update a patch, does it completely replace the old redundant files? So if someone has the game and then downloads the update, do they have the same file as if they would have if they downloaded the game fresh?
there is any estimated time when you add other languages?
Seeing so many amazing fans show up to our booth in Germany is a perfect segue to our first feature to mention coming in Runes of Power - Localization. Patch 0.9.2 will be releasing translated into eight languages in addition to English: Simplified Chinese, French, German, Korean, Polish, Brazilian Portuguese, Russian, and Spanish!
We wanted to get localization into our community's hands before 1.0 so we could have time to get feedback from our global player base on it, and get it as clean as possible for 1.0. We are happy to say that we will be including this feature in patch 0.9.2. Our community has been the biggest part of what makes Last Epoch what it is from its very beginning, so being able to support an even larger community across the world is an amazing milestone to reach, and we're super excited to see all the new players joining the fray in Eterra.
We know there are a lot of intricacies in an ARPG where wording is critical and we want to make sure that comes across as much as possible for everyone in our community. We have been working closely with translators over the last year to make as many translations hit the mark as possible. We also know no one could know the subtleties and nuances of game mechanics better than our own players, and we look forward to continuing to improve localization in Last Epoch with help from all of you!
It doesn't really make sense in the story to give majasa a monolith timeline. It could maybe happen but we would have to massage the story.
And yes, however it didn't make it into 0.9.2.
Steam does a differential patch. It only downloads what has changed since the version you have already.
September 7th
Does it overwrite when it does that
I don't see how it could do it any other way really.
Ok ty
Nice thanks for info
Why? Surely the entire point of monoliths is that they're alternate timelines. Majasa's would be something along the lines of her not having her brains sucked out through a straw by her PA.
Heya, on letools i see on the snowdrift unique boots "Does not include Freeze Rate Multiplier granted by individual skills' trees".
Does the โfrigid departureโ node froml teleporting work with this boots (600 freeze rate for 4sec) ?
It takes the freeze rate from your character sheet. Pretty sure that is a buff granting you generic freeze rate, so yeah it should work.
Don't tell anyone but I don't know. It's just what I was told last time I suggested it haha.
If the buff is reflected on your character sheet then it applies.
In this case, yes, it does work.
Ah, I thought it was because Majasa as a boss was a bit too hard, was what we were (also) told before, though that could have been related to having Majasa as a "random" mono boss (unless I imagined that bit).
Generally, I thought that was one of the points of mono-as-alternative-timelines, you could just put any random, cool sounding spin on cannon events & stick it in a mono. Like @upper spoke being able to spell properly.
I wonder why but I already have the new models for Soul Cage and Soul Warden and have had them for a while now. Can't remember when they changed but noticed them instantly and was thinking you guys just updated them in a hotfix or something.
There is a storyline reason why it didn't work. If you remind me on Monday I can find out why. Just don't want to bother them on the weekend
It was last patch. They are pretty sweet eh?
I feel like even longer, but maybe just my time perception is twisted. Yeah they look awesome!
I know I keep on harping on about this, but surely "storyline reasons" is a reason for any campaign boss to not have a mono.
I'll try & remember to remind you on Monday.
Even if she doesn't get a mono that doesn't really matter to me I'm mostly just wondering if anything's going to be done with her
I feel like she's very well made and deserves a scale up to be challenging for endgame you know
is inspecting another player's gear planned on being added to towns and parties?
Question: will the "Report a Bug" button be able to compress the log files if those are way too heavy to be sent as-is? I recall one of my prior player.log files being over 300MB of plain text which enforced me to zip the file up before attaching it to the report thread on the forum.
From earlier: #๐จโask-the-devs-not-support-no-bugs message
It collects specific info but doesn't try to grab the whole log file.
My previous answer is still right. It is important to note that we don't send that information to other players at the moment so we would have to start syncing more data to do it. (Basically, don't bother with trying to make it work because the data doesn't exist)
are there gonna be any new additions to the cosmetic shop this go around?
Yes probably, some: #๐จโask-the-devs-not-support-no-bugs message
Replying/reposting this, for someone from EHG to please clarify. After some reflection, I am also curious as to why it's not only unintended, but also something regarded as needing a change.
It's a very unique way to scale defenses, very few builds rely on it, it requires a lot of painfully difficult/time-consuming gearing, and a lot of knowledge of game mechanics. Why change it? It seems like having this kind of more-complex, rewarding defensive synergy is very good for the game.
Will there be new weaver's will items with 0.9.2?
Because it breaks the theme of endurance, as well as breaks the general understanding of how endurance should work. We want mechanics to be understandable, which means they should be reliable in how and when they apply. If there was a specific set of items you wore, when combined with a specific set of passives, then if you teleported to specific waypoints followed by casting specific abilities, and doing this put a specific code sequence into memory so that it suddenly made everything in Last Epoch perfectly balanced, we'd still remove it because that's not how we want the goal achieved. If Mage needs more defense, we would rather provide that using mechanics which are obeying their rules so that mechanics will continue to be accessible.
I don't believe so, no
I don't believe so !bug
A few dev streams ago, Mike mentioned adding some support for ailment builds via scaling the hit that applied them. Is this making it into 0.9.2?
there's no ailment reworks in 0.9.2, no.
Do you know anything about what he talked about for ailments ? Why wasn't it like that before ?
And aren't you scared it'll make ailments too close to hit builds for their scaling, or have you taken measures for this ?
It's just something we've been discussing, I don't believe there is a specific method of implementation we have chosen. The discussion is to make ailment builds less dependent on attack speed for building ailment damage, such as potentially through an "ailment effectiveness modifier". This is one of the reasons it hasn't been implemented for 0.9.2, because it's something that requires a good amount of investigation and testing the effects of how it gets implemented.
Is the plan to have all the classes be chained in their own prisons eventually? With experimental forms to fight?
No plans for that currently, no. Who knows what the future might hold though.
The ailment stuff I was talking about was adding a new way to scale an ailment if you wanted, not changing the old ones.
What is the design intent behind damage over time being so much less mitigatable compared to hits?
Will there be more mtx added with 092?
Hello,
I am reaching out to inquire about the appropriate contact person for the PR department as I have a request to make. Could you please assist me with this?
Thank you in advance for your help.
I saw a few pieces but not very many.
Please put in a support ticket, they will direct the email to the appropriate person.
!support
Anything we can help with? We've support articles and a contact form at https://support.lastepoch.com/.
Thank you for your response,
But, I have looked all over the web and I can't find the mailing address of the PR department.
There isn't much that can be done thematically to mitigate dots that would make sense to not also apply to hits. It's much more natural to do the inverse though.
Many sources of dots can be partially mitigated through gameplay (don't stand in the fire) while hits are much more binary.
If you go to the site linked above and the top right says "submit a request".
That takes you to this form
https://support.lastepoch.com/hc/en-us/requests/new
Please fill that out and you will be connected with the appropriate person.
ok thx
question: If I am upgrading a different affix on an experimental item and a score a crit success, can it upgrade the experimental affix if it's tier 1-4?
Great question, not sure, don't see why not off the top of my head.
With the Rising Flames update does that mean the story is different
0.9.1 rising flames did adjust the story at the start of the game. Nothing gigantic. Mostly just a better setup for the rest of the game that made more sense.
Will gold be storable for other chars to use
So are you happy with the current state of the flat endurance threshold stat? That is maybe used on Lich (1-2 affixes most) and pretty much no one else? If not, and you're removing one of the two builds that use it, are we seeing any improvements?
First of all I'm really excited for the new update! Randomized content in endgame is great. Just one question... whats the reasoning behind making the second seal item a rune instead of a glyph? Since the first one is a glyph. If its already asked and answered above just let me know
As a general mechanic, I think we are fairly happy with what endurance accomplishes as a mechanic - it's meant to protect the last portions of your health to help you survive low health situations where there's a lot of tension - "on the verge of death". It's not meant to be a constant damage mitigation mechanic, which is what the bug was resulting in. It's certainly possible that we may change up endurance at some point in the future, but it's unlikely to become a binary defence.
Just a quick clarification here: The first crafting material is the Rune (Rune of Research), which always seals an experimental affix. The second crafting material is the Glyph (Glyph of Insight). The first crafting material is a rune because you cannot obtain Experimental Affix shards, so it would be impossible to try to upgrade the affix with a Glyph to seal it, such as how a Glyph of Despair works.
Ah I get it. Do you mind sharing how many experimental mods will be added? (rough number)
I don't know off the top of my head. We'll have to explore the list together!
How rare are these two crafting materials?
Where does it fit into the drop rate of RoA>GoD>RoC
Depends how many Exiled Mages you kill. If you don't kill any, it's going to be pretty rare.
Lets say i kill everyone of them i see, but i dont go out of my way to look for them
So can they drop from other sources as well then? I thought only the mages
I was being a bit tongue in cheek. They can only drop from Exiled Mages
Haha ok. But the glyph of insight only gets received when using the rune of research? "When sealing an experimental affix through the use of a Rune of Research, you have a chance to receive a particularly powerful crafting item, a Glyph of Insight."
So the rune of research drops and the glyph you get when crafting? Or do I understand this wrong
I don't know the drop rates specifically, and there's a lot of variables at play. People who semi explore maps are more likely to encounter Exiled Mages than someone who just goes in a straight line to the objective. That's going to change how many overall you get. And each variation of playstyle is going to change it more and more. They aren't going to be super common, but if you're killing exiled mages, you'll get them.
๐
You understand correctly! Only the Rune of Research can drop - The Glyph of Insight Cannot. A Rune of Research can only drop from an Exiled Mage. A Glyph of Insight can only be obtained when successfully using a Rune of Research on an Experimental Item.
Y you gotta bee like that.
What would happen if a rune of removal removes an experimental affix? No shards are gained?
Experimental affixes cannot be removed.
O_O
thats very interesting for crafting those items
removing the undesirable affixes will be a fair bit easier on experimental items then
So why is flat endurance threshold (not % endurance or the 20% of your max HP base value) a possibility at all? If you want it to only apply when on the verge of death, should you be allowed to raise that value to 100% of max HP? Currently the affix is virtually always inferior compared to simply getting a comparable affix of flat health, % health, or hybrid health.
Also the relevant values at tier 1-5 scale poorly compared to flat health, and only at exalted tiers does it provide any value at all.
The point is not the strength of the affix, the point is using the correct tools for the correct job. If endurance values need to be adjusted, that's certainly something we can look at. Allowing bugs that backdoor the mechanic just to see it more commonly picked up is not the appropriate use of the affix.
Sorry, you seem to be reading a subtext that is not there. I'm not asking "why did you nerf the interaction with endurance and damage taken from mana." I'm asking why is this terrible stat in game if you don't like the way it works, and no one uses it?
We are happy with the thematics of the mechanic. That you can get into situations where you feel like you're about to die, but thanks to endurance, you actually have more room there than it feels like in the moment. I don't personally think it's a situation where "no one uses it" - I commonly see endurance recommended for health builds as a defensive layer. Not all classes use it commonly - certainly. Different classes have more synergy with certain defensive layers than others. Builds that use ward are not commonly going to use endurance, and that's by design - not every layer is for every build. I do agree "Endurance Threshold" is not as commonly picked up as a defensive layer compared to things like "Increased Health", which may be a matter of Increased Health perhaps being too strong - depends on what side of the coin you look at.
tbh the issue with endurance threshold is that the only scaling is flat added
Again, I have repeatedly said "flat endurance threshold" This thing https://www.lastepochtools.com/db/suffixes/ACwJgrEA
itโs actually a more powerful affix than flat added health in a vacuum but because you get to also use increased percent health the flat added health ends up being more in combination
Maybe making threshold easier to get but having it cap at 50% of max hp or something
Kain you're killing me. I am INVESTED in this conversation
I'm aware, I didn't add the word "flat" because it doesn't change anything, as days mentioned, there is only "flat endurance threshold", rather the other Endurance stat is "% Endurance" (missing 'threshold'). My apologies for any confusion.
Part of the reason there isn't "Increased Endurance Threshold", and "More Endurance Threshold", as you might find with other stats is because Endurance can provide such a significant damage reduction we don't want it to easily apply to the full extent of large health bars. It's currently possible to protect your entire max health with Endurance Threshold by either having low total health, or in specific scenarios such as Foot of the Mountain. In both of these cases, you're not simply gaining a "less damage taken" modifier to your significant health bar, you're trading something for it - the former, having less total health to work with, the latter standing still and channeling.
As I mentioned earlier, we don't want Endurance, and Endurance Threshold to be a defensive layer you build and it to just be effectively a "Less Damage Taken" affix. Adding "More Threshold" and "Increased Threshold" can happen, but would need to in combination with a trade to prevent endurance from entering this Binary State. This also doesn't mean that binary defences are 'bad' - Resistances are an example - as long as you have them, they are doing what they do reducing damage. Endurance is a situational defence, and we want to keep that "situational" part of it.
I see, I feel there is a fundamental misunderstanding in our communication that I can not fix. Thank you for taking the time to respond.
I think the reasoning behind endurance Kain is putting out is very fair, just that the tradeoff of low hp high threshold vs high hp low threshold is fairly heavily weighed in favour of just having more hp right now, the only example I could think of was the damage taken to mana build but I fully understand why that was taken away. Honestly if endurance was just buffed to where the option was competitive with hp endurance would be in a good state
I am only coming into this on a surface level, however the endurance applying to mana before health was very cool, I liked it alot.
i think part of the question was โwhy have an endurance threshold affix on items at all?โ
As far as "Why flat endurance threshold at all" - as in, why be able to increase it past 20% - this is because we do want it to still be a defensive layer players can manipulate the values of and build on, it's just a matter of "how much total effect" to that it still stays as a situational defense and not a less damage taken position. So that mostly comes down to number tweaking. We want as many mechanics as possible for players to be able to interact with, and provide the choice to or not - that's part of what creates depth in an RPG, choice.
So that you can do low hp high threshold I think
oh ok kain is ten steps ahead of me
Yeah, since right now getting more hp also raises your threshold, and it does so enough to where getting more hp is just almost always better, I think this is more of a balance issue than a fundamental mechanics issue
I think if any affix was worth having this discussion about, it's the reflect ones. Even if it's not best in slot, flat endurance is still a decent affix. Maybe reflect will get its time to shine someday, outside of the current super niche applications?
i agree with father toast
that affix is definitely something we should all reflect on
Heh, Reflect is a pretty big conversation, I've discussed it internally with our design team a few times as well (Being a paladin for life, I'm intimately familiar with Thorns Aura). Basically it falls into: We don't want a completely passive build to become meta, where you do nothing and clear things and progress. So we can't have reflect hit "meta" levels of status without requiring an active component - "eg Thorn Shield". The meta way to play is to focus affixes into as narrow a field as possible for the highest possible boosts on one thing, rather than spreading out stats to boost multiple things. This means for Reflect to hit full competition, it would need to hit a state where focusing fully on it would be able to be as competitive as building for other damage, which we don't want (see above). Reflect is generally more designed to be a support stat, and that just doesn't fit into the current "how to build" meta, so has a much deeper issue there. However, with opportunities such as Thorn Shield it's something we'll likely to expand on in ways that make it more active to utilize at a strong enough level to warrant picking more.
I feel like the reason people don't do stuff like endurance threshold and reflect and stuff as much right now is because we only have 2 suffix slots and there are more "primary" stats such as health, armour and resistances that can go into those slots for bigger impact, leaving no space for these situational / supporting stats
Since right now it's basically either endurance or health instead of endurance (or something else) AND health, since there's no space if you also want resistances which despite not being crazy like in other games are still fairly valuable
But obviously having space to fit in everything wouldn't be good either
The node for Judgement which makes it consume your sigils makes any effects of your active sigils not apply to it right? Like if you took the extra fire damage per sigil node in your sigils tree it basically wouldn't do anything for a Judgement that was consuming them?
As long as they share a stash, yes.
On the topic of depth then. If the change about endurance not reducing mana loss from damage to mana goes through. There is absolutely no reason for me to continue to build endurance threshold. I simply become another cookie-cutter health stacker, 4000+ hp, no +threshold affixes, just like literally every other good build in the game right now. Is that your intent with this?
According to the initial message, you guys are planning to restore the synergy between endurance and damage to mana, but at a later time, only AFTER the nerf stays in the game for a while. Would this not hurt build/gear diversity? Is it not better for you to finish adding these new synergies before you take away the "unintended interaction"?
Heya Mike and team. Back in June, you said you weren't planning to restrict trading of pre-existing items (at the time factions are introduced). In the three months since then, has anything changed in that regard?
Any news on raising the character limit? Last info is from Mike's stream in june I think where he said it probably will be raised just not sure when iirc. My addiction requires more slots. :/
That's right. A new cycle is also starting when that goes in still though too so there will be a fresh economy too.
We have approval to do it but we haven't got it in yet.
Big ups on the rune prisons. Love how that will impact MoF. Is there a plan to make the MoFs more cohesive as a whole?
The individual stories of each branching timeline are cool but self-contained. Will there be something to narratively unify them? Particularly something leading to an overarching boss encounter of some kind?
I love the endgame, just would also love to see a focal point added as a capstone.
Yes but not for 0.9.2
Oh sure no rush. Just glad to hear thatโs a plan! Keep up the great work.
Non rogues can use dusk shroud? Or rogues can use staves for something? 
Well there's no class requirement so............ (Yes)
rogues have always been able to use staves (though certainly not common). In this case, this Personal Item grants the opportunity for Dusk Shroud to anyone who wields it. Keep in mind, there is no higher level variant of this item.
In fact there is a rogue unique staff that could do well with that smashed into it
That affix can't appear on an exalted item so this isn't possible.
You guys will forget about this and in the far future a cycle will add a mechanic that lets us make rares into exalted items and we'll break the game with oneshot items
And I'll get my dusk shroud legendary
Sorry for the ignorance mike, but I also see attack speed on that staff, which to my knowledge isn't a thing yet? Did I miss a news drop about new affixes or something? Been busy so apologize if so
Might just be that those items can specifically break affix rules.
I'm lvl 95 Lich. And I leveled her up before the patch that made Act 1 take a new visual / route. So as you see in the screenshot I dont have any waypoint there so I CANT test other people in town feature. Could you help with that plz?
also unique to this specific item. Increased Melee Attack Speed can't normally roll on a 2 Handed Staff.
Think of them like "light" uniques
As I get it only The Keepers's Camp has ' other people' in town option?
so is there a way to make it accessible for my character?
All the towns have people in them. Side note: currently, the only way to get to the chapter 1 area (as far as I know) is partying with someone who can get you a waypoint.
send a message in global to ask to party with someone who can go there and portal to them.
Also towns work in all zones with that same "grand" waypoint icon.
I don't see other people in big towns (tried several)
You can see people in end of time
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thank you. :smile:
will we have all the updated runemaster passives and skills' trees in the patch notes tomorrow ?
Usually we don't do that all at once. I'm not sure though.
I just loaded my most recent character (Mage lvl 14) created after the last patch who has the Keeper's Camp waipoint and even he doesnt see any other people in towns... strange
When the character was created doesn't matter
Ok, I'm hoping we do, else it'll be impossible to "get your theory-crafting juices flowing", as Kain said in today's news
can it be that my region is just hm... not too populated? Just found one with a green bar over his head hope he is a living creature lol ๐
I wish I could communicate with him by right-click or smth
wait 3 days
after reloading my old lvl95 Lich people are there ! ๐ seems like the game needs to load data or smth
Hmm interesting. Got it thanks
Is there any game mechanical reason for why personal items arenโt a non-lp unique (such as gamblerโs fallacy)?
Can you shatter the item and gain the โuniqueโ affix as a shard?
Gambler's Fallacy and the other non-LP quest uniques have a LP version available as a dungeon reward.
When we added non-LP able uniques, it was made extremely clear to us by our community that this was not awesome so we made sure that all uniques were possible to be made into a legendary item.
These items also fit a slightly different role to unique items in that they are much less about a specific connection to the world and instead have a more vague connection in that "someone used it" but not a specific name on it. Personal items are also much less advanced than most unique items. They are as I said above more like unique "light" items, they don't have unique art or models or lore text and we also don't have to worry about weirdly excluding them from other and possible future unique related mechanics.
I'm pretty sure that Personal items can't be used in crafting in any way. I think it said something about this in the post but I can't remember, I'll check it quick.
Personal Items also cannot be crafted, so youโll need to find the cache that has the personal item for you. Since a personal item is defined as an item with a personal affix on it, being able to shatter the affixes off of it would be pointless anyways.
Hello devs, i have question (probably stupid one), but will the game have achievements in full relase? ^^
I'm trying to not choose a mastery until the patch for my mage but I think this is making the rune door in the last sanctum be unable to be opened is there a way around this?
How come when we get dis connected from the game server, after a period of time of being inactive, we dont fully disconnect, and can still chat away in global chat to other players? what are your reasons behind this?
Get a friend to teleport you, or just go do monoliths
How would you do monoliths at level 18? aren't theey minimum level 58ish
not sure exactly when they will come but we are planning an achievement system
It doesn't sound like an intentional thing to me. I know that chat runs through a completely different system to the main game servers so one going down and not affecting the other does make sense. Why the game stays semi functional for a period, doesn't.
Ah, thanks for positive answer ^^
ok mike, i'll chalk that up to a current bug within the game client then, thanks!
I have a few questions, Will their be an option to have auto loot on and off, will their be in the future as rewards either as quest or Chapter have points to spend on the cosmetic items, and finally what is the chances of adding dyes as drops to colour the gear.
We have no plans to add auto loot to the game at this time.
I'd really like to see ways to earn cosmetics in game. I've talked about rewards for participating in race events for example. I'm not sure the details on how this would shake out but I think it's promising.
We don't have a gear dying system planned at the moment but I could see that being a really cool thing to add a ways down the road.
do you know if websites such as lastepochtools will be provided the required information to put the new stuff on their build planner before the patch drops (maybe tomorrow after patch notes ?), or we'll have to wait til thursday that they download the patch and datamine it ?
when do cycles start? with the launch of 1.0?
We don't actually provide them with anything at the moment. Sometimes minor explanations on how things work to make their lives a little easier but that's about it. I think it would be cool to have a way to distribute this type of info a little early to help creators. At the moment, that would be just giving out the game build early which is basically the same as just launching the patch early and then we're right back to where we started.
Yes
Do echo specific rewards (exalted helmets or unique staves or w/e) or the generic reward chest scale in quantity based on the enemies you kill?
The generic reward chest scales quantity based on enemies killed.
Any plans to make it the same for the echo specific rewards? Even to a lesser extent?
Also, could I help expanding the in-game guide with questions the community asks in this channel? I looked up the in-game guide first before asking my question, but I can imagine not everyone does it because they might assume their answer is not there
I'd love to help you guys in any way possible
It might, I'm not sure.
If you make something like that on the forums in the suggestions section, it'll get looked at and we are specifically looking to expand the guide soon.
One all the Mastery's are unlocked will all classes have minions of some sort or will it be only 1 or 2 that won't
All of them technically have minions now, but after the remaining masteries are released, mage will be the only class with no masteries that can effectively utilize minions
That
@Devs . Is there ANY plans on remaking the "spellblade" into a true spellblade instead of having it being a mage spamming PB AoEs ?. Currently the shaman is a better spellblade .
Just because you wield swords as a mage , doesn't make you a spellblade or... battlemage. A true spellblade uses passives and active buffs to enhance the weapons .. NOT spam AoEs ..
There's no differense between your sorc that spams Nova, and the spellblade spamming Shatterstrike . .. none.
This https://www.youtube.com/watch?v=W3jXFXqOWdU is a spellblade. Notice that he's actually using the weapons to damage the enemies, not spamming AoEs like a Nova-sorc.
Our vision of the class might be a little different than what you are expecting or hoping for. There probably won't be a sweeping remake of the spellblade any time soon. We have many other skills which we believe to be much higher priority.
irregardless of the rest
shaman is a better spell blade
this is just silly lol, I can't agree with this
Will the Lost Caches scale with corruption/%Inc item rarity?
I was too late for the shirt at Gamescom, are there any other ways to aquire a Last Epoch tshirt? 
Well. it's in the name. Spell blade , but this version of the spellblade isn't useing the blades to kill enemies, but spam AoEs to kill them.
Currently there's nothing different about a mage spamming AoEs with a staff, or blades.
How is shatter strike not using two blades to hit things?
I feel like it might be a good idea to elaborate your ideas and certain specifics in #suggestions-and-like-to-see . It will help the devs more than a link to a grim dawn video and just saying "ur spamming aoe like a sorc"
Not right now. Except the Gamescom ones the last ones available were through Ardent Supporter packs, which are no longer available.
Current supporter packs only contain digital content.
My best guess would be the next set of supporter packs, if the higher ones will contain. Physical items again
Genuinely curious. What is the gold cap per character, and what happens when you reach it and try to pick up more gold?
When the 9.2 patch drops will all the changes be exporting to Single/Offline play as well as the online? There are some differences between the two atm and it would be nice if they were the same.
What differences?
City things doesn't affect offline because it's literally see-ing other people playing with you, all current map updates are applied to offline.
Ok, thanks for your input.
So they are synced, all things online get, offline gets.
Except online specific stuff.
That's incorrect, but thanks.

I have no clue what online has that offline doesn't that isn't related to playing with others.
echo portals have loading screens on offline 
offline has monster collision too
Base damage and damage effectiveness per second increased to 18 and 300% (from 7.5 and 37.5%).
Is this a typo or was Black Hole actually buffed to 300%? 
will there be a separate section on the forum for Translation mistakes reporting? Or we should use the generic Bugs section?
It was buffed to 300%, though fixed a mistake that it was from 37.5%, where it was previously 125%.
Will items we have right now be tradable through the merchants guild? afaik items get "tagged" while you're affiliated with the faction and only tagged items are tradable, but someone said they've seen a post by a dev that said that items dropped before factions won't have that restriction, is this true?
that's just saying you'll be able to equip them no matter what faction you're with
tbf the standard economy was going to be screwed quickly anyway
ty Deias
No prob
Is Lagon still going to corner us in with his sweeping eye beam if we hang around the edge to damage him with close-range skills? Or are there some other changes to the fight not explicitly mentioned?
That is a mechanical/positonal player mistake, which can be avoided by playing the mechanics right.
You as a player as in full control over where lagon will cast his laser
Hello there! Patch notes has this line "Ladder entries now show what abilities that player has specialized, rather than what is on their action bar. This does not apply to existing entries." Does that mean we are not getting ladder reset this patch? Otherwise why would "this does not apply to existing entries" if everything is reset anyway
I remember they said that the ladder will reset at 1.0
I know how the fight works currently, that's not what I'm asking about.
I believe it's something like 2.something billion, can't remember what (is supposed to) happen when you reach the cap.
With new language versions dropping with new patch, do you plan on adding language-specific channels to the discord?
The patch notes omit any changes about Damage Taken From Mana Before Health, is that change in 0.9.2?
Nothing about how Lagon uses his abilities has changed.
Thanks! I'm excited to see how the new fight layout feels
didn't see anything about locust master in the patch notes. what is going on with that particular skill? it's been broken since multiplayer dropped and zero word on it. is it going away or are you trying to get it work?
anyone know what kain meant by this: #๐ฌโgeneral message in relation to the scorpion VFX bug? i don't see anything in the patch notes that they could be referring to?
I am not sure if this has been asked before...
Do sub-skills that are of different type of the main skill inherit damage properties related to the main skill?
For example if I am getting 20% more damage with melee attacks from somewhere and my melee attack procs a sub-skill that is a spell - does that spell get 20% more?
Nope,they still follow tag rules
Is vk going going to get buffs? Cause the vitality nerfs are going to hit them hard. They dont have much other than raw health for defenses.
All of the initially planned balance changes for 0.9.2 have been listed in the patch notes.
Technically yes but because they have the wrong damage tag, it does nothing. So effectively no.
Well I guess I'm not playing my void night for awhile
I know you guys have got an ok to expand character slot limit but are not sure when to increase the limit. Any possibility to do it soon? I got 19 characters, almost all at empowered mono, would hate to delete any of them. I totally forgot about the limit. I now only have one space left for Runemaster, and I still have other builds to try out though ๐
am i correct in thinking that resistance penetration doesn't have less effect on bosses like shred does?
can we expect locust master to work before 1.0?
I don't have a timeline. I was hoping to get it done pre-0.9.2.
Yes
I don't have timelines on specific changes other than what is in the 0.9.2 patch notes.
There was discussion on this channel from Tras and others previously about the interaction between Endurance Threshold and Damage taken from Mana. EHG is interested in getting rid of the current interaction, and the "cerulean runestones" node in runemaster is an example of how EHG wants to rebuild that relationship between Endurance and Mana.
In the patch notes, there was no reference to Endurance or Dmg to Mana.
Is the Endurance + Dmg to Mana interaction going to remain during 0.9.2?
A relationship between endurance and mana doesn't necessarily mean a relationship between endurance and damage to mana.
I don't think that the node in question applies endurance to mana absorbed damage. I'm still in "get the kid ready for the day mode" though so I can't quite check yet.
I think Perry is asking about the bug fix, where currently endurance can protect mana under some circumstances. The discussion earlier was sparked by a dev stating that this bug would be fixed in 0.9.2, but now there's a little confusion because that bug fix is not in the patch notes.
i think the question was in regards to this
Heh, well I guess that doesn't specify it'll be fixed in 0.9.2 exactly. Could have just been assumptions on our part.
my question that he's responding to asked about 0.9.2 (you can see the 0 in the top right of the screenshot) which is why a lot of us assumed he meant it would be fixed in tomorrow's patch
I was on my phone and didn't read the whole question properly. I didn't see that last line at all. I'll check this morning.
OK, I've got all the info on this straight. This all applies to 0.9.2.
Cerulean Runestones does not do Endurance applies to damage taken to mana. It does not restore the relationship you are hoping for. It's kinda the inverse of that relationship in a way. The node makes it so that a percentage of your mana gives you endurance threshold.
The bug which caused endurance to apply to damage taken to mana was fixed internally in July. The game can now properly decide if endurance will apply to mana or not and by default it does not.
Just to be sure, I've just run a test on this and I'm am confident that Endurance does not apply to damage taken to mana before health, (fractured crown, MoM).
The patch notes have been updated to reflect this change.
@pine chasm @candid cosmos @slow ivy for visibility to those talking about it just above.
๐ฏ
thanks
Just to be clear, the patch notes refer only to Fractured Crown, but it is all versions of this stat, right?
Omissions like this, especially when it is publicly discussed by EHG and has been a persistent topic among the community, are concerning for trusting the validity of the patch notes.
steam deck when? ๐ฅบ๐๐
There was very briefly a typo in the patch notes when it got added (my fault). But I didn't just change it right now because of this question. I think this is how it is now and how you saw it to prompt this question.
Fixed a bug which caused the โdamage taken to mana before healthโ stat, available on the Fractured Crown unique, to apply endurance to the damage taken to mana if your current health was below your endurance threshold.
To be clear, what this says is that we fixed a bug which caused the โdamage taken to mana before healthโ stat to apply endurance to the damage taken to mana if your current health was below your endurance threshold.
It also states that this mod is available on the Fractured Crown unique.
Sorry if the wording might seem a little ambiguous. I believe it to be accurate and precise.
We have no timeline on bringing Epoch to any new platforms. We will continue to improve the controller and linux support as we move forward. This will naturally improve the Steamdeck support but we do not test on it and do not officially support it. We do hope to add more platforms to the list and I can see Steamdeck being a natural early target in that process. No word on when that will start other than post-1.0. This is the same information that has been available on the topic and includes no new information, sorry.
If you reduced the melee fire damage values in the game by 50%, and then said "We have reduced melee fire damage, available on Bhuldar's Wrath unique, by 50%." You would also be accurate and precise. You would also find that many people would believe it only applies to Bhuldar's Wrath.
thanks for the feedback
Any ways to prevent accidental changes to Merophage?
Sorry, not familiar with that term off the top of my head and google isn't being overly helpful. Could you expand the question please?
The new unique that takes shards and turns them into affixes.
Merophage is the new sword being added that adds stats when you shatter items
Anyway is ladder reset coming in 0.9.2?
(So far from what we know, No, do the memory check and send it to your stash)
No, there is no UI that lets you "lock" the item.
Sorry for the flip flop, no ladder reset.
do we have a notice for down times?
Currently when you load into a new zone there are a few seconds of additional loading where your idols (and minions/enemies I think) are invisible, your skills are on CD, etc. Is this something that would possibly be resolved in the future ?
https://forum.lastepoch.com/t/runes-of-power-beta-0-9-2-patch-notes/60471 has the patch time with a local timestamp at the top of the page.
it says when the patch is but not when the servers are pulled or how long they'll be down. do you anticipate no down time?
I'm not actually sure how long it will take, they should flip over very quickly as the servers update on the fly.
We are working on improving the multiplayer load times. I don't have details on exactly which parts of this have been or will be improved but the overall problem is extremely high priority for us.
so then the patch drops at 9 pst and you anticipate no downtime when the patch goes live at that time then?
No, I don't know how long it will take.
Please spoiler information like this when you talk about unreleased content. I would like to go into patches completely blind.
It's in the patch preview video already.
kk. i'm just someone who likes getting as much info as possible. thanks for what you can give
Hadn't watched that yet. My bad then @faint yarrow .
There are servers already up and ready for the new patch when it drops. Existing servers for 0.9.1 will start converting over once the patch is live. Ideally there shouldn't be any but things don't always go perfectly to plan. We might pull the existing servers down slightly before the patch so that we can convert them all over.
has there ever been thoughts of adding new elements to existing skills?
Yes, we frequently do that. Usually through a new unique item for more niche conversions.
cool. i like my fire builds and would love the ability to add fire to mana strike. tho preferably through a non-weapon item
Does this resurrect effect cost mana?
no
what if you had 2 rings?
is it like 200% divided or are they individually?
so if you had 1 zombie it would summon 2 when dead?
Hey Mike, for the Howl of The West Wind (New Wolf Helmet), how many times can the 'Wolves have additional lightning damage equal to yours' effect stack? Also what is the duration of this? If this is a perma effect with only 1 stack does it reset between echoes?
it is a chance not a number of zombies
Hi Mike you said not too long ago that you would like the patch before 1.0 to be the big balance patch and this one doesn't look like it. Is that postponed to 1.0?
the chance is additive
The alt text reads: (which I know you can't see yet)
This buff lasts 5 seconds and does not stack. This effect cannot trigger more than once per second. The duration of the buff is increased by your increased Shock Duration.
1.0 will have some bigger balance changes, it just didn't line up here to do yet.
How come dots in LE tick every 0.5 seconds and not faster as to make the enemies hp bar degrade smoothly instead of in chunks? (Like 30 times per second for example)
Is it just for performance?
Performance+easier to read the dmg numbers i assume
Tick rate is always a consideration in networking
True didn't think about damage numbers
They don't actually tick at 0.5s intervals. They are smooth, the damage is just only shown every 0.5s.
Ahhh, very nice, thank you. What's the true tickrate then? I'm guessing it's the same as server/game tickrate?
yea, really really fast
fast enough that there is no way to account for it in gameplay to any sort of benefit
Oh this is interesting, so with two rings, you have 200% chance to resummon a zombie based on total number of zombies. So 200%/2 = 100% chance to resummon zombies letting you have two instead?
yes
So how low is the proc chance in %? For the volatile ring
If you mean cycle of putrescence the one shown had 100% chance so I'm guessing it doesn't roll
I am at the point where they want me to choose a mastery, can I carry one with out choosing one or is it a must
you can skip past it (or any other quest) in multiplayer by porting to someone who is further along in the story but in single player you have to pick a mastery
Is there a goal of having pinnacle uber bosses as part of 1.0?
Can a regular affix and an experimental one both be sealed at the same time? Not sure if asked before.
no, 1 sealed affix at a time
Experimental affixes can't have shard, so they can't manifest on the shard eating sword right ?
right
Hi mike when an experimental item is dropped by exiled mage, say if the experimental affix rolled an exalted tier. Does that make it less likely to roll exalted on other affix slots?. If i can rephrase to clarify this question. Say if you compare the chance of dropping a double exalted non experimental item and a double exalted experimental item, are their drop rates the same?
yes to the last rephrasing
Yes to which question:D
If I have a character that can't interact with anything (stash, NPCs, waypoints, etc.), and has been that way for a couple of days, should I put in a ticket as an account issue or a bug?
bug
Is it mechanically possible for your non-zero leech amount to be too low and you're not considered leeching?
Or would literally any damage instance with some non-zero amount of leech applying to it cause the game to consider you to be leeching
There is probably some point where the number is so small that it rounds to zero but getting there would be so precise that it would be practically impossible. As long as you have some leech, you should be leeching.
Battle standard in javelin limits you to 1 javelin. I had assumed that spiked bombardment would not apply, but upon reading the alt text for battle standard and how it interacts with echo, I'm not so sure. Does spiked bombardment still cause you to throw additional javelins with the battle standard node (of course with only 1 being a battle standard)?
Sorry to bother you, I just realized this was super easy to test, for anyone else, you don't get additional javelins as I had originally thought
will there be a discount running for the 0.9.2 release?
There wonโt be any discount until post-1.0
no problems ๐
planned on gifting the game to a friend for the Rune of Power update discount or not
Out of curiousity how do the version numbers work? A new class seems like a big change for a patch version :p
To be fair, we didn't expect runemaster to drop THIS patch until like,gamescom
Haha I'm mostly teasing. Semver is pretty much a suggestion before you go 1.0 any way
Will dread/infernal shade buffs stay on zombies resurrected with the new ring Cycle of putrescence? Will zombie position remain or is it resurrected at player position? Is there a delay between death and resurrection? How rare is the ring? Thanks
Is โhide helmetโ option coming?
Boy I hope so.
can we have a discord clan recruitment channel ?
is 0.9.2 out yet? just seen Judd's Video and super excited to get home and play
thx
is there a chance to get a review key as a small content creator on youtube?
Our Support Team handles these requests! Just select 'Community & Moderation' then 'Curator Review Request' when submitting a new ticket!
Do you have an internal bet on for how long the servers will hold on this patch ?
๐
@frail sentinel ?
Clans and Guilds aren't a thing in Last Epoch quite yet, thought the Trading Update will introduce Factions!
This is something we can look at closer to the 1.0 launch!
oke thank you
Are there some plans to make playing on controller more friendly? Currently Iโm playing on steam deck and while playing is just ok but in game menu itโs little bit harder
The update in 2.5 hours has some things to improve controller play, but controller support will still not be complete (so they will continue to improve)
The team is working on Controller Support at the moment, however in the mean time this thread might help from reddit - https://old.reddit.com/r/LastEpoch/comments/14j2whh/simple_movement_skill_fix/ - It's says movement fix but that link is a player guide for setting up Controller to work around the targeting issue!
Oh, and this one for more generic advice for Steam Deck that might help a little - https://old.reddit.com/r/LastEpoch/comments/1559pgc/is_anyone_successfully_playing_this_on_steam_deck/
And as Father Toast said, there are also some improvements coming in the update later!
Thanks both for the answer ! โค๏ธ
What is the difference between rune of research and glyph of despair? Glyph won't be able to seal an experimental affixes? Rune seal affix guarantee?
These Experimental Affixes cannot by crafted or found through normal means
so you can't use despair on them
Not really sure if this is a bug or not and currently don't have access to my steam but I cant progress in the game because my quest timeline echo just is stuck on a loading screen (infinitely loading)
Not the channel for bugs, but try verifying files on Steam\
Did that just now nothing changed, still just continues loading
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
I'll report the bug, I guess I can't progress until its fixed
I bet the individual server instance restarted to load the new patch coming very shortly. Once it finishes, if there are others still on 0.9.1, you should be able to connect to one of those instead. Might have to wait for the patch to go live.
I had the problem a couple of days ago and yesterday, its on an offline character. I'll just wait and see if the patch fixes it and then bug report it if not.
Is each Skill going to have a skill tree by 1.0? Just started playing and came across Healing Hand for Paladin and found it's without a tree.
yes, it's the only one.
O_O Thank you for the hasty reply.
am i correct in thinking the patch is in approx 10 mins?
<t:1694102400:R>
yay
Are you manually changing your Discord picture or is it a bot? ๐ค ๐
Can help answer:Former
Yep, manually ๐
Whoever did the Russian translation - the job is awful. No capital letters? Seriously? Bad translation seemingly done by google translate or smth like that. LOTS of strings in game still not translated. I'm disappointed to put it mildly...
Sorry the current translations aren't holding up for you. We look forward to improving all localization to make it the best possible for the community.
i was ready to report some mistakes in the translation or inconsistencies. that is ok but what is it? It is just a disrespect to russian speaking players. Sorry about the tone I know you wanted to do your best about localization but there should be at least a bit of Quality control or smth.
Please post anything you find into our #368968647114227723 channel! I'm keeping a per language log of anything reported by our players!
It's certainly one of the difficulties of localization, in that we don't ourselves speak these languages to be able to confirm them (I'm afraid I couldn't identify the difference between a capital and lower case letter in Cyrillic). We are dedicated to working with feedback to get it to where it needs to be. All feedback concerning it is certainly much appreciated to help us get there.
We also do use several "all caps" fonts which we enter in all lower case. Some of the fonts react better to this than others.
Will dread/infernal shade buffs stay on zombies resurrected with the new ring Cycle of putrescence? Will zombie position remain or is it resurrected at player position? Is there a delay between death and resurrection? How rare is the ring? Thanks
This was from iagan, would love to know that too ๐
Oh and a question about the first cycle, you said 1.0 would be the first, i am assuming the current online characters wont be part of the first cycle so everyone gets a fresh start right?
Don't think so tbh.
The ring creates a new zombie, it doesn't mechanically revive the previous zombie, so no, buffs/debuffs wouldn't carry over.
With the start of each cycle, previous characters will be moved into the "Legacy Cycle" (if they're not already in it).
According to the alt tooltip for https://i.gyazo.com/d0b9b693a25ae17f80c0b1f888106222.png, If my first three abilities are Disintegrate, Fireball and Flame Ward, it should force the Gon Rah Rah combo correct?
Disin is fire/lighting by default so..............
You might get Rahrahrah instead
Read the dropdown alt, I cant screenshot it with the extra information.
The question was directed to somebody who has had experience with the system ideally
It currently gives Rah Rah Rah but from what im reading it should give Gon Rah Rah
That's one for #368968647114227723 Or the report button then
Im asking for clarification that I'm not misunderstanding the skill, since it's just been released
In this case, this does sound like a bug, as it should be picking Gon for Disintegrate.
On the note of "is this a bug?" - Even if it's intentional, it's still worth reporting as it likely means there's something we could improve to help clarify how it's intended to work.
Thanks. Reporting it now.
curious, I noticed there are new items in the microtransaction shop. are there any plans to add new armor sets in the next couple of months?
I just feel like the 1 currently in game is like... its for necros
I like it, but its for necros
We will continue to add more items to the MTX shop as a regular part of major patches like this one.
cool, looking forward to seeing what you all come up with
Mike I mean lower / upper casing in the Russian translation is very inconsistent and chaotic. Like there is a word with first Capital letter and the adjacent one with lower for no reason. Like in this screen - Region (with Upper case fist letter) and chat language (with lower). This whole thing makes the translation look sloppy
is it intended that rune of removal doesn't work on experimental affixes, but you can get shards through rune of shattering?
Does corruption affect how often you spawn those lost caches / exiled mages?
Are one shot caches in every zone or only certain zones?
Seems like they're randomized
no, Lost Caches are randomized. One Shot caches are fixed and not in every zone.
is there an indicator for what zones they are in - otherwise this feels like a game of 'wait for the wiki'
if you get kinda close ish to them, they should show up on the map.
A game of exploring is discarded?
Eh, you still need to be close to them for them to show up on the map.
thats a lot of exploring, especially early on when the gameplay is slower
actually a pretty big distance, i thought it would be smaller
spoilered b/c its patch day still
so yeah guess im ok with this and i apologize for complaining before seeing it
after exiting LE I can't even start it now. Sad
!bug
To make sure a bug gets fixed, please post about it here: https://forum.lastepoch.com/c/bug-reports.
cant play the game as well after the latest patch. Lost connection issue got worst. Cant go anywhere always disconnecting ๐ฆ
Mike! any chance you could make a boys dreams come true and tell me if you are still ever planning on multiplayer maso mode ? โค๏ธ
Sorry to hear you're encountering this! 0.9.2 introduces significant networking changes and we expect some issues to crop up. Weโre actively investigating reports of disconnects to resolve them ASAP.
not sure if this is the right channel or not but why don't enemy NPC get damage from other enemy NPC's.
restart your pc, this help for me
deleted the game settings folder / verified game files / restarted PC - doesn't help. The only thing that helps is...waiting. I just waited a few minutes and could re-launch LE
may be your problem not like mine, i have unity error, and only restart pc help me)
it was Unity error. That was written in the error message window that blinked for half a second
I am playing the game with the Spanish language translation, where can I provide feedback later on?
how can I show Experimental items with my lootfilter? I don't care about its rarity or item type just show Experimental items with my selected color
#368968647114227723 works as always. I personally recommend starting a thread and putting them all in there as it makes it easier for EHG to compartmentalize it all and less sifting through everything
The infinite load wasn't fix, submitted the bug via in game option ๐
Just tried out the 0.9.2 for a moment, still having issues with my town portal. When I activate it it does not show up immediately, it also takes at least 3-5 seconds transitioning scene shows up, also the return portal is not in a standard place to return to you the original casting place along with not immediately transitioning again. Also when selling items or leaving your stash you still have to manually close the merchant and stash window, when will this be fixed as it has been that way for quite a while now?
does everyone have a font background?
No I have been having some font backgrounds go missing
but you have some in chat or in passive tree or in skill description right?
good question. I think the rune of research drop rate is affected by corruption. I do wonder about their spawn rates tho 
Rune of Research drop rate is affected by level and corruption
Heya folks -- what's the usual timeframe I should expect to wait before purchased MTX becomes visible in the Appearance tab? ๐
unity error again.... how fix it?
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thank you. :smile:
Very quickly, it might take a game relog to jog things if something goes wrong.
Mike you sly fox weren't you supposed to go to sleep
It's pretty early for me still. Like not even dinner time.
Damn murica'nadian time travelers
It's 3 am here but my neighbors are having a WWE re-enactment or something
'nadian
how fix it?
I pmed you, I had a similar issue.
but also report as a bug
!bug
To make sure a bug gets fixed, please post about it here: https://forum.lastepoch.com/c/bug-reports.
Is that the same if I were to have redeemed it via a Steam key acquired through Nexus or does that work differently? ๐
I have the same problem, did you manage to solve it?
this problem has not been solved yet
is something like the weird time travel tunnel going to be reintroduced in some form when playing online?
I tested all 40 invocations and to summarize (from ENDGAME clearing/single target perspective):
-) 35 invocations are totaly useless; eiter bad physic or to low base dmg (considering lag-from-composing-invocations) comparing to spammable skills.
-) 5 invocations are still weak as a single target but aoe clearing is almost competitive.
Conclusion -in my opinion- drasticly raise dmg of all invocation; like 50-75% more dmg at least. Eiter this or you have bunch of useless skills none will use endgame like in poe.
Post this on the #368968647114227723
How do you test 40 skills, see some that aren't even supposed to be used for damage, and come to the conclusion that they all need damage buffs\
the most thoughtful arpg player
It's funnier cuz the ones that are meant for damage aren't even all the same elements, and I will bet money they didn't swap all their gear and passives around to account for them
It's funnierer because the invocation tree provides a lot of ways to scale them, and the invo penetration affix can have fairly ridiculous rolls. Even your basic 3x one element invo is much more competitive when you take the 3+2+1 runes invo setup for instance.
Not a question, but I just wanted to say, I played a lot in the past, then took a break for a bit while waiting for further development. Just starting playing again, and the amount of progress you guys have made with the game since I last played is incredible!
The game looks beautiful now, the voiced npcs and lore letters are amazing to listen to, the whole athmosphere of the beginning (I just got to the last refuge) is so well crafted. Even though I've played the campaign a dozen times in the past I am really captivated right now. Great job!
Does the in-game bug submission feature support non-English languages?
Just a quick game design question: is there space in the game for builds which donโt fall into either maximising Critical Strike or applying as many DOT stacks as possible? Any ideas on how to run viable builds beyond those two options?
Hello, is it possible to have a tool for translating the game please ? 
I tried making a build around smaller amounts of very powerful dot stacks before, but unfortunately the game considers abilities like charged puncture a channeled ability, so that didn't work. Disintegrate mage uses crit chance, but not crit damage. I have a glacier mage that uses the glacier can't crit specialization and the idol that gives more hit damage but prevents crits. It's a B tier build at best, but playable.
can you do channel for them or something-? im on english chat and i dont understand them
Is it in the plans to add cyrillic/diacritic glyphs to the game's official font? Would be a huge boon to the ongoing localization efforts (as in better spacial awareness and more text options to pick from).
Currently the game substitutes the original font with some Arial/Times variant which doesn't really help (on the contrary, in fact).
if you copy reowyn's frostguard with copied scrolls do you get multiple damage reductions or does the most recent cast overwrite the others?
hello, we cant still play today? still unable to play due to lost connection keeps on showing. Cant go anywhere. SE asia server
The news from EHG_Steve yesterday isnt very clear, it looks like he's saying some information got released to some people too soon, but at the same time he says information will be released to the public sooner in the future so we can theorycraft (unlike what happened with 0.9.2). There were numerous issues with communication, but it didnt felt like that "information was greenlit ahead of schedule" was one of them.
When you recast this spell, it causes the previous instance to explode, so in effect you probably just get a starting explosion (edit: oh, and the on-cast ward, of course)
that's what i figured but i would like confirmation
This was about maxroll releasing runemaster guides about an hour early
@placid plinth I understand why you'd nerf my corruption pusher build specifically, what with everything that went on. In fact, I'm glad you guys made me leave ~1 month early, I was really burned out. However, I'd REALLY like you and your team to see and understand WHAT you nerfed, WHAT you took away from the game. That is one of the reasons I have made and uploaded a few videos to youtube. If you're not into longform vids, this is a good summary: https://www.youtube.com/watch?v=8uHHr_JC_TA
Thank you for 900 hours of fun, I wish you guys the best!
This build is heavily nerfed in patch 0.9.2. I am uploading these 6000 corruption videos mainly for the nostalgia/memories. To remember a time when EHG was content to let me have my fun.
Examples of some of the jank, the chaos and the adrenaline-pumping combat I've experienced throughout my journey to 6101 corruption.
Music:
Enigma - A Poste...
regarding this passive, if i have a mana cost of 5 and a channel cost of 20, will it work ?
Don't think so no, not 100% though
no clue either, that's why i asked the devs ๐
depends on how "mana cost" and "channel skills" are coded
no. When you look at a skill tooltip it distinguishes between mana cost and channel cost
I watched clip on Gamescom from Lizard, where flame rush could be done almost without a CD, one travel rush. He was flying like a fireball without touching the ground. I looked at the game, tree nodes, items. I don't see no way to do the same. Has the skill been changed since Gamescom and it can no longer be done this way?
Yes. That build was about a month old by the time gamescom finished. It had a ton of placeholder content and several bugs.
So sad. Thanks for clarify.
what is the official revenue to get feedback on localization? Like direct text corrections. The Chinese localization is bad to a point that Chinese players could not understand the skill trees at all
Same as all other feedback. If it's a quick little thing, #368968647114227723 . If it's a longer form where you have several things to say: https://forum.lastepoch.com/c/feedback-and-suggestions/
Oh no it's not a quick little thing. Errors everywhere. I wad thinking maybe the community should get exposed to a txt file of all in game text or something
So they can work on it directly and doesn't have to screenshot 2million times
And also if someone needs to give a feedback they'd also need to know what the original text in english is which is even more unnecessary work
channeling seems to give runes per total time channeled in general instead of time channeling in each cast, is that the chosen implementation after feedbackor limited by how it is coded? personally current implementation wrecks my timings
They'd have to toggle between localizations just to even demonstrate the errors
It's incidental from how it was made, it does only benefit the player but as I was playing flame rush last night, it does feel odd considering it means you can move a different distance to get the same runes.
Yeah that is what im having problems with, different lengths for flame rush to get runes. Current implementation maximizes runes but for example i use a two rune skill for clearing and once in a while i get three runes instead of two, followed by one rune the next cast, kinda annoying but just wanted to know if there was some kind of feedback on that
yea, so sometimes you get runes faster than you are supposed to.
Is it not possible anymore to move your character on right click?
as of roughly summer 2018 I think?
if you have a melee ability on right click and "move to target" set in options, you can have right click close the gap to an enemy
I started two years ago and had it set up like that and after changing it now i cant change the settings back
I don't remember that being possible in the last two years. You can reset your key bindings to fix a potentially broken state though.
This sucks big time tbh ๐ i played the past two years with right click as my move setting
Well, that sounds like you might have somehow found a bug that enabled it somehow?
It's not a feature that we have ever intentionally had.
is there a reason thats not implemented?
left click isn't set up the same in the input validation system and having it be a normal ability has caused problems. Working on this problem has been lower priority compared to the things that have been worked on it its place. (realy can just say this about everything that isn't implemented though)
can you guys let ChatGPT to translate? I tested a bit, it's quite acceptable.
Frey's Retreat states frost wall becomes a movement skill would I be right in assuming movement = traversal tag?
I don't know if all movement skills have a traversal tag or not. It will show the updated tags on the tooltip.
k was curious dont have the item yet was theorycrafting and looking over the new stuff on builder site ๐
thanks mike
Not all movement skills are traversal skills, if it adds the traversal tag I'd say it's a bug. (usually these small leap things are not traversals)
There is a currently bug meaning Korean players cannot choose the correct chat. The team is working on it now! Thank you for your patience!
0.9.2 introduced significant networking changes and the team expected some issues to crop up. Theyโll be working to address them as they are found.
The team is currently investigating transition times from zone to zone being longer than anticipated, a commonly reported bug where players are seeing a duplicate of their character and needing to relog, and disconnects seemingly tied to scene transitions as well.
Please use the In Game Reporting Tool to let our team know about this!
This explains why it's only Korean
no
If I trigger an ability can that ability trigger another ability?
To add onto that if it's spark charges can spark charges trigger other spark charges if I have % chance to apply spark charges on hit?
SPark charges don't hit so they can't proc on hit effects.
Spark charges can never trigger other spark charges, but they can proc things like Distant Spark (which can in turn apply a spark charge if you have global chance).
They don't?
They do
Oh they do? oops
Devs, how do you guys fix issue with certain isps as I have to use a VPN to play your game online.
We have had problems with a couple isps in the past. To get help with your issue, please contact us through our #support site.
!support
Need a hand? Just head on down to https://support.lastepoch.com/ for support articles or to reach out to us directly.
Submitted, Thank you.
Yes, we do this all the time to split ability functionality into discrete parts. Earthquake with aftershocks is a good example of this.
Spark Charges throw a big wrench into the works and make all sorts of stuff that normally work to not work any more. Best advice is to try and isolate the effect to test it.
i did with teleport and the offhand that makes tp apply spark charges and the end
none of the dummies exploded a second time after multiple tests
so i guess they can't trigger themselves directly at least
Correct. My statement above was the results of my testing.
are you going to fix the Unity error preventing LE from starting? I can't play atm .I've tried the Unity crash potential fix but to no avail unfortunately. This is really a 1st priority bug imo
We are working to fix the bugs. I don't have any details on the progress of specific fixes.
By the way, if character limit is to be increased, whatโs the new limit you guys have in mind? Like 5 more? Or go crazy with total of like โฆ 50๐?
Are there any discussion/plans to optimize the quality of life around the multiplayer experience? like bugs, load times/instance issues, etc.
idk if you've tried this https://discord.com/channels/368953963267096586/1149711332090851418
I have. no good
I assume you have the "nvwgf2umx.dll" faulted module or NVIDIA GPU?
either way I offered another potential solution if you've attempted clean install of drivers and such. https://forum.lastepoch.com/t/cant-start-the-game/60515/14?u=zeckar
It cannot
Those are always things they look to improve.
Do rune embers convert with Flame Rush?
Nvm I tested, looks like they do. Tags don't update submitted a bug ๐
tags don't update on sub-skills
ah okay
So, question. Does the chance to cast elemental nova from Runic Invocation use your tree for Elemental nova?
yes
Do these elemental nova casts also give you runes?
I'm seeing a loop here where you have different elemental runes, cast Runic Invocation, and it promptly casts 2 more invocations and three elemental novas, which give you those same runes and is now ready to repeat.
No, runic invocation starts its description with "Whenever you directly cast...."
Ah ok.
I mean granted the real limiter there would have been mana cost but still would have been a bloody hilarious cycle.
How realistic is it that 1.0 will be released by years end? The progress made has been amazing but isnt it a little rushed with all the bugs/fine tuning remaining to be done in 3-4 months? Is it possible itll be pushed back a little to early-mid 2024 ?
We have no plans or desires to push 1.0 into 2024 at all.
If something goes really really wrong, it could theoretically delay the launch. I have confidence in this release window being met.


