#👨┃ask-the-devs-not-support-no-bugs
1 messages · Page 24 of 1
Ahhh
the demo knight I referenced above was different, the forgotten knight was the model introduced as the initial void knight during kickstarter
Will 1.0 come with Necro buffs? Really important question that determines 1.0's mass appeal and success. 🙂
I'm sorry, I have no information on any upcoming balance changes.
I can answer, there will be Necro buffs
instead the devs will coming to the houses of all the necro mains and make you watch as they delete the class
not quite
Yeah, probably not
But until it happens we can't know for sure
They can always just wake up one day and choose violence.
have we ever seen a full-image of Julra? I don't think we've ever seen art for it.
Possibly not actually. I know I keep saying it but I'd really like to get more up to date concept and splash art available at high res from our site.
Do you guys have any price increase plan before the full launch?
Will progress from Beta carry to live? Or is it a full reset for everyone?
it will carry over
but if you want to be on the "seasonal" ladder you'll have to start fresh
Music to my ears 🙂 Thanks!
np
Mike, does the increased idol droprate blessing work on the idol shrines?
how does the potion chance drop scale with empty potion slots, is it an increase per empty slot, increase per percentage empty, or just a flat increase when any slot is empty?
Why does this roll over at 1 billion? Can this be changed so it doesn't roll over back to zero ? Would be nice to have sort of a "tree ring count" type thing for toons you spend a lot of time playing. edit: bonus points if you add another line under it for "Account XP:" so we can see our total farming prowess (for good or bad, hah). that part could maybe update only on login, not dynamically (save on server load)
will there be mroe weaver wills item in the future? i like them alot
We do plan to add more weaver's will items in the future. I don't know when that will happen.
just glad to hear morewill be coming ❤️
It's probably just a function of the display really. I don't think we gave it much thought once it was that far above 100
it's binary, full or not full, it doesn't care how not full you are
oh really? it seriously felt like the lower you were the more dropped, good to know.
I don't know but I suspect so. Probably an answer to that burried in this channel. Might be about just shrines in general.
this is what i could find (sorry if posting it here is wrong just wanted to make sure anyone else that was wondering could see it too)
seems like the gold blessing effects the gold shrine, and you gave a maybe to the idols before, so it seems like it's very likely idol shrines are affected by the idol blessing.
Any major things planned for 1.0 besides Falconer, Warlock and factions? Set item upgrades, maybe? Class reworks? New endgame systems?
(General recommended I ask this one here.)
The Enigma node (turns Runic Invocation into a traversal skill) says "Whenever you directly cast an Invocation you blink to the target location first" in its text description, but then the statline says "Blink Forward After Cast".
Which is it, before or after?
For instance, if I'm standing in a Glyph of Dominion, and I cast Runic Invocation with Enigma targeting a spot outside of my Glyph, will the Invocation I cast benefit from my "standing in Glyph" buffs?
It's probably technically after but happens so quick that it feels like before. You do get the buff. It doesn't matter if it's before or after, you get the buff.
Falconer, Warlock and Item Factions are the big headliners for 1.0
you guys aware of the server issues? idk where to check with you guys since it just happened, sorry if it's the wrong channel to check in
#💬┃general message - The team are aware!
Who do I have to thank for reworking the discord? Looks good! 😄
Happy to hear it! Like everything, it's always a team effort. Of course if there's anything else you'd like to see, let us know in the #1123697853882187847 channel!
Will more lore snippets be added to all other chapters?
Would be really interesting to hear the thoughts of the Immortal Empire bosses.
yes
can the same target that procs these get hit by the frost spikes?
like for instance if your hitting a lone orobyss for example?
theoretically yes but it might be harder to line up on smaller targets if it actually starts from the perimeter like it says. I have a feeling that it actually starts at the center though
Does Crest of Unity interact with Runic Invocation's Elemental Starfield in any way? I hear conflicting information that the helmet disables the 3 novas and only one proccs.
Does Crest actually disable the single novas, or just makes it unable to be directly cast?
I'd have to go in and check to be sure. Can check later if you remind me. Generally, if an item conflicts with a node, the item just wins.
No worries Mike. This is your first reminder 😄
What is the travel distance of "Shield Throw" when it does not make contact with anything? Already reported it as a bug just in case.
I wanted to make sure it was an intended interaction...Because my LP got the frost claw on it the relic now locks to only the mage class? Why wouldn't it just be allowed to be put on but not get a benefit from non class related affixes?
Intended.
(As if you try to make an legendary with a unique that already has a class requirement, using an exalted that would cause a different class requirement prevents the craft altogether)
What is the scope of "additional buffs" in Eterra's Blessing's Tranquil Spirit node?
- The base minion melee damage buff? (size is clearly granted so I presume it still does this)
- Other functionality in the EB tree that aren't explicitly buffs? (Purge)
- Effects triggered by casting spells that don't come from the EB tree? (an item that gave haste on cast for example)
Here's the list of nodes which provide buffs that are disabled in that case:
- Ardent Touch
- Safeguard
- Natural Affinity
- Lifestream
hi! i've noticed that you can have experimental shards shattering them in a particular way. is it intentional or is it bugged cos you cant see them with other materials but only when you put an item into the forge?
Any plans to make the Weaver an actual npc somewhere?
bug
Hah, faster than you ave
ok, ty!
yes
just don't do us dirty like poe did with kalandra league 
Birb
If I use Hammer Throw, Smite has the Descend node active, and I also were to have the Adorned Rahyeh Idol "Chance to cast Smite on hit with throwing attacks" Would this cause my Hammer Throws to cause me to have the opportunity to teleport every 6 seconds with Smite?
don't see why not
Perfect! Thank you. I wasn't sure if I had to manually cast it instead.
You have to manually cast it, I guess the tooltip needs an update.
I guess triggered counts as instant?
are triggered skills targeted ? 👀 the tooltip also says "teleport to target location"
for the harbinger of stars belt it'll target the nearest enemy when triggered
sorry, yes, this can't stack multiple times
ok pog just had to make sure
the negative questions get me
it can get both the fire and poison buff if two different rogues each use acid flask spec'd differently
Manual required, traversal moment
@glass thorn if you didn't see that
It will still cast a normal smite otherwise tho when triggered
right, just the fact that it's traversal does that, my bad
oh thats pretty funny
yea, so you can both take ballista and acid flask and give each other's ballista extra buffs
Much appreciated Kzb, Mike & Iceberg.
would we ever be able to get more uniques like kermodes cage, now that mtx is out? maybe like, a very bright green swarmblade skin 🙂
Does Doom's effect of "4% increased Melee Damage Taken" apply to the player or the enemy?
Enemy. It's a property of the ailment doom, which is applied to the enemy. If you get doomed somehow it would be on you
ie, Julra can apply doom to you.
Hey devs, what are the ranges of how close and how far away it is for this point?
"Close" is the ring that can be found around training dummies
IIRC, it's 6 meters
Will the current characters be moved to standard st the start or end of season 1.0?
All current characters will be moved to Legacy at the start of the first cycle, and at the end of each cycle following.
the far away targets start after this circle or further away?
inside the circle = close. outside the circle = far
at the edge of that circle is the difference he is saying
Question about Snowdrift's Freeze Rate Multiplier -> Frostbite penetration: Does it count Freeze Rate per Stack of Chill? My guess would be yes, since the advanced tooltip doesn't call it out?
No. Doesn't count for conditionals
Fooey!
Yup, was sad too
Can you bestow upon us the knowledge of how much health the target dummies have? (or how much damage it takes to move their hp bar from full to empty)
no, you can't have an accurate dps calculator.
god damn it mike
How come holy aura gets the spell tag and aura of decay doesn't? we're having a discussion and i'm speculating it's because holy aura is always on and you activate the bonus effects with the "spell". while aura of decay is just a toggleable aura.
Bone Curse keeps its spell tag when made into an aura as well btw
IF you want to be fair it's because bone curse does damage.
no it doesn't
AoD applies poisons
AoD only applies poison stacks, it itself DOESNT do damage
break it down for us mortals please Mike, i think i kinda get it but not 100%
I'm not sure why holy aura has a spell tag before it gets the flame burst node
I thought it was reserved for abilities which have a spell damage component
yeah, did you guys maybe not do dynamic tags when it was made?
no
AoD and its poisons getting a spell tag would solve a lot of its problems but yeah it seems like an inconsistancy
but wait, why would it gain the spell tag because of the flame burst node? just because a skill casts a spell doesn't mean it gets that spells tags no? Since things like shatter strike don't get the spell tag from the icicle node
petition to remove holy auras spell tag
Apostate's amulet user propaganda, but I can't disagree
Not really 'cause AoD doesn't do any damage by itself.
I know, but if it did, that would solve the issue of it being a pathetic damage skill instead of just a support slot. Give it its own poison spell ailment etc
Give it its own poison spell ailment etcThat's different to just giving it the spell tag. But yes. #1123697853882187847
Is there a reason shift doesn't have the traversal AND movement tags? (From LEtools). Wondering because I'm thinking about teleporting ballista with me on shift using the experimental affix that says traversal skill
think it doesn't share cd's with traversal skills? i could be totally wrong here though, kinda guessing tbh
Rouge has no other 'traversal' skills.
Doesn't add a tag.
i think rogue doesn't have the traversal tag on any skills so that their cd's are independant even if you use a few movement abilities
kind of a weird reason if so though tbh
now that I did not expect
I guess shuriken or smoke bomb backflip plus shift? But even if shift has traversal, all of that would still work lol
The only other that breaks this rule is jav banner traversal, which is probably intended.
since normally all traversal skills share cd
Yeah the other rogue movement skills do not have traversal, just the movement tag.
yeah but my point is why would only shift get the traversal tag, since if they add it on any of the other rogue movement skills they'd share cd which i'm guessing they don't want
so they opted to put it on none
my guess
This might be best moved to another channel btw, maybe even in the 'tag inconsistency' feedback post
Funnily enough it ruins the new meme balista build
(Note:how long has this been unnoticed?)
do the + melee physical dmg nodes in the BM tree get converted to cold for ice sabertooth? the tooltip says only the BASE dmg gets converted not anything additional. if the nodes add to the base dmg then it would work but if they don't then based on the wording it wouldn't convert. honestly I could see it going either way?
It is precise. Axe and Claw and Ancient Might each grant you added minion melee physical damage. This is not base damage for your sabertooth's abilities.
ok so not converted awesome thanks mike
I notice that the Solar Auxiliary enemies don't make sounds. Will they be updated to be on par with the new Rayeh themed enemies?
Sorry, I don't have details on specific bug fixes.
Not really a bug. More like they are looking old compared to the Solar Invaders.
If an enemy makes no sounds at all, that's a bug.
No screams of death 😛
is the current number of character limits for online included in cycle and legacy or do they each have separate limits?
Included but the limit will also be increased afaik
yes we just dont know by how much each cycle but hoenstly that all makes sense since then u would have to delete characters and not the game itself
They are not planning on adding character slots for every cycle, they just feel that 20 is too low (which I think most people are in agreement with)
well if you want to keep one of every mastery just to see the changes plus play 1-2 characters a cycle then yea 20 is too low
i feel the number should be number of masteries + 5
so if by cycle 2 there isnt new masteries than theres no reason to change, if there is then increase by that number
Looks like there is deminishing returns on CDR with Runic Invocation? I should have 93% CDR. I have 61% baseline from int/passive tree/gear, and the skill itself has 32% in the skill tree. Taking both nodes that give it +5 and +12 seconds CD each, so total of 17 seconds, my CD is 5.7s, but should be lower than that by a wide margin.
Because it is not reduced cooldown, it is increased cooldown recovery speed. 100% increased cooldown recovery speed translates into 50% reduced cooldown
Ah ok, interesting. Thanks.
CDR works that way in pretty much every game. otherwise it'd be possible to reduce long cooldown powerhouse skills to almost no cooldown with some extreme CD stacking
Grim dawn on release;)
Hey any devs here? id like to ask if they ever gonna fix the big amoung of memory usage of LE like it takes half my RAM and i have 32gb of RAM meanwhile other games take like 10% to 15% of it why is LE so memory heavy?
@frail sentinel can i mention some devs?
It’s 9pm EST/12EST, you may not want to ping anyone outside of business hours. This channel, including back scroll, is monitored during normal business hours. (Although Mike goes above and beyond!)
oh okay i wanted to know if they ever gonna fix it cause when it get to a certain amount of memory usage it crashes the game
and myu questions gets buried with other's chats so i can't tell if they replied or not
and im from SEA server so hahaha XD my bad
We are constantly working to improve the performance of the game from various angles of attack. I can't guarantee any specific changes.
okay hope you can do something about it soon cause your game specifications said that you at least need 16gb ram and i have 32gb already and it takes half of that and when it reaches a certain amount of ram it crashes randomly
im using windows 10 professional btw
thanks for the feedback
When is the zombie Lich build going to fix the bug?
Did you read the title of this channel?
Might be a separate issue. I only have 16gb and it never crashes for me.
in future will minions stay when u log out and in so u dont need to resummon them everytime u come to play?
maybe, we don't have any specific plans in the works for that
Have you ever cleared your temp, %temp%, and prefetch folders from your computer? Also have you done a Disk Cleanup? These greatly improve the performance. Also remove any bloatware and make sure you have no extra programs running in the background during startup.
Hope it helps.
hello - my friend and I want to start a Polish Discord server Last Epoch - is it possible to post a link with an invitation for Polish players?
are there conditions to drop Merophage? not a single drop since patch, have 5 chars at 70-80
Only from Exiled Mages.
obviously i killed thousands of Exiled mages by now

Can I run LE on 8 gb ram and Nvidia GT 1030?
that's going to be rough tbh, but maybe playable
Yeah, maybe it's better to try Path of Exile first since it's free, to see if I can run it
Will there be Nvidia DLSS in the launch? Also when choosing character even if I have capped my FPS to 120. The selection of characters goes up to 500 FPS… I had to cap the entire game in nvidia control panel.
Will there also be an update regarding the graphics of the game? Since it looks old but it is very fun to play. I mean if you look into the new games coming out such as Titan Quest, Diablo 4 etc they look pretty damn good compared to last epoch.
They planning to overhaul the lighting and add environmental effects for a lot of the areas in the game. They've shown some of the progress in previous developer streams
Ohh cool can I watch that stream? And if so where do I find it? How about the DLSS? And caping FPS? Why I ask is due to coilwhine of the GPU 🥹
Not sure about the fps cap or dlss but you can find the stream/vods of it on twitch and the official youtube and twitch channels:
youtube: https://www.youtube.com/@LastEpochGame
twitch: https://www.twitch.tv/lastepochgame
I'm not sure exactly which stream it was that they showcased it on, someone else (maybe a dev) might know.
They usually stream every friday at 22:00 CEST
Link to dev response.
#💬┃general message
Thank you!
I did exactly that, had 60 fps in low settings, though some skills can kill the GPU vram
:0
Basically, you can play the game, just don't play tornado 😂
Damn, I am downloading PoE rn, gonna see if that runs smoothly first, if not, I am gonna buy Grim Dawn
Hey Mike, 2nd reminder
Also, one more question, does Antipode of the Runeslinger scale with both Invocation and Rune Bolts tree? Or only Rune Bolts?
The runebolts created only scale with runebolt.
Bummer. Thanks
have devs confirmed this?
Not explicitly as far as I know, but the behavior is explained in the tooltip and that's how all triggering works unless explicitly stated otherwise.
impressive how questions in ask-devs get answered by community members faster than ask-the-community most of the time
miiiiiiiiiiiiiiiike. if i put the new experimental ward affix on julra gloves...can my minions get ward? since its just based off missing hp?
What type of graphics/designs/icons will you be creating or re-designing in order to prepare for 1.0?
I don't mean for spoilers. As vague as you can be, I ask so I can volunteer and create some graphics for the game.
No, doesn't function for minions.
does any VK skill trees affect void rift skill from Locket of the Forgotten Knight amulet?
WHO<<< is the weaver, supreme leaders?
Great question, you're going to have to wait a bit to find out.
Don't think so.
0.0
It's impossible to get specific enough without releasing spoilers really. The main stuff is around the new classes and the factions.
LE will not support DLSS at 1.0 launch. We are constantly working to improve the visuals, from new models to animations, vfx, lighting and more.
I see Mike, but there is a issue with the FPS in the game. If ppl do cap the fps it might harm their GPUs. Like Diablo 4 beta which killed Gigabyte 3080 GPUs. But I don’t know. I really do hope the visual do get much better since new games is coming out that will@compete with Last Epoch.
if a software damages a hardware, thats a hardware problem, its made to be safe
also capping fps cannot hurt gpu, and u broke a rule here on the channel
Ohh what rule did I broke?
Accept the answer and don't attempt to debate us on it.<<<
I’m not an expert but I’ve read about other games have damaged hardware before. I dunno
Bruh I haven’t debated anyone 🤣
Take it easy guys, keeping chat clear for use by both mike and the players is the priority. 
Ok I’m out.
That's not actually in #rules (though it's likely a valid/reasonable one).
The channel description says Accept the answer and don't attempt to debate us on it.
It's really not a big deal and people debate the answers with us all the time and it's fine. It's really just there as a release valve if someone really won't let something go.
I also don't think they were really debating it, just adding on their feedback.
Implementing DLSS would require upgrading the engine. We do not have the time between now and launch to do that even if we wanted to divert dev time from other features. It would inevitably cause a large number of bugs which would need to be found and fixed. This would likely add a very significant amount of time after the upgrade before we could actually launch. And that's all while most of the other content stagnates.
Every patch comes with updates to the graphics. There is a "patch retrospective" style video that I just saw on youtube which might give you a better feel for how much the graphics have improved already.
Hey Mike, third reminder on that Elemental Nova question 😄
This one
Can't you just put on the helmet and check? I know that's not an answer but I feel like it'd be way quicker than waiting for an answer here lol
oh, all I'll be able to get you right now is how it does work
I think from wording the helmet should take precedent, since it says "always" while the node doesn't specify that the Novas elements have to be of those elements always, just that it'll cast it as those elements by default
So it working is consistent with the wording imo
if it's not working the way you expect it to or how it should then you can leave a bug report and we will investigate it
that's the plan 😄
But id like to know if its intended to work this way (ie disable individual novas)
yes
So, intended no Starfield interaction
Shame, but I guess it makes sense
Thanks Mike ^_^
Didn't realise there was a channel description.
there have been two different sets of numbers released today for how lpl corresponds to lp chance in level 100 areas
the first was on reddit and i saw your comment about the numbers being wrong
the second was on le tools and i haven't seen any comment on that
do you know if those numbers are right?
I don't know, I haven't looked. Anyone who has played a good chunk of LE should be able to tell the reddit numbers are wrong just from their own experiences.
the reddit numbers felt really off yeah
the le tools numbers feel a little better based on the few uniques i looked at but i wasn't sure
This is what I thought as soon as I saw it lmao
for reference, some of the numbers from le tools are as follows:
| | 1 lp | 2 lp | 3 lp | 4 lp |
+--------+--------+--------+-------+------------+
| 0 lpl | 39.68% | 19.7% | 4.25% | 0.37% |
+--------+--------+--------+-------+------------+
| 10 lpl | 38.85% | 15.51% | 2.64% | 0.13% |
+--------+--------+--------+-------+------------+
| 20 lpl | 37.08% | 11.79% | 1.54% | 0.044% |
+--------+--------+--------+-------+------------+
| 30 lpl | 34.51% | 8.61% | 0.84% | 0.013% |
+--------+--------+--------+-------+------------+
| 40 lpl | 31.29% | 6.01% | 0.42% | 0.0032% |
+--------+--------+--------+-------+------------+
| 50 lpl | 27.54% | 3.96% | 0.19% | not listed |
+--------+--------+--------+-------+------------+```
i'll understand if you don't want to confirm lp chances but if you do decide to i'm curious
We have very intentionally not released the chances for items to have Legendary Potential.
Will Last Epoch be on sale anytime soon?
None planned until 1.0
Why do Exiled Mages only drop experimental boots for me?
Luck issue
so allies is anyone that plays with you and companions are minions?
Yeah, and minions are also allies
Allies = anything that isn't an enemy really
Basically yeah, as long as people keep in mind that stuff like shadows and echoes aren't things
Are there plans to have the town portal open up at specific spot in town or are they going to stay random?
Are there any conditions for Exiled mage to drop Merophage / haven't seen a single once since patch
rng is the condition
it has been stated that the progress of it wont be shared but it was also stated that no other patch will come out before 1.0, except small fixes of course
and it was never stated that it would be in december just by the end of the year
the rumor is december because for business and gaming reasons it doesnt make sense to release it before then
can we rephrase this to "since it's only been a month since the last one"? 1 month would be the shortest patch we've done by 2 months I think.
i didnt want to say anything since ive only been here for 2 patches but yea mike makes a very valid point
When running empowered monoliths in party, does the group share corruption or gazes? Not happening for me
is that intended or a bug?
intended
yikes. that's going to kill this game. everything else is so well done
hmm why? at least everyone in party should earn gazes
so youre telling me that if u run with someone at 200cc and you are at 600cc u should still get gaze?
ok, i kinda see that, but it also removes the incentive to group up
no it doesnt becuse grouping has other benefits
but as mike said tolday on the stream they want to make it so that anyone who wants to play solo forever will not suffer
well, they could put in a penalty based on cc difference. like a huge cc diff, then no shared gaze
then you can just buddy with someone and scale cc together without any work
probs not the place to debate this 🙂
it has gone on farther than i expected.
true. my 2 cents, groups should have some way to share corruption without power leveling or abuse (i get that)
thanks
you are always welcome
i know this is a far away question but if everything from the cycle transfers to legacy after the cycle ends doesnt that mean we can buy stashes for a much cheaper price while cycle is going on since they will transfer over afterwards?
Well, the contents will. We will probably put them in temporary, remove only tabs.
Interesting. Well thought
What are devs' favourite snacks?
Hi Devs- sorry if this has been asked a bunch-
I am just wondering if there is any sort of timeline around fixing bugged uniques + healing hand skill. I think dev stream once said its mostly based on how easy-to-fix the bugs are, but is there any sort of goal for when the team wants all uniques to be working? (even abstract like 1.0 + 3 months for example)
specifically: -paranoia helm, sacrificial embrace gloves, javelin's fork interaction [sierpin's + divine fury]
Can you guys release on console please I can't afford a pc to play and my xbox x would be amazing place to play last epoch look how well poe is doing on console please please and thank you for making best Arpg
Console release please
Mine is corn chips and salsa
That's a strong choice. Gonna be hard to beat that.
We prioritize bugs based on 3 main factors.
-
How bad it is. Fireball being 1 shade off is less bad than a bug which prevents logging in.
-
How many people it affects.
-
How long it will take to fix.
Our goal is to have all the bugs fixed always.
We have long term plans for a console version eventually. We haven't started that process at all and it won't launch 1.0 on console.
I'm not sure when the console version will land.
Put a teleporter at lagon please
Question: WIll you add physics to the game? for examlpe: a big boss smashes on the ground, but there is no visual smash... it just disappears on the ground... there is nothing like a "boom" bec of the smash
some bosses have it, many not
same with hammers of paladin skill - they dont crash in the wall, they just glitch and disappear
We will continue to apply vfx and sfx when appropriate to get a good feel for things like this. Adding practical real thing physics simulations would probably not be cost effective, both from a development standpoint and a gameplay system resource standing. If you've got specific #1123698164503949392 on which skills you'd like to see have improved effects, we check that channel for suggestions regularly.
❤️
Add Loadouts for the players that can change Passives / set and skill lists !!! Also add WINGS cosmetics ( that would be Awesome ) Also add Clan/Guild for players that they want to be all together in 1 team ( talk each other , make parties ).
I would be happy too see a dodge roll and more epic bosses like lost ark encounters ❤️
Ok, I'm sorry but the last 2 posts before yours both were replied to saying that #1123698164503949392 go in #1123698164503949392 .
With regards to your #1123698164503949392 , we do not intend to add a D3 armory style system. There already are wings cosmetics. We want to have a real system to include with a clan system before we add one.
Once again, please put #1123698164503949392 in #1123698164503949392 .
If anyone has a question about the game, why we did something, how something works or other stuff, I'll be happy to answer them.
a question about the road to 1.0: is there a roadmap or a list about things, you plan to get into the game until 1.0?
not an official one no. Here is an UNOFFICIAL one made by a community member though https://forum.lastepoch.com/t/unofficial-roadmap-to-1-0-and-beyond/60203/48
So going out in echo web increases the Item rarity.
How much?
Orobyss 4 Corrption vs. Orobyss 16 Corrption how much does the Item rarity increase?
The number that increases at the bottom left when you clear/start a node.
The main features for 1.0 are warlock, falconer and item factions.
what are item factions?
!trade
that number is static with distance. It only changes with copprtiona and modifiers
mike sorry if i just missed it, no details ahve been released on the bonuses by tier for the circle of fortune right?
There are some examples of the general style of things that we will be implementing with the circle of fortune (CoF) in the link above. It is important to note that CoF is not SSF.
yeah i know, just easier to type out solo faction :). no more than whats in the trade post though. got it. thanks 🙂
If you mouse over the corruption in the top left corner, it explains it more. Also the game guide.
It's just problematic for new players as they don't know that and think it's SSF.
for sure, my b
Okay i read. That doesnt answer my question
No worries bud
I'm sorry, I don't understand the question.
Going further out in the echo web increases item rarity right? How much?
No it doesn't?
Oh thanks
It increases the chance of discovering nodes which are higher rarity and increases the amount of corruption added even killing a shade.
So an Orobyss that gives 4 Corrption has the same drop chances/Item rarity than a 16 Corpption Orobyss
Thanks
No, but it does increase the magnitude of the echo modifiers (including their rarity boosts).
Same item rarity yes, but not same drop chances. Its exclusive uniques have a boosted chance for farther Shades.
(Well, I guess not technically the same rarity, either - I'm pretty sure you get the full benefit of the corruption granted by the Shade factored in to its drops.)
The corruption modifiers are applied before the drops happen when you kill a Shade.
Runic Invocation's Spell Cascade node says, emphasis mine:
...you also proc a random equipped non-channeling skill of the same element...
Based on this, a couple of questions:
- How does Mana Strike work with this?
- How does ranged Mana Strike work with this?
- What about Flame Reave?
- Flame Rush has a node that disables channeling; would it proc off of Runic Invocation then?
Hi,
Are you considering making it possible to cross certain obstacles with movement skills like teleport or furious jump? This is something very appreciable in D2 and PoE, especially for the dynamism
I’m pretty new so I probably missed this, I’m very excited for Warlock but is Falconer also a new mastery?
yes
A rogue mastery
If the element tag on mana strike matches then it is used.
It would select a target the same way and use it.
Same with flame reave (and all others just to be safe).
Yes, any non-channeling skill which shares an element.
Would the Flame Rush create the Glyph of Dominion and dash to the destination, or would its movement be cancelled?
Give it a shot and see? It should use it like normal.
Huh. I gave it a shot and what came out of it is Glyph of Dominion not being placed, and Flame Rush not executing (but going on cooldown; maybe it does damage, but I'm not quite sure). Additionally, Mana Strike seems to not use the tree, cos I specced Mana Strike for maximum mana gain and using it by hand gives like 100 mana, and with RI proc it gives like 15. I'll set up a cleaner environment before a test dummy, test it again and submit a bug report if things are not working as you described
Sounds cool, I haven’t played Rogue yet
Mike with the % damage with echo'd skills mod on gear and idols, does that work on the forced echoes like Time Loop inside erasing strike?
feels like it should say recast if they didn't (instead of echo)
It says echo that's why I'm curious
For it to be a VK "echo", it needs to have the shadow person show up to swing. I don't think that node does that.
It doesn't
Might be an idea to change the description on that node
Or at least add some alt text to clarify that this isn't a "proper" echo.
Yea, that node needs a description update
im confused why u say it doesnt because i just tested and that node creates a shadow clone
with every repeat it does
Well maybe it doesn't need a description update then lol
It didn't last time I checked.
Last time I used it it just created a second cracked ground gfx effect a second or so after the first one
So then the echo modifiers work on it, correct? (Just wanna be 100% sure xd)
yess, also all things like (get xxx bonus for next melee attack every 3 seconds)
My brother in chirst spell cascade mentions also not casting movement skills
I am really struggling to get gold in this game.. I have 2 chars about level 60-70 ish.. casual player.. Got about 15 tabs or something, next one goes for 100K but that takes me days and days.... Also, any chance the gold pickup range can be increased, it seems I'm constantly trying to run over all the gold drops to get anything...
As as suggestion to the devs I would like to suggest the option to clear / sell / trash everything in a particular stash tab with a button. I have about 5 of them of when I just started out and tbh if I have to clear them it is going to be a silly cumbersome effort.
How hard is T4 lightless Arbor? Is there a rough equivalent to corruption
It's more of a skill check than anything when it comes to the dungeons but maybe 250-300 corruption?
Guess I'll stick to t3
You can always give it a try and see, don't really loose much at all
And the chests in T4 are better, so using T3 as a gold sink is iffy
And lp on the uniques the boss drops will be more common at T4, and the uniques themselves are also more common
So if you can beat it, definitely go for it
Hi, why does "Descend" perk removes healing ability of "Smite" skill of paladin
It technically does the 'cast' before you teleport there
It doesn't remove the healing. You just can't get healed by the same cast you teleport to.
Is this the intended way ?
Just got into emp monos, already dying at 80% increased damage (125c?) from mobs sooo probably would just be wasting a key
Was thinking I could get some much needed exalteds from arbor
Would be so disappointing if this is intented. Because it makes all other perks for healing mostly obselete. It heals only party members which makes it incredibly situational
(If you proc smite by other means it won't teleport you and is treated as a normal cast)
same thing as normal casting without descend perk. i assume this behaviour to be fixed. because with its huge cooldown makes it completely useless, people would use "lunge" skill instead.
pretty sure it is intended, you're casting smite, and then teleporting to the location
proccing smite does not put it on cooldown and would not teleport you either.
how do u know. you dont seem to be a developer of this game
i am not, but i've played for a long time and know a bit about how the game works
doesnt make you qualify to speak for the devs.
Oh, traversal smite has something lunge doesn't.
Smite can go past terrain
yeah, thats the only advantage. i think..
That's the BEST advantage.
let's not debate it here and just wait for Mike
#👨┃ask-the-devs-not-support-no-bugs message in case you're wondering why i'd answer
I appriacate the help and answers from you guys. Thanks for the feedback. I'd be just a lot more comfortable since the game devs have put this amazing channel which i have seen first no other game has this kind of discord channel.
yup, you're good. Here's someone that asked kind of a similar question and Mike confirms that triggering/proccing the smite skill does in-fact not teleport you if you have the descend node: #👨┃ask-the-devs-not-support-no-bugs message
Is it planned to implement make Rune Prison Items tradable ?
Are they not tradeable giftable at the moment?
No... I found a 3 LP Mad Laddle and cant Gift it to my friend. Was farming them with him & for him...
is this quest bugged?
ive finished campaign a while ago and didnt notice this till recently but i go to "the Maj'elka waystation" walk to the guy to the right he always says the same thing.
i step on the circle platform which takes me to "the desert waystation" but then i get no prompts what to do or where to go after this ive spoke to everyone in the room but still cant claim
!bug
To make sure a bug gets fixed, please post about it here: https://forum.lastepoch.com/c/bug-reports.
In the words of Mike:
"If you ever think you might have found a bug but aren't sure, please report it as a bug."
oh like multiple ppl same echo but no HP scaling
forgot reporting that 1
not sure how it happend tho
What are the devs thoughts on actual oskills on items? I'm pretty sure we don't have any yet right? Is there any possibility to have some in the future?
Harbinger of Stars has Meteor. There's a Maelstrom neck as well IIRC
Those aren't oskills though. I mean an item that enables the direct use of a skill you wouldn't normally have acess too (not a proc)
Oh wait, what's an oskill?
Like in Grim Dawn, you equip an item that grants a skill. Then, you slot that skill on your skill bar to use it like a normal skill. I think this was discussed in this channel before at some point, but I can't find it lol
like enigma in d2
Ah. Never heard the phrase before so my bad
All good 🙂
81% of necromancer builds on lastepochtools.com use dread shade, but some people (myself included) find passive buff skills like that unfun
Is it likely there will be changes prior to official launch to make the necromancer less dependent on this skill, allowing more build variety?
I'm not sure that's the best source of data to direct design decisions. We are just starting to leverage data collection from in game to get a better idea of distributions like this. The problem with looking at heat the number of different builds listed is that maybe it's a bunch of people trying to make dread shade work but nobody can quite do it. Maybe those builds are all terrible and really dread shade needs a buff. I don't think this is the case but I'm just using it to illustrate that it isn't enough to go on.
Warlock's addition to the acolyte's arsenal will provide a little shake up to the necro and lich too. I expect to see some new builds surface anyways.
Having said all that, we are constantly looking for ways to enable new playstyles so I'm sure you will see some shake ups at some point. Necro itself just isn't at the top of the list right now.
We think they are epically awesome and once we figure out how to work it in, I expect we will find a place to do it.
Yes, also they are right, just report it. A bug report for something that isn't a bug is important information and is still useful.
If they were in the same zone as you when it dropped, it should be giftable.
alright ill do it tomorrow little late here now but is there a fix i can do or is it something that i may have to wait to be fixed? since others havent seen this before it cant be for everyone so just wondering how it would fix on my end
I'm pretty sure it's a race condition, the heal has already gone off by the time you are transported.
I'm not sure if I missed any questions up there. Sorry if I did. It gets tough with so much cross talk. Please refrain if possible.
If you're online, you can get someone else to help you along. If offline, there isn't an official way to fix it...
help me along how? ive completed the campaign and at that part i was already with someone in a party when we was at that part of campaign
If someone else completes the quest like normal while you're there, it should catch you up.
Also, you can have them trigger the next quest checkpoint and it would fast forward the quest
If you're already past it, is it just wanting to clean up the quest log?
yeah i kinda have ocd and its been putting me off the game lol
not fair on the game because its kinda my new diablo replacement haha
Sorry to hear that, you can't clear the quest log completely right now.
(it's lightly bugged)
eek will that be something fleshed out by 1.0?
Yea, we have an update to it that barely didn't make it into 0.9.2
Is this the intended way ? Because i think it makes "descend" perk really useless for 99% builds. to me it felt like a code implementation problem.
then im sure ill manage haha ill try that method tomorrow thanks
I'm not sure really. It wasn't done intentionally but it would probably be briefly discussed before changing it.
Then there is hope :D thank you for the answers.
Has there been a conversation of once more revisting Tempest Strike to improve its performance for end game? I love the idea of wielding the elements and producing visual elemental effects on screen. I just don't have enough sustain, dmg, attack speed to apply other upon melee dmg effects to keep me wanting to use it over Swipe. I feel too squishy and vulnerable in melee combat with regular mobs as it is.
Lvl 97 Druid w/ 195 corruption. Spirits of Fire.
Thank you
Are you considering making it possible to cross certain obstacles (rivers, big rocks, walls etc..) with movement skills like teleport or furious jump? This is something very appreciable in D2 and PoE, especially for the dynamism
Does Never Late & Nimbus Walk walk on triggered skills? Say, if I use Teleport with Nimbus Walk, does it work on triggered Novas from Teleport?
Unique bugs
Might not be a rule but it is the right thing to not do.
Should we not tap on the glass as well?
Pings to devs should be reserved for situations where it is important to get our attention quickly. Pinging a dev so that a piece of feedback gets seen immediately is still inappropriate. We can spend more time working on the game if we come here to answer several questions all at once and aren't bouncing back and forth all the time. Ping "open season" would be bad.
what do those nodes do?
One second
We plan to continue to allow for different levels of opstacle avoidance based on what type of traversal skill it is.
These two, Mike
Intuitively you'd expect the to work on the next directly cast spell but I'm not sure if that includes its triggerables
these do not require a direct cast
They don't, but do its bonuses affect triggered spells?
that's what I mean, the bonus application doesn't have a direct check.
So, yes
so it applies to one spell and all its triggerables and with Nimbus Walk this can also be a traversal skill
Am I getting that right?"
never late applies to the next non-channeled non-traversal spell.
If you have nimbus walk, never late applies to the next non-channeled, non-traversal spell or the next traversal ability, whichever happens first.
Yeah, so suppose I have allocated both and use Teleport with the triggered Nova nodes allocated. Do all its triggered Novas get the bonus ? Or only the first triggered Nova?
Okay, so Teleport does not "consume" it as it does no damage.
But Elemental Nova does.
Ah
but teleport also primes the effect
Makes sense
So, say, if I use Flame Rush that triggers Runic Invocation, both the Rush and the Invocation get the bonus.
With both those nodes.
but its always one next spell, no matter if triggered or not
All right, that cleared things up for me, thank you Mike ❤️
I asked cause I heard reports the two notables appear to work on all casts, meaning they don't expend as they should. Ill investigate that and Ill submit a bug report if that turns out true
are these "explosions" a tag-less subskill or how does this work?
https://www.lastepochtools.com/skills/fireball_aoe its this skill
that
ty ❤️ , wasn't sure since it just said explosion
What was the motivation for limiting the range on minion destruction on summon abomination? I've been struggling to get it to consume all the minions I want to have consumed, specifically using console controller which makes location targetting difficult. Could it be changed to nearest minion to the target point, with no range limit?
We wanted to give players the opportunity to strategically place the summon to consume specific minions.
towns are back ? 
Don't jinx it ice
I think I did 😅
This might need some investigation on how to make it work better with console controller
thanks for the #1123697853882187847
Why is Mana Strike a projectile and its mana gain is not instant? You'd think the mana gain being instant should be the intuitive and expected behavior.
It's based off of Rip Blood and that's how it works.
and to be clear, mana strike isn't a projectile, the return object is.
Noted
Perhaps that could use a rework then, I'm almost certain a lot of builds are put off by the non-instant gain from using it. I put it in #1123697853882187847
thanks
My pleasure Mike
So, why is it based off Rip Blood?
no idea
i have a question abt this idol, does 36% apply to base crit multiplier or only to additional. so with no investment in crit you will have 200% crit multi, will the crits from this idol do 2*0.64=128% damage?
imagine you have a secret earring gear slot and every 3rd fire spell, you equip an earing that has the stats guaranteed crit and 36% less crit multi.
oh im just confused how this 36% less crit multiplier works, does it make 200% crit multi(ill use that as example) into 164% or 128% crit multi
128
noooooooo 
Does dev build have a secret earring slot? 😉
How come all arpg characters seemingly only have two stubby fingers so that they can only fit a single ring on each? Imagine if we could have like 2 or 3 rings on each of 10 fingers for like 20 rings, you could solve resistances without any effort!
Same with amulets tbh
you just cant hold any weapons cause you cant close your hands around the hilt 🙂
Each ring emits a powerful magical aura that interferes with other rings. If you were to equip a second one on the same hand, they would cancel each other out
What if I wore some on my feet
On that note Mike, what about fist weapons for rogue? Any future possibility? (On that note cause now I'm thinking about wearing brass knuckles)
It's possible, there are several types of weapons that we are looking at as possibilities for the future.
Oh, so this 'less crit multi' functions differently from the runemaster's 'more crit multi' node? It applies to the base crit multi?
No, the logic is the same. Crit multi has base value = 200, so we have 200*(1-0.36)=128.
Jagged Veil has 20% more crit multi, so in that case it would be 200*(1+0.2)=240.
mike has definitely said before that jagged veil only looks at additional multi rather than counting the base 200
Mike is having a love for MTG required to be a great ARPG dev?
lol was meant to send that to a buddy who is making some custom art lands
I did, dammit is right
When can we get a Last Epoch Secret Lair?
I never got around to asking you those Magic question. I assume off topic now that other games was archived?
Oh okay, well that's great then. Thank you both!
Is there any way to put experimental items in the loot filter? Also, the guide says nothing about those.
Not at the moment, it doesn't recognize them as a different item type. As far as the filter is concerned, they are magic, rare or exalted.
Sadge, thanks
You can add affix condition and select experimental affixes there (it's at the bottom of affix list).
I wonder if there is going to be nerfing the bosses before 1.0.... Personally hitting very hard brick walls at around level 70 with 2 of my chars where I just can't get passed orberyss or what is he called. There is a discussion on steam discussion talking about this but not sure anyone from LE ever looks at that. this game is smooth sailing until level 60 and then it hits you with this huge wall where your dps is mediocre and bosses are constantly oneshotting you.. Not because of you having a fair chance but because of silly mechanics.
Thanks for the #1123697853882187847
He’s the build check boss. If you get one shot by the claw slam it’s time to rethink your defenses
Uhmm... well that is kind of the point here... It doesn't matter what defenses you have. At level 62 orberyss having modifiers with 100+ crit chance and a bunch of others, defense wise there is not much you can do... At that point you cannot expect your character to be 75+% on all resistances and especially not 100% on crit avoidance... It seems to all be a matter of moving at the right time or get one shot.. one shot mechanics are never fun, in any game. And even with 75% on the important resistances the same thing happens.. I think that boss can have like 30+ different abilities. As far as I know the only way to find out what kinds he actually will use is once you get one shot by him. Tbh I've found this game bombards you with tons of loot and yeh the loot filter is absolutely needed in this game but from that maybe 0.1% of loot is somewhat decent or usable. Crafting can only do so much espeically when you constantly run out of scatters which are rare at vendors mostly seeling 2 at most recently.
I mean.... I can handle Orobyss on a sub-60 character easily
The fact that you can doesn't mean concerns aren't valid.. I'm not the only one.. But maybe this game is only for the hardcore no life players and not the more casual ones. If that is the case then I'll gladly take my time elsewhere. Hope it isn't though since the game shows great promise and up till level 60/70 really like it.
Lol
Ever considered moving out of the obvious one-shot telegraphed zones?
Takes less time than writing paragraphs
Just saying
If you're getting diffed by modifiers then maybe pick the less painful ones.
His only true one shot is the sweeping beam because it does like 5 hits a second.
If you don't have 1.2k hp at lv 60 then you're below average.
Also yeah, you can dodge by walking out of the very ovbious AoEs.
Also, if his basic non-telegraphed abilities are oneshotting you then that's a very, very clear indication that you need to farm and craft better gear, and maybe look into optimizing your build a smidge
And burn off shitty modifiers before doing bosses, inc crit is an obvious one if you're not crit avoid capped (which should be a priority)
Why are skills that cost 0 mana so clunky to use while being negative mana? Sometimes I can cast my lightning blasts and sometimes I have to wait until positive mana even though its always 0 mana cost
Just to confirm, these scale only with ignite/shock/chill chance, elemental damage over time and generic damage over time?
E.g. for Brand of Trespass, that means all four work:
- Chance to ignite on passive tree
- Chance to ignite on hit from weapon
- Chance to Ignite on Fire Hit(armor/helmet mod)
- More % damage multipliers from Flame Rush
And for Brand of Deception, that additionally means Shock chance from the skill's tree that triggered it also works?
Hi there! This might have bugged if you played through it while in a Party. If you join a party again and get a teleport to Yulia's Haven then this quest should 'catch up' with itself!
for brand of deception I can confirm that 3) is NOT the case, it is only enhanced by generic shock chance, i.e. that shows up on your character screen.
which greatly limits ways to scale it and overall makes it unappealing to play around.
Is it affected by the %more damage sources from the skills themselves?
I'm getting Disintegrating Aura Dejavu
As an ailment I assume it would be but I was using RI for it and the more multis on that are bugged anyway.
Does Font of the Erased's effect of giving ward per missing mana apply BEFORE spending mana or AFTER? So like, if you spend 700 mana in one button press with Judgement - do you get a gigantic amount of ward or not?

Any new Weaver's Will items coming in 1.0?
Probably not
what's up with argolos the blessed? he'll be near immune to damage and then all of the sudden get oneshot when he switches forms. But in the wiki i don't see anything that mentions DR for him
I can't find anything that would affect its DR over time. Any chance you have an effect that kicks in at a certain life threshold? The form change happens at high and low life thresholds I think.
hmmm, nope i don't have anything like that, he's always been like that for as long as i remember but i never thought to ask about it until i read the wiki page on him. If i find anathor one i can record it maybe.
Nah, argolos has been like this forever. His lightning form takes nearly no dmg. And then when fire kicks it its like he is a lvl 1 mob.
ok I'll look again
I'm testing it out and he's taking consistent damage along his whole health pool. This #1123698102470189118 sounds like it goes a little deeper.
I always thought this mob has DR shield initially. So it's not intended ? 👀
Maybe it does, I just can't find any evidence of it.
I'm probably just not looking in the right spot. I just can't spend all day looking into these sorts of things.
hey there Mike
Echoing this question
- ignite from fire hit DOES NOT count.
- shock/ignite chance from skill tree doesn't count, but it will inherit more multipliers from the skill that applies it
1/2 - yes (effectively the same thing)
3 - don't think so because frost wall is a dot and it passes frost wall's specialized tags in when getting the damage boost.
4 - yes (assuming that you mean for brand of subjugation for this one)
Ailment chance specific to that skill does not count towards this, it is measuring your character, not the skill that applied it.
When I create a filter rule with "Highest usable level", does it only look at my current charecter level, or does it also consider the levels at which new bases drop.
Example: Let's say there is a type of sword that drops from level 10 onwards, and another one the drops from level 20 onwards.
If I'm level 15, the level 10 sword is technically the highest usable level sword, since there is no higher level sword that can drop. Would the rule highlight the level 10 sword?
I believe Argolos The Blessed can get short DR buff (85% less damage taken) when changing elemental form at 65% and 35% health (ruby might & diamond might). I also recall a dev post while ago (from trasochi I think) that said it's somehow bugged in monos but can't find it atm
Which is it?
say you want to just show whatever the highest level 1H sword you can possibly use, you tick that and if you are lvl 17, it will only show you Cultist Blades at lvl 15 because that is the highest usable level for 1H swords.
Ok so it does show me the highest accessable base type.
The ability Ballista Bolt has a scaling of 5% increased attack speed per dexterity.
A summoned Ballista can't gain benefits for ability scaling through attributes itself and therefore effectively uses 0 Dexterity for this calculation in all situations. (this is how all non-player actors work)
If they player were to somehow manually use the ability Ballista Bolt, it would have that scaling.
Oh, so the Ballista Bolt is used by the Ballista but since the Ballista doesn't have the dexterity, it has no effect for that.
yes
Okay, thanks 🙂
does this game support 21:9 ultrawide ratio
Have people tried to enter Temple of Eterra through unconventional means? E.g grappling hooks launched onto it. Or does god stuff simply repel such attempts 🤔 ?
Yes
If mobs have zero stats, why do they have stat scaling effects (like that AS per Dex on Ballista Bolt)?
in case something that does have stats ever uses that skill
We generally try to have them match the thing that they are being created from so that if it is looked up online, it looks better. It is very confusing when different though.
Devs why is the highlight on stash barely visible uwu
hoi Mike, just posting a question for confirmation's sake, based on this thread on the reddit forum that you answered.
Which of these did you mean/is intended, going by the example of ocearon?
-
"more more" is a typo, and it should simply say "more".
-
"more more" increases the effectiveness of every "more" multiplier that applies, by 1% per stack of shock. Example: I "deal 50% more damage", equip ocearon, and the enemy has 10 Shocks on it. My 50% more damage becomes 55%.
[This one feels like it makes the most sense, but doesn't align with your second comment in the screenshot as far as I can tell.] -
"more more" gives you a static "more" damage multiplier, for each other "more" multiplier you have. Example: I have "deal 5% more damage" from three different sources, equip Ocearon, and the enemy has 10 Shocks on it. Ocearon gives me 10% more damage for each source of more damage, causing me to multiply 1.05 three times, and 1.1 three times also.
[This one is more out there, but it's how I read the interpretation the second comment gives which you confirm in the screenshot.]
Maybe I've overthought it and this seems quite silly, but best to ask here.
While on the topic of oceareon, could we get confirmation on how the more damage per shock actually work? if it's per enemy or for all shock stacks you've applied across all enemies?
Are Weaver item upgrades only related to the number of enemies killed? Or is it affected by the amount of experience gained from killing enemies (will Weaver items upgrade faster due to higher gain experience scaling
number of enemies i think
Ah, I found the previous reply by changing the search term, so don't mind me if the answer is the same as the previous one. #👨┃ask-the-devs-not-support-no-bugs message
I'm actually curious for a more involved answer, as I am informed it works as a small % chance on kill to upgrade with a CD @brisk jackal @crude plover
Can the recasts of Shatter Strike also proc on-hit effects? Specifically I'm curious whether each strike has a chance to cast Frost Claw if I have Macuahuitl skilled.
Any stat can appear as added, increased or more.
Some stats can only actually work as added and any time they show up as increased or more it's effectively a nothing stat.
Some stats are designed to only be included as added only but do work as increased or more but work in the literal way and generally end up doing little to nothing.
The stat in questions is more damage per stack of shock. Most stats don't have a modifier type in the stat line. It is designed to only be included as an added stat so that it appears as you would expect 1% more damage per stack of shock. That item has the stat more, more damage per stack of shock. So if you have another source of more damage per stack of shock that stat is modified by 1% more.
So even if this is functioning, all it's doing is modifying any other values you might have for the stat more damage per stack of shock by 1%. Since this is such a rare stat to have on anything, this item is doing close to, if not, nothing with that stat line.
Now, having said all that, I have looked it up in the current development version of the game and it's no longer doing that so someone has already fixed it. And I could possibly be wrong about the version that is live and it's just a typo but we've had this issue happen many times before so I'm pretty confident that's what this is.
Macuahuitl will only work on the initial cast
sadge
when you deal damage to something, that damage is multiplied by 1 + (1% * {target shock stack count})
thanks mike!
in hail of arrows skill there is a node that converts phys to cold dmg. will bow fire dmg be also converted to cold?
does it say that base damage is converted or all damage?
it says base phys converted to cold. im reading dot calc example on maxroll and here it says that all added damage will be converted to cold so i don't understand how it works tbh
base only converts base
so added physical and added fire will be counted separately from added cold? with each own increased correspondigly
yes, that's how added damage works
if it is elementless then it adds cold (because of the skill tags)
got it thank you
(For what it's worth, until a very recent patch, it converted all damage. Once the Melee Adaptive Damage patch rolled out, 0.9 I think, all those conversion nodes changed to convert only base damage, which of course in turn converts Adaptive Damage.... even though the word "Adaptive" isn't used anymore.)
oh interesting, so it doesn't even convert added phys to added cold now? just 1 base phys to 1 cold?
and the only reason to take the node is to get slow to chill kinda
and the tag change so that non-elemental (or adaptive) damage is cold
What's the plan/timeline to fix the balance issues with Experimental Ward on Traversal and, to a lesser extent, Volatile Zombies Summoned on Potion Use?
do these 2 lines apply to manifest armor, or it doesnt because forged weapons arent its minions?
I'm sorry, I don't have any details on potential upcoming balance changes.
it doesn't work
Is there an order of triggered spells?
Say, Flame Rush can trigger Glyph of Dominion, Runic Invocation, Static Orb, Volcanic Orb, even Embers. What's the order should all be specced?
sorry, I don't understand the question. The order that the skills appear in your specialized skills list has to effect on anything.
We spoke of Runemaster's Never Late and Nimbus Walk before. You said it works on the first cast spell, triggered or not
The spell damage/crit chance bonus, thati s
So, what if a skill triggers multiple skills?
well, if one triggers at the start, that will go first, some go at the end, some go after a duration
some have hit or crit triggers too
Ah, so whichever hits first, I suppose.
So in Flame Rush's case it's
- Static orb which fires in the opposite direction
- Ember which is cast mid-Rush.
- Glyph of Dominion which is cast at target location
- Runic Invocation which is cast on exit
or so the tooltip suggests
glyph has higher priority than static orb
So, Glyph of Dominion > Static Orb > Ember > Runic Invocation ?
glyph starts in the middle of the flame rush cast, static orb starts on the first frame of the ability after the cast
Interesting. Thanks!
I'm not sure about ember but the rest is right
Ember says Every 0.4 seconds during Flame Rush you create a Rune Ember, so assuming you dont cast it for any shorter than 0.4 sec I would assume Ember takes priotiy over Runic
I don't think Flame Rush lasts that long minimum?
In any case, I get the logic now 🙂 Thanks Mike
Not the place for support issues, @umbral garden Use forums or follow #news (16/10 announcement)
Got it!
that's not an ability to cast
Oh duh
Are there any plans to balance the plethora of out-dated masteries, or are there too many bugs for that to be anywhere on the priority list?
Yes, everything is on the list
Haha, you guys are beasts. Wish you the best of luck, sounds like you've got your work cut out for you.
Will we be able to add sounds to the loot filter at any time in the future?
Maybe. Not at 1.0
why is the inscribed instruments node in the rune master tree so bad for non wand users? I think a change to that node(for staff and sceptres) could really open up different options.
I'm not sure how that node is worded off the top of my head but we probably wanted it to be a good node to take for wand users.
it’s the one that gives crit multi to wands, ward retention to scepters, and cast speed to staves
I’ve actually wondered that same thing. It’s like 72 crit multi for wands, 24 cast speed for staves, and something like 40 ward retention for sceptre. Crit multi is far and away the winner there. We can take this to Suggestions/Feedback though heh
it’s 72 ward retention for scepters
Hi Mike, do items get their own stats? As in:
If I have an immolator's oblation, does it's Ignite duration apply to the ignites it deals to you? Or does it's stats only apply to the player character and not the item itself. I feel like it should be the latter but I'm not sure.
It's very strong for sceptres, it's miles better than any other ward node point for point, it's only bad for staves
No stats are local
as in they only apply to the player character and nothing else unless stated otherwise correct?
I think this might be one of the few no exceptions. They only apply to the player. (Trying really hard to think of an exception)
there's the julra gloves but they specify that they apply to minions aswell
My game is bugged and i cant see any healthbar except my own after toggling, restarting etc. Is there a way to restore settings/maybe delete usersettings.ini like other games?
Are there any devs who may be able to point me in the right direction on any info that has been officially released on how the seasonal/cycle stuff might be done?
That's still you getting minion stats.
oh yeah interesting, that totally makes sense
Here is the most complete set of the information that is all compiled nicely. https://forum.lastepoch.com/t/unofficial-roadmap-to-1-0-and-beyond/60203#heading--multiplayer-cycles
TL:DR exactly as you would expect if you play ARPGs. Well that's actually a little dangerous, exactly as I would expect having played a ton of ARPGs?
Hello! This would fit better in #1123698102470189118 though you should try verifying your steam files if you haven't already!
(there is also no usersettings.ini file, they are hidden away but averielle is right about steam verify)
Thank you kindly! Been playing for a few weeks now and loving the game, so good job to you and your team on the progress you've made. I love the fact that you guys are very open about what you're working on, as far as getting the bugs and game fixed while still progressing towards the release. Looking forward to seeing what the future holds for this game. Keep your community in your ear too as you progress ;) ❤️
i have a question about erasing strike, why do its echoes count as a separate use of ES. i tested it with void supermacy node from AE and you get damage buff only for the fist hit, all echoes do not get it. Which doesnt make sense because void supremacy node says "your next ES deals..." and i use ES only once, while echoes are part of skill mechanic not a direct separate use. Is this intended or a bug?
intended
if you think it might be a bug though, please report it directly
But.. why?
ye its a real bummer and counter intuitive at least from reading the tooltips
triggering a mutatable skill doesn't count as a child skill
our options are:
- All triggered abilities inherit nothing.
- Non-player directly usable triggered abilities inherit.
- Some things randomly inherit while others don't and there is no pattern.
because inheritance of effects like this is generally pretty desirable, we opted for number 2.
But echoes are supposed to be a "snapshot" of your stats at the time of ability usage
I don't think this is actually an echo in the VK sense of echo.
If I recall your words correctly on how echoes work, it was something to the tune of "functionally an echo is just your character using the skill"
So, then, it would also not benefit from echo modifier affixes on Idols / body armour?
i tested and it works with affixes "echoes deal inc damage" and it does create a shadow clone
ok, it is a real echo then
ok I see what's going on. Sorry, I'm really sick and not all here.
The mutator does specifically prohibit this from working with echoes. I don't know why but it's there.
Interesting, ill make a bug report just in case, ty!
Get well soon Mike
Alot of other games I've played with certain skills that "copy" they typically either have low damage and ramp up, or start out hitting really hard and ramp down (i.e 25% reduced damage each time it copies or something). Maybe it's similar to that in a sense? 🤷♂️
the echoes should generally be identical
man hug I hope your wife & offspring are being suitably unsympathetic to your man-flu.
Lmfao
Yes Police? I'd like to report a Murder. Mhmm, it was the Llama
Who are the Yes Police? Do they Police people who say yes? Or are they Police who only say yes? Now, if there were a comma between Yes & Police, that would have been different...
Just sayin.
They police who gets to say yes
No
, <--- the comma for Llama. Now Mike is already sick, let's not make him sick and tired of us 😅 (I only popped in to make this joke anyway), all of you - shoo. Unless you have a question for Mike.
I mean, questions in general are nice to limit this to so I don't have to sift through a conversation to try and find them but it's not like I'm doing much else right now. Go for it.
Mike, how many if elses in a row before you start getting disgusted
is there gonna be a league patch 1.0
define "league patch"
depends, if it's something that has a finite number of options like an enum 3. If it's something that has less similar cases to check, 10?20? The Ice Thorns Tree script (not the mutator) has 35 in a row.
Holy shit
we've switched them over to using switch statements now, we just didn't update that one
That's like way more than I expected lol
league something like in poe where there is a new mechanic and fresh start
Yeah I'd imagine you'd use a switch way before that point 
oh yea, that's what patch 1.0 is. It's the start of the 1st cycle.
It's really just syntax
Nah I know the interpreter and compiler take care of it anyway, just seeing so many in a row ticks me off for some reason
aight
it also only runs when the points you have allocated in a skill tree change so efficiency isn't a big concern
Is this the real reason ice thorns is being deleted?
no

I just knew that one would be bad because we probably wouldn't have bothered switching it because we had planned to remove it
wandering spirits is 29
Btw is the time complexity of the sort algorithm for inventory/stash exponential or something? Sorting a stash tab is always far slower it seems
I might've gone too deep there sorry lol
should be~~ linear~~ polynomial?
Really, interesting. I guess the stash tabs are just quite a bit bigger
are slow loading screens gonna be fixed, it was good before now very slow.
Jokes aside, what is the reason you end up having so many switch cases for these?
Passive nodes I guess
multiplayer loading screens when playing online (specifically with multiple party members) being slow is and has been one of the biggest focuses for us for a long time.
it's 1 per node
Wouldn't it be possible to edit the skill object when you allocate the points and just keep it like that? Not sure how it's all structured so that might sound stupid lol
Huh, interesting, I wouldn't have thought they would be in a long string of if-else things
Or is that what you do, idk if you go through the switch for every use of the skill
the tree script basically goes
foreach (Node node in nodes)
{
if (node == node1){damage += 10 * allocatedPoints;}
if (node == node2){cast speed += 10 * allocatedPoints;}
}```
Ah yeah that's what I meant basically
it only does that when a point is added/removed from the tree
and oh yea, the passive trees are way worse
Yup right on
all 4 trees are in 1 script per class
Oh baby
Makes sense tbh
But this is all fine. I thought for a moment you guys "assembled" the skills for every use which would've been insanity
just a little more info, it happens because a new game server is being spun up for the zone you are trying to go to. When you are solo online or offline, it doesn't need to spin up a new server, just loads the new zone in place which is WAY faster.
I mean, it kinda does. It's just that the trees aren't the only place for that info to come from
Oh true how does it handle items, are they also part of the if else train?
harvest has 275 lines of "assembling" the skill
Like skill specific affixes
yea
Makes sense yeah
oh items aren't part of that if/else script
that's what the mutator does
it assembles the skill each time it's cast because it can change frame by frame what is going to happen
Ah, so buffs and such can be dynamic
Like if you had a buff that added 2 arrows to multishot
Always interesting to see how many different ways there are to accomplish any given task! In my head I was imagining each node as its own object, where you could loop through and just call apply() on each or something.
If I'm getting it
that's basically what it's doing
I was imagining the skill as basically an object that gets all the modifiers applied to it once, and once that's done it doesn't really run much until an update method is called via a buff, node, item or something changing state, seems to basically be how it is though tbh
even solo loadings used to be faster
This has been fascinating insight to how the game works! Thanks Mike
Yeah, thanks for the insight, Mike! Get well soon! 
Eat some chicken soup and play LE and you'll get better in no time 
literally what is happening right now. I'm testing the build contest winner for tomorrow's stream
Hell yeah, looking forward to it
Is there any estimation on when this will be solved? That's basically the reason why I stopped playing
Sorry no, if we knew that, we would set that day as a company wide holiday and cherish it for all time
I also don't think it's going to be a "lightbulb moment" more of a bunch of tiny time saves. The time has actually come down a fair bit in the last few months.
Reading all that conversation above, I can't tell whether LE is using ECS (entity component system) pattern or not 😄
Are you usng ECS for Unity, cooking your own, or just not following that pattern at all? Are they generally suitable for LEs use cases?
(Nerd questions 🤓 )
I feel familiar with that lang structure but I doubt that's a Java code, isn't it?
Well, maybe because some langs are looking equal but aren't in there fundament and maybe because I have done to many things with Java in the past ^^
Can you tell me where you get all the ideas for your game? It can be argued beacue of the existens from Diabolo, PoE and compareable but even if all these games are placable within the same genre they are unique in there concept and I like it. Wouldn't I have my own personal problems since years I could have fullfilled my dream to get into the IT in general but sadly it seems that this will be a dream for me forever 😦
But if you can share some more technical/dev stuff or behind the scene stuff it would be nice 🙂
Hello Mike and all. Question about this RuneMaster node in the Frost Wall tree, "Flames Unchained" that procs fireballs when an enemy walks through frost wall. As far as I can see, almost every runemaster 'skill' that procs another 'skill' (Like procing static orb or glyph of dominion with flame rush) inherits their skill tree, except for this one. As I am playing a fireball build and considering dropping these nodes because its very lackluster when its just a singular fireball instead of my usual 4 fireball projectiles and appears to be no chance to proc static charge, no flame burst, not even any pierce so it just 'poofs' on the first thing hit. Does not appear to inherit any mods from my gear either (I have extra projectiles cindersong weapon, chance to pierce fireball helmet mod, chance for static charge on fireball on machination gloves etc)
Is this as intended or is this something that hasn't been put in yet / something that will be put in a future patch? Is this node supposed to be inheriting the fireball tree? Because when every other skill inherits but this one does, even me as playing as a purely fireball focused build, is not interested in investing 3 points.
LE is written in C#, which looks really similar to Java and is the format that pseudo-code is following (except it wouldn't allow spaces in refs like cast speed).
I can't answer the rest of that question, though!
We do, I was simplifying things to make it more digestible.
Thanks Mike. Hope you feel better soon 🙂
Toast is right, C# pseudocode and looks an awful lot like java, even when written out properly.
As for the ideas, they come from all over. The overarching story is from our Loremaster Kyle. We have a wide range of backgrounds on the design team so we often get ideas pitched in meetings that everyone else would never have thought of. Most comes from just a dozen people who have played video games all their lives.
We try really hard to make it so that whenever a skill that can be specialized is used, it uses the skill tree that goes with it. I'm not sure why this one in particular doesn't. It might be because it could get a little too visually noisy. It might have just been an oversight due to the odd situation it is being generated through. It's probably as simple as a single tick box to make it use the tree that was missed.
Means in general that even some off-topic talking here in this chat can also cause to be discussed as an potential idea for the game until it gets then implemented in the game (skipped definitly a few importen steps before an idea is ready to be implemented but I want to keep this a little bit simple) even if it's totaly smth. so random that somebody else would at first shake his head, right?
In general I love playing games but I would also like to develop games but there are a few personal problems which are "gatekeeping" me away from this goal (and also from any other IT related goal).
Since I am new here I guess it was definitly asked many times but are you all sitting together in an office or is LE more widely spreaded arround the globus and you have meetings online? Also I am interested how long it has taken from the general idea, the concept and team founding until a playable alpha/beta was released. I don't go for the money part because making even a small game is cost intensive and I would assume that the most part of it goes into marketing and art (incl. sounds). I think even LE has had some throwbacks within it's development phase 🤔
Finally I must say, that your game is flodding me with more questions about "behind the scene" then other games from similar studios (excl. the big player ones here).
Yea, we get tons of great ideas from our community from the #1123698164503949392 channel.
Our studio is completely remote, all over the world. The sun never sets on Eleventh Hour Games. We generally operate on North America time but we have plenty of people in Europe and some in Australia and Asia too.
It was about 8-10 months (can't remember exactly, was over 5 years ago) before we released anything publicly playable. That was during our Kickstarter. I joined a couple months into development and it was already technically playable actually. Almost nothing has survived from then though.
I assumed that most things aren't surviving when in direct development phase. From what I know in general it is Try and Error because if you don't try things out you can't see the impact these things.
I wish that I could see a bit what's going on behind the scene like used software and equipment and how everything is placed together e. g. making a 3D Char Model from scratch until it's done so far to be ready to get it's "soul" (the code behind it, which lets the model move or do attack patterens or what ever else it should do).
Knowledge here must be at a decend level I assume not only in the used Engine but also in the used Lang like C#, C++, .NET, Java and what ever else is out there to be usefull to make a game.
Oh okay great, so if it really was an oversight / something that got missed, is there a chance that this change/fix can be slated to be added/fixed in a hotfix sometime in the near future?
What about fireball modifiers from gear (Extra projectiles from cindersong wand, spark charges chance on fireball hit from michaniation gloves etc) would also be inherited onto the fireballs cast from the frost wall?
I can see people being disappointed when they spec those points for fireball procs in frost wall only to see its just a singular level 0 skill tree fireball that doesen't really do anything. So much so that they'll consider moving away from fireball altogether, as I have considered, but I really wanted to make fireball work.
Fireball seems to be a skill very few people are playing, especially compared to how strong lightning blast and frost claw are right now.
With the fireball supporting node in the frost wall tree just 'being broken' whereas the lightning blast trigger on frost wall appears to apply inherit the lightning blast tree (spark charge chance on lightning blast as well as the more damage multipliers for spark charge) it makes it really hard for fireball to compete with anything :/
Also wanted to mention how blown away I am with how the runemaster class came out, how many combinations of how differently runemasters can be built with all the synergy of proc'ing different skills, you guys got crazy good at designing new classes/skills in a relatively short time
👍
Oh okay great, so if it really was an
It's possible. It's also generally an all or nothing situation, it's much easier to enable everything, items and skill trees than it is to do selectively. The fact that lightning blast works and fireball doesn't is pretty funny. Not sure how that happened.
If you want it to get fixed, please leave a bug report. Either on the forums or in game. I don't pull bugs from here at all. It just isn't feasible for me to do.
When it comes to base skill and enemy development, we do have a fairly rapid prototyping phase. Once something is in an internal game build, it's very rare that it gets removed. Often irritated on but rarely fully removed.
I don't know each tool that is used in the art pipeline. Each enemy gets modelled, textured, animated, sound effects, visual effects, and skills. The attack patterns get semi auto generated. We give it a priority list of skills that each have a set cooldown, charges and ranges. This gives it an emergent behavior.
The game is almost exclusively built in C#. The servers and website do use some other languages too.
Nice that the game uses 99% of one lang. For the Website it's interesting to see the usage of the Vue Framework Nuxt. A little thing what I not get is why the wiki isn't part of the main webside as a submenu but instead placed outsourced on fandom? Don't get me wrong here to also maintain a wiki from the dev side as it could definitly maintained by the community to after all for different languages.
I went through that wiki and found out that for some reason Lua error's are thrown but here I am out since I don't know how fandom works behind the scene. Wouldn't it better to make it possible for the community to have like a wiki team which can create sites under the use of the games database even in an exported state for security reasons? With such a self hosted wiki every page could be done by the community while the functionality is provided from the webdev team and if smth. is missing the wiki team could reach out to the webdev team to ask for implementation. Sure it's another part which consumes time but at last it would be for the community and for every player.
Sometimes it's not bad to provide the wiki on the own system because a wiki system could be written fast and arranged around the game to suit it for including links (items, skills and so on) but also cut-outs when hovered over linked stuff like a skill to get it's skill description shown.
The wiki is extremely outdated and inaccurate even to the versions it's correct for. Don't use it.
I assumed this just after reading Mike's answere No comment on the wiki. 😄
@placid plinth - Thanks for these links and nice that there is a much better tool out there. Wasn't aware about it
Yea, those are community created sites that are awesome.
Maxroll and Icy Veins also have lots of good resources and guides.
Maxroll is my favorit ones since I play Lost Ark. Already sneaked into it and saw a few nice things for LE too
The guys that write the articles for both those sites joined us in Germany to be at our booth for Gamescom. It was awesome! I think there was some mutual "omg I get to meet so-and-so" happening all around.
Oh sheeesh ... I missed the GC this year because of a stupied cold -.-
It's "arround the corner" for me at last ^^
Well, uhm is it possible to recive a copie as steam gift from any steam user worldwide or is steam using a region lock here?
I am not so well informed about how gifting games outside of my own region works
I have no idea if there are any region locks for steam gifts. We don't have any region locking on at the moment. Well one region is probably fully restricted.
I think region locking is usually done by Steam themselves, I really don't know for sure though. Probably worth a Google search.
There are region locks for Steam gifts
They do it to prevent price arbitrage
Also Steam monitors your location and will force you to change your Store setting after it detects you've been in a different country for long enough
That all makes a lot of sense, thanks 🙂
I see, that's some nice and important information
Devs, i had problem with my game loading extremely slowly ( 2minutes before i could press log in )
i fixed it with reinstalling the game and removing the "internal test" beta which players were testing when the Multiplayer was going out.
If anybody has similar problem "the game is loading slowly" , this will definitely help.
- Steam - Last epoch - properties - Beta - SELECT No beta(there is probably some remain of the internal test) - Close window
- (probably not needed) Reinstall the game
and now my game takes 20-30sec to load 🙂
Did that have an impact on your loading screen times ingame? I find that my loading screen times between zones when traversing to a new zone extremely long
Sometimes 20seconds+
i dont think i ever had loading screen problems, tho my game feels much smoother
or they were at least not long enough to bother me, but the game loading was srsly bugging me 😄
are different multiplicative modifiers in skill trees multiplicative or additive with each other? as in if i have two different "more damage" nodes, is it:
(node 1 * node 2) * (everything else)
or:
(node 1 + node 2) * (everything else)
ok so we cant ask for bug fixes here ?
You can report bugs in #1123698102470189118 and I'll log them for the team!
ok thanks @frail sentinel
Multiplicative
nice, ty. Never looked into it because even if it was additive it was a pretty obvious choice up until now (for my other builds)
Skip is correct, and that is why those damage nodes specifically state (multiplicative with other modifiers) 😉
can never be too sure 😛
Hey I was looking at the freezing aura passive on spellblade. Do multiple instances of fire aura apply multiple freeze rates?
That's a good question. I'm leaning to no as 48 is a decent freeze rate base and you can get quite a few aura stacks
Oops sorry, thought was ask the community 😦
What are your plans for upgrading multiplayer/party play? Will you implement features like e.g. PoE (party item allocation, trading)? Ngl, gifting items that dropped in same location while in party is pain in ass
item allocation can't be a thing as item's are instanced, trading will come in 1.0, which is in february 😛
any news on cosmetics in singleplayer? I need my backpack mike
Will there be a character wipe at 1.0 launch?
no wipes
It's confirmed somewhere?
No, at the start of a new cycle existing characters will join "Legacy". Characters that compete on the Cycle ladder will need to be created in the Cycle, however you'll still have all your existing characters available in Legacy.
is it still planned that 1.0 will have a cycle at launch? I am a bit confused from Judd's statement. Or are cycles only planned for after the launch of 1.0?
I ask because in a video with Maxroll last month, Mike said the first cycle will be 1.0. In Judd's newspost today he said "Beyond 1.0, Eleventh Hour Games will bring substantial new content to Last Epoch every few months in what we call "Cycles"."
any plans to fix warehouse management before release?
I'm not sure what you're referring to with "warehouse management", sorry.
sorting system, condensing with keys, consolidating consumables, etc.
The first cycle is planned to start with, or shortly after 1.0
Thank you so much.
Ah, stash management? I'm not aware of any large changes to the stash for 1.0, though I know there's a number of changes we want to make, and will likely occur following 1.0 as we will be continuing to add content and improve Last Epoch for many years to come after 1.0
okay ty
afaik the game has no consumables? (unless you mean the health potions, which don't take up space). But yeah a keyring or something similar would be dope
Will there be a character wipe on full release?
no
good
full details 3 scrolls up
Is another bugfix patch still planned before 1.0? Really hoping for a Blade Shield fix
They plan to drop bugfix plans whenever they can
Yes, we are still planning bugfix patches
I wonder if the skill Hungering Souls are getting an overhaul?
It depends. With 1.0? No. At some point in the future? likely. It's in the priority list, with everything that exists, but I believe it would be lower down the list than some other things, such as Tempest Strike, or Shield Bash.
Yeah idk HS is doing well
Ah. It has pretty much stayed the same since I first started playing 😛
If it ain't broke, don't fix it, at least while other broken things need fixing =p
Wish it could be as cool as the Frost Claw and Upheaval skills.
A visual update? Maybe, but gameplay wise HS is pretty meta.
It just feels dated to me. Old skill design philosophies which pale in comparison to what we got now.
But yeah, kain has a point, it's not broken yet and theres a LOT more other skills that need help
sorry, if it's been asked before, but is the price going to change with 1.0 release?
Is vengeance considered broken skill that needs rework, asking for a friend 
WIll there be a dev stream later today?
yes, in 18 mins
no skill is perfect, so they are all somewhere on the list. It's not in the "mission critical" bucket.
any time on when the laggs and loadingscreens will be fixed? 🙂
I'm sorry, I don't have any details on the timeline of upcoming potential bug fixes.
how does this happen?
After Halloween everything switches to those colors. It's just capitalism baby
Hey devs, curious to know has there been much focus on accessibility during development?
Are we expecting any further patches (for any purpose) before the February release?
yes (emergency fixes if needed and probably a bugfix patch or maybe a couple to a few maybe)
Not a ton, if we have the opportunity to design a system by picking a better accessibility option then we do. We haven't gone hard into it yet. The controller support was always designed as this too as the game director has really bad RSI from playing too much D2.
it's a #1123698102470189118
Are you guys open to some QA focused on that space?
Yes, we are always open to feedback on any topic you think is important for the game.
Not that we don't think it's important or anything but just that it doesn't really matter if we think that it's important or not if we want to hear about it from you or not. We just like feedback.
sorry if this has been asked before, can you dodge during the invulnerability period of lethal mirage?
Yes. The invulnerability simply gives you the stat 100% less damage taken. So all damage calculations get multiplied by (1 + -1), or 0.
perfect, thats what i figured. just checking myself
i do hope we get some bugfix patches to fix things like the lich specialization being completely broken
i'm not sure what i'm supposed to do with +1 max companions as a lich
if we do get a bugfix patch when can we expect it roughly? november/december/january?
We do intend to include bug fixes between now and 1.0. I don't know anything other than that and I'm just getting that from another post Kain left on the forums.
Hello, how does cycles and legacy character gonna work? I personally do like to keep my characters and play with them in one playthrought without need to start the new char each cycle, will i be able to play new cycles with legacy characters if i dont care about ladder?
Yes.
You DO know that’s just a visual bug right? If you check your sheet you still have a 2 cap instead of a 3 cap
I'm having an issue with the Black hole skill. It won't twin, nor will it cast meteors. I've respect it, I've despecialized and re-specialized it. I've tried disabling parts of it and enabling parts of it. I don't understand whats going on.
I'm also in voice if it's easier to talk about it that way
and can stream
Post a #1123698102470189118 if it seems broken with as much detail as you can, or use the in game report tool
Alright I'll report in game
(I hope you checked that if you had mana and relogged)
I've tested it on 2 different characters. Both casting it free, and just regular.
will there be any changes with ring comparing?
Atm u can only compare with ring on left not the right one so you need to change the right to the left side in order to compare. Will there be any change so u can compare with the left and right ring?
Yes. Not sure when, though.
Are we getting trading a month before 1.0? or is that only a preview?
Really hope it doesn't launch with bugs O_O
Hello devs (and anyone else involved in EHG/LE!!),
Alot of game questions heading your way everyday. Lets switch up the pace?
How are you all doing? How are you feeling after the announcement of the 1.0 release?
Tons of love for this beauty of a game 💟
I was also in my mind the archeotype that was fireball mage was to have higher damage but less surviability than other skills. But right now, fireball has LESS damage than lightning blast / frost claw, AND less survivibility (no access to lightning aegis, chill/freeze/slow, far weaker / non existent ward generation and so on)
There is already a node in fireball's spec (Embers) that lets it hit a single target with multiple fireballs. Mike doesn't really have details on possible balance changes. I'd recommend using #1123697853882187847 so they can appropriately log/track your feedback.
Really happy with how the announcement was received. It's a pretty big relief to have the extra polish time.
Toast is right, please put this in #1123697853882187847
It was pretty amazing how unified and resoundingly positive it was! Awesome
Awesome to hear. Orginial plan was for a 1.0 release this year right?
Well the most recent plan was this year.
hey mike, just started playing sentinel for the first time since 2021 so sorry for the noob question. is there any way to know weather or not you have a reposte prepared from vengeance? Since it doesn't seem to have a buff icon
It's a reliable effect that only lasts 2 seconds. If you've attacked with vengeance but haven't been hit yet, you have it.
gotcha, was asking since i wanted to see if there was a good way to check uptime for it while getting hit in an echo, guess i just have to look at how many hits i take vs how many hits i dish out ^^
will there be expansions for the game? and will they be paid?
Not in the traditional sense of say a WoW expansion. Because of the nature of an ARPG, we don't want to split the community on content based on which expansions you have purchased or not.
We will be continually adding more content to the game in large patches that will feel like mini-expansions. As long as you've purchased the game once, you'll get all of these updates for free.
Hi Mike, recently you gave the player the ability to scale offense with defense (ignite per fire res in black hole for example). What about scaling defense with offense, like Inc phys dmg give phys res?
I am not trying to sneak in a #1123698164503949392 😉
why can i rebind left click but not right click?
I mean, you kinda are. You've put forward the suggestion of scaling defense with offense, like increased physical damage giving physical resistance.
Offense naturally is also defensive. They can't hurt you if they're dead. I think we also do some sort of dodge -> crit somewhere maybe? Overall it's a fine concept.
You shouldn't be able to rebind left click in game, not sure how you're able to.
yeah the game prevents you from rebinding right click but not left click
very annoying
dodge to crit multi in decoy tree 🙂
Me and my friend are doing the Monolith: Fall of the outcas quest but when i pick the echoe to do it dose not count for him as echoes completed is that a bugg?
if your friend does not have enough stability when you guys go in to fight the boss (it will warn you), they won't progress.
well we both have 373 stability tho
I think that it doesn't complete the leadup quests to the boss fight but you will both get all the rewards.
You're completing the quests on your monolith, they aren't completing the quests on theirs.
I think is what is happening
yeah we both get the rewards.
if not, it's just a bug
yepp thats whats happening
I wonder how powerful the Refuge Guards are in lore compared to gameplay? Can they easily defeat monsters like players if gameplay was not considered 🤔 ?
A thing that has been on my mind for the longest time.
I'm really not sure. I feel like they would struggle but probably not as much as they do in game.
@little raptor @compact peak - made a note about the right click binding issue 🙂
Are there plans for big patches before launch? Now that we know it's pushed back a bit?
Apologies if expressed somewhere
NVM I see it
Can you clarify here?
I was under the impression that a new Cycle can only be played by new characters.
Do you mean that the Legacy characters will have access to the Cycles content? Because the whole point is a reset on economy and ladder for a fresh start for all.
^ in reference to Darphy asking if he can play the Cycle with their Legacy characters
Yes, all/most new content is playable in Legacy, but the Cycle characters and ladder are completely separate and are a fresh start. #👨┃ask-the-devs-not-support-no-bugs message
The thing you linked to is opposite of what he linked to
If all the content is same day going to legacy is real that's disappointing to hear
That is mostly how it will be. Certainly boths ways of doing it have pros and cons, but I'm just posting a link to the answer
#👨┃ask-the-devs-not-support-no-bugs message
We aren't going to force players to make cycle characters if they want to play warlock or falconer. Same with interacting with the item factions system.
How cycles work may shift as time goes on. We will be looking to out community feedback to make changes for future cycles if needed.
Because the initial cycles will be content that will feel very core to a game like this, we don't want to limit who has access to it. Like if we added a final boss to the game, it wouldn't make much sense to lock that to cycle only. For the 1.0 launch, the main new features are warlock, falconer and the item factions. These are core systems that all players will have access to.
See right above this for more info.
That's what I figured, thank you. But there will be 'Cycle' and 'Legacy' servers, yes?
Even if Legacy is acquiring Cycle-content for the time being?
Got it thanks
How close do ppl need to be to progress
Both people just need enough stability to do the boss individually for both to get credit.
Depends on how much the boss needs, each monolith is different, you both need to fill the bar at the top until all three diamonds are yellow
Oh stability right right
Yup
Short answer: yes.
Confusing answer: really strictly technically speaking, no. But for what you're meaning, yes. If you start a cycle character, you will never be in the same zone as a non-cycle character. It's just that each server won't technically be earmarked for cycle or non-cycle until someone joins it and "claims it". When everyone leaves, it then gets released back into the wild, ready to be claimed again.
Hi Mike, I hope you are having a nice Sunday.
I have a question about this node in Surge. When procced by Surge, does the more spell lightning dmg applies to Lightning Blast ? Static ? Fire Aura (lightning) ? Spark Charge ?
No. No. No? Yes.
I like the question mark
it's because by all means it should apply but Fire Aura is not allowed to have nice things
Fire aura's a special case because it's not a specializable skill so it should work but I think it kinda works like a specializable skill because it gets mutated through effects from many sources.
Hey devs!
There's a unity error/crash appearing everytime I try to login with an online character. Either it appears during loading into the character, sometime I can walk around for 10 seconds before the game crashes.
Happens on all my online characters, no matter what region I connect to. Offline works fine.
I've seen some reports on forums and reddit. Somebody said that it is a server related issue. Others say it's related to Nvidia drivers. Can you provide some info?
Could you explain the reasoning for Spark Charges? I was under the impression that the spell was triggered by an ailment, causing "More Dmg" from skill tree to not be passed on. This one look like a generic More Dmg, and not a More Spark Charge Dmg, unlike another node in Surge tree.
does the beserker node in the primalist passive tree apply to one-shot attacks like endurance does or only to attacks that land while you are on low health
sorry if this has been asked. Will you be able to keep playing the same character on new cycles? some kind of transfer system , or will we need to carry on starting new characters each cycle
season 1 won't have any character seperations, but later seasons will
i believe is the current statement
it doesn't work like endurance, #👨┃ask-the-devs-not-support-no-bugs message
that's annoying, I was hoping for something different where you can invest your time into a single character and keep playing them, hated how diablo was a constant restart with obsolete characters you never played again
cheers for the info
well you can do that also
the "standard" characters will still be able to do new season mechanics as they come
without rankings?
there will be standard rankings
a seperation between new starts and old players?
each season past the first you can play the season on either the season-specific servers or on the standard specific servers, after the season ends the season-specific characters will be moved to standard
both standard and the season specific servers get the new mechanics at the same time
unlike PoE
interesting interesting
where did you get that season 1 won't have season-only separation ?
just check #👨┃ask-the-devs-not-support-no-bugs message
could be wrong
couple of scrolls above
will existing characters be able to participate in seasonal rankings ?
no
as in compete with season-specific characters? no
they will compete with the legacy characters
#👨┃ask-the-devs-not-support-no-bugs message
Not from this.
would legacy characters be missing out on anything at all, such as gear ? or is it just a difference between rankings
just no rankings afaik
so it will basically be the same sytem as diablo
wait, so if diablo had no difference in content besides ladder, why did you need to constantly make new characters?
it had season specific content did it not>?
not applicable to prior characters, you were motivated to start new characters
oh, so it's different to the LE system
just started LE a day ago btw so I know nothing atm
legacy chars will be able to access all the new content at the exact same time as season-specific characters, except for ladder
thanks for the insight, would be cool if there were overall/legacy ladders
Character loadouts to try more builds on single character when ???

