#👨┃ask-the-devs-not-support-no-bugs
1 messages · Page 23 of 1
It's not just 1 person. I agree though, super talented artists. I think these were done by Sergey. It's usually the safest bet when talking about skill icons.
I didn't know how to phrase that for multiple folks :P
Mike this might be a vague question, but what is the skill balance philosophy followed by the dev team? The goals, the standards?
Sorry, that's a little too vague for me to really answer. I guess the overarching thing would be just: make the most awesome stuff and try not to kill anyone's fun.
My game sometimes takes north of 20 seconds before starting the loading screen. Is this a general issue atm or a me-issue?
D3's rebirth feature works pretty well TBH.
General known issue that the devs are aware of and working on. See:
https://forum.lastepoch.com/t/beta-0-9-2c-patch-notes/60849
Here are some things we’re currently investigating:
Transition times between scenes can be quite long.```
Can the items farmed since the multiplayer patch be sold later when the markatplace feature is out?
you can sell them on standard league
Do these options do anything? Or is the label just not translated? Between very high and ultra the graphics don't seem to change.
Does Frostwalls Runic Conclusion (detonation when passing through wall) inherit the spellpower gained by Frigid Domination (spellpower from freeze rate multiplier)?
Labels are just not translated
Yes, I don't see any reason it wouldn't
This is a bug.
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thank you. :smile:
Any plans to give lich an option to dual wield axes?
not currently
are sierpin's split projectiles supposed to work with siege barrage?
Also no extra split proj is gained from dex currently
If you suspect that you might have found a bug, please report it on the forums or in game.
Sierpin's works the same as the Divine Fury node, incompatible with Siege Barrage.
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
already reported in game
Hey devs, not sure if already requested before I am pretty new to the game but I am noticing that I keep entering zones without actually clicking on the portals / gates etc. Just seems the sensitivity is quite high you get close to a gate and you teleport to that area
thanks for the #368968647114227723 , the transition fields do have a fairly large interaction radius. You also don't need a "fresh click" to interact with them.
Currently, the 2 existing rogue specializations are very alienated from each other due to the hard weapon requirements (dualwield / melee vs bow). To a lesser extent, Mage Spellblade also has this issue with melee vs spells, but that's more to do with (as far as I can find) a lack of support for scaling the two or transforming melee to spell or vice versa.
Are there any specific plans to address this polarization? If so, are you able to share anything regarding that?
Having classes stand out and be unique is a huge win to me. BD and MM have very distinct gameplay differences that we worked very hard to cultivate. They have specific things that can be utilized very well by both but the goal is to make them be able to utilize them in different ways or at least feel different. For example, BDs and MMs both like similar damage types and ailments. Both have lots of fast hitting attacks, quick movement and use similar defensive layers. They also both have the ability to utilize throwing and crit options. While that's a lot of things the same, they play and feel very different which is exactly what we are going for.
I think the disconnect might be stemming from us modeling the Bladedancer and Marksman as different classes that both started out as a Rogue instead of Rogues that have leaned towards melee or ranged.
Same for Sorc/Spellblade.
So I don't necessarily agree with the premise of the question and I hope this helped to show the approach we are taking.
Thanks for the insight! I certainly agree that distinct classes is a huge win, don't get me wrong. If all of the classes were simply meant to be separate from each other, then I'd say there's no issue. My question arises because I think that one of Last Epoch's most compelling systems is that the masteries aren't separate from each other - you have access to half of the passives and some of the skills from your non-selected masteries (as well as obviously the base skills, though I'm talking specifically about the masteries here). That's awesome! It helps to add a lot of possibility to what kinds of builds you can do. As an example, I think that Primalist as a whole does this extremely well, with strong arguments to take almost any of the abilities available to any mastery (including outside of their mastery). I think that's incredible.
With that in mind, it seems odd having these examples of BD vs MM and Spellblade vs Sorceror/Runemaster where the skills have no reason at all to mesh. To be more specific, BD's Shadow Cascade requires dual wielding and Synchronized Strike requires melee, so the bow-wielding marksman doesn't even have the option to use them. Similarly, MM's Multishot and Dark Quiver both require a bow, which locks out a BD from touching them either. Spellblade lacks those hard requirements, but is in a very similar boat when it comes to practicality (e.g. why would a Sorceror ever want Enchant Weapon?). The majority of the passive trees for these classes also reinforce these divisions rather than encouraging you to go outside your mastery if you want to.
So if the premise of the question is faulty, I guess the important follow-up question would be this: Are Last Epoch's masteries meant to be cross-pollinated? Are they not? Or only some of them meant to for some reason?
sorry, just a sec brb
(I've got something for this)
Sorry, kid fell out of bed.
Yes, to an extent. Having those shared identities and light multiclassing is something we really like. And you're right, some classes are better at it than others. It is something we consider very heavily when picking if a skill will be above or below the "lock line". We also have some (I think still secret so I won't go into details) upcoming changes to how we are putting active skills as unlocks in the passive tree that will help with this a bit I think.
We usually look to the passives, idols and items for those "multiclassing" style opportunities. Sometimes skills get overlap abilities and I think in the case of the Rogue and its masteries, I think the main reason why it sticks out is because it doesn't have as many skills as the others yet. Every Primalist mastery has access to more potentially viable skills and passives than any Rogue. I think we will start to see this gap close up a bit as we add Falconer because it will come with more shared skills and passives to dip in to.
I'm interested to see what the skill counts look like across the classes. I don't actually know what these numbers are going to be yet but let's take a look.
Sorc - 20
SB - 15
RM - 20
Sham - 18
Druid - 19
BM - 18
FG - 20
Pally - 18
VK - 18
BD - 14
MM - 14
Necro - 15
Lich - 15
(most had some fringe uses that I didn't count)
So it's interesting that the ones that feel good are 18-20 and the ones that are not so hot are 14/15. And then Acolyte is just awesome somehow? (pumped for warlock).
This might be indicating that Spellblade needs to have better ways of utilizing the more typical caster abilities like Lightning Blast (I didn't include this one even with the synergies in Surge). Spellblade really needed to get a bunch of melee abilities ASAP which is why it has those skills in the lower half of the tree. With Rogue, we did move some skills earlier to unlock so that you didn't have a bit early gap. I'm not sure what the best way to do this is but, especially knowing the changes coming to Rogue with the introduction of the Falconer and after that, I'm not concerned.
No worries, thanks for taking the time to talk about this. Hope your kid is okay.
I guess I'll have to see what those secret changes do to the equation once they get announced. But if I understand correctly, is it safe to say that we shouldn't expect to see the publicly available mastery skills (below the lock line) necessarily have support for both of the other masteries to make use of them in some capacity? Just as examples off the top of my head, such as seeing a version of Dark Quiver (perhaps within the skill tree for it) that enables it to work with melee weapons or Synchronized Strike having a bow version where a line of shadow archers fire off a volley?
I actually use enchant weapon quite a bit on sorc, just wanted to put this out there :p
...you do? In what way? IIRC, the entirety of its skill tree is melee focused.
Mostly for the attack speed for mana strike , but for a meteor belt build the lightning bolt node is really nice for extra hits.
It's a nice filler buff if you don't have anything better to take basically
he's fine, landed on a mattress, just woke with a start like half an hour after he fell.
Having effectively mastery specific skills below the lock line is fine to have and some will probably stay that way. For the most part, we do try to put more versatile skills below the lock line. Adding in ways to diversify some of those existing skills is something we sometimes do and will continue to do. Sometimes that does take the form of an item, like Jelkhor's Blast Knife https://www.lastepochtools.com/db/items/UAzBsCYA4FYg (and I know that doesn't let BD use it but that's just the style of what we're talking about and it's relatively new so it's still fresh)
So I guess, don't expect to see the lower skills to have support for the other masteries but don't be surprised if they do.
I see. If we are assuming that some number of skills below the lock line are more-or-less specific to the mastery they're part of, what is the purpose of having them below the lock line in the first place? What goal does that achieve?
Also flame reave can cast quite a few fireballs, I've had a flame reave sorcerer use that and do pretty well, not trying to "counter" your argument because I do think these are really niche uses but I just wanted to point out that flame reave and enchant weapon aren't entirely useless to sorcerer. I can't say the same for static orb and ice barrage for spell blade though.
Unlocking sooner so you can get that mastery to feel like that mastery.
Which is usually the case for an "odd man out" situation like with Spellblade.
Enchant weapon was mage''s only source of ignite pop until Runemaster came out.
Gotcha. Perhaps the secret change you mentioned will end up addressing this, but if not, perhaps it'd be beneficial to make it possible to unlock those skills quickly for the given mastery, but not make it look like they're intended to be options for the others. Just my 2c.
That said, I do personally think it's a big shame seeing some classes having those awesome multiclassing possibilities, and others (much) less so. Thematically speaking, Primalist isn't really what I'm drawn to, but I find the class so interesting because the build possibilities are so huge. (I'm more drawn to Knights and Mages personally). Granted, as a game designer for the past 10+ years myself, I can certainly appreciate the difficulties and complications that comes up with all of this - it's no small thing. I think the skill trees and build possibilities are by far Last Epoch's best feature and waaaaaaaay ahead of the competition, so can't blame a guy for just wanting to see it everywhere possible in the game hehe.
Anyway, I adore this game, thanks for sharing the insights 
Thanks 🙂 And if you like (dark)Mages, I think you'll really like Warlock too.
Acolyte is awesome. Very much looking forward to it 🙂
(and omg Runic Invocation is SO cool)
I played Last Epoch a lot. I have 2 or 3 Builds for every class exept Spellblade.
I have no Builds that i liked to play. I think Spellblade need some love. The class has in my opinion the biggest issue‘s.
Do you have some plants in the future?
BTW Runemaster is a very good Class
There are several classes significantly higher on the priority list than spellblade but it is on the list.
to borrow Mike's macro: If you suspect that you might have found a bug, please report it on the forums or in game.
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thank you. :smile:
Shoutout to Mike W for great supportive and informative responses. Great work ^^
It looks like something got deleted there. Not sure what it was but you can repost it if you want.
If I got a 2 lp item with a friend and I julra it with an item that I didn't get with the said friend. Is it still possible to give the legendary unique that's gonna come out of the cache?
I don't think so. I'm pretty sure that when you make any item legendary it removes eligible trade people. It is really easy to test with a cheap (1LP) unique though. I think there might be or have been a bug that allowed it but as far as I know, it shouldn't.
We need better things to do with a guild system before we implement one.
hello. 1.0 when?
Asked this earlier but it got lost in other questions. Are the EU East Servers making a come back by 1.0?
We haven't announced the exact 1.0 release date. Only that it will be this year.
thx
Sorry about that, I'm not actually sure what the current status is. That's a region that we should have very solid coverage in. I know I've seen servers in central EU in Germany.
Thanks Mike. My understanding is we had an EU East region at launch but it went down and never came back. Right now on region select there's 'EU West' but no Central or East region.
do these work with each other to give frost claw +25 flat cold?
Frost Claw would get 8 and change cold spell damage
see the example in Glamdring for the explanation why
Doesn't it gain an equal amount at 3/3 points huh?
At 3 points it would give 24, since it's per 3.
Yeah
Any leftovers dont count
Though knowing it works is good
Mike's answer above kinda says the opposite, no? "8 and change" - I think this is consistent with all effects that aren't required to be whole numbers (e.g. Aaron's Will, though I'd love to have a 1/4 size golem).
sorry, I didn't open the image all the way and the right side was clipped so I thought it was just 1/3
Ah, so it's confirmed? I remember Judd talking that it would be great to release this year, but back then I think it was a bit up in the air
May I inquire, what's the team's vision on 1.0 release? IIRC, trade and 2 remaining subclasses are going to be a part of 1.0. That's a lot of content in a single patch, and it's quite possible there will be a lot of really tricky bugs. Do you guys think that the risks are worth it in this case?
Yup, we're going for it.
To better formulate the question: there's a lot of various risks that follow from a very hard engineering problem. I'm curious how you are going to tackle them: technically (better QA), analytically (perhaps the first week being a bit rough doesn't matter to the revenue and engagement), societally (have engineers working overtime to push hotfixes), or in other ways, or with a mix of them
Of course, you can hold your secrets, if you feel like I'm prying into the internal business side too much 
I can't go into really specific detail on all of it. Just because I don't have time for that but it's a little bit of everything. The biggest change is that we are locking our content way earlier than usual so we will have time to find and fix problems.
is there plans to implement more ways to apply specific resistance shred?
those are very common stats and I'm sure more skills will continue to have ways to apply them
will they be implemented as affixses or on unique/set item?
it's possible
why can be the reason that "enchant weapon" has the node "kindling blade" but it doesn't automatically recast?
it was auto casting in town with no effect ( just showed cooldown on the skill bar) then in the zone it casted 1 time and no more
If you think that you might have found a bug, please report it on the forums or using the in game tool.
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thank you. :smile:
For the record, it does work you can Julra a Unique and give it to your friend, or have them give you a Unique and you Julra it and give them the Legendary.
^ true, you can also upgrade a giftable item with rune of ascendance and gift the resulting unique 🙂
Hi, I just wanted to ask how the online servers are. Currently in Asia and will be going back to NA next year.
Will I have problems with my account? How's the servers for Asia (if any)
Asia SE is surprisingly stable,I never had issues with it
Whoa, ever played with people across the world or nah?
Nope,mosly within Asia,so can’t help you with that one
I see, thank you
Does this take your lightning damage as of the time it's activated? EG the bonus damage from Lightning swipe?
The first question for anyone who knows
The answer to the first question is yes, it does snapshot at the time it procs. But does it account for modifiers to the skill that procs it? I don't know. (Almost certainly not, but I still can't get this helm for the life of me.)
Servers in NA are great, too. You should not have any issues with your account when switching since account data servers are different from the regional playing servers. I just assume all our data is stored in Texas, but idk shouldn't matter too much where.
Yes but that doesn't mean you get the skill specific damage to apply.
Accounts aren't region locked, you're good.
Thanks!
when reducing mana cost of warpath, it doesnt seem to be able to be reduced to 0. Is this intentional?
You can get it to 0 but not by using "less mana cost"
You have to use the -mana cost nodes in its tree
well the cost is 1, but channeling is reduced to 0
channelled abilities which require mana have a minimum mana cost of 1 so that they can't be started to channel when you are out of mana, even if their chanelling cost is 0.
Not yet, though the team is working on that! The first 'test run' of the shiny new API was made by Muffin and used by Dammitt to make the Online Build Importer Tool on Last Epoch Tools 
Hi, I don't know im right here. I joined endgame but the echos from the endgame did not load. Any suggestions?
!support
Let's work together to get it sorted! We've support articles and a contact form here: https://support.lastepoch.com/.
On the EHG careers page there used to be a blurb about how yall welcome resume submissions even if there isn't a listed role that lines up. Is that still the case?
Certainly. If you feel that you'd be a good fit for the team and want to apply, you absolutely can. Even if we're not actively looking for a specific role, there's always room for Jell-o good team members!
Cool, TY. What's the best way to do that?
Just double checking so I don't send you to the incorrect email - we just recently changed the careers website. I will update this message shortly once I confirm it 
Thanks Kain, I appreciate it!
Sending DM
Immolator's Oblation belt says: "Chance to Ignite yourself when you use a Fire or Necrotic Skill". Some questions regarding the mechanics of that:
- Does casting spells indirectly (i.e. Elemental Nova cast from Frost Claw) trigger the effect?
- Does casting Runebolt from Antipode/Runestone trigger the effect?
- Do pseudo-skills like Zaps from Static and Enchant Weapon trigger it?
- Does tri-elemental Ele Nova trigger it?
- What about channeling tri-ele Ele Nova? How many triggers per second would that be?
(The answer to 4 is yes)
Stability doesn't inherently give anything, but you need certain amounts of it to run the quest echoes which allows you to progress to the next monolith. In empowered it's almost exclusively used to just challenge the boss of the monolith.
Is Orobyss tagged as either/both Undead or Void? And do further distant Oro nodes from the center spawn with higher base stats? i.e. is a +18 Oro harder than a +4 (random skill assignment aside)
This is afaik so don't take it as gospel but I'm pretty sure it should be:
- No
- No (if you mean when the runestone casts)
- No
- Yes
- Yes and 1 at the very start.
Whenever you start using a channel skill you "cast" it to begin channeling but afterwards are just channeling and not casting.
- no.
- each time you press the runebolt button while it has a fire tag, it will trigger
- if you could directly cast them, yes. However, there is no way to directly cast those, so effectively no.
- yes
1/(channel duration)
lol, I'm just a little slow
the SHADE of Orobyss is not Undead but is Void.
Yes, more distant shades are harder.
yea...I think undead implies that it was once turely alive
oh, fair. i guess Void is its own special type (in canon/lore)
and I'm wrong, I went to check to make sure it wasn't and it's not even void
ah ok. just Boss tag?
coolio. that makes some of my echo affix choices easier
applied at runtime, as in because it's a dynamically generated mob it might not match what's in the database?
I don't think there is a Void form for the Shade. It's physical, poison and the three elements.
it definitely has several abilities that appear to be Void-like
every form is a void form
quick question for Judd: If there were a Mox Judd, what would the rules text be?
Great, thank you
Mike: I just had a Shade of Orobyss spawn with both of the void abilities shown. The growing void balls, and the triangles that grow, with small safe zones at the end. They overlapped perfectly so there was no safe zone left. Guaranteed death. Can this be tuned so they can't both load onto him at the same time as possible skills? Or did I mis-play it, and there was actually a safe zone somewhere? Entire arena appeared to be hot void death fire 😦
also, yes, I did just use MS Paint 3D for the first time. thanks for asking!
the only thing i can possibly think was i could have stood directly on him, but thats overlapping with the three trianges
As a random ability combo boss fight. Is is expected that some combos play especially difficult while others might be naturally nicer. Sometimes you can't quite count on having a safe space. We do try to generally restrict combos so that this doesn't happen often. Sometimes you need an "invulnerable while moving" type node, a big DR while channeling node or a hard CC to disrupt.
damn. need to spec into Snap Freeze? meh
I just asked him and this is what he came up with. I made it into a card and made the wording work. And yes it's busted AF. And yes it's the art from another card.
hard CC
My beloved
and yeah i get it that his skill combos will vary in difficulty. i just didnt expect to see one that was literally no-safe-spot in the entire arena (which is generally part of the skill of the fight... finding a safe area, even a tiny one)
flame rush has some very strong DR, Frost Wall can reliably freeze too. There are some options out there.
Are the Shade's abilities supposed to be interruptable? From my experience, no amount of CC prevents them from continuing about their business. (Just for reference, this was using guaranteed extended duration stuns from Drain Life back when it had no cooldown.)
I don't really like the current supporter packs, but I'd love to further support development. How?
Appropriate for a mox TBH
I wanted to ask you EDH questions recently, lol
- Say nice things about us to people who don't know about us yet.
- Make a video about your favorite build
- Buy the game for a friend
- Send us feedback on how you feel when certain things happen in game (good and bad).
- Just be an awesome member of the community.
You might be able to shift the timing so the overlap doesn't get you quite as bad but yea, hard CC will generally only delay the use of the abilities.
and hope that one day we can buy other packs like the kickstarter ones
The exact kickstarter packs aren't coming back. They have things we just can't do on the potential scale that could happen now.
is enchanted weapon no auto-recast bug gonna be solved in next patch or earlier maybe?
I don't have any information on the status of bugs and their potential resolutions.
where can i get this as a pet and if it isnt one yet, why the heck not!?
better pic
That’s a chronowyrm and it was obtainable as a pet through kickstarter
Sorry about that, the exact kickstart ones won't come back but we will make new ones at some point.
bought the game back when it first came out on steam and came back to try out the new stuff and didn't see any dragon pets. That dragon portal in the supporter pack is awesome but I'm a huge derg nerd and was lookin for a pet. Anyways, I'm sure u guys will make more.
if i buy the 50 dollar package from steam for cosmetics do i also get the lower tiers as well?
Nope
from my experience you can't freeze the shade, so it won't be necessary 😅
Do we have an Idea when the 1.0 will be out (Really do wanna see Falconer~)
You can definitely freeze shade with snap freeze, you can even get over 100% uptime and the shade will be incapable of acting until it dies
Before end of year it is said
Ha you're right, I just noticed it doesn't show it as frozen but with a stun animation instead (which might be a bug), so I thought it does nothing.
Will 1.0 have any sort of trade? out side trading with party members
Oh, someone is interested in trade? I know it's a pretty small topic, but here's a little writeup about our plans: https://forum.lastepoch.com/t/trade-development-update-introducing-merchants-guild-and-circle-of-fortune-factions/51994
does progress reset on release? i certainly hope so ^^
No Wipes or Resets with 1.0 though when Cycles are introduced your existing characters will be moved to a 'Legacy' status so you can still enjoy Last Epoch with them and each new Cycle will require a new Character so everyone starts off on the same foot!
Hi Mike, I just wanted to check something. Does the more dmg on the 3rd strike for rive work with lacerate?
Brutality is the same as you having an item that says 15% more damage whenever you use the circular 3rd strike for rive.
Reclamation only applies to the hit itself.
Alright so leech no, more dmg yes. I was a bit suspicious because it specifies the 3rd hit.
Thx
will new cycles also wipe the ladders? how about the cycles' stash?
You ever do D2 ladders?
nope, i just played with friends
are you aware of that system?
nope
lol k
i iz ignant
your characters and stuff gets moved to "legacy"
new characters compete on the ladder in the new cycle
legacy characters can still play the game just fine, just can't play with cycle characters and can't compete on the ladder
so fresh char, fresh stash, freash ladder, like. fresh everything
there's been questions in the voice chat people are asking me and i wanted it to be 1) written down here, and 2) be crystal clear myself on it
ty
does the paladin mastery passive interact with the increased frequency line on vortex pendant?
No, the paladin passive gets applied at use time so it's not a static buff you have that is constantly adjusting itself. It's why the paladin passive doesn't show up in the character sheet. (which is where you can look to see if something will affect vortex pennant)
With most of the popular multiplayer arpg's offering some form of shared progress between characters, is there any plan for LE to follow suit? The thought of grinding 600 on each mono on every character, that's just not how most of us enjoy these games.
We do have more plans to expand on the already existing shared progress between characters, yes.
Already existing?
Well, the most obvious is being able to use items you found on other characters.
Ah sure. Stash/gold/crafting mats. A great example would be Diable2r now having a shared stash on what is the norm. And very glad to have that here.
Psyched to hear that there are more plans too! Thanks Mike.
Oo one more. Any plans to add like Control + Scroll to go through inventory tabs?
Improved stash tab controls and features to reduce the time you spend in your stash and improve the time you do spend there are still planned. Nothing specific at the moment.
Is auto hot key allowed or bannable for ability spamming?
people use numlock trick and its not bannable
Ok thanks. I knew about the numlock trick but wasn’t sure about AHK
hello, is the online for the game region locked?
Nope!
i am having an issue with crashing only on login with online characters (offline work fine)
searching the forums, it seems that a lot of people are sharing this issue, and they fix it using a vpn
i'm trying to verify before i decide whether i should get a vpn or refund the game
Unfortunately this channel is for non-support matters. You can try #❔┃ask-the-community or #support
don't misunderstand me, i'm only asking about the region thing
There is no region lock, no.
not sure if a dev commented on this before
thank you, this helps
Would've started with that but I'm on a track pad atm and completely unaware of where my cursor is lol
We have not approved AHK (or any other specific software). We have stated that anything which doesn't rely on or react to the state of the game and is very basic is generally ok. Basically if you could replicate it with Homer's dipper bird, you're good.
Serrated Blade gets passed along to sub skills like normal.
Which means AHK is not ok since you can analyze the screen and do stuff based on mana/buffs and so on, right?
AHK's versatility is what makes it impossible for us to give it a blanket good or bad status. I use it every day for development. You can't use it in the wrong way without the potential that we will do something about it. An AHK script that simply presses the W key every half second isn't going to raise any red flags. (e.g. Dipper Bird simulation).
We don't want people using software to get an unfair advantage and we will do what we can to ensure that.
This is a very deep topic though and our policies on the topic will continue to evolve as we go.
Edit: To be clear, because this was recently misconstrued and claimed as approval for specific macros, this is not approving any type of use of AHK at all. Do not use this comment as a shield. It will fail you.
For a ignorant fool like me...
Does this mean it's okey to make a macro that uses different skills after different intervals. Or is that a no-go?
If using one dipper bird is okay my guess would be that multiple dipper birds are fine too
Is it "if a human can do it its fine"? Is that the line for now?
I think it's best that Mike gives the final answer on this however to my understanding -
The numlock trick relies on an OS 'feature', only covers one Key Input and cannot read or react to the state of the game meaning it's the equivalent to a single Dipper Bird or putting a weight on the key.
A Macro can be used to set up a series of Key Inputs (Multiple Dipper Birds) at speeds not humanly possible for sustained periods also not humanly possible. This enters a grey area of 'no longer basic/single Dipper Bird' and personally I'd advise players it wouldn't be allowed and could lead to the team taking action.
AHK can analyse the game state and react to it in ways and speeds a player could not so this program, and others like, it are not approved and I would advise our players that these do break our current policies and the team may take action if a player is found to be using them.
will the next major patch be 0.9.3 or 1.0?
When do changes hit? like specific bug fixes? (javelin enthusiast)
To quote Mike:
I don't have any information on the status of bugs and their potential resolutions.
They do post what their primary focuses are in the most recent hotfix, but it usually doesn't mention smaller, specific things like javelin's janky hits nor locust swarm's janky cold conversion.
so then in general it doesnt get fixed until 1.0?
Not necessarily, we just don't know. I suspect it depends on who is available to work bug fixes and what they're able to get through QA in time for the patch deadline.
I mean, hotfixes are a thing, as mentioned
how do we know what is hotfixed, when it gets hotfixed? or where do we get to know that?
You don't until the patch/hotfix drops.
Yeah, just in the hotfix patch notes, unless it's a major issue that they feel the need to directly communicate about
When hotfixes are released, we know. When it gets fixed, it gets fixed. We know by checking news here generally. Sorry there isn't more than that
ok, so do we have any info on when next hotfix will arrive?
Nope
iirc, they said they are hoping to get another out this week. So, probably in a few hours if they were able to get a good stable one out.
If i'm not wrong it should be directly 1.0
Next big patch will be 1.0.
There is no fixed date for this yet other than sometime this year.
We generally don't give specific dates for hotfixes ahead of time.
We probably don't have too many more hotfixes for 0.9.2 left.
I don't have any info on specific bugs.
Is there like a lore page or a compendium we can look at to get a better idea of the game's events? If there isn't, are there any plans to make one? After starting like 8 different characters and visiting a bunch of different timelines I am starting to get interested in the world but it is really difficult to keep track of without a proper reference.
Warlock has been announced for 1.0
are there any plans for a inspect button for party members?
Summary is: It's a maybe, it would have opt-out if added, and it'll take a little effort since they aren't currently sending that info to clients. #👨┃ask-the-devs-not-support-no-bugs message
Edit: Sorry, understood it's kinda a non-answer, but that's what we have for now 
I believe that’s a low priority but something that’s been mentioned. The new letools feature kind of allows this also
This is also why I rather ppl post their builds and their character names so it’s easier to see what’s the goal and what can be used
when will the amount of new character slots be announced? pre 1.0 or will the amount be decided during the cycle?
We don't usually announce when we are going to announce things.
that was my mistake. has this been thought of or taken into account when releasing cycle?
We don't want to start the expectation that every cycle the number will go up because we don't intend to do that.
However, we do intend to increase it from where it is now.
New to last epoch love the ambition always great to see new titles make a statement but wondering if there are in plans to add social aspects into the game? If there is already aspects in the game what are they?
We have fairly basic social features at the moment. Chat, friends list and party panel. We do intend to add some more but nothing major for 1.0
Chat like talk to people playing the online side of the game regardless if they are in the same party or not?
There are global, party and local chat channels.
This year
ill quote you on that mike 😆 hope everything goes according to plan and it does come out this year 🙂
Is it intended that you dont gain any runic energy with the Arcane Battery node when you spend you mana on a channeled skill? It probably only counts the upfront cost of the channel, but thats kinda sad for channel builds
Does increasing the size of minions have any non-visual effects? There are a lot of nodes across primalist/acolyte that increase size but I don't see an explanation for what it does
It increases their hitbox size, which means they can intercept projectiles better. The extra radius also means they will be slightly closer to enemies (making them slightly more likely to be targeted). Both generally good things when you want your minion to be a tank.
There is no in-game way to alter an echo reward.
Mana cost and channel cost are two different things.
What do idol nodes have a green circle on them on the monolith map anwyay?
Pretty sure it's the same teal as the item background.
Hmm. ok
why are you asking this?
I get it, I sometimes don't know if a reward is exalted or rare
so say that. there is no way to change it but maybe if people bring up there can be a change but the wya you are wording it it seems like youa are trying to change somehting that isnt meant to be changed
this has happened in other games where there is a setting for people who are color blind, deaf, or need different settings.
you can zoom in also to look at it closer. you can zoom all the way out to like 1% and in to like 200%
I would not recommend doing this
i do think it’s fair to say the echo reward nodes could stand to be a bit more distinct from each other but that will probably get lost in here so putting it in feedback or suggestions might be better
brutal callout
Editing these files in Online mode or Offline mode may impact your save files and the team will not be able to recover those for you. As well as potentially lead to the team taking action as you are editing game files which may no longer be recognised by the Servers.
You are more than welcome to make a post in #suggestions-and-like-to-see or #368968647114227723 explaining how the current colour palette impacts your game play and what would be better as we do have a section for 'Accessibility' feedback 
see thats completely different. this point might not have been brought up before and it could be something that can be helpful for the future of the game. as i stated there have been games that didnt have features for people who needed it because no one brought it up and then when it was brought up things were considered.
accessibility is a legitimately big topic these days
If you can't get certain information out of the current UI that it's intended to convey, I think they'd be more than willing to listen to you
Why would it be silly to make a small, uninterruptive change for a group of people? Harms no one, helps some. Seems like a positive
there’s something to be said for limited developer bandwidth but i’m generally pro accessibility despite that yeah
In the case of something like colorblindness I think that's on the easier end than a control overhaul. I am aware of dev size and effort, ofc
I want to control LE with my MIND
Get on it Mike!
le neuralink crossover
Can we test it on players?
How does Adaptive Damage interact on Rive if I have specced into added Void Damage with Axes and wield a Apothy Maw that adds 100 Melee Void Damage? Rive itself has a base damage of 2 Physical Damage and then gets like 150 - 200 Melee Void Damage on top, does the adaptive Damage from the Weapon Implicit now convert to Void aswell or does it add it as Physical Damage even tho the skill does primarily void damage?
It adds physical since the ability still has physical base damage afaik
What element tags does Rive have? (it applies the tag type(s))
these don't stack, right? enemies max at 1 stack of Deadly? same with Frenzy/Haste/etc?
yes, you can look up max stacks here: https://www.lastepochtools.com/ailments/deadly
oh nice, thanks
please don't discuss modifying game files here. I understand that you have good intentions but it is not something we want to normalize.
(the accessibility issues are relevant and important but we have to solve those ourselves)
and again you can click on the echo to see what the reward is before ever getting to it
hey is there any plans for a kind if guild/clan in the game, if so is there any vague ideas around it already that we can know?
prob one day 😄
does this work on every kind of ele nova? like cold fire etc
ok it does
nvm thank you ❤️
Hey Mike (I'm not here, this is my ghost 👻 ) - Does editing/swapping the keybinding data for Left Click and Right Click in the Windows Reg files count as bannable modding?
Mike actually posted on that forum post Averielle 🙂
Saw the Forum post with Mikes reply - good to know going forwards!
why dont drop kris ? it reached level 100, but exalted kris was never picked up
Known luck issue for everyone
omg bug?
No,it’s merely a luck issue. It is known to evade everyone that wants one.
I pick up 1 rare 0 exalted for 250hrs xD what the hell is this
RNG is RNG
How does online mode determine which skill I am using at any given moment?
For context, when I am holding right-click to spam Rive, I have to release it for a noticeable period in order to trigger other hotbar actions (even if they are off cool-down). I'm keen to understand the underlying implementation a little better here to see if I can tweak my behaviours for #winning
that's interesting, I dont have the same issue with mana strike, could it be a Rive thing specifically?
Why was Alric's voice changed in ~0.9? Definitely a less memorable character now
could you link it for others please? curious too
Thanks!
will there be any change to cosmetics. since right now you can only use them on 1 character.
so what im hoping is that if you buy a cosmetic, you can use it on multipple characters and not have to reequipp it every time you decide to play on another character. ^^
Wdym? I'm pretty certain I use the same cosmetic on all my characters
you can use the same of different characters, but when i equipp a cosmetic on my runemaster... it deequipps from my paladin
I'm gonna have to check that when I get home cuz my gecko saves across characters for sure, and I know that I used to have my backpack on all my characters at once at least
i got the green portal ^^
Just try be clear, I didn't say it was ok.
It wouldn't have worked long term.
No, every character will need to select their own cosmetics. These are not exclusive choices though and you can use the same cosmetic multiple times simultaneously across various characters. Equipping a cosmetic item on one character does not remove it from another.
well it has done that for me, tho i have not tested for it specficly
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
(I'm skeptical)
Mostly because that would require a specific check to make sure it wasn't equipped on another character and I would have been the person to add that and I didn't.
But something could be just going wrong.
is it due to overall vision for the game, tone, quality or he is going to get some more content?
welp probably cant answer that even if he does
Can we expect more endgame improvements at or before 1.0? If yes, could you give us some very rough estimates of the scales of such improvements? For example, features of the "size" of exiled mage, dungeon, or even bigger
We needed someone who we could make more lines with professional and personal equipment.
The item factions will by far be the largest end game system change in 1.0.
I'm sure this has probably been answered at some point already so i apologize, but i was wondering if there was any specific reason that crafting items do not go directly into the crafting inventory rather than the player inventory?
Basically they want it to be slightly more active
And not like picking up gold
thanks!
Np
I see their point about clicking the item to pick it up see what you're getting. IMO tho, since you collect all the shards at once and they get blasted into your inventory, i'm guessing most people just hit the transfer button and never think about it.
Not at the moment no, it would require updating to a new version of Unity which would be a significant amount of effort.
not to mention cost now
IT's an aoe around, not the whole screen-
yes, and its one of the games best features, along with a sort button. I still think once its clicked and goes into your inventory that the "so happy i just got that" feeling fades and it would be better off in the crafting inventory
but, thats just my opinion of course
Personally, I think hitting the transfer button with an inventory full of shards is really satisfying 😄
Hi,
I have “epoch points” that I would like to offer as a giveway to my viewers on Twitch. Is this something that will be possible in the future? For example through the friend list
Does putting the same skill multiple times on the bar increase the chances of it getting chosen for runic invocations Spell Cascade node?
are there any more planned jumping timelines in the future of the campaign? example of having to go to the imperial era to unlock the university door to get thru the ruined university to do the imperial properly is cool and unique to the time jumping in LE. we going to get more of that?
Hi, so I heard that once 1.0 comes out, the server will be reset, is it true?
Sorry, no, this creates the ability to use epoch points as currency. They will stay as non transferable.
Yes, 1/4 is more than 1/5.
Yup, I don't have any examples yet.
Keen to hear more info on how client commands are queued/actioned when/if somebody has time. I've been able to adjust my play slightly to reduce the wonkiness I experienced, but a peek under the hood might help more 😄
I've heard EHG members say on multiple occasions they do not want players to be reliant on third party sites to be able to play the game. In fact it was mentioned when crafting was reworked that a major reason for not hiding failure chance is players would simply be forced to look up chances on third party sites.
Now, however, we have experimental items and Glyph of Insight effectively requires players to look up the relevant formula on a third party site. Does this not run contrary to previous statements, and to good game design in general?
I think this was answered a while ago, but I couldn't find it on search. Do weaver's will items have a lower chance for higher amounts of will from runes of ascendance, similar to how other uniques have a lower chance of LP from runes of ascendance?
Is boss damage reduction going to be reworked? After quite a discussion it seems nobody likes that it scales off of player stats...
Hi Devs,
Got a few questions.
Will you add random encounter echo's to timelines with patch 1.0? I guess you could call the quest echo's we have now to be similar. Another example could be the "unique maps" in poe. I think it would be cool to have very rare encounters while scanning your echo's with unique objectives and rewards.
Do you guys plan on making oddly shaped idols? Kinda like tetris parts, which would have very unique effects but would force you to use the smaller 1x1 and 1x2 idols even more than the 1X3's and the 1x4's already do.
Final question, or I guess you could call this a suggestion... I play hardcore and am personally missing a very lethal boss that gets my blood rushing. Sure T4 Julra and high corruption shade are challenging, but because you get to teach yourself the mechanics beforehand (T1, T2 or early corruption) it doesn't feel as exhilarating as encountering a super lethal boss for the first time and it immediately being a life or death situation on hardcore. So wouldn't it be cool to add a boss similar to atziri from poe, with lots of penetration so her damage would really be scary. At the same time, wouldn't it be cool to combine this idea with the previously 2 mentioned ideas I shared? So you could get like an Aztec temple echo which would be a maze with lots of tough Aztecy monsters only encountered there, followed by a Aztec throne room of some sorts with that dangerous boss fight, followed my these cool rewards in the form of oddly shaped Aztec idols?
I dont know I thought about it and for me these ideas just fit so well together. And I like the unique idols we currently have and would love to see more of them in the feature. Ofcourse Atziri / Aztec is only my personal suggestion because I love that theme, but it would be the same mechanics/rewards with a different theme.
They did mention that they wanted to add pinnacle bosses in the maxroll interview, (linked here #👨┃ask-the-devs-not-support-no-bugs message ) the first two questions will most likely not be answered since it'd be a leak which they usually wait for either dev streams or announcements to reveal, but I do agree that some more weirdly shaped idols would be cool, like maybe a unique donut shaped one you can put in the middle or an L idol.
This isn't for me obviously but I've been seeing a lot of players new to LE asking a simple but fair question, how do you tell what quest is the main quest. With a growing influx of players who are not as familiar with the game as the rest of us, I think it would be pretty helpful for them if the quest icon either had different imagery for the main quest or a "Chapter" tag or something to make things clearer. Basically is there any plan either near future/1.0 for the active quest tab to be a bit more clear what is the main quest and what are side quests to aid new players?
The main quest is gold and sidequests are silver no?
The quest list on the map panel and the hud quest list visuals were scheduled for an update last patch but ran into a conflict and got pushed to 1.0.
Cyborg is right though, the main quests are in gold.
Got it, ty for the feedback I wont even lie to you like I even pay attention to the questing color personally but now I can at least pass it on to help others. Ty Mike and thanks Cyborg.
They are also the top entries in the quest list.

Does any solution exist for all controller player for all the dash in the game targeting random target and not going in the direction you want ? Maybe something like every other ARPG does it : two cast mode you can cycle through and chose (dash on your target / dash in the direction you are going for).
Because right now half the class aren't playable on controler because of this simple issue.
Or kinda playable but without any movement spell to be exact which feels terrrible.
The game currently has one type of targeting that you are using.
Just want to repeat my question from last night since it got kinda buried by a wall of text
sweet ok
Is there a reason that the ice beetles and bees consume player mana while active? It appears to be on spellcast, but I can't quite tell. The shrine that gives me a handful of beetles basically keeps my mana bottomed out and makes my build unusable while it's active. This makes those shrines not only less desirable, but an active hindrance for many builds. If this is a bug and not intended, I can report it using the tool. (playing a Runemaster, if that helps)
Oh I'm pretty sure that's stuff in your RM that trigger with allies touching things. Technically intended because those are minions which are all allies.
I can personally attest this does not happen on any other class
I am assuming you are using Flame Ward node on Frost Wall
Yup that's what's killing your mana
Is minion dodge rating calculated differently from player dodge rating? I found a formula on the wiki and was wondering if the same math applies to minions.
same formula
is the chat box intended to remember which channels I have left upon logout, or is it only the "disable all chat" option that is remembered? I currently have to leave global chat every logon
I wanted to know if character files are saved in a dedicated server when I m playing online (and not locally)
Thanks
yes
It’s all or nothing. Just be glad they fixed it - up until recently it didn’t even persist the “disabled” option between zoning
With less damage taken from critical strikes 100% will i take 0 crit damage, as in, just normal damage from a 400% multiplied crit
PLEASE BRING BACK MASOCHIST!!! Just paid for the game tonight and so disappointed to see you removed it
the game is ARPG w/no difficulty setting other than normal which every post online says the normal campaign is a joke in difficulty
pls consider my complaint thank you
Yea
the devs thank you for your #368968647114227723
hey guys
if you have something like this, and you have like dodge rating per heo rune or something
and you cast your runic invo
does it get the benefit of the spell damage at the bottom, like for the cast that removes the runes?
it does get the benefit
you can even snapshot bonuses from "while channeling" when you cast runic invocation through flame rush, but you have to cancel flame rush by rushing into a wall or something, its really wonky
did a lot of testing with this, but nothing of use came out, all the frost invocations fell kinda bad
thank you sir
you are welcome! I would love to use this staff and I hope you figure something out to make it viable!
is it possible to 2 mouse action for the same control somehow?
Is health drain (eg.Unclosing Wounds from Lich) considered damage taken for something like Eternal Revenant?
How is this coded?
I got a T7 Ele Dot Wrongwarp and tried to replace my Mad Ladle with it but noticed that I do less frostbite dot-damage compared to a blank mad ladle (not a 2LP one). Doing some tests on the dummy it seems that the dot-damage changes when other ailments expire (unskilled cold lightning blast with 5-6 frostbite per hit).
The damage seems to "update" when other ailments expire. Can it be that the wording is wrong and it should say "spells deal more damage per negative ailment on the target"? This way I could understand the scaling because otherwise spell damage should not apply to ailments.
You sure it's not just dealing more damage because of the armour shred or something?
No, shred doesn't effect ailment damage directly. And the difference in damage is significantly.
Hey devs. Beautiful game you have. Bought back in 2018 and have loved since. Was wondering if in the future I would be able to help assist with building/spreading the game. Im a cloud architect by trade but learning looking to learn game dev on the side.
sorry, I'm not quite sure I understand the question. Could you be more specific?
I don't think so but it should be a very easy one to test.
Here is a link to our careers page https://eleventhhourgames.bamboohr.com/careers
if nothing stands out for you, we are always accepting applications so feel free to just send in an email with your info and what you think you'd be a good fit for.
it's not actually using a custom affix. That is going through our normal affix system. It applies only to spell damage dealt and does not affect frostbite damage itself.
Just tested it, it apprently does.
nice
Little late but the links in this post might help with controller targeting - #suggestions-and-like-to-see message 
I just experienced a very weird bug regarding my inventory, however the procedure to submit a bug is not clear, links seem not right on the support channel, I get to this page https://support.lastepoch.com/hc/en-us/categories/1260801791149-Bugs following the path but these sections are not bug reporting. They are for game exploits and website bugs. So I'm asking what's the proper place to report the bug?
How to report various kinds of bugs, as well as some current ones to be aware of.
Either ingame or https://forum.lastepoch.com/c/bug-reports/23
Following this question, is it possible to assign two different mouse buttons to the same action; for me it would be scroll up and scroll down both for moving
not currently, no. also you can't set scroll up or scroll down as move at the moment.
you could do it through some of the more advanced mouse software though I think
if you press escape at the bottom there's a bug report button, that's the best way to report bugs now.
Yes I figured it out, that's what I did, thanks. Anyway this doesn't change the fact that the support discord channel should be fixed/updated
i never noticed that the dummies hp actually goes down lol, what happens when it reaches 0?
It dies
you lied, it just sits at 0 hp forever, what a scam
hey guys, I am wondering, is there any option for player hideouts planned in the future, something similar like in path of exile where you got vendors, stash etc in one spot?
not any time soon
I would love that and would love to throw MTX money at it because of that love 😉
We don't have plans to add this type of mechanic. We are focusing on gameplay features at the moment and the main effect on gameplay that this would have is to split everyone up more.
Thanks for reply, another question, while we got hp bar over head option, is it possible to add power bar too (mana/rage etc) ?
How long till the falconry id unlocked will it be this year or are we looking next year
Think they confirmed both Warlock and Falconer are coming with patch 1.0, which is supposed to drop this year
That option is not available at the moment.
Not a question but huge shoutout to devs. The game looks so much cleaner and beautiful ❤️
When a cycle ends, how will the stashes merge?
Would the underlined text from this node in the Werebear tree interact with the underlined affix on the Cleaver Solution?
No, that only changes maul and rampage, conversions are self contained
I understand that it wouldn't be a global change. I am curious if that affix, being an effect related to bleed, would be changed to work for shock for maul and rampage after taking that node. Especially considering that text follows after the "shred and bleed from all sources is converted to shock for maul and rampage." To me that implies the following text could apply for all sources as well
That affects bleed or armour shred on hit.
Cleaver does not provide bleed or armour shred chance.
Cleaver simply gives you bonus damage when the enemy is bleeding.
Thank you for your input, I will wait and see if Mike sees this and can confirm tomorrow
Don't worry, if it's what you say it has to be fixed because converts simply does not work this way.
Well, at 1.0 we won't have a merge situation but when the next cycle after that starts, we will need to have a stage roll over strategy in place. It will likely be with temporary, "remove only" tabs.
TLDR Kzb is right.
In almost all cases, nodes on a tree only affect that skill. The nodes are also intended to be very literal and not have implied effects. Bringer of Storms converts the Armor Shred and Bleed chances for Maul and Rampage. The only stat on Cleaver Solution which is converted is the bleed chance implicit. The more damage to bleeding from the cleaver is a stat you gain as a character and the werebear skill tree has no idea it's there.
That node should probably say ...and effects [on this tree] related to armor... in order to be super duper clear.
(TO be fair, all converts use the exact same wording, so at least it''s consistent)
gif was a little to flashy for my tastes so just imagine me saying "to be fair" like an opera performer
also shout out to the new season of shoresy that just started up
lol
hey mike I have a question
if you have some skeletons with infernal shades on them
I've only got 3 right answers left in me tonight, should I use one on this?
and your golem eats them to make its infernal aura
does it still get the snapshotted flat damage from the infernal shades?
and yes you should
Kappa
ok, 1 sec, I'll go find it
specifically talking about the second last affix on the skull yea?
yea, that one is tricky, I think it checks when the dread shade is applied
I'm looking
your a saint
yea, alt text "Counts Infernal Shades attached to enemies and minions, but not ones on the ground. Infernal Shades are counted when Dread Shade is cast."
im about to test it but I wanted your opinion
Thank you Mike. That's what I expected but I wanted to confirm with a dev just in case
ok so if you cast infernal shade before he explodes
it should work then
thank you mr Mike
as soon as the dread shade is created, the buff it grants is locked in
ok so you would need to make sure to recast dread shade often
so that when the golem eats the shades
you just want to cast the dread shade when you have the most active infernal/dread shades
👍
you just made a build viable poggers
UHoh
Are there plans to update the player character models ? Their eyes creep me out 😅
Hi, is the option to compare the weapon in the inventory vs off hand weapon if you dual wield in the plans please?
eventually yes
Any ongoing issues with servers? Tried to log in into EU West but all my chars are missing. Tried to check forum but it's non resonsive on my end and i see no one else talking about any similar issue.
Let me know if i should bother elsewhere, i understand that this channel may not the best for this sort of question. Just trying to understand first if anyone else was experiencing it.
Some people started reporting that they can't see their characters (they are not deleted, just can't be properly listed), there was one case last night, check #💬┃general message
Not sure if AoD chance to Soul Feast procs Renewed Feast.
Does it? Can’t easily tell
I see, thank you. will se if i can somehow change routing.
how exactly is mana cost calculated? for example i have these 5 things on frost claw
in which order are they applied?
It's like the damage formula, the flat +/- is applied first, then the % stuff
Yeah Aura of Decays node Feast of Souls does not trigger Renewed Feast (The Soul Feast multicast node). It only casts a single Soul Feast. It is not stated anywhere that this interaction shouldn’t work so I guess it’s an unintended bug?
Kinda bricks my build a bit😔
Pretty sure triggered spells can never recast since it doesn't count as being "cast" to begin with, so it can't redo something that's never happened kinda.
yeah but it''s weird soul feast's multicast node doesn't mention it only works on direct cast like lightning blasts'
Also Hungering Souls mentions direct casts
For the Runic Invocation node Copied Scrolls (Chance to repeat invocation per Runic Energy), does it cap at 100% chance, or would >100% potentially result in a triple cast?
It caps at 100%
are there any plans for more servers? these are my latencies for current ones from Qazaqstan, Central Asia. EU west is rarely about 90-100ms, and usually about 100-130ms. this makes game very uncomfortable
I'm sorry, I don't have any specifics on additional regions that might be added. There is a bit of a gap that an EU East would help fill nicely.
thank you for answer! any ETA on EU east?
Sorry, I'm not saying that there will be an EU East server location, just that it would probably be the next region if we do add more. Improving our server coverage is important. As I said, I don't have any specifics on additional regions that might be added.
Okay, thank you anyways 🙂
Is there any specific "design decision"-reason why you cannot look at items while others drop? Or is it simply a "not optimized" implementation?
When you open caches or finish gates it feels bad that you cannot "inspect" the items while they are dropping. In higher corruption this yields some unnecessary downtime...
No, something is probably inadvertently closing the tooltip to fix some other bug would be my guess.
alsi Im in ecuadorand I have to play on 100ms
SA server shows 250 ms lmfao , USA is better
Are there any plans to make an Armory like D3 where you can save builds? Be cool to make a few group synergy builds to keep when playing with friends
There is not, they have explicitly stated they do not want this in the game
that is a shame would have made group play more fun
It might not truly be that high btw, try it if you haven't. I think this is the issue that was causing a lot of SA players to be incorrectly placed in US servers before we had the ability to select.
is it just me or should "solo self found" not = start new game with 1,000 shards?
how does this = ssf?
hc ssf = start with all your crafting material from another character?
ssf should = ssf
like, you're solo. And you find stuff yourself.
Not having other dead characters giving you free stuff
or at least give an ez way to actually start ssf from fresh
a 100% complete stash wipe
Why does this idol show up with the seach term "health"? Other resist idols do not.
if you press ALT and see the detailed description and there's a word HEALTH in that description somewhere then the item would be shown when you search for that word.
jeez that is... really a poor choice.
Yeah it uses "target's current health" in the description of freeze.
my bad ill put this stuff in suggesstions in future
actual question: how do we know if a spell "hits"?
does disentegration "hit" as channel ability?
If it's a DoT or not.
100% of non dot skills "hit"?
Yup.
is there any news if this is going to be worked on? im getting really frustrated on this same thing :D
Wai this would be insane. Devs please? Would make me actually want to use Shroud on minions
my solution to this has been to regen some mana and resummoning golem away from rest of the minions + spamming dread shade on it
but its not ideal :D
Use the node that makes it attach to enemies
have it on 20sec cooldown so that would only really work on bosses
Hey I got a question about a niche interaction: How does the "(46% to 100%) Chance to Ignite yourself when you use a Fire or Necrotic Skill" work, if you convert Maelstrom to necrotic with the boots and you cast 4 Maelstroms on Swarmblade Dive? Does this count as 1 or 4 uses for the belt? Or does it count at all?
Depends on the wording, if it says you recast malestrom 3 additional times or something along those lines then it'd be 4 ignite stacks. But if you get 4 stacks of maelstrom from one cast it should only ignite you once.
I assume it's one cast for 4 maelstrom so most likely only one ignite proc.
Why doesn't this skill node have an indicator to show that it is active?
@crude plover The node says "You cast Maelstrom a number of times when you Dive. / Maelstrom stacks on dive: 4" So according to you the wording of the first part would suggest you'd get 4 ignite stacks as it's casted 4 times, but the wording of the 2nd part would rather suggest the opposite
So I'm confused xD
and I don't have the belt to test it yet
You only cast one Time and proc 4 maelstrom so it count only for 1 ignite 😊
Édit : im not really sure you ignite yourself because dive is physical or cold and maelstrom is a trigger soo for me you take 0 ignite.
Yeah it's kinda convoluted but that wording would mean 1 cast, 4 maelstrom stacks, 1 Ignite im pretty sure (if the ignite is even applicable to the skill being cast)
If the skill in question is being triggered by anathor skill it most likely won't trigger the ignite to begin with
Aayron in this case you'd convert Maelstrom to necrotic with those unique boots
Are you yourself casting maelstrom or are you using anathor skill to trigger it? If it's triggered it shouldn't work to begin with weather it's 1 stack or multiple
hm are you sure though? because the 2nd line on Immolator's oblation says "Chance to gain Frenzy for 2 seconds when you DIRECTLY use a Fire or Necrotic skill per stack of Ignite on You", this would kinda mean the first line works even for skills casted indirectly
Yes but you trigger maelstrom with dive ^^ and dive is not fire or necrotic and the belt tooltip say on cast . In this case we dont have maelstrom direct cast ^^
99% of the time when it mentions "you" that basically means direct
Since if you're using anathor skill, it's technically that skill that's casting maelstrom and not you
but then the wording is very misleading, as the 2nd line specifically says "directly" while the first one doesn't
I don't disagree, I'm just saying how it is. There's an affix that says "X% of mana spent gained as ward" but that doesn't work with triggered spells either, even if they use up mana
Very few things work off of triggered skills.
You can post a #suggestions-and-like-to-see if you think it's misleading and hope they change it
that's just poor wording then, giving me false hope man 😦
I guess I would first have to know for sure if it works or not before making the suggestion
Yeah, I'm not 100% sure but I would be shocked if it worked
To be fair through it does say "YOU cast maelstrom" on the node if you copied it verbatim so it might be a very niche exception to the rule. But I would still be pretty shocked
Any questions in that mess above that didn't get answered?
Not that I can see 
Hey Mike, well none of us seem to know for sure how or if that interaction works and none of us seemed to have tested it yet. To sum it up for you: What happens when you equip Immolator's Oblation belt, Yulia's Path boots and cast 4 Maelstrom's on Dive through Swarmblade's Water Strider node? Do you get 0,1 or 4 ignite stacks on yourself?
hope I'm not late, within the rules, can Insight Glyph make an T5 or higher tier experimental affix ? 🫠
Yes but there is a bug that we have a fix ready for which causes T5 experimental affixes to (I think) not be possible at the moment.
direct use only
Ok thanks for clarifying, but then it would be nice to change the wording as that stat says "on use" while the 2nd stat that grants frenzy says "on direct use", so are you saying both work the same way?
technically no, practically, yes.
if both stats had an entry in your character sheet, the frenzy chance wouldn't display in that. but neither do so it's functionally the same
i had a question before that mess
This one - #👨┃ask-the-devs-not-support-no-bugs message ?
with the picture yes
it's not oh, "going to be..." maybe, I don't know. The whole problem with it is that what happens when you have 4 skeletons with 1 frame and you mouse over the frame to cast something, which one does it pick?
Any
well often when i target my golem and it is highlighted(im assuming targetted), it just ignores him and cast on a random skeleton. I did send feedback ingame about targetting minions would be easier if i could just do it from the top left corner where their icons are
The problem is between different summons, not choosing one in a group of same minions
Something completely different... can you guys give AndrewTilley on the forms a MVP titel or something like that? This man is a walking library of usefull quotes with sources it's beyond helpfull it's pure awesomeness.
I agree and his contributions have not gone unnoticed. I don't know what we will do yet but he's very on my awesomeness radar.
does Marrow Drinker in Rip Blood count as a hit for Infected Remains in golem?
adding on to that as a curiosity, does reflect damage count as a hit to the enemy in regards to minions
Yes, considering you can proc bone shatter on golem with it.
No
Reflect is never a hit
thanks
default skeleton mages have damage over time and spell tags
does cycle of putresence give flat damage?
yes
are you sure? i noticed they don't have dot tag but the skill they use has dot tag. i am so confused
this is flat damage
yeah but for dot spells
zombies and golems can have dot spells
i have doubts about mages
skele mages base spell is also a dot
their default skill is hit based, but they afflict damned ailment. that is why their skills have dot tag
but they do not have dot tag by default
i don't think their ailment is a spell so it wouldn't get the flat
It's not, ailments are never spells (though some spells can have the DoT tag).
No. It would have before the rework when they cast a dupe of hungering souls (I think this is why there's some confusion), but now their spell has no DOT component, it just has a chance to apply damned, no different from applying ignite or something.
question: rules governing creep aggro after entering new zone?
if you enter and then stand still
how long can you stand still before you get aggroed?
are you supposed to be safe when entering area until you move?
etc
is the TEST in spellblade supposed to be there? 🤔
(no)
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thank you. :smile:
or in game bug report tool
When you have 7 points in Freezing Point in Runemaster (convert armor shred to frostbite chance) and take points in Punch Through Metal (chance to shred armor) in Runebolt, it is currently converting that skill-specific armor shred to frostbite chance.
This means I can't use Dissolve and Conquer also in Runebolt to get the elemental damage bonus per armor shred. The skill tree breaks itself because of a passive node. Is this intended or a bug?
I expected the skill-specific armor shred to still shred armor, while the character sheet armor shred chance to be affected by the Freezing Point passive.
The passive is written as generic so it's likely intended to be read as "armor shred from all sources is converted to frostbite chance"
Pretty much, it converts ALL armor shred.
the 200% more damage, is that only for the melee damage or is it for all damage applied by said vine?
like ailments etc
From how that reads, I would say it’s conditional to just Melee, it’s not generic more damage (then it would work for aliments).
Can rune of shattering create more shards than the tier? So lets say T1 fire pen, can I get 2+ shards when shattering?
No
Ty
hay , sorry again but ive been trying to contact about the possibility of joining the team and i keep getting an error email back . is there an actual place i should be emailing ?
I wanted to ask the developers for a long time whether the Eye of Reen katana has anything to do with the Eye of Rhynn from the works of Michael Moorcock?
Anyone know if there was any news when shurikens are getting fixed or the first shot of cinder strike?
If you search for "shurikens" in this channel you will find plenty
Will we see the Falconer class available before 1.0 similarly to the runemaster becoming available not too long ago
1.0 is planned as our next major content patch - we're not planning on any major content patches that would include a mastery before then.
next sale when

After 1.0. We made a statement to the community with our last sale that it would be the last sale before 1.0, and we don't like breaking things we've said to the community.
valid thanks for the info! i played myself not grabbing it sooner 
is emperor of corpse being able to be pushed around still considered a bug? or is it now more like a joke thing that's left there
definitely a bug, a very complicated bug, but absolutely a bug, yes.
cool. good to know. cuz for a while it was being worked on a couple of patches straight but then it disappeared from the patch notes while still being a thing
Looking at some old LE videos, what was this ? 😄
fortress garden bugged??? suppose to have a wp searched twice no wp and ive seen people having this problems for months and months so they dont fix anything?
Does using a traversal skill count as "moving" when determining if the stacks from Foot of the Mountain fall off?
Traversals don't count as moving when building static charges so I'm curious before i try farming for the boots
It doesn't. I have played a build that does not ever wanna walk

The boots stacks stay
The icon is bugged, there's no waypoint there
if they cant even fix simple things no wonder why this game hasnt come out in 4 yrs lol no way its coming out in december 0 hope
That was the old potion system
It's not that it's hard, it's that it requires time for something very low impact. There is a waypoint in the area (I'm not positive if it's actually accessible though) which marks the map. We need to take time from the level design team to go in and remove it, or change the map to make it accessible. This would take time from Level design making changes such as projectiles impacting terrain they shouldn't.
That's not at all to say we're ignoring it, just that there have been higher impact items requiring that time in the last development cycle we have needed to prioritize.
Could the meteor node that you introduced this big patch in black hole work plz. Its tanked my sorc for the last month cause when u cast it it infinitely casts meteor no matter you leaving the echo or even switching towns
Keeps your mana at 0 and casts it every time it goes above 0
If you've encountered a bug, please report that using our in game tool or the forums.
!bug
To make sure a bug gets fixed, please post about it here: https://forum.lastepoch.com/c/bug-reports.
It’s been on the forum since the release of the patch and no fixes or responses abt it 😦
We don't respond to every bug report on the forums. We have the bugs reported recorded and get put through the triage.
Ah gotcha - it’s just frustrating that this new node is not usuable
Is there intent for the Shield Rush tree to be expanded/reworked before release? It seems to lack (interesting) options compared to everything else in Sentinel.
Shield Rush is too low down the list to have any significant changes pre-1.0
hello I have not received answer to this question yet thank you
I don't know what the exact timer is but it's probably 30s - 1min of no agro or damage
including a timer somewhere would be nice
hc mode, need to pee etc
you have a buff on your bar at the bottom that shows the remaining time
the icon looks like a yellow eye
Should Upheaval totems proc shockwaves and this node on themselves? (They hit themselves)
no, but each other yes.
Out of interest, where are the primary constraints with the Emperor of Corpses issue? Code, design, a mix? Averielle mentioned an experiment with fixing him in place, which sounds like it would make for a horribly boring fight 😄
Keen to hear more
Entirely code. The crux of the issue is the fact that the position of any actor (player, minion, enemy) is not reliable. The client and the server don't necessarily agree exactly where anything is and we can't assume its position or check for every input.
That 100% makes sense to me. Reliability (in the sense you mean it here) is the bane of so many online services 😀 Thanks Mike.
Got a few questions for supporter packs.
Will we get new ones for 1.0 will old ones be rotated out?
Why is it always the same amount of points no matter how much $ we spend?
Why don't we get more value in cosmetics for more $ we spend?
New packs are coming. I'm not sure when but I've seen some of the work for them so I know they are in the works. I expect them to replace the existing ones. I don't know if the existing packs will ever come back or not. I don't think we've said that they are temporary or exclusive. It is however important to rotate what is available so we don't end up with dozens of packs overwhelming you. Personally I would really like to see a "wild card" slot in the available packs which brings back an old one that people might have missed out on. This is just an idea someone suggested that I liked, the really old packs, like KS, alpha and beta will not be coming back.
I don't really have any more details on what the upcoming packs will be. The existing packs are not necessarily indicative as to what the upcoming ones will be. I know we've gotten a lot of feedback on the existing ones and we are using that to improve the next batch.
The existing packs don't include the lower tiers and the higher price tag as you go up in tiers is linked to the quality of the cosmetics included. This leads into your last question which I think is trying to ask why you don't get more volume of cosmetics for more money. That's because you get cosmetics that have more going on. VFX and/or animations that make them flashier, take more time to make and look cooler. Now, this is different to what all our previous packs have been so "always" in your question really just references the current packs as they are the exception, not the rule.
There are a couple questions about status:
If I have "% of Current Health Lost per second" and:
- I have Health Regen per second which is higher than the value of Health Lost
- I have Health Leech per second higher than the value of Health Lost.
My question:
In the case of 1 and 2, my Health bar looks full all the time, would I be considered in Full Health status?
In case of 2, would I be considered to be Leeching all the time?
1.yes
2.technically? Assuming leech is what’s keeping you topped off
yes
thanks
Hey, im sorry if this has already been asked but will LE ever develop a system like Paragon Board from Diablo? I like that feature but there's just no way in hell im going back to Diablo 😅
Character and meta progression decoupled from experience systems are planned to be added. It won't be the Paragon Board from Diablo. The first of these is the Item Factions system which will be added later this year with 1.0. This lets you progress along the Circle of Fortune or Merchant's Guild faction to unlock different ways to earn and upgrade your gear. The progression along these factions is not linked to each individual character and isn't tied to xp but rather your interaction with that system.
!trade
Are you a Merchant's Guild Member, or a Circle of Fortune member? Find out here: https://forum.lastepoch.com/t/trade-development-update-introducing-merchants-guild-and-circle-of-fortune-factions/51994
that's cool, thank you Mike
Just to be clear, leech instances get removed at full hp right?
I guess your answer to "expire" could've still been correct and I worded it weirdly or something
pretty sure that leech went through an overhaul somewhere in that 4 year gap. I think both are right. that or I'm just wrong and they do expire.
Just give me the source code I'll check for myself 
I have anathor question Mike, is the stun chance calculated by the amount of damage taken specifically to health and ward or just the total amount of damage taken? as in does damage taken to mana reduce the odds of being stunned or does it stay the same?
Pretty sure leech instances are removed at full health, just watch someone using twisted heart; as soon as their health hits full from leech the leech stops keeping up with the sacrificed health until they get more damage out.
confirmed, i lost hp again in less than 1 second after the hit landed (leech instance lasts 3 second) and didn't regain hp. You can see the setup at the beginning , i just have the spell leech blessing and the staff is just so i have enough damage to leech back up to full fast enough. Kinda sad tbh, would be awesome to get a unique that makes it so leech instances don't get removed at full hp, i'm gonna make that suggestion.
Hi! I just wanted to say that I'm loving the game and have no regrets buying it!
I just wanted to ask, are all the classes bound to one sex only? Like Sentinels being male and so on.
Will there be a point where we can chose between sexes? really wanting to make a femal sorc ❤️
thank you
Hi,
Offline temporal sanctum is now working, I don't know how but it works 😉
They had a hotfix patch
when ? the hotfixe 0.9.2.f mentionned that offline sanctum is still bugged
Wait, did I misread then
Kain mentioned that they put in a partial fix for it in general chat yesterday, but that it's not entirely fixed which is why they didn't put it in the notes
I've been playing the game for a week now and I'm loving it.
I was wondering if you plan to work on improving gamepad gameplay for 1.0.
Current state is working and acceptable but many areas could have huge improvements. I've been playing it on steamdeck form time to time but it doesn't feel that good.
Just to mention 2 of them:
1 - Inventory management is frustrating. We don't have an equivalent for "shift+right click" and it's very confusing to change from one window for another. Eg.: inventory to forge. I just keep relying on touch screen to do this. I have to drag and drop everything
2 - Changing casting direction dureing combat is not responsive. I'm playing runemaster and if I'm walking in a direction, change it quickly and cast a skill, usually it will be casted in the original direction I was walking to. It has some kind of small "lag". It makes difficult to kite.
Love the game nonetheless
AGAIN when you devs are gonna do SMTH about the Unity startup bug (https://forum.lastepoch.com/t/cant-start-the-game/ ) that prevents me and many others from even Starting your game not even mentioning playing it? I've been supporting you since 0.7-0.8 versions always defending you and recommending LE to my friends. But this thing with that bug it is just atrocious. It is not up to your standards in no way. DO smth at last. How long do we have to wait???
you fking driving me mad already rly
We don't have a solution to this bug yet. We will include information on it as soon as we have anything to share. I know it's frustrating and I don't have any new info on the topic.
'frustrating' is an understatement. Imagine not being able to properly playing LE with my friends for over a month. ANd not even seeing it on your ' what we are working on' list doesn't make it easier either. Looks like you don't even care
There are dozens of things we are working on which we don't put in that section. We put notices of bugs that affect the most people there but it is by no means an exhaustive list of the things we are working on at all.
Does Mad Alchemist's Ladle more dmg multiplier stack with itself additively or multiplicatively? Like, is 5 ailments counted as x*(1+0.085) or as x1.08^5?
additively, it's all 1 effect
Does the Lightless arbor Tier affect the vault drops? or does it only affect the Tree drops before the vault
Yes.
(I can't say for certain every way that they are affected, assuming something like that would be your follow-up question. Area level is different, and vault modifiers are different in some ways.)
Immolator's Oblation belt states:
+(4 to 6) Spell Damage for Fire and Necrotic skills per stack of Ignite on You (up to 40)
What does 40 mean here? Is it 40 spell damage or is it 40 stacks of ignite?
Curse actually had a Lich build that had some stupid amount of ignites on the character, so I could believe in 40 ignites
Why doesn't Judgement's initial slam (not the AoE tick) proc this effect? It's flagged as "Hit: Yes" on the tunklabs site, but I am not getting the buff on my UI. I do get the buff from Rive hits.
OPh it's a chance I'm stupid as fuck
sorry, just needed to see it in front of me to realize
I was about to say, it's just cuz one hit is not great odds
we havent had a new video on the last epoch channel in 11 days.
i know the balance can't be perfect but don't you think the penalty is too harsh compared to all the new class rune master has
#368968647114227723 will yield better results for a query such as this. 👍
Is it intentional that echo lines are sometimes linear & can go on for 30+ echoes without a choice in what the player can take for modifiers? if yes, when can we expect a change to the web? and if not, what's the reasoning behind this design? attached pic for example
what's the reasoning behind this design? Likely just RNG weirdness.
it should be statistically unlikely (effectively impossible) for a player to be "unable" to complete a web because of the difficulty of mods. there is always the choice to take a different path, and to use the quest echoes and beacons to burn off bad mods.
i'm saying that you are not forced to take that long straight path. the entire outside of the web is covered with Orobyss nodes (and a couple other types mixed in too)
i run around 1300c atm. if i ever come across a set of two linear sequential nodes that both have nasty mods (or even one that i especially hate, like HP/Dmg) i go back and branch off from a previous branch
if you're specifically hunting a chaos echo, and you think there's one at the end of that line, then yes, you are sort of forced to take whatever mods you get. but again, nothing is forcing you to follow that path. you always have the option to kill the Shade and reset the web
you also have the ability to decrement corruption back down as low as you want, if you're concerned about beating the Shade and it going too high
i think the overall point here is: doing "full exploration + multiple chaos resets" is a possible strategy for monolith farming, but it's arguably not the most effective or efficient one
there's tradeoffs to every strategy
i used that strat on my first toon (necro) when i was hunting for Aaron's Will chestplate. i was up to 16+ Gaze stacks when i finally got it. multiple days of farming the web at 100c to exhaust all the chaos nodes. i've played many toons since then, many hundreds of hours, and i've chosen to not approach it that way again
if i were to hazard a guess, i think they'd say: "we've given you multiple methods to tackle item farming. we recommend you stay flexible and allow yourself to use whatever makes the most sense (and is the most fun!) for you as you go"
there is no one "right" min/maxed answer to your question, because of the randomness of web generation
probs not the best channel to have this discussion 🙂
we should probably make a Thread if we want to continue discussing this at length
it's fine... I stand by my only question of whether this is deliberate or if it'll ever get changed on how RNG it is. I'll just delete my messages.
Changes to corruption and modifiers are in the works. This may not answer your direct question but it should provide insight into the thought process behind it all.
September 6, 2023
Terek: Currently, the way corruption and echo modifiers interact between each other can create unpleasant difficulty spikes. Are there any plans to address this?
Karv: Absolutely. So currently there’s a bit of a problem where you can have a 200 corruption echo with a lot of modifiers and because the modifiers scale with corruption they can be way more difficult than say a 400 or even a 500 corruption echo that has no modifiers. So we want to change it so that corruption is the primary way to, I guess like, check your builds power and what the difficulty is so that it’s way easier, especially for the community, to discuss build power. This is so that you don’t just randomly see people making videos or talking about how their build is so good doing 600 corruption without modifiers and then you have people struggling with the same build trying to follow it doing crazy, crazy modifiers on like 300 corruption. Obviously we have other changes like Judd mentioned about expansions to the monolith that we want to do that are different, but the corruption changes are definitely coming.
Source: https://www.youtube.com/watch?v=tp2Twpd8cZ8&t=1109s
Additional information: https://forum.lastepoch.com/t/unofficial-roadmap-to-1-0-and-beyond/60203/5
ahhh, okay
yes, I think that indirectly answers it
b/c the difficulty scale is really off
thanks a lot for that!
When will we see a PlayStation version of last epoch?
Not this year. #👨┃ask-the-devs-not-support-no-bugs message
But any idea when? Like is there actually a more specific time estimate
No
We haven't even started looking into what we will need to do for a console port. Once 1.0 is settled and we are happy with how it's going, maybe even after a couple more patches, we will start looking into console versions.
We are planning a console version but please don't plan to see it any time soon.
did you guys changed something with flurry attack speed ?
Don't think so, check the patch notes to be sure
i meant on the backend cause there is something fishy going on with multishot interraction
Like that?
devs have you any plans on having achivaments on the game?? not like you open the game and you have a achivament but like get 1 character of each class to 100 and stuff like that?? if you guys dont have plans for it would you add it like after the realese??
@final cave thank you
Quick question bought the eternal legend supporter pack on steam, cant seem to download the game though, doesnt the supporter pack come with the base game?
Thats wild
But the others do?
Jfc
alr good to know thanks
In the dev stream today, Mike responded to a question about pinnacle bosses. He described "static difficulty content" that provides "ways to benchmark how much you're actually doing". Mike went on to say that people often ask "is this build viable".
Given EHGs prior stance on balancing around corruption item drop breakpoints, will the pinnacle content be within those existing breakpoints, will we see an extension of balance breakpoints, a rebalance of corruption system more generally to suit this content, or something else?
I assume mechanical knowledge will be important. But, to what degree will viability be focused on character build (cognitive skill) VS gearing (time investment) VS players dexterity (as determined by practice and to some degree genetics or natural limitations such as disability)?
Does attack speed afffect channeled flurry at all? no mention of it in a tooltip that i saw
Yes, it scales the hit rate. (Note that typically, attack speed affects channeled attack hit rate, but cast speed does NOT affect channeled spell tick/hit rate.)
None of the currently available packs come with the game. Previous packs like the Kickstarter and alpha packs did come with the game. If you were hoping to spend a specific amount and the pack plus the game is over that budget, you can contact support and they might be able to help you out. I'm surprised it even lets you buy the dlc without the game already in your inventory. That is something we should sort out for sure.
Little bit of it all really. The absolute hardest content will continue to be one more corruption than anyone has done. Pinnacle bosses will be aimed at very high corruption (after the corruption rebalance that will happen in 1.0). Similar to T4 dungeon bosses are now in a way but harder.
With regards to the combination that will go into being successful in said boss fight. An extremely skilled player with a lower quality build should be potentially able to do it if they really execute perfectly. A lower capability player should be able to complete it with a very high quality build. So player skill should be able to make up for some gaps in builds with skill. Some minimum build quality will be needed.
I think a good example of what I mean is that there is a video out there of a guy doing chaos tristram (the hardest content in D2 by a lot) with a level 20 something character. The list of people that can pull that off is probably pretty short.
Now, people with a kitted out max level pally and godly gear can do it with a little practice. But a noob with crap gear will get their ass handed to them every single time. I feel like this is super obvious stuff but it seems relevant.
Thanks Mike. Hope you're enjoying the weekend
does rip blood need a targt for bloodsplatter to hit a minion with blood infusion? seems to not actually be hitting the minion
Probably. It would make sense with how the base functionality of rip blood is.
thanks, i know marrow drinker doesn't mention blood splatter but is it required to "turn on" minion hitting for blood splatter?
specifically nothing states that blood splatter can hit minions, only that soemthing happens if you do
I'm not sure on my phone at the moment sorry. It would make a lot of sense to me if that is how it works given how the base skill works.
Thanks mike
I saw Cast on Crit may be implemented here and there on some skilltrees? Additionally, what are your thoughts on incorporating Cast When Damage Taken into the game? Also, Would you be open adding a loop to it kind of how it works in PoE?
We do try pretty hard to limit the automatic looping potential that is in the game. We have an example of CoC already in a belt that casts meteor on crit. And I'm sure we have some retaliation spells somewhere, axes on primalist? somewhere else too. Adding these things generically is extremely unlikely to happen. We tend to be a little more selective with which abilities each effect works with.
There is at least one permanent loop that is actually already in the game. I can't remember the whole thing but it's basically zombies blowing up skeletons with shades to summon zombies or something like that. It's not being targeted for removal.
I need to try that zombie loop out :O
awesome to hear, i understand why last epoch would limit auto loops. though im happy it made it into the game in one way or another. thanks!
(it's not super powerful but it is cool)
its not being targeted for removal but is it targeted for a buff? 
no
do you guys use the different spellings to differentiate between the armour "property" and the armour equipment or is this just two people spelling it different?
I noticed that, too
some things are "armour" and some things are "armor" -- would be nice to have clarification on it
i mean they both mean the exact same thing, was just wondering if it was intentional or not
Not intentional, they plan to change everything to armor
nice to know
damn was hoping it would be armour but who cares tbh lol
Hey devs! I jumped back into the game after first playing it 4 years ago and playing it on and off since then. I must say I'm loving it! The game has come so far!
One issue that has annoyed by since the beginning and is still there, is that area/map progress is not persisted. If you leave an area and come back, it's completely reset. There was an issue raised on the forum a long time ago (https://forum.lastepoch.com/t/map-resets-causing-exploration-frustration/11112/8), and back then it was said that this would be fixed at some point.
Are there still plans to implement persistent progress in areas?
The more echoes are explored in a single web, the less branching seems to happen, which results in long chains without any branching as shown in the screenshot, despite being fairly close to the center (bottom right in the image). Is this intentional?
#👨┃ask-the-devs-not-support-no-bugs message
Read that and below
Thank you
But unless I missed something the answer there is about the issue of extreme variance due to echo modifiers at higher corruption (which is a huge, but different issue).
This is about the decrease in branching the more echoes are explored (which might be intentional in order to limit the power of reroll echoes).
It's related in that I don't like doing 30 echo single lines, too
When using Flame Rush with Epilogue and Beta Decay nodes, which one is triggered first and which one gets bonuses from Never Late?
With their wording i would assume Static is triggered instantly on cast, consuming Never Late bonus and then, when Flame Rush ends, Runic Invocation triggers, without crit and flat damage bonuses from Never Late. Am i right?
are you aware about online lag issues, especially affecting melee builds (micro freezes, shutter movement, general poor responsiveness) ?
Does Primordial Resonance apply to totems?
I'm thinkin the answer is no because it says "you have additional elemental penetration..."
if something works on a minion it will say as much in the description.
(totems are minions)
ty for the info
If it gets figured out, yes.
It's not intentional, it's a weird quirk of the system automatically manifesting.
Yes
Yes
thank you!
The Elemental Nova node Protective Strikes (Chance to gain ward on Elemental Nova hits) - Does this roll for every individual hit? Like, if one Nova hits 10 enemies, are you getting 10 individual chances to proc the Ward gain? I feel like the wording means yes, but I would like to be sure
Unless it's worded like, chance to gain ward if elemental Nova hits an enemy, then yes.
Excellent, thanks Mike!
hi mike. is this node and fundamental criterion not affecting the antipode of runeslingers intended?
I don't know what all those nodes do off the top of my head. The node you linked gives everything that happens when you use runic invocation added crit chance.
If you think you've found a bug, please report it in game or on the forums.
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thank you. :smile:
👍
fundamental criterion is the chest piece that is supposed to scale your invocation but in this case it doesnt work on runebolts casted by runeslinger
The runebolts are not part of runic invocation. So I think this is how it's supposed to work, though it might feel bad, idk.
That's what happens when you have different people writing stuff, some speak proper English (armour) & the others don't (armor).
One being UK english and the other US English. Now I won't disagree with UK being the proper english.
They are, but at least be consistent and use only one version.
Sadly they appear to be going to go with the wrong one.
They do have to choose their allegiance before the war. 🙏
I mean we did win the war so 😛
hi there , does anybody know if its possbile to restore an online deleted charatcer, yesterday i was deleting characters , i had a lot fo them , from previous play trought , and yesterday was doing a clean up, and i deleted one of the alts i was intentidng to keep by mistake :(((, thx in advance
Probably email support
will you guys release full controller support come version 1.0?
Will we get campaign skips in seasons ?
my waifu question was deleted? Was only asking about character creation
To me, "full controller support" means that you can start the game up without a keyboard or mouse at all and be able to do everything. I don't think we will be quite there by 1.0. For example, I don't think we will have an on screen keyboard or alternate controller typing method yet.
We don't plan to add any more ways to skip around the campaign from what is already there for 1.0. (dungeons and just getting someone to rush you)
Sorry, I didn't get the reference and just looked like trolling. What is your question?
is character creation impossible to hope for
for 1.0, yes
ah ok thanks
from the FAQ if you want more info
Last Epoch is a class based game and we prioritized creating distinct silhouettes, visual themes, and animations for the different classes over the ability to customize their appearance. There is a lot of work that goes into creating a distinct player character, such as voice acting, modelling, rigging, skinning armor, creating animations, and adding character customization would increase a lot of that work, even doubling it in some cases.
However character customization is a feature that has been very frequently requested, and one that we enjoy from other games. We also have a lot more resources and technical capability than we had when we first scoped out the project, so character customization is not entirely off the table. Those resources are needed in a lot of places though, so regardless of what we decide long term, character customization will not be a feature for the 1.0 release of Last Epoch. As we’re reworking older content of Last Epoch, we’re also keeping this avenue in mind to not make things too focused on the existing pre-set characters to keep things open for this in the future such as cinematics and dialog.```
!faq
Answers to some of the most commonly asked questions can be found here: https://forum.lastepoch.com/t/official-last-epoch-general-faq/47963.
Hey, im target farming salt the wounds unique gloves they have drop rate of very rare but i was wondering if there would be like numerical drop rate 1 in 200 or something like that?
Base chance is 1% ish
That's base on 10000 echo reward simulator here https://lastepoch.tunklab.com/uniquesim
i see thank you
am i correct in assuming that bleed stats on my character (phys penetration with bleed, bleed duration etc...) don't apply to self bleeds via something like bleeding heart since it's the bleeding heart bleeding me and not myself bleeding me right?
Depends on the unique, some do. (See AoD self poison)
well aura of decay is a skill not an item, and you're the one casting the skill so it makes sense that your own modifiers apply to it
Fair.
Hi team, so GeForce Experience (as long as you use their drivers, which I do) has a feature called Game Filter, which basically adds a layer of filters on top of the game that allows to adjust image brightness, contrast, sharpness, saturation, etc. Apparently Last Epoch is officially supported as it is listed on the nvidia.com official site for Geforce Experience
My question is, is using these filters A-OK by the team? They do not interact directly with the game, or any of its files. At least as far as I know. In the past I used these filters without problems when playing Final Fantasy XIV and they are quite strict about 3rd party mods, etc.
GameFilter doesnt even let you attempt to activate it
It has to be a game whitelisted by Nvidia themselves and LE isnt one of the whitelisted games
how much dodge % is "enemies have a chance to dodge" in the monolith?
Hmm at least for Ansel it is listed as a supported game
are they two different whitelists then?
Ansel has a different whitelist
ah
Try it yourself, you cant even open the menu for it
You click game filter and it pops up in the top right telling you its not a supported game
Ive tried this before cuz I always crank saturation in every game cuz I hate my eyes
Hmm alright, I'm wondering if there are any plans on getting it whitelisted
would be great as currently the game, even with the very low brightness setting, is too bright for me particularly in sunny areas
Maybe once Mike gets on they can answer that one, Id like it to work for LE also
It gives dodge rating per level. I think one stack at level 100 is about 13.5% chance. Multiple stacks don't scale linearly (just like stacking player dodge rating).
It might be better to grind for the gear now. With each update there is more gear added, which translates to a lower rate of finding the super rare gear you were wanting because there could be a larger amount of rare gear to choose from in the future. But it will also depend on where the new gear will be added and how things will be coded. It is well-thought-out of the devs to put the merchants guild and the circle of fortune in the game at 1.0
Not sure, but is it coded for each update, until the following patch, that the new gear drops more-likely so players can experiment with it?
Sorry, meant to reply to Vaeny's comment.
same formula as players right, approaches 85% or something right?
Hey Mike, just a heads up that the September 29, 2023 Dev Stream has not been uploaded to YouTube yet (or maybe it has but isn't public). I believe it remains on Twitch for ~5 more days before it's scrubbed.
pretty sure new items are not more likely when they come out and then later get rarer, uniques are given their reroll value when they're first added and only get rarer/more common as part of balance and not because they're older/newer.
i do have a question regarding rarity though, obviously different uniques have different reroll values making them more common/rare, but do base types for normal items also have some kind of rarity value? or are all base types (that can drop in at the zones level) as likely to drop?
thanks, I'm raised it to someone who can fix it
no, new stuff isn't set to drop more
Are the restrictions on what weapon types I can wield in offhand more of a class identity thing or a balance thing? Ex: sentinel can't dual wield maces
bit of both, nobody can wield maces in the off hand
Just can't let me live my dual Renegade's Will life. This house is a prison!
Question on aura of decay: any consideration for giving this the spell tag similar to holy aura? There's only a couple of skills that get both poison and spell tags to benefit from the Tongue of the Aberrant Seer ring (+1 to pzn spells)
Wait, why the FUCK does holy aura have the spell tag
Oh it has it because of Flame Burst
no, but you can always leave a #suggestions-and-like-to-see
how much dodge % is "enemies have a chance to dodge" in the monolith?
variable based on level and I think
yeah, assumed it was varible based on area lvl since there wasnt a % attached. lvl 100 echoes give how much though? someone said 13.5 but didnt sound super sure
I'm not sure what the range is but that sounds reasonable.
We were discussing enemy dodge a few days ago. I believe we decided from some research that it’s between 400-800 dodge rating per affix, scaling based on corruption
I believe it's 400 dodge rating per modifier in lvl100 echo https://lastepoch.tunklab.com/monstermod/dodge_mono
hello. when we get release date?
We haven't announced the exact 1.0 release date. Only that it will be this year.
Is there any news about this? Maybe scrapped or still just an idea for beyond 1.0 or replaced with another idea?
in quite a while, we will do the thing I vaguely hinted at
Hey Mike, considering that some items have an effective level for legendary potential over 100, is the function you guys use one that approaches 0% for 1 lp as the level goes higher or is there a certain level where the chance is straight up 0? I understand fully if you can't answer this but I've been super curious about how lp is calculated.
Basically, can an item with legendary potential level 1000 theoretically drop with 1 lp?
I think a lot of us are curious to the real way that LPL works, or at least a decent approximation if you don’t want to release the actual formula. I would submit that giving us the full formula isn’t going to hurt anything though and I think it’s be cool to know 🙂
If we learned anything from our old crafting system, it's that giving players the exact percentage chance of something happening can destroy a system. I still think that if we had just never revealed the exact success chance and just used descriptive words instead, it might not have been changed. Which would ultimately have been worse because the new version is way better.
weirdly enough, an item with LPL 1000 has a minimum LP of 4
(not a typo)
And is it theoretically possible to drop that? If it were to exist?
well, technically it has an 835,291% chance to have 4 LP
Very interesting, thanks a lot!
but that's why we don't give anything 1000 LPL
Yup, was gonna say 500 at first but thought it might not be high enough, guess I was wrong lol
And just to be clear the function isn't something you guys have disclosed right?
we have not, someone mined it at one point
although they weren't getting the right results for some reason, even though it looked like they found the code
Damn that's news to me, didn't think we had it. I'm gonna go snoop around now, thanks Mike!
oh I'm wrong, anything 120+ LPL will just never roll LP
God damn it mike
Lol
So wings of argentus are dangerously close to not being able to roll lp
Yup was actually wondering how those items would work after you said what you said, was imagining someone would sometime in the distant future pop a 4 lp gamblers fallacy from the sidequest LUL
I'm guessing the function would result in the numbers you mentioned but that you guys have a hard gate that stops them from getting lp at all above 120
technically, 120 and above, not above 120
If (lpl => 120) { no lp for you 😄 }
I wasn’t around for that period of the crafting system change… but I’ll state that in my 40k hours of online gaming across 30+ years, the player-dev dynamic that you guys have fostered here is simply fantastic and greatly appreciated. I’ve personally spent hundreds of hours reversing (through in game dummy parse testing) mechanics in other games. Having a communicative dev team that is willing to share a bit of the engine behind the scenes can lead to positive results. I would say that it needs to be caveated with a “we appreciate player input, but when we say this is our vision for implementation of [whatever], we’re not likely to deviate too far from that”. It won’t stop people from trying, but hopefully can keep the clamor down. And I think you can probably get a lot of value out of crowdsourcing player input… I’ve been on small/private invite only “dev councils” in games before, and when it’s fully supported by both sides of the team, it works well
and we do have an elevated community tester program which gets early access to patches and provides early feedback for us. We also have someone who collects weekly feedback trends and summarizes them for the team members who don't live on the forums (et al).
Probably won’t work at scale. Too many chiefs (sous chefs?) will ruin the soup 🙂
do characters are server bound? like if i change from US central to the SA server does that mean the characters are mantein on US?? sorry if is a wierd question or if is a repeted question
everyone is everywhere, switch freely
Everything everywhere all at once
Ty ty :3
I prefer a more focused bagal
everything just feels like you couldn't make up your mind
the chat is also across servers?
wooow actually that is really interesting it has his own server??
yes
it's why you can get disconnected from the game server but still see chat streaming by
that is actually really smart
Disabling chat prevents the chat of others from showing, correct?
yes
I think I found the post with the datamined formula you were talking about Mike, but trasochi confirmed that they had it wrong which is why their numbers were off, all that for nothing 
Was a great journey through forums and reddit though
sorry bout that, didn't realize that was going to be the end point
So how is Lightless Arbor in a group supposed to work? Getting to the vault room and then only one person gets to spend gold and get (additional) shit from the chests is really... unrewarding.
At the very least, each player should be able to click the vault door for themself and spend gold.
Is the intent simply that dungeons are to be solo content?
I’m pretty sure the way it currently works is all players can loot the chests and only one person pays.
That is how it works, but I also feel like it could be a way to "boost" a friend, let's say you've got a friend that just started playing the game. You carry them through a t4 lightless and then spend 100 mil on the Vault and now they suddenly have a bunch of (hopefully) good exalts, despairs etc... not sure that's a good thing exactly since it could lead to rmt and stuff I feel (obviously not an issue now or in the near future but who knows)
Right but I don't get the boosted rewards from the chest that my friend pays for. He gets to spend gold for increased chest rewards (guaranteed uniques and set items in the run I just did) and I just... don't get those from the chests. (I received runes and presumably whatever the 'normal' roll of the chest rewards are.)
But I also can't spend my own gold! That's what seems weird.
so there was an error with what was generated?
Idk, I guess we need a dev to answer :p
(in case a dev comes and replies, I did this in T1 and T2 with the same result both times)
But I thought that one person spends gold and everyone gets the same reward, might be wrong though I haven't partied much
is earthscorcher in warpath tree bugged? i can see a lot of bleed stacks on bosses althrought bleed is supposed to conver to ignite
Correct, the way it works now is only one person can spend, and everyone else gets some reduced chest loot. With the amount of gold you can sink in LA, this hasn't been much of an issue for me partywise, but understood that it could be a little annoying.
Mike has already confirmed this: #👨┃ask-the-devs-not-support-no-bugs message
Is it possible you are applying bleed from something that is not warpath? Alternatively, if you are converting something else to bleed chance somehow, it can't get converted a second time.
With the amount of gold you can sink in LA, this hasn't been much of an issue for me partywise
I appreciate the reply and link. What do you mean by this, specifically? I was confused because the current functionality discourages me from doing a LA (and other dungeons?) as a group at all. Group monoliths don't have that feeling. The only benefits I see are:
- Spend only one key total.
- Ability to trade item (boss) drops optimally between players.
- A token and unreliable amount of 'free' loot for anyone who doesn't open the vault.
While the downsides are:
- We all spend time we could use to just run the dungeon ourselves simultaneously.
- Enemies are beefier because of party size scaling.
- Only one person gets to engage with the dungeon reward mechanic.
Sure, I can explain what I mean by that; the dungeon mechanic just sinks SO much gold that I definitely do not want to dump much into it every time I run the dungeon. I'll explain more in #❔┃ask-the-community so I don't flood this channel.
How does this work? Do I get both or does one over-ride the other? Yulia's Path boots that convert Maelstrom base damage to necrotic and Maelstrom's Cyclone node that converts cold damage to physical.
Also, if I unlocked earthquake but don't place it in my hotbar will this idol effect still trigger? "Chance to create an Earthquake Aftershock at a nearby enemy on melee attack."
Conflicting conversations pick one. If one is on an item, that conversation almost always wins.
If you have that idol equipped, it will work.
The base line reward for lightless arbor is the boss drops. The vault of uncertain fate is by default empty. Once another party member starts spending their money, you get some of the rewards as a free bonus. You get extra loot in multiplayer for free that would otherwise not drop. What rewards you get are directly dictated by the options the other party member selects.
It's more efficient from a gold -> gear ratio in multiplayer.
It is possible that we might remove this extra free loot as you are suggesting and make everyone pay their own gold. We think that this is a nerf and don't intend to do this right now. The release of the merchant's guild will cause us to reevaluate these things.
with how many affixes and builds there are in the game, there are a lot of options for "best in slot" for affixes, except for movement speed on boots. that always feels to be kind of mandatory on boots, especially since there aren't that many prefixes to choose from in the first place. are there any talks about either expanding the affix choices / making MS tied to level / removing it from boots so it doesn't feel as mandatory to get?
Having some select affix taxes can be a good thing.
This is the sort of thing that we do discuss. I don't think we will remove move speed from boots though.
Has kindling blade been fixed yet?
I'm sorry, I don't have any information on the status of bugs. The patch notes would probably list it if we did.
Is it safe to assume that if a skill/passive/item says "when you cast" (as opposed to "when you directly cast"), it counts triggered casts?
IIRC that's a different phrasing but consistent meaning
Yeah that's what I mean. I might have phrased my question weirdly though. Like, does "when you cast" always count both direct and triggered casts, I guess?
if you're not sure, it almost always requires direct
I should probably just ask about the specific one I'm looking at right now instead of being weird: Lightning Blast's Lightning Attunement - "When you cast Lightning Blast you have a chance to be granted Lightning Aegis"
Would that work with Dragorath's Claw, triggering Lightning Blast on crit with Frost Claw?
any cast
that's a bit weird to me, i know that you guys have used "direct cast/use" in some spots to indicate that your character (actionbar/keypress) has to be the source of the cast/use of the skill for it to count, since stuff like burning hands on the spellblade tree will only cast once on things like recasted shatter strike (cast source being shatter strike i'm guessing) or lost knowledge from the sorcerer tree not working with triggered spells like meteor from harbinger of stars. Is there consistency that i'm missing or is it kind of a per case basis right now?
a case where is specifically says "you cast" is arcane momentum, this also does not function with triggered casts.
What is increased health regen listed under?
Health regen, check top right of char sheet
Yeah found it LOL, I was looking at the bottom stats
the lightning blast node is from the skill's tree itself. arcane momentum and lost knowledge are both passives
Wow, 30% health regen is lower than +2 health regen
ahh, so when something says "cast" it only cares about its source? like a passive that says (you cast) means your character has to cast, but if it's a node on a skill then the skill has to be casted
it's just a property of lightning blast. it probably could be worded better.
yeah agreed, i've always found the subskill system and inherited stats pretty confusing tbh, would be great if you guys could get a page into the game guide about it for 1.0 (feedback i know, i already sent it in earlier today :3)
Hi !
Do you think the release date will be affected by the next season of PoE which has been postponed to December ?
I'm sorry, gonna be a "nothing" answer. Currently the only information available regarding the release date of Last Epoch is this year.
What class was the first added to the game ? And were masteries a thing at that time ?
technically the very first playable character in the initial demo was a generic knight looking character in black plate armor.
the first public version for kickstarter came with just primalist and mage. Early on our passive tree looked very different and you "mastery" was determined by how you selected points in your passives. Near the end of kickstarter we added the void knight and then the 1st big patch a couple months after kickstarter was the necromancer
The forgotten knight (I think that's the name) is a reference to the initial demo, right?

