#👨┃ask-the-devs-not-support-no-bugs
1 messages · Page 22 of 1
Thanks mike, just promise I can ride around like quinn from league on falconer
I will make no such promise
winkwink
Correct me if I'm wrong but isn't base Elemental Nova tagged with all three elements? And if so what runes does that give you and in which order?
I am Theory crafting at work otherwise I would test it myself.
It gives 1 at a time. Don't know the order off the top of my head.
All right so I'm guessing since runebolt is a predictable pattern that would still make it the best possible way if you want a very specific thing with the least number of spells used
Runebolt also has nodes to manage this.
All right I have a design now when I get home I only thing I'll have to look up is just which invocations make the absolute biggest explosions
Big Nova
You have my attention
Oh one other actual question. Did they fix the travel skill bug? Last time I was playing I got really rubber banded anytime I would use teleports or Focus teleport
Granted that was during group play so that may have been a lag issue but I'm not sure
hi! I was talking in the mage channel about this, but here is the brief explanation.
I'm trying to run this setup with Immutable Order in order to always get Ice > Lightning > Fire, to cast the prism that cast a bunch of runebolt.
The thing is, if I only cast runebolt, it will always give me Ice > Lightning > Fire. But if I cast Frostwall or Glyph, the last rune is never fire, it is always ice or lightning, then i have to cast runebolt 2-3 times before a fire rune overrides the last rune.
Update: It seems that if i cast runebolt while Frostwall is active, it keeps changing between fire and ice in the last rune spot, but not always.
Update2: Honestly i have no idea how this is suppose to work anymore, during monoliths sometime runebolt won't ever roll fire rune unless I unequip and equip a fire skill in that slot and then re-equip runebolt afterwards, then rune fire will start showing up again. I think runebolt interaction with Immutable Order is just broken?
Is this intended behavior or a bug?
Sorry for the long explanation and bad english. Tyvm >'.'>)
can i have the decimal point removed pls
i've read patch notes for the 0.9.2a patch and read something like this: "Certain abilities failing to hit enemies correctly.". Does it cover Jelkhor's Blast Knife's detonating arrow failing to hit enemies and shurikens being bugged so they aren't thrown at all?
my friend's been playing jelkhor and his det arrow is covering the area behind him 
Does the new helmet convert generic melee dmg when used with a lightning melee skill? https://www.lastepochtools.com/db/items/UAwJgrAzKQ
No specifics on it sorry. That was in the "working on" section right?
yes
i mean no, it said certain abilities
just wanted to make sure it also covers jelkhor
Misread the question. I don't know if it counts but I don't think it would.
Hello, when do we expect the "LOST CONNECTION" issue be fix for us few players having the issue? since we cannot play anything on the game because of this
what's the rationale behind adding a second wolf-specific helmet for a fourth (more like 3.5th cos the claw + the fang) unique item that applies specifically to wolves while none of the other primalist companions have any
Does Arcane Battery also halve the Copied Scroll proc chance? Or just the Runic Energy damage bonus?
Would be good to get dev confirmation that it is because Fenton and Bark Bark are just always finding this stuff lying around
We are working on various network stability improvements. I have no information on the status of any bugs here.
Unique designs come from many different places. Sometimes it's just as simple as it was a cool idea or a specific fantasy is being fulfilled. Sometimes it's a supporter unique that imbalances things like this. We don't really keep track of a unique to skill ratio tally to balance.
Post the node?
any plans to add more one shot caches? after chapter 1, the amount per chapter SIGNIFICANTLY decreases and they feel like they might as well not exist
How is damage calculated if an ability is always tri-elemental? Does it just get all of the elemental damage it has? Or does it divide each element by 3 and then add them all up?
Also, if something is tri-elemental, does it mean that it can apply ignite, chill, and shock on hit?
all flat is divided by 3 I believe
it has all 3 tags so it will apply those ailments if it has it yes
Thank you
Yes it affects it
Because it is elemental, it gets bonuses at a 1:1 rate for elemental affixes.
And any ability can apply any ailment
If we feel adding more would improve the game then we will add more. We don't have any specific plans for them at the moment.
Is there any way I can review bug reports I have sent from in game? I sent a bug about a building you can walk through to reach an out of bounds area in Maj'elka but I think I accidently tagged it as feedback not as a bug.
Still caps at 100%.
The Flat Spell Damage and AoE buffs are only applied to the invocation, right?
What flat spell, the 55-65?
Or the buffs (Dawn to dusk)
IF the latter, yes.
Pigyybacking on this, will tri-elemental skills benefit from all 3 lines of this mage passive then?
Yes.
cool thanks
Let's just say it comes with a cost.
Yeah, it's the buffs. Thanks.
yes but each one is essentially only 1/3 effective so it's just 1:1
Oh I didn't realise it splits the base damage into 3 elements as well, guess it would have been too good to be true otherwise
thanks
any reason why mana efficiency is applied after flat mana reductions? I am trying to get frost claw to 0 mana cast but the -9 from its tree are always applied first so its a mana cost of 3 and then the 60% mana efficiency node applies making it 1.8 mana cost, making taking it feeling kinda worthless
its likely a design decision, mana efficiency works better for skills with high mana costs, letting you use big powerful abilities more often, but also not allowing you to completely disregard mana cost
Also any reason why area skills like glyph of dominion do not have the area tag?
(Might be the exception, or a bug, it's the only main skill to not have one when it's one)
Smite.
Which begs the question, team EHG, should Smite have an area tag? If not, why not? 🙂
Smite doesn't DEAL area damage right?
Right?
Yeah it doesn't DEAL area damage by default
Indeed. It doesn't. It HEALS an area instead. An area you can increase with a skill node. But no tag. Why make me sadge Smite? Why no tag? 😦
Consistentcy? Idk
I hope it at least gets retroactively added to Glyph of Dominion especially cause I want to use this node which currently doesnt work
Does the node in Flame Rush that consumes all ignites for instant damage benefit from %more dmg nodes from the skill tree?
I wish. Don't think so.
are the bug reports ingame linked to the account? as in, if i find further details of a bug already reported, would i need to write everything again and hope devs check the last report instead of the first or can i just update with more info?
hello, am i the only one having this?
since i ain't see any goal to fix this issue on the "What We’re Working On" section
https://forum.lastepoch.com/t/beta-0-9-2a-patch-notes/60570
Changes Added chat channels for Korean - this was an oversight. You can select what language chat channels you connect to on the Login screen. Various logging improvements to aid troubleshooting. What We’re Working On We’re actively monitoring bug reports from you all and the health of our infrastructure. We plan for our next patch to be n...
Are you the one that's also Asia SE? I've been on monoliths with no issues so far
yes SE asia Philippines
how about you?
i tried all possible fix found in the internet and help from others. Also tried different connections and ISP. nothing is working
My condolences, can't really help you there
what DNS are you using?
Both Google and Cloudflare's DNS work for me
ahh same tried that as well. Not sure why. Cant really do anything in the game because once i teleport or go anywhere. Always losing connection
Yeah I don't know what's up with ya, hope someone eventually helps you out
i hope the devs can here me out here 😦 Since i cannot see any priority to fix this from there 0.9.2a patch notes bugs to be fix soon
actually just found out it scales with area for area skills affixes for some reason
so for affix rules it counts as an area skill but for the runemaster passive node it doesnt count
Does this mean that if I have 40 stacks, instead of a 400% chance to repeat, I get a 200% chance to repeat my invocation?
okay even further update it does scale the area of glyph of dominion but using glyph of dominion does not grant the ward that it should with the node
Technically. But it's hard capped to 100%, someone already tested it.
!bug
To make sure a bug gets fixed, please post about it here: https://forum.lastepoch.com/c/bug-reports.
the short answer is "yes". but it depends on how fast you build stacks, and how often you're casting invocation.
wow. Now lost connection issue got even worst. Even from the beginning of creating a new character. you will be disconnected always. I know only few players experiencing this. But can we have an overview if you are planning to fix this? haha quite unfortunate because we bought the game but we cannot play it in any ways
Glyph of Dominion lacking the area visual tag is an oversight. It does scale with increased area stats.
It doesn't modify the damage of the ignites. If the ignites were applied by Flame Rush they will benefit from more damage from its tree, but if they were applied by another skill they won't.
does the loot from the exiled mage and the lost caches scale with corruption?
Is there a reason why we don't have the respec person at the monolith platform?
Antipode of the Runeslinger says it scales off your Runebolt tree, but does it only scale off Runebolt? Or does it still benefit from any effects that would benefit your invocation? For example the Runebolts it casts getting the extra spell fire damage from Word of Rahyeh?
Do you think ull implement searching for effects on the item base in the loot filter?
Yes
And maybe also having a "value between" option
e.g. searching the items with spell damage between 80 and 100
To further clarify on the corruption scaling, the regular loot from the exiled mage scales with corruption like any other drops, and scales the chance for a Rune of Research to drop. However, the loot from lost caches is more fixed and is not directly affected by increased item rarity, including from corruption.
Corruption also scales the chance of a rune prison or lost cache appearing in an echo, and makes higher tier lost caches more common.
This is something that we recognise would be useful to players, but is more difficult to implement with how loot is set up. It would incur a cost to performance, because these combined values are not normally calculated for items on the ground.
Oh, or do you mean just items with a certain implicit property?
Yea like "Show all with Implicit Spell damage"
That's more doable and we may add it one point, but it's not currently considered a priority. We have a lot to do for 1.0 😄
ah okay 🙂
Wait can't you do that already? Pretty sure you can filter by subtype
the idea is that you check a single box and it shows all base types that have whatever that stat is
compared to right now where if i want all the base types with fire res or whatever i have to manually check each one off
Is there a secret wall / hidden area here, or is the minimap just off?
Ooooh okay, misunderstood then
Dear devs, can you please confirm or deny the following statement about translation into russian:
"Campaign translation and in-game interface translation were distributed between two different parties"
is there going to be more to the story by the time 1.0 comes out?
Are there any plans to update the caches as patches keep rolling by, or do you consider this mechanic to be more like one and done?
I'm certain that it's been announced that the experimental items system is scheduled for expansion down the line, what about the chests?
AndrewTilley (aka da real mvp), can help you with that
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 I’d try to accommodate this request. I’ve done my best but in no way will this roadmap be 100% accurate. Though, I’d expect its accuracy to increase as we draw closer to launch. The following resource is a collection of developer information that’s been transcribed from developer streams ...
More caches will be added in future, especially to the campaign.
And we're open to altering the contents of the existing ones based on feedback
How does the Tri-Elemental Nova work for Runic Invocation? Does it generate a random rune, no rune at all, or some rune deterministically?
the latter.
Cold-fire-lightning in a loop, I suppose?
i think its fire cold lightning
Ah, so like Nova specced into three elements? I don't suppose it gives all three runes in one use, right?
one rune per cast
In the future, if you need a quick reference on the number of runes generated per cast, check the runic invocation tooltip.
Is there a reason why we don't have the respec person at the monolith platform?
I imagine you have plans to change how respecing works, but in the mean time I wonder if there is a design decision for this
What's a cache?
Whenever I use Judgement for Consecrated Ground, it doesn't proc Alignment. Is this intended?
Respeccing is not something that we intend players to do routinely. We want it to feel more like correcting a mistake or changing your mind than swapping a loadout, so that there's more of a connection to your current build, and its power feels more like something you have ownership over and can take credit for.
The slight inconvenience of having to go back to town to respec passives is there for that purpose. We don't want to actually restrict it when you feel you need to correct a build though, which is why the cost is relatively cheap. Barriers to respeccing shouldn't create anxiety over making frequent decisions such as allocating passives and skill points.
Judgement is technically a melee attack that triggers a spell, so it's intended that effects that trigger on direct spell cast are not triggered by it. However the lack of synergy here is unfortunate, especially with how niche that node is, as well as unintuitive, so we should change it.

Thank you for the reply! :)
Tras - why doesn't Smite have area tag?
Isn't Smite single target?
It heals in an area around the target. You can scale the area with a node. Also, it puts Fissures, which are an AoE without Area tag and you scale the area with a node.
So yeah, it feels weird that it doesn't have area tag.
But aren't Fissures separate from it?
Sure, but they don't have area tag either.
Well you got me there, lol.
🙂 I just wonder why Smite / Fissure is treated differently to other area based skills. It could be oversight of course, but it could also be other reasons. I'm keen for a peek behind this particular curtain 🙂
how come this node doesn't add a buff tag to flame rush?
I think there are arguments for and against Smite having an area tag. Given its vfx has an area of effect portion, it's a little tricky to effectively communicate to the player that it hits a single target and not an area, and giving it an area tag would potentially exacerbate that.
The truthful answer though is that, due to it not dealing damage in an area, I skimmed over it when I was going through and giving everything area scaling (which was done in one big batch when we added the global increased area stat last year).
Fissure not having an area tag is just an oversight. We have a lot of nodes and I just missed it 😭
Nodes generally only add the Buff tag when adding a way to buff other players or minions with the skill.
Thanks for the detailed answer. Come what may, I still love Smite 🙂
ah fair enough, i had assumed that it was just if the skill gives a buff outside of its usage (like if you stop casting/channeling and the buff persists like in this case)
actually, if this is the case then why do spells like flame ward (without selfless sorcery), arcane ascendance and focus have the buff tag? is it because they do nothing but buff (without any passives)?
does zap apply brand of deception?
does the "lightning" spell cost 15+ mana?
no :(
then i'm almost sure it wouldn't
No
I don't see that on the list. Did you mean Elemental Tide?
I think the actual name is Grand Prism Nova
Oh I see that now.
Elemental Tide just sounds cool though. Twelve back to back explosions...
Can any Dev answer this please.
Does the new affix that makes you lose % health per second and gain % missing health as ward per second on gloves work with minions if you transfer that to Julras Gloves?
Does Elemental Penetration matter beyond 75%?
Penetration is not capped like that. Monsters typically have no resistances, so your penetration brings their effective resistance to negative values.
So there isn't an effective upper limit, just each point being an effective More to the damage?
Correct
is hydrahedron snapshotted at creation or will stats like spell damage be dynamic over its duration?
Like any other spell, its stats do not change after you create it unless explicitly stated otherwise. For example, Volcanic Orb doesn't update its damage if you change gear while it is on the way to its target. Same with Hydrahedron.
No.
There are 2 types of stats (on top of attributes) that can't be transferred to a minion like this. Player Properties and Ability Properties. These aren't frequently used terms so I can't give you a big list of them all. Player Properties are generally more advanced things like this one. If you see a stat that calls a skill out by name, it's almost for sure an Ability Property. All of those, along with attributes are just ignored on these gloves. They work better with things you would expect to show up in your character sheet.
the devastator node in rune bolt makes runebolt explode in an area on contact. Should this node add the area tag to runebolt?
Wait, runes of chaos doesn't exist-
It's a typo, it's supposed to say Glyphs of Chaos.
There is no Fractured Drain location on the map right now) Should we expect next dungeon here?)
That's a hidden location. Contains 3 chests.
There's like 4 of these hidden locations.
are the new glyphs intended to be exceptionally rare?
because it seems like literally nobody has them
i've talked to multiple streamers, global chat, #💬┃general, nobody
runic invocation(cold,fire,cold) gives you this buff that should last 13 seconds or until your ward runs out, well i am using fractured crown so i have no ward, it should last 13 seconds, but the moment an enemy hits me its gone, is this a bug or an intended interaction? already reported it ingame just to be sure 🙂
It does say that if you run out of ward it breaks immediately, so maybe it's intended and only checks once you take a hit.
thats why i am asking a dev 😉 it does last the full duration at 0 ward tho, only breaks when hit
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thank you. :smile:
Was what I meant to do
Any ETA when towns will be enabled again.
Is Power Word: Devastation supposed to apply the frostbite stacks per second, or accumulate them per second and apply on detonate? The wording says on-cast so I expected the former but its the latter in practice. Not sure if this is a bug report or a tooltip issue 😅
Towns were re-enabled about 2 weeks ago. See #news message.
uh you guys see other players in towns right now?
Are there any plans to add an ingame option to change audio device? I find it annoying having to restart the game, when changing sound from speaker to headphones etc.
Are we allowed to know the highest Tier an Experimental Affix can be when transformed by a Glyph of Insight? Is it the full spectrum (including T6/T7) or is it limited to craftable levels only?
They disabled them again after that announcement.
Can i disable corpses? I have massive fps drop from 60 to 20 and low when i have 20-50+ corpses on the screen
I have a question regarding the event that happen at the end of the story (spoiler ahead)
||Is there a reason why the void went dormant for more or less a thousand year and then flooded the world over 3 centuries? when we go through Maj'Elka during the Divine Era and here the void infection begins but before during Imperial era when we wanted to reach the Immortal Emperor there was absolutely no sign of void corruption anywhere||
||at the end of the campaign the nagasa who was slated to be subsumed by majasa, the god of avarice, unleashes the void with powers whispered to her by orobyss. Her despair at this fate (which she already tried to escape by hiring the rogue to kill her before majasa could ) was so great that he was able to empower/train/seep into the world through her. The deatils are still unclear because the campaign is unfinished but my bet is it has something to do with her use of his powers||
||also, orobyss references his own chains when you defeat his whispers in monos, implying he is locked away (by eterra? By us? Im not sure) at the start of the campaign||
I know im not a dev but i hope my thoughts help
it does, ||she may have just skipped the period between the Divine and Imperial Era due to her absorbing the Epoch for some reason||
Sooo... Since Runemaster pretty much does everything caster, how are we going to save Sorc from obscurity?
Because this is the ONLY reason I can see to pick it now
https://i.imgur.com/ZlsVA4h.png
Will you guys add a "lost items" mechanic, having items defined by the player or by you saved somewhere when loading another instance?
is this already fix?
Does obsidian axe implict (+ melee lighting damage) affected by howl of the west wind helmet proc?
Does howl of the west wind work on base damage or effective ? (Ie after my own % lighting damage)
Is immutable force for runic invocation supposed to work as follows:
1st cast=first rune according to cast bar
2nd cast= second rune according to cast bar
3rd cast= third rune according to cast bar
4th cast= third rune according to cast bar in the third rune slot
is it capped at 14 (7/0.5) or 42 (21/0.5) ?
If you mean shred armour max, should be 14 as the ele damage added scales the same way as the maximum damage.
thx
wait for dev because not the first time the description above the mods is not entirely correct, it reads like i said but could be your other option only focusing on the mods
What? When? There is nothing in #news. Where did they post about it?
Is there any way to know if a forum bug report has been seen by EHG, and if it's being worked on / when the fix is planned ?
I understand fixing a game crash is more important than fixing a node not working on a skill, but it would be nice to have some kind of feedback to manage the expectation of when it would be fixed (or know we cant plan a build around the broken node anytime soon)
If I ignite Lagon's tentacle - will this ignite benefit to runemaster's defence passive "ignited enemies deal less damage to you" to Lagon himself - or the main Lagon body will still hit 100%?
Adding to this. I also suspect corpses cause a performance hit. Seems like it happens in arena, where its a tight space with lots kf enemies in a short period of time.
Hey bud. Recently got an ASUS ROG Ally to play LE mainly and it’s running pretty great. Any plan to add more options to change keybinds for its controller support? Currently most of the bindings are just greyed out and unable to be changed or not used at all.
Fixed 😁
Does this node stack with itself meaning if my targets are chilled, frozen, shocked and ignited I get a 1.3 x 1.3 x 1.3 x 1.3 = 2.86 Multiplier?
yes
This is awesome. Never tested it but have been using it wishing it works that way🤣 thanks for confirming
While it won't fix the greyed out options - 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/
While replies are few, I can confirm the Feedback and Bug Forums are read in full and logged for the team!
There is just a lot of posts to go through so replying would take a lot of time as well, which the teams need to read, log and work on the the issues you all let us know about!
Keep an eye on the latest Patch Notes as sometimes the team will list what they are working on!
With rune mastery available would there be any chance of adding a golem that's temporary
does this more spell damage modifier increase the spell damage implicit of the wand it self or is it a normal more multiplier at the end of the damage calculation?
standard more
also does each element have its own 8% multiplier so if you have 3 negative ailments its 1.08 x 1.08 x 1.08 or are they additive with each other for a one time 1.24 x multiplier?
I'm pretty sure it includes more ailments than it inflicts. I'd bet it has ignite, shreds, chill, etc taken into account
yea i think so too but i want to know if each possible ailment has their own multiplier and they stack multiplicatively or if all are counted together additively
Are there any plans to update, revisit shaman before 1.0?
in general there arent local modifiers
We have no plans to add a golem minion to the runemaster at this time.
If the target is afflicted with 3 ailments, you deal 24% more spell damage to that target.
Our primary focus for next patch for skill updates is going to be on the falconer and warlock. There are a few others that we would really like to work on if possible but aren't guaranteed.
healing hands my beloved
Yes, assuming you're hitting with a skill that has the lightning tag.
Removing the ping from an existing comment (or whatever these are) does not prevent the ping from being "sent".
Assuming you have 3 max stacks of Runeweave, you should be getting a max of 3 (max stacks) * 7% (the max damage buff per stack of Runeweave) for a total of 21% more damage if you have at least 14 (7 / 0.5) stacks of Armour Shred on the target.
If you have less than 14 stacks of Armour shred, you'd get a (armour shred stacks * 0.5% * stacks of Runeweave) damage buff.
what are some generic health numbers for normal, rare and boss type monsters? how much ward is technically necessary to make this node mastery worth to take?
much more ward than the necessary to facetank even the hardest bosses
Yeah, it's not a viable thing for bosses but should be for normal & magic, maybe for rares.
well you should never be needing the bonus for magic and rares in the first place
as far as i know rares have same life as normal and magic
question, is it only added spell damage or is it also added fire spell damage for the 200% effectiveness of each impact?
Added refers to all added flat damage iirc
oh... so if i got say 100 flat spell from my staff it would be 200 damage for each impact? or 300 since its 200%.. (if 100% is double)
i might also be too tired to math this lol...
I searched in the server search, and didn't find any answers, so here goes:
Is it possible to get any of the new uniques that are specifically dropped by exiled mages via Runes of Ascendance?
(specifically looking for the new spear, wondering if i can ascendance into it, or if i should save my runes)
Effectiveness is basically "this percentage of the flat number it applied" so 100 at 100% effectiveness is 100, at 90% it's 90, at 200% it's 200, etc etc.
gotcha, thanks! im working on a build and with so many %s im getting lost lol
being tired doesnt help either
I get that don't worry
Will there be a complete overhaul for all the skill node icons in every skill tree before the official launch of the game? Since a lot of them are still reused skill icons from other skills
yeah i think they are working on getting everything its own icon there was a few patches that had that as UI changes its a slow process tho with all the other art needing to be iron'd out
No. We will continue to add more icons and update old ones but we aren't prepared to commit to every node as a goal.
Is Sorc dead now, or are there plans to revive him? 
define dead
I would like to know if brand of deception not applying with Mana Strike's Mana Arc spell proc (15 default mana cost) is a bug or is intended.
Runemaster pretty much does everything you want a Sorc for, except for the 3 spells locked behind Sorc--but much better. I can't actually think of a justified reason to pick Sorc outside of said spells now.
Evocation just gives you so much flexibility and power that the minor stat differences simply don't matter.
feels like an overly strong claim to make after like 3 days of the patch
ball lightning (triple gon invocation) says in tooltip that zaps up to seven enemies around it every quarter second. It does, but actually only one new enemy target is added per quarter second, making it a very bad clearing skill. Is that intended behaviour?
not really. Runemaster being more flexible, stronger, more modern, more polished and overall number-wise better in every regard is simply a fact.
Feels like an attempt to ignore the point rather than address it
i mean i'm not ignoring the point i'm saying i think it's not yet clear it's true
I had this issue too. I kept telling people it was only targeting one at a time, but they read the description instead of testing it and wanted to argue.
the best sorc build got nerfed and people haven't spent time exploring the mastery yet because we've all been playing with the shiny new thing
and the shiny new thing outperforms the old thing massively
doesn't need extensive testing when the difference is THIS clear.
I've played Sorc for probably 60% of my overall play time. Runemaster really does just do everything better... and that's before "playtesting post-nerf Sorc."
please stop pinging me
Affirmative
that... that is literally just the answer function. you can turn pings for that off.
It's a fair request too. I don't mind.
i have clips of the skill on dummies and enemies that show the problem
It's the reason I went fire instead of lightning
Frost 1 and 2 feel good, 3 is meh
Lightning 1 is meh, 2 is good, 3 is awful (probably due to bug)
Fire 1, 2, 3 all feel good--especially 2
I did test a bunch of the mixed stuff too, but the game design doesn't reward mixed elements as much as single focus
lightning 3 is great at single target
As it has been pushed way up now, i want to repeat my question from earlier:
Can you ascendance rune into one of the unique items dropped by Exiled Mages?
A buddy of mine is trying to come back to the game and is trying to link his account to steam. But it just loops between LE website and Steam linking site.
Warlock and falconer are not being released until 1.0 correct ?
is the VIT change final? I think the change was good for dipping into vit for other classes and makes stat selection interesting but it was pretty clearly bad for Void Knight specifically, for whom stacking health is non negotiable and vit was a primary stat.
it seems that way, but everything is subject to change still afaik
Right I just seen mikes comment about them working on skill updates for falconer and warlock for the next patch wasn't sure if that meant on their side or if another class release is coming
No, definitely not. Only 'random drop' items.
thanks for the heads up!
The consensus seems to be that invocation is largely bad outside of one or two effects out of 40 (and one of these two is the exceedingly boring 30% dr maintenance buff), but I don't think that this is the right channel for this type of discussion.
Anyways, if their previous major rework/overhaul of druid is anything to go by, then a higher power level than outdated masteries like shaman, sorc and SB seems to be the target.
I think the "concensus" is probably wrong here because I find many of them to be quite usable. It's just that a small handful of them are bordering on "busted/OP"
Yes, next patch.
Are EHG aware of the experimental item affix issue
We are aware of all the bugs reported through the bug reporting channels.
!bug
To make sure a bug gets fixed, please post about it here: https://forum.lastepoch.com/c/bug-reports.
CPR and electric shock if necessary
Can someone tell me, if Lagon tentacles affect the main Lagon body?!
For example - I ingine the tentacle - and I have a passive "less damage taken from ignited" - will Lagon's main body also deal less damage to me?
And why stage 1-3 of Lagon fight (at mono, at least) drops ZERO health potions?!
warlock when? cause ive been waiting for that class for forever 😦 edit: just saw above 😮 1.0 when? lol
1.0
End of year target
Does flame rush's Mark of the Forbidden Flame skill node boost the instant ignite damage by more multipliers within the flame rush tree and on the Vaion's Chariot boots?
I assume so, given the clarification that its multiplicative with other multipliers, but its... weird 😅
It does not modify the ignite damage beyond the int scaling specified.
Do ya'll have any idea when playmats (and I think shirts?) might go out next?
That's probably referring to any modifiers the ignites have from whatever source applied them, and any 'damage taken" modifiers on the enemy.
This is 'mostly' correct, the reason being that Flame Rush is not doing the damage with Mark of the Forbidden Flame, it's causing all ignites to deal their full damage instantly. Same with the Mutilate node on Puncture. Ignites gain applicable damage multipliers from the skill which inflicts them. The ignites Flame Rush applies would get benefits from Flame Rush's applicable modifiers so that's the 'partially does benefit', but only the ignites applied directly by flame rush get modifiers from Flame Rush. The more damage per 2 Int applies to all ignites that get popped, regardless of what applied them, and when they get popped they still retain their damage modifiers from what and when they were applied.
I don't have an ETA on a physical merchandise store at the moment, sorry!
I'm referring to orders placed before the previous supporter packs were removed
Okay, that makes sense, thanks. The bracketed multiplicative wording in my head has been automated to assume all more multipliers like that in a skills tree interact so I almost defaulted to that assumption
Usually the stuff that doesn't benefit from the rest of the tree's multipliers specifies that it wouldn't!
Any plan to fix Rune Bolt's casting time? The skill is too "all over the place" to be competitive with even basic Fireball, let alone a proper Fireball build. I think the skill itself is probably going to need some aggressive multipliers to make sense as a viable choice. Either that, or it needs way more utility to be treated as a spammable zDPS skill...
I really hate answering "any plans to fix..." questions but yes, I just saw some people working on that today.
Good to hear. Much appreciated. I love Runemaster so far and would also love to see all the skills feel good--and I know that's a goal for you guys as well!
Is it intended to lose Lightning Aegis when losing 25% of your health as ward damage? Reading the nodes explaining the skill it would suggest that it only breaks if you lose 25% of your health and as far as I know ward is not considered health. Or am I wrong?
I just found a rare with a t5 sealed mod from a one-shot chest, which was visually indistinguishable from a normal rare. I know this wont happen often / was a special occasion, but is it possible to show / highlight stuff like this in the loot filter so I wont miss it?
in case it got hidden by other comments, i ask again if the current behaviour of ball lightning i describe in last comment is intended
are some dots (ground dots mostly as i noticed) damaging life, ignoring all ward, normal thing?
if it's the dot in the emperor of corpses fight then yes
but it deals percentage based damage so it can't actually kill you
does same apply to necrotic-like circles in one of arena layouts?
not sure sorry
I'm pretty sure I've gotten killed by those (for science, of course), so I'd say it just deals heavy necrotic damage.
Yes, and the fire trap circle in the fire arena as well.
Are we ever getting a transmog or similar function outside of cash shop? I like some of the game armor models but for min maxing purposes my character looks as goofy as he can possibly be.
thanks 🙂
got oneshot by physical damage through about 3k ward somehow :/ my hp just disappeared, while ward started to decay slowly from 3k to 400 while i was dead already
The ability to change the visuals of a non-mtx item into another is planned. We don't have an ETA on that sort of functionality and I'm not sure how it will be implemented.
If you have found something that might seem like it could be a bug, please report it as such.
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thank you. :smile:
There is nothing in game right now that does that. It should be a slightly different yellow but the distinction might not be enough.
I already reported it as a bug but could very well not be, asked to be sure afterwards
Well the functionality doesn't match the description so it's either the tooltip is wrong or the skill is.
im curious whats devs pov on really strong defensive buffs like flame ward, is it supposed to be something that you can permanently have or "Oh sh*t button"?, as i understand it was possible previously to keep it up all the time with serious gear investment but now u can do it by just going through frost wall frequently. Is this design intentional or oversight?
Pretty sure one shot cache specific items have a loot filter option for the ones with a special affix, it's under the affix option called "personal", experimental affixes are also listed as "experimental". They're both their own catagories at the bottom of the affix list
If that's what you guys were talking about
I would love to have one o the Dev's as a enemy boss that drops a unique class item
I believe they're discussing what appears to be very similar, if not identical, to this forum post: https://forum.lastepoch.com/t/item-filter-for-sealed-affix/60589/3
If it is identical to this then I personally think it's a bug because there's not a personal affix on the item and it dropped with 0 forging potential and a T5 sealed affix already on it.
Perhaps Mike can let us know if this is intended behaviour or not for One-Shot Chests?
I think that's a bug but I don't know which
This didnt get any traction, but id love to know more about the future of Vit
Sorry, nothing is ever final and we have no future plans for it.
How do the extra Runic Invocation casts from Prologue, Interlude and Copied Scrolls (not sure if there's a need to separate repeat casts here) interact with mechanics that count the number of runes consumed? Do they all count as 0?
Any time your runes go down and do something, it counts as consuming a rune.
Can I understand that as the runes are first consumed and give the bonus to the first Runic Invocation and then the rest of the casts dont receive anymore bonus as no more runes are going down?
or do they all technically happen at the same time and all of them get the same bonus
Do you have any idea when more shipments of playmats will go out, from orders placed back in March?
Mike - Zerricks right hand. Judd - Eterra's brother etc. Yeah itd be cool if the devs/ founder would be a boss ingame xD
Frost Claw seems like a perfect name fit for an ability for the Primalist. Was this one originally designed as a replacement for Ice Thorns, but moved over to Mage as a new skill and retooled, or was it designed for mage from the ground up?
Isn't LE done in Unity?
LE does use Unity.
It was initially the single frost rune invocation for Runic Invocation.
Sorry, no. Check with a support ticket, they will have more info if it is available.
can anyone help me how to solve this error in the game logs
The referenced script (WFX_LightCurves) on this Behaviour is missing!
The referenced script on this Behaviour (Game Object 'Point light') is missing!
Sorry, we can't provide support on bugs in #👨┃ask-the-devs-not-support-no-bugs . Please report bugs on the website. If you would like support, please use the contact form on our support site.
!support
Let's work together to get it sorted! We've support articles and a contact form here: https://support.lastepoch.com/.
It does sound like you might need to verify your game files though.
alright thank you. Game files verified but not working though
Are you guys leaning more toward throttling Runemaster's power back or bringing Sorcerer up to its level? Or...Is it just a "shiny new thing good" perception of the community that it's more powerful that you think will wear off over time? Or undecided?
I think we don't have enough information yet to make an appropriate decision. I think hyperbole looks way better on a forum post than a well reasoned and measured debate.
Hehe, good answer.
Because so far I've seen posts detailing how unplayably underpowered runemaster is and then right beside it, posts explaining how completely overpowered it is and how every other class is invalidated.
I think it has a lot of potential for op shenanigans for sure. I also think op shenanigans aren't a bogeyman until everyone feels stupid for not doing them. Class like this is just fun to mess around with enough, that I suspect people wont feel that way. It's going to be a long time before I get bored exploring its possibilities enough to just follow the leader.
The only thing I could slightly see as overpowered on runemaster as someone who has played a very large amount of builds, is the invocation that gives you the 30% dr, reowyns. Everything else seems fine tbh.
reowyns?
the cold fire cold invocation
it gives 30% dr and 100% freeze rate multi for 13 seconds or until you run out of ward
Does "Chance to Ignite on Fire hit" work with this node in the Frost wall skill tree
That node applies an ailment which causes fire damage over time. A "fire hit" is stuff like fireball.
oh, you're asking if the chance to ignite on fire hit counts towards the damage per ignite chance portion of the node. No. Your ignite chance is the number that shows up in your character sheet.
Would you guys consider making stats like that display as a category in a dropdown list so that we can see all of our various sources of ignite-related stats in one place? Same for other categories? On the character sheet, that is.
We will eventually be expanding the character sheet to show much more information in many more categories.
post 1.0
I am personally of the opinion that other passive trees need to be brought up both in a design perspective and in a "power" perspective to what RM's tree is like. There is a lot of trees that have way less interesting stuff to them and I think that can be changed for the better without making them overpowered. (Sorry Mike) 
I did know yes
😄
Look at his name...He's hungry for your daggers.
Her* but yes. Mmmm steel.
My apologies. Assumptions suck.
All good, no malice intended
Thanks Mike 👍 , yes that was what I was asking 
Hello guys, i just want to know....will be there achievements at Full release on Steam? That sounds weird, but its really important for me because of my Autism.
If yes do you guys know already how many? :b
We won't have the achievement system ready for 1.0. It is however something we are planning on making. We plan to avoid achievements like "kill 10 skeletons" and focus more on interesting achievements like "kill the 1st boss with no weapons equipped at under level 10" or something like that. (I just made that up). I don't know how many we plan to add initially. I would guess more than 20 and less than 100. I know that's a big range and I'm not giving you much info but we just don't have it decided yet.
Ahhh okay! No problem man, ye Unique achievements are really nice ! Thanks for the answer :)
I've been waiting for a non-automated response on a support ticket since August 21st.
How long do I need to wait for a response to my ticket?
should have been long since replied to. Not sure why it hasn't been yet.
Will replying to the email myself delay response time? Or in any way affect the visibility of my ticket?
I don't know. After a week I would assume that something went wrong in the automation and either the ticket didn't show up or the reply wasn't sent properly somehow. I would expect that replying would just get caught in the same problem. I would almost open a new ticket with a different email address to jumpstart the process.
I'm super speculating here.
Hello Good evening, I would have liked to talk to the Last Epoch development team for a request. Indeed at the beginning of August I sent an email with my request but I had no answer, neither positive nor negative. I do not want to put my request in the discord server because I do not know if I have the right.
Please read the conversation directly before this.
😏
Thanks Mike
any thoughts about this? https://blog.unity.com/news/plan-pricing-and-packaging-updates
#👨┃ask-the-devs-not-support-no-bugs & I want to know Mike's answer too
I know we aren't supposed to ping staff, but Mike was talking about the lighter yellow might not being distinguished enough on the experimental items, and I just wanted to affirm this to be the case. I have to look very carefully at their drops to see them. Most items, and our filters, are set up to tell at a glance and these don't stand out. So my question is, have you guys thought about adding more filtering options? Things like custom symbols, fonts, colored text, etc that we can add to item tags... things that also provide the devs with more options for distinguishing items when filters aren't enabled.
I'm sure it's been suggested a bunch, but I don't know that I have heard either way if that's on the development radar.
It has been suggested and discussed before.
yes, several, however, I'm going to dodge the question with "this channel is about epoch and not unity"
1000 bee-sized Lagons for sure, they would be so cocky that they would end up fighting each other as much as me
that and I've got a pretty strong slap shot
So not going to see filter updates by/with 1.0?
Is the next update/fix coming out this week or next ?
Maybe, we will likely have some small tweaks to the system for 1.0. It's not a priority task but some quick wins can have a big impact.
Both probably.
Well, I guess the next can only be 1, so this week.
thanks mike, rune masters been so fun to play, prob one of the most unique classes ive played in an arpg, props to the entire team
Any plan to bring up other classes to match runemaster fun level? Would appreciate it if EHG could buff marksman survivability & rework forge knight . Old classes need some love
We will continue to work on all aspects of the game to make it more fun. I don't think power and fun are directly correlated. One way you can increase the fun in specific situations is to increase power.
I have no information on potential upcoming balance changes.
Marksman will get many incidental changes with the introduction of the Falconer next patch.
If you have more #suggestions-and-like-to-see or #368968647114227723 , we do keep a close eye on those channels.
https://www.lastepochtools.com/planner/ official site?
No, it is run by a community member. Dammit has put a ton of work into it and it's really good.
ok, i try to find LE steam cloud saves, but dont have it in this path
[STEAM_GAME_FOLDER]/steamapps/userdata/[STEAM_USER_ID]/899770/ac/
WinAppDataLocalLow/Eleventh Hour Games/Last Epoch/Saves/
may be you can help me with this problem?
!support
Need a hand? Just head on down to https://support.lastepoch.com/ for support articles or to reach out to us directly.
There is a better path with proper instructions on the support site linked above.
It's the second path you posted. AppData is often a hidden folder.
C:\Users[username]\AppData\LocalLow\Eleventh Hour Games\Last Epoch
in this path i have only offline saves
Yea, Steam syncs those
but i dont have online saves
Nobody does, that's server side only
I can’t add my character to the build planner because it’s an online character?
Correct.
the developers don’t have their own build planner to look at the online characters?
I did say that above
Also there will be a way to do this. It is in development now in partnership with some community tool developers.
Huge news. Thank you, Sir Mike.
I’m not talking about the build planner that I linked above, but about the fact that do developers have their own ways to view a character online?
Yes
accepted
It's incredibly locked down and not pretty at all. But I can go look up any character saved in our online environment.
And the only reason it makes any sense at all is because I helped make the save format. It's mostly just a bunch of seemingly random numbers.
if you can see how different things affect the character’s parameters, that will be enough)
Ok it's not that bad, you can learn it pretty quick
But they are making a pretty version so you don't have to
I just now got to see your reply. Filter/UI updates would be extremely appreciated. 👍
Do you feel Flame Ward is in a healthy place? How does the new IFI ward invocation feel to you now that people have had a chance to try it a bit?
Why wouldn't it work?
Oh... I see. You're asking if Brand benefits from FW's more multis, yes?
If I had to hazard a guess, I would assume Heaping Cold doesn't boost Brand, but I don't know if the mechanics are coded the way it would work intuitively.
when will backward detonating arrow be fix?
next patch i think, they said this week.
Got a quick little question about Runes of Research and Glyphs of Insight . What exactly affects the chance of getting a glyph of insight from the rune usage ? Is it just the Tier of the Experimental Affix or the total amount of the Affix Tiers on the item ?
Reason i am asking is cause i did a test with 100 Runes of Research on Experiment affix items and they yielded a stunning amount of 0 Glyphs !! Something felt bit off on that since i had T5 and even couple for T6-7 experimental affixes sealed but still didn't make a difference.
It's bugged, nobody got any glyphs. 😶
Did you change anything to US East servers ? Last week I had around 15-17 ms, and nowdays it's 30-35 ms
@keen roost how's that funny ? It has been steady and it changed, so it's relevant information to know if they worked on servers, and that they know it worsened the situation, at least for some people
Probably because 30-35 ms is still more than performant and not going to cause any noticeable issues whatsoever lol
so after breaking the vessel the key node didnt have reward and now it reset and gives the reward but the node on the left also lost its reward and it didnt return it as it did on the key node, why is that and is it a bug?
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thank you. :smile:
Please use the In Game Reporting Tool to let our team know about this! You can find it at the bottom of the Main Menu by pressing Esc!
You can also report it through our Forums if you would prefer!
bugged rn, but higher total tiers = higher chance.
Ok so it is total tiers , good to know ty.
@twilit knot @opaque falcon Hi, I just wanted to follow up on this with both of you. We've just found and fixed an issue with our ticket system that was preventing some replies from going out. It looked like from our end that we had replied to you but the email never made it out of our ticket system.
You should see a response within the next 2 hours. If you do not, please open a new ticket. So sorry about that and I hope we can resolve those issues ASAP for you.
Anyone else that was unlucky enough to be hit with this will also receive a reply in the same time frame.
Hi! Just wondering if the recent announcements from Unity will effect the development of the game?
Theyve already dodged this Q
Ah! Shame! It's all quite concerning!
Yeah, its completely insane though, i expect them to walk it back within 2 months, or as soon as nintendos lawyers reach out to them letting them know the gravity of their error
How big is the damage penalty when turning with disintegrate? Does it have a grace period or something before it activates, or will it be less damage even if I only do a tiny mouse wiggle?
Thank you!
Preparation from the basic mage tree doesnt seem to work on disintegrate. Is that intended, as the tooltip doesn't say "non-channeling" ?
i know that the dev team is aware of using traversal skills on controller feeling clunky, but i'm curious if there's any timeline for options such as "never teleport to a target" etc. is that something expected to be out in 1.0, or further in the future?
I don't have any details on potential upcoming additions to the system. As far as I know, nothing like the #suggestions-and-like-to-see you mentioned is in the works.
It doesn't say non-channelling but this sort of effect is generally non-channelling. If you suspect that you've found a bug, please report it on our forums.
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thank you. :smile:
how will the new install policy from unity affect the game? what an insane situation btw
Check Mike response here: https://forum.lastepoch.com/t/last-epoch-and-unity-pricing-updates/60699
was just about to ask that question ... will we still have a game ..with all the unity nonsense
thank you for the link. worst case scenario we get 1.0 and last epoch 2 on a new engine, i guess
Mike confirmed that LE is still on track and this hasn’t affected the development. The changes are in 2024 and 1.0 releases in December which also helps things cost wise
the ceo legit sold thousands of shares before releasing the information
I do think that Mike downplays how bad it could be but he's also right in saying to wait until the dust settles
They already started to backtrack facing the backlash, let's see how it goes
well backtracking only publicly, i highly doubt they will actually backtrack that far
it would not suprise me if it just fucking destroys the industry
are you guys affected by this?
yes but the sky isn't falling yet, convo linked above
Does crest of unity's less damage taken from ignited shocked or chilled enemies stack additively or multiplicatively with rune master's passive sphere of protection which gives less damage taken from ignited shocked or chilled enemies?
multiplicative (I checked the code)
not really an ingame question
i saw your thread about the unity thing
and you said "I’m sure glad 1.0 is launching before this goes into effect though."
i hope youre aware that they said this will apply retroactively to already released games in the faq
https://pbs.twimg.com/media/F509yQPWIAE02S0.png
We have been digging into this and are aware of that information. I said that because we will hopefully see an install spike before it kicks in and we might be able to avoid a big bill if we were to release a month later.
I really appreciate everyone's concern about the Unity pricing changes but I would really like to keep this channel focused on Epoch specific info if possible.
for ingame questions
are these additive or multiplicative with each other?
the freeze duration
additive, same with the other node in that tree too.
I don't know if this is the place to post, and I apologize profusely and ahead of time, but GeforceNow cannot launch LE for me at all. "Failed to Initiate. Player. PreLoad Data is missing. It should always be there".
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thank you. :smile:
!support
Anything we can help with? We've support articles and a contact form at https://support.lastepoch.com/.
@candid cosmos you are not gonna believe this dude...
Not for me. Tool 5 minutes to load just the correct page name
Hey Mike, thanks for still answering questions in here 🙂
Disintegrate states it has a damage penalty while rotating - how big is that penalty?
Also, is there any way for disintegrate to apply debuffs / ailments except for the nodes from its own specialization tree?
Things like "shock chance for lightning skills" don't seem to apply to it.
You can try some round about ways to apply things like shock like through auto casting while channeling for example.
Every 0.1s it checks your rotation change and reduces disintegrate's damage by 0.3% per degree difference. It gets reset every 0.5s so it's not like you should just restart disintegrate if you do a big rotation.
Oh nice, so small wiggles dont really impact your damage. Thanks for the help, that's very useful ❤️
Yea, as long as you're mostly keeping it roughly steady, you won't see much of a DPS dip. If you're rotating frequently back and forth to hit more enemies, you will likely see a drop.
do the brands on runemaster stack? or are they 1 stack per enemy only?
yeah i will report it but i was wondering if its actually a bug or a "feature" for some types of nodes
Are there plans in the future to make the party portraits show the chosen mastery ?
Not specifically.
What’s the capsule man thing from? I’m pretty sure it’s a bug. Curious about it tho
good ol' capsule man basic explosion
It's the internal name of the explosion skill that is used at the end of the Flame Rush ability.
It's on Runebolt too
Figured it was leftover from internal entity you used or some spin on the basic Capsule in Unity
Wherever it gets used. We frequently use the same ability in multiple places.
Any chance of making distance traveled during flame rush count for charging Static? 🤙
It was probably because a capsule was used as a placeholder for flame rush vfx.
With how movement abilities and static work, I'm not sure if that is possible or not. It might be. It would be more intuitive if it did.
Ah okay, I wasn't sure if it was intentional or some kind of design limitation
Thanks!
I didn't see anyone answer this, so sorry if it has been, I believe since the spell lacks a "hit" component, it doesn't apply. Disintegrate is purely a channeled dot. I wonder if it still consumes the buff when cast, though...
What counts as an ailment for mad alchemist ladle, there is lots of things called ailments on LEtools for example, do all of these things internally count as ailments?
Out of curiosity, why does Runic Invocation only have the fire tag and not the rest of the elemenal tags?

ahhh ignore me, its based on the runes you have, at least for the ingame tooltip
Why is glyph of dominion the only runemaster skill that doesn't have an option to convert to all 3 elements? There is no way to make it cold, and it kinda feels like that is the whole point of RM is to have that flexibility.
Any ETA for the next hotfix?
Is it a bug that using flame rush through the emperor of bones makes u "hit a wall" and not pass through him like other mobs
That dragon (and some other enemies) have collision issues. It's known.
what's going on with some fire monsters? i can facetank monolith bosses at 200c, but some white pyromancer or phoenix or almost any other monster with fire damage deletes my character. 6k+ ward vaporizes in few seconds, no matter how much sustain i have
yes
14/15 spell conversions is pretty flexible. This is part of the reason we added Frost Claw too.
If you think you might have found a bug, please report it on the forums.
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thank you. :smile:
Still this week, and maybe next week
Assuming obvious things like not having any fire resist are not the case, I'm not sure. Maybe just a perfect storm of mods? Maybe there is some bug that makes some ability invisible?
It probably consumes the buff and the first tick is affected.
Is freeze rate multiplier from skill passive just additive with multiplier from gear or is it multiplicative like most increases from the tree?
I.e., will a 50% increased freeze rate multiplier allocated in a skill tree multiply the freeze chance of this particular skill by the factor 1.5 or only marginally increase the freeze chance of I have already over 2000 freeze rate multiplier?
all sources of increased freeze rate multiplier are additive
Sad... makes them feel rather bad in skilltrees when already investing in them on passive tree and gear
Are there any plans to diversify ailments more, so that they feel different to use? Also, any plans to add further support a la Singularity for hit builds who don’t max critical strike?
Yes, we just added things to both of those categories this patch.
Res is overcapped (100+), no insane modifiers. Abilities were clearly visible. But almost all "flamethrower"-like abilities are deleting my character (phonixes and dynos that create fire wave, didn't saw their name). Also pyromancers, which as i was told, have more damage with distance. First time got them in my echo, and whole screen was filled with giant balls of fire, each removing few thousands ward at least. And thats only on 200 corruption. My character has enough reductions to facetank all boss abilities except lagon dot beam
Do you have any defense against dots?
will you guys consider having some sort of build encyclopedia within the game? example would be, i have unlocked fireball and i really like it but i am not sure which build enabling fireball items there is so instead of tabbing out of the game which could be annoying for some, you can just open up a menu which contains all build enabling items within the game.
I'm not a fan of the idea that we would make a full build guide section but I do like the idea of maybe including a couple synergistic nodes and early items to help get the ball rolling. I don't want to be putting too much in front of people because they might not try some more creative options because they think we want them to do it a different way.
We do kinda do very light versions of this in a couple spots. For example, the element conversion icons in the skills panel to help you find complementary skills that might not be obvious from the name and icon. We've also done little things with passive nodes, for example mage has one that converts lightning blast and volcanic orb to cold in order to put it a little more front and center that these conversations exist. This was mostly because mage didn't have a spamable cold skill early (now frost claw).
I don't think we will go as far as having a "recommended items" section for each skill but smaller ways to get appropriate options in front of players is something we try to do.
devs i've been patiently waiting for a week for you fixing this bug https://forum.lastepoch.com/t/cant-start-the-game/60515 but you it turns out you don't even work on that. How come?? many other players like me having same problem and we can't play LE. it is not a visual bug that doesn't prevent a player from enjoying your game it is a very serious one.
After 0.9.2 patch I was able to start the game once with Russian language as a translation. But when I exited the game and wanted to start again I can’t. I click ‘PLAY’ in Steam but there’s nothing. only an error message blinks (I don’t even have time to see what it says). I have verified the game files but to no avail. Also restarted my compute...
oh nothing like that, i mean to have the ability to look up the items in-game and see their stats and stuff.
I'm sorry, I don't have any information on the status of in progress bugs. I know that has been reported and is in our internal bug system. Some things take longer than a week to fix.
I could maybe see us doing it pokedex style. Like you have to see it in the wild before it populates. Part of the fun of games like this for people can be the discovery portion and having a menu that shows everything that is possible to find from level 1 would kinda ruin that I think. That info being on a third party site is less in your face about it I think. It's not impossible though.
pokedex style would be neat, in which you have to find the item and then have it permanently added as a wiki item in game. this would in my opinion carry over to new seasons with the exception of newly added items.
This Thread has been updated with some more potential fixes - https://discord.com/channels/368953963267096586/1149711332090851418
And this comment from the thread you shared also has several suggestions that might help and so do a few of the comments below it! - https://forum.lastepoch.com/t/cant-start-the-game/60515/15?u=averielle
I've tried them all . Excepting Citrix ( I don't and never had it installed ) and overclocking stuff (my CPU/GPU is not overlocked)
i just don't understand how it is my system when LE worked PERFECTLY on 0.9.1x patches. it is 0.9.2 that screwed it up somehow
Are you satisfied with the drop chance of imprisoned mage uniques? They feel really low. Does overall corruption increase the odds of uniques from the mage?
how does this one work? If I have 20% in all resistances, do I get 5 ward per second or 35 ward per second?
35
One of the experimental affixes says "10% of armor mitigation applies to damage over time". If my armor is 1217, my armor mitigation is 27%. Does that mean I take 2.7% less damage from damage over time? Or do I have 122 armor against damage over time (10% of 1217), which would be about 6% mitigation?
when playing offline is their any time delay between changing zones and going to char select screen, also if I store all items from my chars and delete them will the items still be in the chest
yes
yes
you take 2.7% less damage from damage over time
35
Initially yes, given the limited amount of time the feature has been live, it is very difficult to get varied experiencing reported yet. I'm not actually sure if corruption affects that but I think it should as we've been shifting things to be more commonly affected by corruption. There are only 4 of them at the moment I think so if any drops the chance of finding the right one is decent.
I wonder why the music in the game sounds more... Samey these days. Back in the older versions the outside in the ruined era sounded more unique. Was stock music used before?
Like this track: https://www.youtube.com/watch?v=6Wy7Ah9WnnM&t=2312s
Had some of my best moments sipping wine while levelling my Mage to that track.
We've used completely original music for about 5 years
Nice.
Idk mike there was that one initial D video
where it had one of the songs from the initial d soundtrack

Like the ancient "lol internet" meme?
but it was never released in the game client
After the Runemaster mastery are you guys going to have a hard time to top that? Seriously, its the most fun I has had since I started playing the game.
Does armor mitigation applied to DOT have reduced effect for non-physical DOT?
yes
Thank you!
Is there a chance of a balance patch before 1.0?
Apart from bug fixes and emergency changes, not much if at all.
have you guys tried at all with experimenting with pausing during gameplay for both online and offline? online in a party there could be a vote system if you have to go AFK like in SMITE and dota 2 for example and for offline i think it's a no-brainer to allow us to pause the game if life is calling. especially during monoliths
Yes, the offline version in the editor pauses when you open the escape menu. There is a problem with this in the built versions of the game however.
thank you 😄
idk wether to post this here or in feedback but i'll take my chances here i do think we should be able to choose a mastery as soon as we hit level 20. it is kind of annoying to me to have spend 3 hours getting through act 1 to when you unlock the mastery and it's not fun personally to be stuck casting fireball or nova at that level either.
since the big fun gameplay mechanics starts at the mastery
Mad Alchemists Ladle has this text on it
Is that additive each time, or are those multiplicative?
I can think of instances of that going both ways in the history of LE
@slow ivy
#368968647114227723 is definately the right place. If you want to express your opinion on the way something is in game, that is feedback.
When the effect comes from a single source, it's almost always pre-combined. (Possibly always).
That is additive
hey guys
so for merophage
does it count sealed too when you fracture?
how did this one end up with 3 prefixes?
❤️
How do you guys get that blue text on the tooltips?
after update unity crash is back, how fix?
How much corruption does a sanctuary of eterra remove upon completion?
the ui let’s you remove 10, 50, or all of it (down to a minimum of 100 in empowered) but you can click the buttons more than once
oh, sweet! Thanks, thats really handy
Is it intended that embers in the soulfire bation are retained between runs? I died with ~600 of them and was pleasantly surprised I could use them on the next run still.
They reset when you enter again
thats the point, they didnt
multiple times now. And I am wondering if thats intended or if I should bug report it.
Bug and should report, it used to reset upon entering again
Although dying might be different
also happened on not dying as well. Gonna go make a forum thread then, thanks!
#💬┃general message
Does this affix mean "player places totems quicker" or "totems cast their spells quicker"? The wording is a bit unclear.
the description is confusingly just describing what "cast speed" is, the affix means your totem casts spells quicker
50+ reports already for Lost connection issue https://forum.lastepoch.com/search?q=lost connection but not even a single word mention on your hotfix 0.9.2b patchnotes really? hahaha
The official forum for Last Epoch
- not a question
- fewer than 10 of these posts were actually made after 0.9.2 which had significant networking upgrades
Hi, this thread has a few options that could help - https://discord.com/channels/368953963267096586/1149711332090851418
There are also some things in this Forum Thread that have worked for other players with this issue!
If you don't mind, it would be very helpful if after a crash you reached out to our Support Team and attached your player.log files. This guide will help you find them - Player.log File Guide , thank you!
does dragorath's claw scale with cdr?
No, ICDRS (Increased Cooldown Recovery Speed), only affects the time that skills on your bar take to come off cooldown.
the game doesnt fetch the regions, or if it does i get disconnected after 1-2 mins
i tried asking about this 2 times, i asked on the steam LE forum, no1 answered.I tried the solutions provided in the support forum.Nothing worked.I mention all the other steam games i own work, and this issue did not appear until patch 0.9
can anyone help me or answer? it is getting very frustrating not having a solution
thank you in advance
To get support with the game directly, please use the contact form on 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.
wtf?
you put something in in the divine era
If I'm using Trinity of Flames (guaranteed crit), and Runic Invocation is the 3rd spell I cast, and it gets repeated (from the nodes in the skill tree) - does the repeated cast also crit?
No
So I just got curious, I'm not sure if you want to share this info, but how many people you guys have working directly with game development right now? This may help me deal with my expectations in a more realistic way.
the whole company is roughly 80-85 people right now I think. I'm a little fuzzy but it's been hovering around there for a few months now.
There are things that we do that makes it seem like we are bigger than we are and then other times where the opposite happens too.
I think you guys are doing very fine for the size of the company!
thank you for the response.i submitted a ticket and someone answered instantly.
Hello Mike, everyone else :) I've not seen mentioned in the FAQ - is further speed-up of in-between-zones loading times a priority for 1.0? I have LE on an SSD but some transitions can take upwards of tens of seconds, which really breaks the flow. Thank you!
Yes, it's on their list of things they're looking into on their most recent patch notes.
It's also not got anything to do with your machine (SSD or otherwise).
Any chance of Keys getting their own seperate stash like crafting materials in the future? Or be stackable?
They've said different things on that in the past, one was that something like a "key ring" might be an idea, the other was with the current way it works, they could add modifiers to the keys (prefixes, suffixes) like how maps do in PoE. But that was a while ago. Plus I'm not sure how the "key ring" would work with the arena keys of memory (since they have a level associated with them if "memory" serves)
Hello great creators!
I was just wondering..
I really want to keep my Acolyte as an Acolyte (not pick a mastery) because I want to wait for Warlock release.
But I can't play past the quest that asks me to select a mastery, so I'm stuck not being able to play past this point 😦
Is there a way around this? I am really enjoying my Acolyte, but don't want to pick Lich or Necromancer lol
Get someone to teleport you to the next zone, or start doing monoliths
What are monoliths? Lol
Yes.
So either:Skip to the endgame, or get someone to teleport you to the next quest
If I teleport to someone in the next area, I can just keep playing and pick mastery later? Or will I never be able to pick a mastery?
You can pick later.
just be aware that its going to be months until you get to pick warlock so at that point maybe you could just make another character for warlock
Good morning EHG! Is there any chance of an offline local co-op in the future? My GF and I want to play togeather, but Midwest DSL isn't cutting it for online play.
Rune bolt nodes.
Node "Amplified Cascade" seems to overwrite "Echomany" at the moment 3 runes are filled. Is that an intended behavior?
It practically overwrites "Echomancy" until the runes are cleared, which then overwrites Echomancy with the new order (not tested with auto rune consumption stuff).
How is "Echomancy" supposed to work in terms of priority?
Everything related to that in the matter?
Additionally, because of my high cast speed, it seems that casting is sometimes faster then letting to of my button, casting a skill twice, messing it up even more. <.<
Extremely unlikely any time in the remotely near future. The way things are set up, local multiplayer would be brutal to make. It's something we want but the cost is very very high.
If you suspect that you've found a bug please report it on the forums.
!bug
To make sure a bug gets fixed, please post about it here: https://forum.lastepoch.com/c/bug-reports.
I don't know, i have no idea how any kind of the interfering priorities are supposed to work.
Fix the unity error that appeared after the patch 0.9.2. Can't even start the game...
I'm not sure either, I think those are both conversation nodes tri and follow your bar? Or follow your invocation possibly? The tri-element should probably take priority I think. Do either of them say which takes priority in their alt-tooltips?
If they aren't doing what you think they should be doing, then you've possibly found a bug.
It's so weird. Tri-Element starts interfering the moment the 3 runes are filled, BUT if i use another skill and gain a rune, Echomancy works "once", meaning gaining 3 runes from last invocation (using blizzard for testing).
Afterwards, it's "all 3 runes" again.
Either way, it kills the regular usage of Echomancy, and there is no information or stated priority or "not working with/when" in the description. So i assume it is either not working as intended, or was overlooked in the first place?
Or i make a mistake, which also is not unlikely.
Yeah, i thing Tri-Elemental is just messing with it. I guess it is mechanically right. But fucks up Echomancy.
Everything fucks Echomancy honestly, for a moment or multiple.
Did you look at the alt tooltips?
Yes, there is no additional text. It shows the tri-elemental runebolt though.
This node here --- the 20% more Crit Multi --- does that only count "additional" crit multi above and beyond the base 200% crit multi?
Stated another way, if I have no crit multi on my build, and I spec into this node and meet its conditions, will I have 200% crit multi still, or will I have 240% Crit Multi?
200
The "base crit multi" is an illusion. Technically, you start with 0.
Would this node apply to ailments applied by glyph of dominion? It wouldn't right?
No, just the damage over time part of glyph of dominion.
why is there no flat mana regen affix in last epoch? plz @ me if you got awnser ^^
Because they don't want you to slove the mana problem
Temporal Sanmctum fixed?
Unlikely. Probably need to wait for hotfix update. I suspect we'll get one this week.
what is the intended interaction between this buff and fractured crown? right now with crown i am not able to have ward, i still get the buff but just one hit from an enemy and poof its gone, would just like to know if thats how its intended to be 🙂
well the Invocation/buff states in the second paragraph; "If you run out of ward the shield breaks immediately" so sounds like the buff should break when you have Fractured crown equipped
why is it always that people that are not devs guessing here, no offense but thats probably why my question got overlooked the first time :/
have there been any talks/ideas about adding different environmental effects? like traps, exploding barrels of fire/poison/ice? already have the breakables in the maps
Because it would provide more passive mana regen than we want to have easily available. Many high damage and high visual noise skills are balanced around their mana cost. If we added too much passive mana regen then we would have to give these skills a cooldown, which we do not want to do.
It's a bug, you shouldn't get the buff at all.
If you think you might have encountered a bug, please report it on the forums.
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
Yes but we haven't quite found the right way to do it yet. I think this is something D3 did really well for early-mid leveling but fell off at end game.
Already did ingame, thanks for clearing that up for me!
How does the game calculate freeze rates of DoT skills? Reviks blizzard says it has a freeze rate of 100 per second. but it ticks more often then 1 second, a LE tools shows it having a 0.25 interval with 25 freeze rate per tick.
Does this mean each tick its a 25 freeze rate? or does the game only look to freeze each second and take the 100 value listed in the description?
i have a question abt this node, does it increase ailment/spell proc damage cause its old tooltip and the bottom text says generic damage not hit dmg, previously the bottom text was always more important than the top one, so wanted to ask
Each tick is 25 and it ticks 4 times a second.
If one provides more information, especially if the lower half is an uncommon text, go with the one that has more detail.
It's hit.
Mike, I keep thinking about this feeling I have that since RM came out, Sorc doesn't really seem to have a place as an elemental caster outside of the two exclusive spells it gets. What do you think about putting a node in the Sorc passive tree that would let it dual wield wands/scepters?
We have discussed dual wielding wands and scepters and have very intentionally not enabled this as an option. This could possibly change in the future but we have no plans to do so at this time.
One of these say the claw totem uses your tree, the other says it doesn't. Which is it?
My previous understanding of that decision was more based around, "We don't want every class to be able to just dual wield anything." I understand at least some of the reasons for that. I was asking more as a way to make Sorc more special. It really feels to me like RM just eats Sorc's lunch. Does it not seem that way to you?
I get this error every time I try to load the game. It's been happening since the last patch, sometimes just once then the next time I try it works, but today it just won't load. Any idea how to remedy this? (I can't get to the game client to submit it as a bug in game, not sure where else to go with this).
Also, this msg link should have a few resources in it for ya
Just to be sure, rune and glyph drop rate blessings have no effect on rune of research and glyph of insight, right?
And, I guess, blessings in general for the experimental affix items (since it seems it drops exactly 1 each time).
The totem tooltip says it scales with the swipe tree. Is claws of stone a swipe node?
Which items are dual wield-able and which classes have access to those options are both categories that we look at. Wands and specters are currently both in the can't be dual wielded category.
As for the sorc not having a niche. I think the issue will seem far less extreme in a couple patches once the RM isn't quite as new and shiny.
We will be making some changes to the sorc passive tree which will help with this some more too.
Yes
Thank you!
What will the the trade system / economy look like?
!trade
I have considered if it was just the "new and shiny" effect that lead me to feel this way, but I don't think that's the case. I think it comes from Runic Invo. It's too many spells packed into one button that only RM gets access to. Even if it didn't have a spec tree, it would still be feasible to build around and to play a wide variety of builds with it. Sorc gets 2 exclusive offensive spells compared to the 40-in-1 for RM, and both are centered around elemental damage (with a few exceptions on the side of Invo). This isn't even counting RM's other exclusive skills.
I wonder if it really is the best idea to have RI behind RM instead of a base Mage spell, but I'll just leave this as food for thought since I don't want to monopolize this channel with this conversation any further. I appreciate your replies and hope the upcoming Sorc changes are really impressive. 👍
Just to be clear, it is very intentional that the runemaster has a significantly higher complexity budget than the sorc. We probably wouldn't add a class with so much going on if we didn't have another option that hit similar fantasy notes while being much more straight forward.
That's not to say that the sorc won't continue to get cool stuff, just that don't expect a spell on the same complexity level as RI to be available to sorc any time soon (if ever).
I guess what I'm left with is just, "What is Sorc good at, then?"
Or more pointedly, "What is Sorc better than RM at?"
yes it is
Devs pls add a character creator I can’t tell you how disappointing it was for me to find out I can’t make a badass necro and I have to stick with the default it’s literally my first time logging in and I’m just super bummed out tbh ☹️ is there any chance this will happen
Do focused wrath and rancour in the druid tree apply to spriggan form as well ?
Yes, it works for all transform skills.
ty
IIRC it’s something that the devs said would be nice to have but not before 1.0
There will not be any character customization at 1.0 launch this year. (other than through gear and skills and gameplay stuff)
Character customization is a feature that we would like to have in the game. When compared to many other features we still don't have, it is a relatively high cost, low return feature as for almost the entire game, you can't see your character's features.
One day I do expect that we will include character customization. We haven't started working on it and have no ETA. Sorry.
I'm not sure then, take a node that is obvious to tell like lightning damage and see if it works?
It's better at being less complex and dropping meteors, opening black holes and generally just nuking enemies from range.
Ill be honest if Runemaster had access to Black Hole and Meteor, it would be significantly better than Sorcerer currently for dropping meteors and opening black holes.
so technically Sorc doesn't even have that if we are to truly be honest
but it does have that?
No it has generally better skills so it doesn't need access to either of them 😄
i personally feel like its hard to compare the two until we see what changes we get to the sorc skill tree. imo the best way to spereate the two would be blackhole/meteor feeling stronger than triple runes spells like rah rah rah but not as strong as combination runes like L F F or C F F etc
i have a strong suspicion that rare boss drop rates are changed so it caps out or close to cap out at much lower rarity. can you confirm or deny this?
Sorc just needs some kind of unique/special thing that separates his identity from RM in a significant way. Why would I care about Meteor when Fire 3 Invoke is faster and still does bonkers damage? This is why I suggested letting Sorc exclusively have the ability to dual wield wands/scepters, but it honestly could be anything that sets it apart as "I do X better than RM."
Do we have any indication that rarity affects their drop in any way or form ? From what I gathered, all their dedicated loots have the same rarity, IE unique, the rarity you're talking about is more of an "internal" one
How do the devs feel about some skills having "mandatory" uniques without which the skill isn't really playable?
Prime example being Ignivars Head / Gamblers Fallacy for Disintegrate. Because those two items give Disintegrate something like 700% more damage, Disintegrate can't be strong enough to be playable without them, because that would make it broken with the items.
Is it okay to have some skills that "need" a particular unique 100% of the time to be playable?
The complexity of a class is a legit factor for a subset of the playerbase. I won’t venture a guess as to what percentage, but I will note that the discord/Reddit crowd for any game always skews demographically towards the more “hardcore/invested/twitchy” type gamer. So keep that bias in mind. But yeah, there are plenty of more casual gamers that just want to shoot a fireball and then drop a meteor, so to speak. They don’t want to be keeping track of cast orders or complex interactions. They don’t really care about pushing crazy high corruption limits. They just want to hack and slash around for a bit. And game devs need to cater to those players too, because you can’t sustain a game on just the sweatlords like us 😉
And yet, RM is still better at that than sorc
I have both masteries. Sorc is still the simpler one to play (at least, overall potential of viable builds)
The problem is that sorc doesn't do anything that RM cannot do. It has black hole and meteor, but these skills aren't fundamentally different from any other AOE dot/nuke. If anything, RM has Glyph of Dominion that can be tweaked to be similar either to Meteor or BH in its use patterns/damage model. This is beyond hilarious to me.
Sorc also doesn't have any interesting interactions with the core skills while RM has the whole rune/invocation mechanic that can tie into them. Heck, even sorc's mastery bonus is for some reason increased damage per mana cost instead of more damage per mana cost, making its titular gimmick far less useful than it should be.
These are no longer questions for Mike so please move this to #💬┃general , thank you!
After 1.0, is there an existing mastery in particular the devs would like to spruce up? Or perhaps a top two?
Fantastic job on the last patch btw!
(in no particular order) Shaman, Marksman, Paladin and Bladedancer will each be high on the list. Mostly just because they are either missing skills or have standout skills that need reworking.
Dancing strikes?
was more refering to the rogues as needing more skills
Rogues need working skills, lol. I tried to start one last night and kept running into bugged skills (yes, put in reports), but it was frustrating. Would you be remaking some of these skills to clean up the code for them, or do you mean just adding fresh new ones and (hopefully) fixing the broken ones?
I read that as quantity of skills would be increasing / needs increasing. But remember it’s been over a year since new masteries were added before RM. If the latest addition is anything to go by, I’m sure the newer skills and iterations will be brilliant or at least feel more fluid
Frost claw was done well imho
I'm looking forward to Warlock. Big hype!
I’ve been copium inhaling waiting for mah LOCK for so long
Eldritch blasting away, applying spirit plague on hit, cursing them with a new warlock skill that generates volatile zombies on death
(None of that was ever mentioned by the devs btw that’s just internal thoughts 🤣)
What is the base freeze rate for Coldstone Elementals? Do they inherit any of the Avalanche passive nodes like Frost (cold conversion) or Dead of Winter (freeze rate)?
None and no, sadly.
oh.. is the FR/Attunement listed in LEtools a red herring?
Basically those tags are just there to match avalanche's, but its only attack skill has no freeze rate (unless there's a freeze rate added on the fly, which wouldn't show up).
correct
Is there a possibility of adding some way to switch between mastery classes without having to make a whole new character? I think this would add a lot more fun and variability to play with each class, without having to start from scratch (which I really do not like to do with a class).
I do want to say, this game has a good itemization system from what I have seen thus far. Legendaries have interesting unique properties to them and green items (I think those are set) have interesting ones as well). Heads and shoulders above the crappy Diablo 4 loot system.
At 1.0 we plan to include all content in all game modes. The first set of cycles will contain content that we want to include in the whole game so they will generally go out universally with some possibly small exceptions if we want to experiment with some items in an isolated environment or something. This will all be subject to change based on our observations and community feedback.
We view class selection as a core piece of your character's identity and currently have no plans to allow that to be changed as it is the one thing you can't alter about your character.
That is what I thought but at the same time I still think my point has variability and fun embedded in it which a lot of arpgs seem to take away from players nowadays. However so far I am loving your game compared to a lot of your major competitors so keep up the good work.
some content won't make sense in offline mode either, for example, The Merchants Guild is kinda useless offline.
Yeah of course
Does that mean there will not be substantial changes to those masteries in 1.0? (Shaman 😦 )
That all kinda depends on how well Falconer and Warlock go in. We're adding 2 full masteries, there are going to be a lot of new skills to play with.
Quite pumped for both of those, so it’s a good point that I probably wouldn’t play a Shaman for a patch or two even if there were changes. I look forward to seeing how you manage to top yourselves after rune master.
Just wanted to say great job on the rune master, loving the complexity of the combos.
Will there be a possibility to skip campaign or atleast fast forward the leveling/campaign experience in the future? Specifically per league, where you need to play through it fully once on one char before you can fast forward?
Currently you can use dungeons to skip parts of the campaign, but I'd like to take this chance to ask if there are any plans on letting new chars after the first skip or have faster progression through normal timelines
Hi, are there any ways planned in the future to increase forging potential? Or new glyphs that have an extra chance to keep potential?
Nothing planned for that.
Okay, thank you. I wonder about scaling crafting in the final stages of crafting, or additional options to salvage an item when crafting fails. Maybe very rare and expensive, sometimes you really want to reverse your actions and not throw the item away)
We will continue to add more crafting items but I have no information on specific upcoming crafting items.
Encouraging, thanks anyway 🙂 You have a very interesting and comfortable crafting system)
😄
Hey Mike, gonna repost my question from yesterday, hope you don't mind.
How do the devs (or you yourself, if you dont want to speak for the team) feel about some skills having "mandatory" uniques without which the skill isn't really playable?
Prime example being Ignivars Head / Gamblers Fallacy for Disintegrate. Because those two items give Disintegrate something like 700% more damage, Disintegrate can't be strong enough to be playable without them, because that would make it broken with the items.
Is it okay to have some skills that "need" a particular unique 100% of the time to be playable?
I guess imma do the same thing as well. i have a strong suspicion that rare boss drop rates are changed so it caps out or close to cap out at much lower rarity. can you confirm or deny this?
Nothing has been intentionally changed about it.
While I can't say that it's a situation that we strive for, I don't think it's that terrible either. It's not like this setup is the only way to have fun with the skill and there are still ways to make changes to the skill to buff not using those items without buffing using those items. The items might also just be too strong and it's possible that we could transfer some of that power from the item to the base skill too. It's not ideal but it's far from the most in need of a rework or anything.
Makes sense. Thanks for the answer! Just curious where you stood with that compared to, say, D3 where most skills have one set that buffs them so far through the roof that nothing else makes sense.
That's the extreme version of where we are for sure. That extreme version would be a big problem.
Hey Mike, a while back some of the skill nodes for Hungering Souls would give their damage bonuses to dots/ailments that Hungering Souls applied as well. For example, Unholy Trinity - "Souls deal more damage ... if you have exactly three minions".
Is that still the case?
They would still apply to ailments applied by hungering souls so long as it doesn't specify "hits".
Oooh goody goody
Thanks!
Is that a general rule of thumb that would apply to other skill bonuses for other skills too?
yes
is it widespread that mages lost their offhand weapon dual wielding in the reset?
We have seen a couple of reports about this, we haven't been able to reproduce this.
How come you decided to call this games "leagues" cycles and not epochs
Welcome to Last Epochs First Epoch, the Epoch of Legends! (epoch)
....ok that's fair
We did of course discuss the possibility in earnest of calling them Epochs. It didn't really make sense lore wise, and the bigger issue was as I jokingly mentioned, it can cause a lot of Epochs in one breath, haha.
Need something more time/dimensional related kain like fractures or fractals hmmm
pre 1.0 there should be an entire development cycle dedicating all resources to optimization and network code
great question
So the first cycle has something to do with "legends"... hmmm
Hey! Is it possible for someone to pass this question to the dev team, as it can affect many Druid builds and I'm not sure if it's intentional or if I should report this as a bug:
The Druid mastery passive bonus says: "When leaving a transformed state, you gain 70% damage reduction for 2 seconds." From my testing of this, the damage reduction (DR) only applies when you revert back to human form from a transformed state by pressing the ability button for that (while in a form). This means: 1. Changing from one transformed form to another (without going back to human form) does not trigger the 70% DR. 2. Reverting to human form automatically by running out of Rage while transformed doesn't trigger the 70% DR.
I was trying to make a Druid build where you quickly change between forms by spending all your Rage quickly, but it doesn't work. To get the 70% DR you need to wait for the transform ability to come off cooldown and press it manually to go back to human form. This condition is very specific and restricting and I'd love to know if it's intentional by design.
70%DR with any kind of reasonable uptime would be borderline gamebreaking in any ARPG heh
Depending on how it is implemented. Beastmaster can already get a passive permanent 50% DR if you stack Aspect of the Boar + statues... At the very least the wording on the passive tree should be changed to reflect how it currently works as I would imagine most players ( like me) would be confused about that.
We've been doing that already. Just at the same time, all the people who can't help with that are working on other things too. Just makes sense to not have them sitting around.
If you ever think you might have found a bug but aren't sure, please report it as a bug.
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thank you. :smile:
Is delaying 1.0 an option if it is needed to get online play to a proper playable state?
If a good enough reason came up, yes we would look at delaying 1.0 if needed.
I do not expect that to happen and something would have to go catastrophically wrong at this point.
What are the teams thoughts on resists? Is this where you want it to be, or something they want to look at again?
I'm relatively new, but from my POV It feels kind of like you just cap them and forget about them and there's a reasonable expectation everyone should do this - it doesn't feel like there's a lot of agency or interesting options associated with it.
I was unsure if it is a bug but was wondering why when I Upgrade teleport as a mage to proc elemental nova the ability does not proc a runic invocation? I originally wanted to add it to my build so I could proc electric but unless I hard cast elemental nova I get no procs.
I think having a wide range of types of stats is important. Having some that are generally pretty mandatory and cap out add pressure to your gear layout so it's more of a puzzle to solve. On top of that, we then give you tools to solve it in interesting ways. You can get uniques which convert incoming damage types so you don't need to get one type of resist. You can also overcap if you know you'll be going up against shred or marked for death. There are also items which benefit from overcapping resists too. With passives, idols, blessings and skills able to give you resists, you generally have plenty of tools to do so, figuring out the best combination for each build is something we enjoy having in the game.
Cool, I haven't seen some of that like incoming damage conversion. Thx.
I'm not entirely clear on the interaction that isn't behaving as you expect it to. It sounds like it's working right to me but if you ever think you might have found a bug, please just report it as such.
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
That's because the good chunk of those coversions are on sentinel
In the mage class Teleport there is an upgrade called Elemental Dawn (Teleport Cast elemental Nova where you arrive). Since Runic Invocation is usually supposed to produce a rune when you cast an elemental spell I assumed I would get a rune based on it auto-casting a lightning version of elemental nova. I don't know if this is how it is intended to work so I did not report it as a bug but from what I can tell every other way of casting a spell produces a rune.
Runic Invocation says "whenever you directly use"
ahh, I see, thank you. Lol wish I didn't misread that when creating an entirely new character.
Please read #rules 8.
lol sry
I don't see any sort of issues occurring with the servers at the moment, everything looks to be at 100% right now. I'll let the team know to try taking a look to see if there was some hiccups.
Is chat going to be separated between standard and leagues once 1.0 is released or will we all still be able to talk to each other ?
Probably still all together. The chat system is actually not linked to the main networking.
is there any anti boost mechanic that reduce exp if i kill very high lvl monsters?
how does "next spell cast" interact with disintegrate?
Yes, if you are less than 10 levels than the zone you are in, exp will be as though you are in a zone that's your level +10.
For example, if you're level 34 in a level 50 zone, it will be as if the zone is 44 in terms of monster exp.
It shouldn't, why punish players for playing good?
In any case, this isn't the channel to discuss it
Sorry didn't see the channel name
Is it intended that runemasters 'never late' does not apply to the static orb casted by flame rush?
Speaking of 'Never Late': does it affect the skills casted by Flame Rush? So like, if I take the node that casts Runic Invocation after Flame Rush, will it consume the 'Never Late' buff or not?
Any update on next hotfix patch?
is the additional crit you get from Never Late Base Critical Strike Chance or Flat Crit for the next spell cast?
It's flat crit (added). Not that there's really any functional difference between extra base and added.
Will these stack additively or multiplicatively?
It looks like the same modifier, but from 2 different sources
There is. Maybe I have not phrased it the best my question is if its either:
A: Base Crit: (5% (Base of all Skills)+ 12% (from Node)) x increased Crit Rate Chance Stat
or
B: Added Flat Crit: (5% (Base of all Skills) x increased Crit Rate Chance Stat + 12% (from Node)
It's' always A.
they should be multiplicative (diminishing), even though the condition is identical. But it's a good question, I'm curious as well now.
It says multiplicative in both their descriptions
with 'OTHER' modifiers, I'm not 100% sure it will count as different modifiers, depends on how it is coded
by all means it should multiply. for example if you equip the red ring of atlaria twice that's multiplicative too.
but hey maybe it's not working like it's supposed to
What happened to the EU East Region Servers? I hear it's been down since the launch of 0.9. Is EU going to get a second region again?
You will never earn less xp for killing higher level enemies, but it is capped at your level + 10. So if you're level 20 in a level 60 area, you'll gain xp as if it was a level 30 area.
When you channel, the start of the channel is the "spell cast" , so it would apply to the entire duration of the channel.
multi
I don't believe that it's a direct intention, but due to how it works mechanically. Never late applies after you use the traversal skill, if it's proccing something, that's part of its ability use, not 'after'
wouldnt removing the cap be more reasonable?
1- more effort and skill was put into killing high lvl enemies
2- it usually takes more time to do so, so exp/hour should not bad
3- the challenge is more fun for some players, why prevent it?
you can keep the cap in group but disable it in solo?
The reason the cap exists to the extent it does is to allow players to group together without being "exactly the same progression", and not have feelbad moments. By removing the cap entirely, it creates a really nasty burden of optimal play, where to be efficient, you have to take on the highest level challenge possible, and this strategy getting recommended to new players creates really bad experiences. We want to avoid creating these "burdens of optimal play" whenever possible.
"you have to take on the highest level challenge possible" isnt this what create the fun part for some players? those who cant will be just behind in zone level but they wont be behind in exp/hour
taking on the highest level challenge is certainly a very fun aspect for many players! However, if the "normal strategy" is when leveling a character to just go into level 100 areas and die over and over because it's the most efficient xp, that's not so fun. The xp cap acts to help keep you playing within reasonable level expectations, and it doesn't punish you for going higher if you so want to, it just prevents it from being optimal.
what if we remove the cap and increase experience gained, wouldnt that make players abandon the "kill high level enemies" because same level or +1-+3 will be giving more optimal experience per hour.
maybe untill level 58 since then you are locked behind monolith
Sometimes, you have to try to prevent players from optimizing the fun out of the game. The exp cap is definitely one of those times.
A finger on the monkey's paw curls inward, all xp gain is halved and the same relative effect is achieved.
I'm sorry to be a little obtuse. From what I can see, this #suggestions-and-like-to-see boils down to: please increase the leveling speed. We are currently pretty happy with the overall general leveling speed through the campaign. It needs to line up roughly well with you naturally being an appropriate level as you enter the monolith. As more campaign chapters are added, it is likely that the levels of the monoliths and the expected level at the end of the campaign change. This could result in increases or decreases to the leveling speed.
Whats the current thought about the increase of experience needed for level 100? I've basically "finished" my character with extreme high end gear and can basically do all the end game bosses and high corruption without much problems and my character isn't even over the halfway mark of level 98 → 99. I feel like it would be nicer to hit 100 before absolute end game grind gear is aquired and not even way after
Do ballista's harpoons have a chance to lock down a single monster indefinitely or should it have a cooldown for catch and release? I am kinda liking the indefinite harpoon while playing as a rogue, but I am unsure if it's a bug or not so I haven't reported it yet.
New staff Reowyn's Fortress gives spell damage for Runic Invocation per ward/armor/dodge (whichever is lowest)
If I'm casting Runic Invocation using the Flame Rush's Epilogue node and using Tef'un's Mirage boots that give me dodge rating while channeling, what happens first: Invocation or the loss of dodge rating?
Basically, what I'm asking if the damage I would get from bonus dodge rating applies to the Runic Invocation that's cast on exit of Flame Rush
You're likely to see the opposite happen. Those last few levels will probably get longer to do, not shorter.
If you ever think you might have encountered a bug, please report it as one.
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
Nothing should be able to hard cc 100% uptime
Roger that.
I'm not absolutely certain but the dodge rating should already be gone by that point.
Is the censorship level in chat going to be reduced ? Besides obvious slurs why was it necessary for it to be this strict as the old profanity filter was fine and these changes make it seem pointless to even have a filter option.
Even more than now? Do you have any insights to share why you feel like this extreme increase of the level grind will be better for the game?
Could item filters change how items show up in-inventory, not just on the ground?
I recommend posting suggestions in #suggestions-and-like-to-see - they don't log the stuff here for that.
I was more wondering if they'd ever discussed it and had a strong position - I can try over there!
We have looked into this and we don't have a way to do it at this time. We also aren't sure we want to anyways.
yes
I more mean that if it were to change it is more likely to change to be longer. And we don't view level 100 as something we expect most players to get to. It's more of an achievement than an expectation.
I want to say thank you to the devs for being on top of patch notes.
Will we get the ability to reroll stats?
Sorry, I don't understand, can you give that some context?
Like, in other arpgs you can reroll stats on an item
To better get what you need on the piece of gear.
Check out the crafting system. There are some tutorials on youtube that can show all the things possible.
or press G in game to open the game guide
I have used crafting. I did not know if there was a reroll stat option (I did not see one)
Will do.
Thank you!
If you mean for example I get a strength affix at a certain tier that can roll 7-9 strength and I get 7, but I want to reroll it into something better (8 or 9 in this case). You can use a rune of refinement. Note however that this will reroll all affixes so beware. If you want to reroll implicits (stats at the very top of an item by the art) you want to use a rune of shaping.
Otherwise if you want to completely switch out, add or remove stats it gets a bit more complicated and I suggest you just experiment a bit ^^
Are there any plans to expand on the Arena and make improvements? Variety, rewards, etc.
Yes, not for 1.0
Infernal Shade + Sacrifice w/ Flickering Shadows + Dread Shade w/ Infernal Dread allow you to infinitely ramp the infernal shade damage. Is that working as intended or are there plans to change it? And if changing, would it be more than just capping the max bonus like was done for Abom?
Typically anything that allows a feedback loop to increased damage continually is not intended. However, I don't know what all those nodes do off the top of my head so I'm not sure. If you suspect that you might have found a bug, please report it as such.
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
Oh every time you cast sacrifice it increases active shade damage by 250% but reduces them to 2s max duration. Dread Shade can reset infernal shades duration. So if you alternate sacrifice and cast dread Shade at least once every 2s you can grow forever (at a rate determined by your base damage)
It is working as described in each of the skill descriptions, so I don't think it's a bug, but wasn't sure if the overall interaction is desired
Typically anything that allows a feedback loop to increased damage continually is not intended. Something should be done about that.
Just fyi it appears nobody wants to use the discord anymore due to potentially overmoderating
speaking about voice discord obviously not the text chat
Infernal Shade has these two nodes that allow for endless damage growth, albeit slowly.. is that also not intended?
Enemies in the lightless arbor grow stronger in darkness. Is it a binary "either theyre in darkness or theyre not" or a more gradual "the further away from light they are the stronger they get"? Can you share numbers?
Devs, I LOVE Acid Flask, but please make it look nicer. It has like total 5 frames while it's flying through the air. It's looks horrible lol 🙂
Hello Devs, can you confirm that "Increased Area of Skills" affixes work as it doesnt really expand the area of for instance "Static Orb", I have tested it
binary, light or dark
If you suspect that you might have found a bug, please make a bug report.
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
It was very cool that you guys have added localization, but as usual there's always problems with first version of translations, do you guys have a revision planned? If so, it will be in 1.0 or latter? Thanks in advance!
We will update it for 1.0 and as needed going forward.
Very cool, can't wait for 1.0! Seems like it will be really full of content! Keep at it guys! Game is shaping to be the best in the market. I can only imagine what will be with years after release!
what is the devs thought prosess on having a sepperate corruption count on each different monolith, compared to having one counter for all of them together?
It could cause issues in the normal monolith progression. Because of this, there is an empowered corruption catch up mechanic which boosts your corruption up to the level of your highest timeline faster than normal.
whats devs thoughts on endurance, as i understand you arent planning to make it as primary layer of defense as alternative to hp/ward, but is there a chance that some skill/uniques will enable an option to have it as main defense layer for some builds?
Because it is anchored directly to hp, it can't really ever be on the same level as it.
i wouldnt totally agree to that, cause for example with lich death seal it serves as main layer of defense, because u seal most of your hp and activate endurance. Also things like forge guard smelters wrath enable to cover full hp pool with some investment in endurance, so was curious if we will get more interactions like that
I meant that you can build HP and ignore endurance but you can't build endurance and ignore HP. I'm sorry you're just gonna get a generic non-answer on this one. We will continue to expand the options for defensive configurations through new items, abilities and other sources in novel ways. I don't have any specific new endurance interactions that are explicitly planned.
oh gotchu
Today, the ping displayed on the Login screen is about 5x higher than it was yesterday. I'd like to report it as a bug. If I login and then report using the in-game tool, will that supply the relevant information; or, do I need to grab some diagnostics before leaving the login screen and submit on the forums?
Any chance we could hear a dev perspective on Twisted Heart? Player opinion (as far as I know) tends to say that its a pretty flippin' strong item. Does EHG agree? Are they okay with that? Is there a "watchlist" of sorts for items that EHG thinks may need adjusting in the future?
so, with the trade dev update. if it is possible to have characters in the same cycle in different factions. Does not this make it possible so just put items into storage and sell with another character?
Items dropped will be tagged with a faction, so you cant' just do that.
To elaborate on this: Items dropped while in the trade faction are untagged. Items bought from the auction house are trade faction tagged. And items dropped while in the loot faction are loot faction tagged.
which game engine will you guys move the game to now? unity is doubling down and the collapse has begun!
unity also probably isn’t going to collapse
Does anyone know why most people are dipping out after about 20 mins to an hour of gameplay? I've even had someone mention getting doxxed and I've lost items randomly sometimes when I play in groups and gained gold... I'm just trying to figure out if you guys are losing players as in I'm doing something wrong or if people are just not usually grouping up.
Also, I'm hoping you guys get a matchmaking system, as that may solve the problem.

Most people?
people I meet on discord or in game
Idk, maybe I'll just ignore it.
I'm just puzzlingn through it.
I have no problem getting parties on d3 etc.
(prefer LE tho over all the other games)
nvm, I think I just figured out most people are appearing offline
le is mostly played single player or with friends i think
yes you can.
deias isn't saying it's literally impossible, she's saying it's a difficult, costly, and time consuming process
Changing engine at this point is effectively rebuilding the entire game from scratch in the new engine
right
It's not going to happen
Waddya mean? Just copy and paste, bro
can't believe i didn't consider that
Literal clown days
I'm not sure if we are going to make some sort of official statement on the issue or not but the TLDR of it would be that nothing is happening.
HI DEV, maybe you know maybe not.But with the translation is incorrect.
Ps : i enjoy your game !
maybe wrong section 😅
Please submit bug reports on the forums or with the in game reporting tool.
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
I was wondering if the zombie belt affix was doing anything unintended? I wanted to build around it but wasn't going to expend the time if the belt affix summoning zombies multiplied by the zombies skill tree wasn't intended
If you suspect that you've found a bug, please report it on our forums or with the in game tool. I don't know of any bugs regarding the Experimental Volatile Zombie on Potion Use belt affix. It's very straight forward so I'd be surprised if something was wrong with it. If you're asking if the item will have balance changes in the future, I can't answer that because I have no idea what could change with the item in the future. Maybe some other item gets added which makes this go out of control amazing and we have to reduce the number of zombies summoned or maybe we look at zombies down the road and decide it could use a boost and we increase the damage part of the affix.
It is how it is and it might change. This is true for all affixes.
Hey mike any plan to implement a lobby system or matchmaking of any sort? Thx
We don't have any changes to the way you form a party coming in 1.0. Possible after that.
Okay, Ill report my experience as a bug then. I've been having 20 zombies get summoned per potion which doesnt exactly match what the belt affix says
Hello Dev Team, when will Last Epoch get a full wipe? And why there was no wipe with 0.9.2?
We aren't planning any full wipes. When 1.0 goes live, we will transition existing characters into Legacy Mode where they will be ineligible to participate on the ladder and will not be able to party with characters created on the 1.0 cycle. We didn't feel that 0.9.2 represented a large enough paradigm shift to do a ladder reset.
I also greet the dev team ^^
followed up by a question: is there reason to belive that javelin split (unique spear and passive node), will be fixed in the near future?
I don't have any information on the status of existing bugs and potential fixes.
For 1.0 will we see new skills for Rogue and the last missing skill for both BD and MM or will the official release focus on Falconer skills first and later receive the missing ones?
First focus is on Falconer and Warlock specific skills. We do have additional skills planned for all the missing ones. We aren't ready to commit to getting in anything other than the Falconer and Warlock skills for 1.0 just yet. Having said that, Frost Claw wasn't even conceived of until about a month out of 0.9.2 launch. Having said that, we are locking stuff down harder and earlier for 1.0 than we did for 0.9.2.
Yeah i expected that, and it is understandable. Thanks Mike!
How will the Community Tester program change post-launch?
How will cycles effect character limits? If all the current cycle toons get pushed into a "standard" cycle, will it still have caps on it? Unless they get deleted they will eventually hit that cap when a cycle ends. Or is the standard offline and doesn't matter at all?
I don't know. It will change in some ways, I'm not sure what though. Probably mostly just being more regular and organized.
I'm not sure if we will be adding more and more character limit every cycle. There is a point where that becomes unsustainable and we have to look for that. The limit will increase from where it is now though.
Legacy =/= offline
where can we find high quality images of skill icons?
We don't have a publically available database of skill icons. If there are a small few that you are after I can link them here now for you.
Skeletal mage please, in love with the new art
Bravo thank you Mike!
