#π¨βask-the-devs-not-support-no-bugs
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i dont want Full Swap, just something that will Save my build thats not external tool like build planner and put the gear somewhere else or tag it by "this is gear used by different loadout"
well thats that, i guess there is no point arguing, it wont exist
are we going to see new base classes in future?
Nothing we could comment on here π
Def want to see the game evolve over time - what that means - TBD π
I'd personally love to see something like this - similar to Diablo 3
Sorry, we don't offer support in #π¨βask-the-devs-not-support-no-bugs . You can submit a bug report on the forums and see if someone else has had the same issue and maybe has a solution.
Or you can contact support directly through our support site.
!support
Anything we can help with? We've support articles and a contact form at https://support.lastepoch.com/.
It's possible that we might add a system that you could save a build. We won't have one for 1.0. The key thing is that some parts of your build aren't free to change. Passives and skills can't just switch so it's just saving the information of what your build is, it wouldn't let you auto switch which is usually the main part of the feature from D3.
@maiden brook @junior crest
Please try to avoid having conversations in this channel. It makes it super tough for me to wake up to and try and answer the questions.
Also, please do not answer questions you aren't able to back up with a source to staff answering. Or are so sure of the answer and sure that it is complete that you would literally bank on it.
I'm on mobile at the moment and I'm having a tough time here but there are for sure misconceptions about how it will work spoken like fact above.
If you would like clarifications on how the cycles will actually work. Please re-ask specific questions about it and I'll be happy to answer in detail.
this could be pretty much solved by initial cost of unlocking the "second tab of passives" that would be the full cost of fully leveled character with extra gold payment
Thanks for the #1123698164503949392
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.
(Repost it got buried)
Can you still sign up as a CT Tester? I have found the old forum post from last year but the link to apply there only gets you to the generic submit a ticket page.
obviously not a dev but last i heard applications are still closed for now.
Hi! Unsure if this was already covered, but will there be any content releases between now and 1.0? Mostly wondering about endgame additions. Thank you!
silver shroud dodge is coded the same as regular dodge? i assume it is based on the wording. Asking for ward gained on dodge from ward trail, hoping it gives ward from a silver shroud dodge too
oh wait im dumb, different thing
apologies
No, the next major patch will be 1.0. We will look for some bug fix patch opportunities before then.
Thanks!
How it checks if it should dodge is different for silver shroud but the actual dodge is the same.
ok so ward trail should still give ward on dodge from silver shroud then. thanks
Sorry, big -> bug
anyone know if the quest echos are bugged?
Did all the quest echos on Monolith: fall of the outcast and nothing it just keeps resetting over and over again?
Its not bugged, just do empowered monoliths now
Not as far as I know. We can maybe help you out in #ββask-the-community so we don't flood this channel.
Hi Mike, in the most recent dev stream you talked a little about the pinnacle bosses you guys have been working (?) on. I just wanted to see if i could prod your brain a little about the design philosophy you guys are going with when it comes to the boss fight itself:
I imagine that the first pinnacle boss fight we get will be the hardest fight yet, eclipsing the likes of tier 4 Julra and the other dungeon bosses. On the note of dungeon bosses, as it stands right now their attacks are mostly avoidable (The mountain beneath phase 1 and Cremorus have some minor abilities that can be difficult to dodge but they are fairly insignificant), letting very squishy, or potentially just straight up weak builds beat them if the player is either skilled enough, or bashes their head against them to the point of knowing the fight inside and out;
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Do you guys think that the pinnacle bosses will necessitate a baseline "power level" that is required to beat them? these things could come in the form of a dps/defense check (some games do this by making the boss have a pretty much unavoidable auto attack), or some other, maybe more creative way.
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Are you guys willing to put potentially build enabling items behind these pinnacle bosses? And if so, how would the merchants guild and circle of fortune be balanced around these? as i imagine being able to trade for a pinnacle boss drop would make it vastly easier for people who cannot beat the fight themselves to aquire said items compared to circle of fortune players. Maybe pinnacle boss exclusive drops would be of a new rarity that can't be traded? (sneaky suggestion)
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How much more powerful than the current content will these bosses be? As mentioned before, a lot of people already can't seem to beat tier 4 dungeons, will these pinnacle bosses be true to their name to the point where only the top 5% or so of players (that reach endgame) can beat them? or is it more of a "final challenge" that most are expected to beat eventually?
sorry for the long message, and i understand if you can't really answer any of this :p
The progress so far on this has been me in my down time writing down ideas that I think would be cool and think about how they could go together. I have a pitch that is ready to present when we start working on pinnacle boss content but as of right now, officially 0 progress has been made.
Since we haven't even had the project kick-off meeting for it, I don't know how everyone else feels on the topic yet. I can give you a little more clarity on what I'm thinking as one of many voices.
If you're fighting superman and you get up close, he's gonna punch you in the face. He won't always use a slow moving eye beam attack to let you run away from it and then just wait for a bit. An Uber, gonna use that because my phone doesn't auto correct it like it does pinnacle. I expect that an Uber boss will likely have auto attack abilities that will not be very dodgable. These will need to do a decent amount in order to not just be a "waiting animation". So extremely under powered characters will crumble to it.
The one I've been designing has a soft enrage mechanic where by if you mess up the mechanic, it does more damage and is harder to do successfully next time. This eventually builds to where you can't successfully complete the mechanic and will take more and more damage, to the point that it overwhelms you. This would give you an option on how you want to approach the fight. You could go full DPS and try to get under the wire. Or you could try really hard at the mechanic and wouldn't need as much DPS. Stuff like that.
I don't think build enabling items should be an Uber boss reward. Hellfire Torch is not build enabling but it is an epic reward.
Player power is relative, item factions will increase general player power. Other bosses might get power shifted in either direction at the same time. Relating the difficulty to current T4 julra is a dangerous game and I don't want to play. Sorry. I think that the Uber boss should be the hardest non-infinite scaling content.
Awesome response, thanks a bunch! i'm really looking forward to a more mechanically intensive fight ^^
It's going to be a while. Not a 1.0 thing.
you said probably not in the stream but didn't shut it down completely, why'd you have to break my heart π
oh well, i can wait if it means it'll be an awesome boss ^^
Just getting cautious.
under promise, over deliver, gotcha π
Devs, first of all great job game is amazing, as coming from PoE im really embracing the playstyle!
Now to the ask thing, is the rogue shurikens/shift thing going to be fixed before release, and, are you planning on implementing something alike herald of ash/ice into the game? would really smooth the clreaing and explosions are fun owo
Thanks, glad you're having fun. I'm sorry, I don't have any details on the status of potential upcoming bug fixes. (This channel would be overrun if we did). We work to fix every bug we find.
We don't have any skills like that coming in 1.0 but if you'd like us to consider one, please put it in #1123698164503949392
What is Cold Flame Rush's Freeze Rate?
Hi Mike, does self inflicted ailments scale with player stats ? Especially in the case of Immolartor's Oblation
Ailments inflicted upon the player through items do not scale with the players stats
So no.
Adding to this, while ailments afflicted on you through items don't scale with your stats, ailments afflicted through your skills do. Aura of Decay suffers a lot from this problem.
are there any plans to rebalance stuns/freeze in the game by 1.0, or it is not on priority list?
As someone who plays offline because South Africa ping is too painful. Assuming 1.0 doesn't make the game feel different for high ping, is there any way (or existing plan) that the offline players can get by default the "no trade" bonuses? (ie assuming they select the option that doesn't allow for trading as they're offline anyway)?
Yes, offline gets CoF.
edit: this was in the initial FAQ I think.
Question, before I submit a bug report because I genuinely can't tell if this is too complicated to even try to explain: I usually play streaming the game from my PC onto my M1 mac laptop
after I finish a session and quit, the game downstairs on the PC always needs me to verify the files before it will let me stream or play it again
now, I'm not asking to solve it or anything but what's the best way to even describe that in a bug report lol. Is that too far out of the realm of 'supported' behavior to facilitate reporting
(fwiw I do this for Diablo IV and I did it for Baldur's Gate 3 before the mac release, as well)
last thing: the streaming is done through Steam's app
and thanks!
Just put exactly what you said.
okay good, will do! I'm married to a software engineer so I know that sometimes not very much info is more useless than none π || and I do want to be clear I don't want to misuse the channel or look like I'm trying to jump the line, I genuinely wasn't sure if it was something you'd want to know about. Apologies if that doesn't come across
((might take me a bit tho, it's COLD in the basement))
Hello, love the game,
will there be any improvements to the area loading times before, or for 1.0, especially for multiplayer?
It is our primary focus.
Hello, my friend is considering buying Last Epoch, what is the chance that the game may appear on Halloween sale?
Pretty sure it's zero because they stated they aren't planning any sales until after 1.0
Thank you for answer 
does Last Epoch use smart loot in any way? i keep wanting to say yes but i cant tell
normal/magic/rare/exalted items from helmet/body/relic slots (the ones with class specific types) are much more likely to drop from your class
what yakovik said, oh and also idols too. Important to note that it doesn't affect set or unique items at all. It also doesn't directly affect the affixes that are selected. You naturally see a lot more of your class specific affixes because they only appear on the slots that are already smart.
Edit: also some weapons
I vaguely recall something about rune daggers drop rates being better for Mage... can you confirm Mike?
Weapon and offhand item types (like daggers, catalysts, etc.) are weighted based on your class as well. Details are maybe buried in the patch notes, unless Mike can give us more details.
Possible I misremembered this rumour
#π¨βask-the-devs-not-support-no-bugs message
Well, the 0.8 patch notes do say
Daggers are half as common as other item types for Primalists and Sentinels.
Indeed. I misremembered misremembering. #π¨βask-the-devs-not-support-no-bugs message
Actually, since we're on the topic, does this bit (not affecting the total number of drops) mean that even items with the same rarity on two classes may have differing drop rates on those two classes? Or are the rarity shifts normalized so that doesn't happen?
Oh yea, I forgot that weapons do have some smart loot
This would be nice to have in the game guide tbh, like it's kinda obvious for the class specific slots like chests, helmets and stuff but not really for the weapons
I know, thanks for the suggestion
How do you like the vitality changes? Any plans to change it back to strictly health related stats, but weaker than before? Just my personal opinion but I think the necro & poison res is a quite odd addition to the vitality stat.
Good, we don't plan to change it back.
Hi Mike, Does Blade Weaver applies to Fire Aura triggered by Surge ?
Two questions: Does each stack of copied scrolls stack multiplicatively or additively? If it's addive, does a proc rate above 100% mean you can repeat an invocation more than once?
additive, and cant repeat more than once
Should probably have some alt text to explain, or day "doublecast" instead of "repeat", too
Can i ever swap my move button to right click?
There is currently no official way to swap your move button to right click.
if that was added thatd be great
thanks for the #1123698164503949392
Mike I have a question, and this might just be because I'm ignorant of coding - why are bugfixes limited to bundled big patches, instead of you guys rolling out a couple every week or two?
2 main reasons and a bunch of little ones.
TL:DR every patch is a ton of work with a ton of pitfalls that just isn't worth it to do little frequent bugfixes while working on the 1.0 patch.
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Every time we release a build, a lot of things need to be checked. Like way more than you would think. Oh I didn't touch fireball, there is no way its texture could have been removed somehow, no need to check it...and that's the story of how we had pink fireballs for a day. (pink is the default texture used when one is missing). This means that QA and the build/release team is occupied for a few days and can't make progress on the next major patch. So each bugfix patch we release, reduces what makes it into the next big one, not because we have already released stuff but because less total stuff makes it in. So it's short term gain for long term loss.
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Dependencies and Prefabs. Unity (and basically every other engine) uses prefabs to make similar objects in a preconfigured setup. These prefabs often don't merge together nicely when multiple branches have worked on it. So, take some of our larger prefabs like all the passive trees or all the skill trees. Yes all of the skill trees are in 1 prefab. So as we are developing Warlock and Falconer, we make changes to that prefab on a development branch. That prefab is now "checked out" on the branch and can't be changed on the main branch. If we want to then make changes to the live build that include any visual changes to a skill node or passive, we have to make a divergent version of the prefab. We are now doing the same bug fix on 2 branches at the same time. We then have to make sure that anything those fixes depend on or are depended on are managed correctly on both branches. Basically it's a mess and can lead to little things getting missed that we have recorded as being fixed and then they completely fall off our radar even though it's still a problem.
π
Is there a cycle for 1.0 or just base game?
define cycle. I would answer that question as "yes".
2 new classes and a major system's worth of new content with a fresh ladder but I've had several differing opinions on if any of that constitutes "content" or not.
i think people relate a league/season/cycle with a league/season/cycle "mechanic" usually, but that doesn't have to be the case tbh, i think just the faction system alone should constitute a cycle "mechanic"
I think item factions are the cycle mechanic. Not everyone agrees.
so from the angle of replaying the same build in ssf - last I read you basically were adding prophecy type mechanics to augment ssf- this falls under the major system you mentioned? new uniques too?
CoF is not SSF. SSF can use CoF but CoF can be non-SSF.
and yes new uniques and lots of other little stuff too.
CoF = Circle of Fortune
MG = Merchant's Guild
Oh yea the teired trades
Nice. I always worry not having a large diversity of content is a wall of the genre and this is two playstyles off the bat, some mechanical new uniques could go a long way with a trade environment and hopefully cof has a good bit to chew on "solo"
I am curious if there something Im not seeing but why does Flame Rush - Mark of the forbidden flame have such a huge penalty and only 1% more damage per 2 intelligence meanwhile, Enchant weapon Conflagrate+Searing Conflagration gives 200% more damage which would equal to 400 intelligence and no penalty of losing ward or hp. It just seems crazy to me. why would I ever pick the flame rush ignite way over enchant weapon.
Ahh that would make sense actually. Im just stupid afterall thank you.
Flame Rush is first a move skill and second a damaging skill. It has a huge upside in the movement. It's also newer and as we have been working to make gear more important. Newer skill trees often have nodes which scale as you get better gear.
thank you for your response, I see now β€οΈ
I agree that factions are a cycle mechanic.
Choices will have to be made, impacting the progression of characters and interactions with others
I'd like to help out in some deeper way, like Community Testing.
Is that still up and running, and if so, are there open slots?
Is it intended that sources of increases and more damage to invocations doesn't apply to Winds of Eos invocation fire aura and only the explosion part? Is it a bug or intentional? I'll post it in the bug-reports section otherwise if it isn't intentional.
alright understood.
will we get some sneak peek posts abt new/reworked skills(tempest strike/bear companion maybe) before release?
Can we get playable EU servers, its lagging 90% of the time and when it's not lagging i can't log in instead.
We will do our usual patch hype week leadup that will have details on things like this. (not going to say yes or no to the specific examples)
I'm sorry you're having issues. We are constantly working to improve the online experience. I don't have any details on specific issues in specific regions.
It's such a terrible experience man, like im trying to enjoy the game, but i just cant with ur servers on EU.
This isn't really the channel to complain, there's #1123697853882187847 for that brother
@placid plinth hey good sir -- are you guys accepting new Community Testers?
I would like to contribute in a deeper way π
EU west ? because I haven't got issues
yes
my experience is: my spells dont cast, i load into a map that has frozen enemies and i die in 5 seconds from nothing, i come into a town and i see 5 ppl running into walls
(Don't ping the devs, we are not supposed to do that)
o sry
I constantly have 10 ms on EU west, from France, and I'm in hardcore. We can continue in PM if you want so as not to spam the channel
That's not the servers themselves but your connection to them. Think a few people have had a similar experience. There's a thread about it by Averielle:
Hi everyone, just in a design meeting, will look for questions after but please try to keep the general discussions in more appropriate channels.
Sorry for the delay, I don't think that the CT program is actually accepting new people at the moment. If you are really interested, you can try to submit a ticket saying that you'd like to join. I don't think it will work but you can try if you'd like.
Did you guys sneak these two stats into the character sheet in some semi recent patch? i feel like i remember people complain they couldn't see these stats
August 7th, 2023 internally
Thank you!
I'm asking devs to fix the game to be playable without VPN please
I've opened a ticket before and you asked me to test after a patch and it was working without a VPN, a new patch came and it went the same again
We are working to fix all reported bugs as soon as possible. If you would like to report a bug, please do so on our forums or with the in game tool. This channel is reserved for questions about the game itself, not requests for changes to the game. Requiring a VPN is a very irregular issue.
I noticed an issue with Scorpion Shrine not spawning scorpions (already reported it)
But it made me think.... are the Rune Prisons just Shrines?
They seem to use the same spawn points as shrines(and caches and spires and the like).
Tbh would assume the same/similar bug that kept mages from spawning near player spawn points, keeps scorps from spawning in the same areas.
yes
Does the Node Shadow Master increase the damage of ailments applied by the shadows skills they use?
Yes
Thank you appreciate it
Mike you going CoF or MG you think?
And im general does the team estimate there will be a relatively equal split or a little lopsided?
Are you planning on reopening that future-feature testing you had about a year ago for the 0.9 multiplayer launch? If so, do active players like myself have a shot for it? I'm curious about trading and the plans to make it a smooth launch, if you're able to share anything about it
1.0 will have some balance or no? At least some buffs to the very underperforming classes like shaman and fg?
yes - balance - cant mention anything specific π
I'll be playing both at different times I'm sure. I think I'll mostly be in CoF at first but I can't resist the lure of the market for long. We aren't aiming for or estimating an even split. Roughly similar would be nice but the important thing is that people are selecting the one that most interests them, not the one which has a slight power edge. The goal is to have someone go to reddit, post "Is MG or CoF better?" and the replies be mostly of the sentiment: "pick the one that interests you".
Idk if you mean this. #π¨βask-the-devs-not-support-no-bugs message
Yes I didn't see that lol. thx
Petition to have all ask-the-devs questions answered in only one or two words.
winky face implied in all answers as well π
any chance of having internal cooldown of passives like procs be affected by cooldownreduction, even at a reduced conversion rate
it feels a bit hard to get proc builds up to par when you have a hardgated internal cooldown timer
That 100% breaks some things tbh, what are you making that needs it?
thats why the reduced conversion, it could be capped even with cdr
for example i wanna proc smite with warpath, it currently has 1 sec internal cooldown, even with smth ridicilous like 100% cdr that could let me proc it twice a second instead of once
That isn't even really a cooldown, it's a proc rate. This would probably have to be a source-by-source basis and could make a good #1123698164503949392 post
i'll try to articualte it there properly thanks ^^
The Head of Eleventh Hour said a week or so ago in the in-game chat that early access character will be marked as legacy and will not be able to compete in the Release ladder. Furthermore, what will not be carried on with the Release ? Is all legendaries, equipment, gold, etc forgone too ? Some constitute a lot of time investment. LP4 is no joke.
You know how seasons work? Legacy is 'standard' while Cycles are 'seasons'
Ok, so if I understand correctly. Each new season you start fresh and bare and 'regular' character out-of-season will still be able to access all euipment farmed before. Is that right ?
Yes
Make sense. Thank you π
But won't be part of season leaderboards, yes.
And if you want to participate in season leaderboards you'll need a new char. (And stuff doesn't carry over between Seasonal chars and Legacy chars)
got it
Ayooo, In the past there was talk of a character sheet revamp. Did that ever make it past just a goal? Like is it planned for any of the discussed major patches after 1.0.
It's still on ice but the best quality ice that you can find.
I take it you've seen this Stellar response from Mike then?
the best part of that post is that "yes" is not on the list
@slow ivy comin at me lmao
@cunning kelp their question was 1.0 will have some balance or no?
so I just said "yes - balance" lol
oops
sorry Peredur π
mis-ping lol
I haven't asked question for quite a long time :p
(and my last one was when can we expect a fix for UI on 21:9 screen, which is an issue that has been present for years)
Oooh I like this question
but now that you woke me from my slumber, I have to ask again (took the time to go take a screenshot)
we can agree it's not the best position for a tooltip when trying to make a build :p
I first signaled issues in February 2020, with the previous UI
and I signaled them again in March of this year, with the new UI, as it didn't take into account issues from previous UI
(and I can't imagine it would take that much time to fix)
#1123698102470189118 please! I logged a similar report earlier that I can pair yours with! Specifically, this post - https://discord.com/channels/368953963267096586/1166394537615302667
Something must of caused that to come back because I definitely fixed it.
Classic
I'm getting second hand frustration lul, good luck!
(which doesn't mean it's fixed, for the record)
the sheer number of tickets I've seen returned from development with "issue is not reproductible in test environment"..
I would assume that is why they put in the bug report feature in game. Maybe try reproducing them and resending.
How does upheaval totem work? its a confusing skill since totem is a minion so it doesnt scale with your stats, so how does your weapon affect it? do all crafted stats on weapon apply to the totem? and what about other stats on gear/passives
Fire Aura says that its damage effectiveness is 70% (from LETools), but the node on the Spellblade tree "Incinerating Aura" states in its tooltip that Added spell damage applies to Fire Aura at 140% effectiveness per second.
So which is it. 70% or 140%? Or are these stats different? EDIT: both, with different tick rates.
70% (or 140% per second because it ticks every 0.5s)
What is it's tick rate? Seems that's not easily found either. The Invocation that cast it Winds of Eos states 140% dmg effect per second.
0.5s
Cool then that makes sense
You summon a totem which only has the ability Upheaval. All of the nodes from your upheaval tree get passed along to the Upheaval Totem as though it was the upheaval totem that had specialized the skill.
This totem behaves the same as any other minion and scales with minion stats like normal.
so how does your weapon affect it? - any stats which affect a minion skill work as they do for any minion.
do all crafted stats on weapon apply to the totem? - only the ones that say minion.
and what about other stats on gear/passives - all the minion stats apply as normal.
ty!
tldr it's a minion
Hey Mike, with the release date now moved back. Do we know if incomplete skills/masteries like paladin with healing hands will be in 1.0? Or are they still up in the air? And I'm sorry for speculating earlier, forgot you're still active at this time
All I can say at the moment is that all skills will have a skill tree to go with it.
Does it get any "base" added damage to upheaval? Upheaval's base damage is 2, so the totem should probably do abysmal damage without getting added minion melee damage, but I don't remember it being that bad on its own.
Sound reasoning. I don't think it does though.
So I just started playing Last Epoch and am loving it so far! Just checking to see if controller support is still being worked on/improved? I hear it's come a long way (thank you for that!) But menus and such seem to have a little ways to go
Yup, we consider propper controller support to be an important 1.0 feature.
To me it seems if the tooltip origin is the center or right half of the skill tree it works fine but the left half causes overlap.
I think I just worked on it after the patch. So I guess it's getting better at launch.
Pineapple on pizza?
question for the devs i noticed that there are certain skills that has reduce damage against players or damage to players now i know that you guys are gonna put pvp in the future on this game so how are you guys going to balance pvp on this game? like is there certain skills that is nerfed on pvp and buffed on pve? or certain skills dont apply on pvp but okay on pve? cause i hope when i try pvp i wont get beat down by someone with 1k corruption farming gear that can one shot bosses and also players hoping for that
also follow up question did you guys finally fixed the memory problem of this game? cause i noticed its a lot smoother now
i think this has been asked before but i coudlnt find anything. Will we able to merge different guild tagged items while crafting legendaries
No. Legendaries get all faction requirements of the input items. Since an item tagged with both factions would be unequippable, the cache just won't let you do it.
Hello, Why does it say (Steam) it's not in Spanish? Is it or not?
I'm sorry, I don't understand the question. The game has been translated into Spanish and is available on Steam.
We haven't started doing our PvP implementation yet. It won't be for quite a while still and we will then be exploring how we want to balance it. Some skills will likely need to work differently or possibly even not at all in PvP. Hard CC skills are probably the biggest example of this.
Toast is right, you can't combine items to make a legendary when those items have equip requirement conflicts. This is an established precedent with class requirements already.
It does, you just need to click on the "9 supported languages" link/thing:
Was ist das fΓΌr ein fehler? Er kommt nur bei einem Freund wenn ich ihn einladen mΓΆchte
Yeah lemme grab the link
No problem
What about the Stuff as a backer any Idea ?
That I'm not sure, get in contact with one of the staff or support I'd guess
OK, where do I find them ?
!support
Anything we can help with? We've support articles and a contact form at https://support.lastepoch.com/.
Thank you your a gem a mist the dark matter out there !!
it should happen automatically, if not, please open a support ticket as deias said.
np will do!
Question about the latest patch notes on the chests being removed for arena echos, was this due to the abuse that was being done to them? Or was there another reason behind it? A buddy of mine just brought it to my attention and brought up a good arguement for it. I'm 100% for removing chests from arenas because of the abuse that could have been, or was done, with it. But he said that if you were able to remove chests from being able to respawn after a node has been engaged, that would solve the issue while still providing a "extra" reward for the arena echos. So I was just curious the reasoning behind it, and if the abuse was the issue would it be possible to implement the 1 time chest spawns per echo in all echos to remove abuse of those as well?
The thing that builds the zone doesn't know you have already failed it once. This was the only way we could see to avoid the abuse case.
That makes sense, I feel like there's 2 separate things for echos vs rewards, whatever is used to build the zone when you engage an echo controls whether or not you get a chest, so you couldn't implement it into the same system as what controls the echo completion/stability aspect of it. Like when you fail an echo you don't get a completion reward anymore, and you can only get like 10 (or xx amount) of stability
@placid plinth yes LATAN ---- No Spanish . right?
The text in the game has been translated into Spanish and it is available on Steam.
The voice lines are only in English.
Ok, I translated those notices and I understand what you mean now. I don't know if there is a major difference between Latin America Spanish and Spain Spanish. If there is, I don't know which was used. We commissioned translation into Spanish. Beyond that, I'm not sure what has happened.
Like, technically speaking English in Canada is different than English in the USA but it's close enough that it doesn't impact gameplay at all.
The menu does say it is Spain Spanish, for what it's worth. The different Spanish locales can be substantially different, but hopefully it'll mostly just impact the dialogue.
Yeah, American English is different to English English.
True, and I'm not even sure I can understand Scottish English.
Nobody does, not even them. Been living there for a while.
Typos aside it is definitely Spain's spanish
So steam has it the other way around
will there ever be the ability to respec mastery? or is it a creative decision to be unable to?
Ever is a long time. We have no plans to add mastery switching. We view your mastery selection as a class decision. Design wise, it's on a similar level to attempting to switch from Rogue to Sentinel.
I can totally respect the decision behind it! as a more casual player I definitely prefer more options. Same reason I generally prefer games/mmos that your class is dependent upon weapon, and you can freely switch at any time, not being locked into ONE class, otherwise having to play ALL of the content over again.
Instead of now having to create 3 separate druids if I want to experience everything the class has to offer. Same for any of the other classes I may decide to dabble in.
i have a question about the affix βx% of armor mitigation also applies to damage over timeβ: i have 8000 armor (74% phys damage and 52% non-phys damage reduktion) and the affix has 20% dot mitigation. is that now 20% of 74% phys or 20% of 52% non-phys?
or both? e.g.: bleed 20% of 74% and poison/ignite 20% of 52%??
If you have 20% of armor mitigation also applies to damage over time and you have 74% physical damage and 52% non-physical damage reduction from armor then you have 14.8% physical dot damage reduction and 10.4% non-physical dot damage reduction
ah ok thx π
easy version: what would my armor do if this was a hit? ok, 20% of that.
@static jay I dug a little deeper and it's all fixed now.
Speaking of language support, any plans for Japanese?
Hej Mike, a while ago i asked you about Argolos the blessed; that he seems to have super high DR whenever you first encounter him which suddenly falls off. Here's an example (sorry for the super bad quality). Not sure if you can see but some of my hits at the start are as low as 40 damage, and as high as around 1000. But then suddenly my damage skyrockets and i hit for 24000 on the high end with a few 10000 damage hits sprinkled in there before he dies.
I know you said to report it as a bug if it is such but I just wanted to show what i meant just in case it's intended behaviour since it's been like this for as long as i can remember and others seem to experience the same.
What's the point of having stacking Runes in ones inventory?
There isn't one and they don't.
Not specifically, maybe eventually. We are trying to improve our current languages before we consider others.
Cool, no idea why
Makes sense, thanks for the response! Hope it will be high on the list for ones to be added in the future 
@placid plinth hi mike. thank you for all the work you guys are doing on last epoch. its a great game. i know this isn't a support channel, but are you guys ever going to fix drain life minion targeting node on controller? i just want to be able to play wraith necro π¦ i see threads about it as far back as may on the official forums and it still hasn't been fixed. even if the fix is as far back as 1.0, some confirmation would be nice
We are working to fix all the bugs. I don't have any details of the status of any bugs that I can share.
If I started going to get updates on bugs in here, that would be my whole day, every day.
every login attempt
And this still isn't the support channel.
!support
Let's work together to get it sorted! We've support articles and a contact form here: https://support.lastepoch.com/.
When can we expect a fully functional multiplayer support? With no lags, without ten years of loading screens, desync and all the problem gone?
Our main priority is to improve the multiplayer issues. We are aware that the multiplayer experience is inconsistent. Personally I don't experience the issues you mentioned above. The goal is to get it working like that for everyone.
thank you for your reply mike. i really love the game but i never play solo. looking forward to finally being able to play the game more often!
in a 4p party f.e. we were never able to play since multiplayer launch
I started playing again two days ago and last night I had several network disconnects. Is it expected behavior to lose progress? I had to go from the last refuge three times to get to the surface and when I finally did, the waypoint didnβt open and I got disconnected/progress reset again. Frustrating to say the least.
any plans to re-tune some of the bosses before 1.0?
no, that is very unexpected
not specifically but enemies in general will get some difficulty adjustments that will incidentally affect bosses.
Sorry to bother but it seems no one has or provide any info about partying with another player.
Besides "friendship"...any other bonus on xp or drop rates are applied ?
nope
Ty
I found out that Logitech Keyboards are supported and I like it but can we change the profiles?
F. e. setting the helth color from F1-F6 and Mana from F7-F12.
I would also like to get important Keys lit up like inventory, skill, passives and so on.
I'm sorry, I have no idea at all
π€
That got implemented a while back and I haven't tried it myself.
Could you ask in the team about this then please?
It's Friday after 5 for almost everyone (time zones). I'm not going to ping people who are in weekend mode sorry.
The person who I would ping for this it's something like 1am for them right now.
Actually, if you submit a support ticket, someone can probably help you out
!support
Need a hand? Just head on down to https://support.lastepoch.com/ for support articles or to reach out to us directly.
This could work
its an issue because EU servers suck
so ppl have to use VPN to their own server to connect without having desyncs
thanks for the #1123697853882187847
Well that's comforting π
LE-77: Client version is out of date for online play. Upgrade and try again.
Any infos to this? It worked without any problems around half an hour ago but now it's not working.
There is also no update available on Steam, not even through File Integrity Checks.
Is my character broken? I am trying to login on my Runemaster but get a could not connect error, I can login on other characters though.
Already did the update
Not the support channel
There are some issues post update, please standby for news. This is not a support channel
Development rule number one, never update on friday π
@eager quest caveat* a lot of people couldn't even log in to any characters
which is why today's deploy went out
but its the 1st deploy of this particular type since Towns were turned on (with a forced client upgrade) - and it had hidden complexities
its the only reason we'd deploy on a Friday
I stand corrected then, I thought the issues started because of todays deploy. That indeed is a reason to break that rule π
today's deploy was to FIX that issue, which was from yesterday's deploy
lol
fixing the shenanigans now though is underway - should move this convo to #π¬βgeneral
Are there plans to make HC into permadeath? HC going into SC is like having 2 SC modes
is the second suffix here supposed to be named "715" ?
No, of course not. This has been reported already, so no worries, it'll get fixed.
Note: If you find any other typo things, please post in #tooltip-hunt and they will be fixed!
No, since your stash doesn't move over, if a player is exclusively a HC player it's still effectively a full death. This way it gives players who might want to try it out, a way to do that at lower risk.
Would you consider it as a third option? I know there's appeal to a permadeath mode especially for streamers and people who watch their content
We consider everything that is put in #1123698164503949392 . I would temper expectations though as I don't see the difference really.
ela, any update on the loading times?
Multiplayer updates for things like load times and stability are our top priority.
thanks
Do rogue ballistas benefit from the oil coating buffs?
No, the ballista would have to be the one shooting cinder strike (with the tree too) to get the buff. With shared enhancements in ballista it would inherit the stats you get from the buff, otherwise it wouldn't
I dont expect that they get the oil coating buff themselves, but they should get 45% of the damage increase and the fire penetration right?
is anybody of the devs here?
i made a bug report about a game breaking bug in the beginning of the game
you cannot talk the npc keepers guard if you turn the game down before you spoke to them
there is a workaround that i found but its still an issue ofc
you must speak to the guard before you close the game or switch to another character and you wont have an issue but if you dont then the bug will only disappear if you play from two teleporter points to the guard again
i hope this helps somehow
The buff only applies to you, there's no "minion" there
Devs - Do you have any intention of changing the way left click works? Currently it feels awful to assign a skill to it. Will we be forced to use right click forever, even for melee skills that should move and attack like Flurry?
Are you sure ? I can't assign a skill to left click. It's used to move the character
Thank you for the #1123697853882187847
Just hoping for some form of acknowledgement that they don't intend to leave left click the way it is. I can't see myself playing long term without functional melee.
its like that in most arpg that left click is movement key, only different one is diablo 4, with that attitude and approach i would not bother to reply to you if i was dev
I've edited my question to be less abrasive.
Its stat ratios snapshot your stats at the time of summoning. Unless it's bugged, yeah it'll take a ratio of whatever you have.
What function do you want left click to do exactly? I think it probably already can but I'm not quite sure what you're after.
Please keep bug reports to the proper channels. We don't accept bug reports in #π¨βask-the-devs-not-support-no-bugs
Thank you for the report.
Edit: the name of this channel is too long for mobile, cuts off the "no bugs" part.
If you summon the ballista when you have the oil coating buffs and the nodes which share your bow stats, then it should get that percentage of the buff.
I want a smoother experience. If I'm using a melee ability like Flurry, then I want left click to run me around the world but also chop up anything I enter melee with (if I'm mousing over it). I want it to acquire new targets or move my character as desired without needing to release the button and click it again. I want to be able to hold the key down to mow down my enemies, rather than try to match my attack speed in clicks per second. Someone else mentioned Diablo 4, so as an example from there, I want it to feel like Frenzy.
Also, I should be able to hold shift to use my left click skill without moving.
Ok, afaik it does that now. Assign flurry to one of your skill slots. Assign left click to mirror that skill slot. Check you have move to melee attack set in the menu (on by default). ??? Profit.
It doesn't work that way. Log into a rogue, give it a melee weapon, put Flurry on, and try moving around in a low level area. You'll either [move but not attack] or [attack but not move again after an enemy dies], and you'll never acquire multiple targets for your skill without releasing the button and clicking a new enemy.
I can show you real quick if you want to hop into dev chat,
Oh that's the key, once the target dies, it doesn't acquire a new target. That just sounds like a bug to me.
may I add a little bug'ish, kind of, idk what to call...?
but this channel litterly says "no bugs" so
uhm
I don't record bug reports from this channel.
It also doesn't retain my target if I click and hold, but drag the cursor off the target, and it won't reacquire it if I mouse over it again.
Also if I'm clicking to move, and I drag the cursor over targets, it not only won't attack them, but I'll sometimes become unable to attack them for a few seconds unless I run away.
Not to sound crass, but there's so much wrong with the way left click works right now that I'm less willing to call it bugs and more willing to call it "the way it is currently intended".
(Which is why I came here to ask if left click was a thing being looked at)
We don't want it to lock the target.
Interesting. So in short, I should only ever expect it to cast a single Flurry and then resume running around until I un-click and re-click?
No, the reclicking is a bug.
Being able to move your cursor off the target and having it maintain attacking that target is not planned.
Oh, that's fine though. But what about when I move it back onto the target later? Should it resume attacking?
(Or move it to a new target)
Any plans making this blessing screen movable? cause rn im tryna see how much i have void resistance and i can't see π
by "screen" i mean the blessing option tab
Yes
The intended behavior is that it will attack whatever is currently under your cursor as long as the button is down.
Has there ever been any thought given to more skill slots? Say 6 to match Diablo? I understand if not due to balancing... 5 just feels like so few.
Especially when running a build with summons/companions. Even if we were able to activate the summon, then unslot it, and have it still be active without deactivating it... I'd settle for.
Then it's currently bugged. I've already got a thread and will update it with your reply. Thanks for your time today!
I dont know if its already been asked but are there plans to allow rmb and lmb to swap places, when assigning keys, currently when you unassign lmb from movement it does not let you replace it on another key as it states it is currently being used
will we still get 1 zombie from this node, if we use Dreadful Horde?
cause even with Dreadful Horde equipped we only get 1 zombie, so idk if this will get changed or not
If I apply Spark Charges through Surge does the Spark Charge get the 30% more Spell Lightning Damage from "Ride the Lightning" and does it also inherit the +5 Base Critical Strike Chance from the "Effluence" Node?
We have put a ton of thought into the number of skill slots. 6 was heavily considered.
No
Beyond death always limits to 1
Please link those nodes and where they are. Also, I'm like 1 for 20 on successful spark charge questions.
Ride the lightning, yes
Effluence, no
can Bone Curse proc Spark Charges?
like if an acolyte was wielding a Fragment of the Enigma?
is there a reason or like just cuz
Lmb has some special properties that don't go through the rebinding system.
Will there be any price increases for the base game once 1.0 drops?
While I can't say for certain far into the future, we have no plans for any price increases.
1.0 will drop at the current price and we have no intention of increasing it.
I just don't want to say never because the gaming market and economy in general might look crazy different in 10 years
Yeah of course I understand that you can't tell the future, but many games that are in EA tend to do price increases once they hit big milestones like v 1.0 and such, but it's good to hear that 1.0 will stay the same for now
Is there a reason Mana on idols or % mana on gear is not available to Acolytes?
Flat mana is available for Primalists and Mages on 1x1/3x1 idols and % mana is available for Sentinels / Rogues. Mages also have Mana %/Armor % on 3x1/4x1 Idols.
Is there any balance or design reason why are Acolytes left out?
might be confused by your question - but flat mana is available on generic idols that any class can use
at least on 1x1
can't speak with autohority on others though
Correct, that option is available to all classes, but every class has at least one dedicated option on top of that.
Stacking 1x1 is not exactly efficient so I omitted that option admittedly.
You'd think a caster that has several skills that benefit from a high mana pool would have at least a single % mana option someplace
Such as
Lich has Mental Cacophony, also only 5 mana/point.
Or less directly
Guess that's something for #1123698164503949392 ^_^
It's nothing major but just that an acolyte often has alternate costs and we want to emphasize those alternatives.
That's fair, but then I feel like the skill passives should reflect the same.
rather than promote a playstyle that the gear does not support
It doesn't need to all line up perfectly.
If we want to reduce the availability to say something like 80%, it's probably better to remove 1 spot rather than reduce each by 20%.
Then you'd have to make the same investment for just less.
If it doesn't line up in any way - it's not emphasized, no? I'm not sure I understand.
I understand the point to diversify Acolyte's resources, but if that's the case I feel like the passives should line up with this ideology too.
Say, if perhaps Forbidden Arcana would scale with maximum health.
Just strange to have these oddball passives that scale with a resource I don't have access to
It's not a 20% difference, it's double or triple mana difference on a dedicated mana build vs Acolyte. So if Acolyte's discriminated against for a reason, then the passives should reflect this by design IMHO
but that's outside the scope of the question, I'll leave that for #1123698164503949392
Thanks, Mike & Muffin π
The numbers were a hypothetical to illustrate the point. Not specific values.
Fair enough
The reason I brought it up was Acolyte I felt in the same category as Mage and it didn't feel like Acolyte has unique itemization advantages over Mage on that front, while both classes have mana-scaling skills.
Though I suppose Health % on 1x3 Idols is up there?
It's possible that they might need more.
Question about legacy mode. Will this mode be offline or another online mode. Where characters are moved to every cycle.
I ask cuz I'm seeing some form post and comments saying old cycle characters may move to offline.
I can see this being an issue or exploited to bring offline characters to online.
As well as not being able to use cosmetics for ur old characters.
I agree, Mike
hey there. what's up with lightless arbour t4 phase 1 rocks ? their damage variance is huge. most do very little damage than suddenly one hit 40 times harder for no apparent reason. is this variance intended ?
here is a clip by cyborgwars that show the issue
as you can see, a rock at 11sec hit him for 61 damage
and then shortly after a rock hit him for 1658 damage
it's not a complaint about how deadly this mechanic is or anything, i just wanna know why there is such a huge variance in damage
here's a clip showing a none-titanspawn rock hitting for 3.5k
i'd flag that as a potential bug to investigate
not the right channel for such queries
Pretty certain this is online, otherwise cosmetics would be inaccessible and that would cause a huge ruckus ;^)
well we need a confirmation it's a bug first, we actually have no idea
If you're uncertain if something is a bug, report it anyways π
yeah we will do that too
someone should come back to you to tell you if that was or wasn't a bug
That's what I was thinking. It being online would also allow for legacy players to have factions and trade
Your current online characters are basically Legacy characters already. They are not planning on ever transitioning online characters to offline, nor could they really ever reasonably force that kind of transition on everyone at the end of a cycle, since offline characters are stored on your personal hardware.
Does ravenous void reroll chance affects it when it drops from gaspar ?
gaspar has a higher chance of dropping rav void? why lol
well even after all this time i bug at the 4% drop rate at rarity cap
i'm thinking reroll chance could somehow apply to it and that would make my datas more coherent. because it's the only boss item that have a reroll chance, so there isn't a general rule at how that would work
that's why i ask here
Please use #π¬βgeneral to have a conversation. You can ping each other into the other channel to discuss the question. Please leave this channel open so questions don't get drowned out.
I'm hope you can accept that they might not too.
Characters will never transition between online and offline.
Yes. But in the future, please just only report it as a bug if you think it might be a bug.
Flat 40
No
sorry for not making a bug report, but could i get a number explanation of the variance if that's possible ?
i only have tunklab value to refer to and they don't give any logical explanation
also for ravenous void, then does its rarity cap scales as fast as other boss drop, like is it at 90% of 4% the same rarity as frostbite shackles are at 90% of 33% for exemple
Sorry, I don't have the specific numbers. They hit hard. I usually play like they are each could be a big one.
The reroll chance applies to random drops. It is an internal name for a value we don't make public so it's a little confusing. It's the chance that when it's randomly dropping for it to be discarded and the drop recalculated.
alright, i understand for LA boss now, thanks. Regarding ravy i wasn't refering to the reroll chance in my previous statement, only the scaling of its base drop rate on gaspar up to its cap. from lizardirl, the cap is supposedly 4%. for other rare boss item it's roughly 33%. what i wonder is : is the scaling of ravenous void gaspar droprate the same as for let's say frostbite shackles or uhkeiros twisted heart ?
specificaly, the 33% cap happens at roughly 600% rarity from personal testing, and i wonder if the 4% cap of ravenous void (or any hypothetical cap) is reached as well at said rarity
This information is not something we have released.
ah, i understand. thanks for your time
Sorry
For this passive, the explanation says damage over time and the tooltip says just damage. Which one is the correct damage type increase against branded enemies?
What are the ppi measurements of the squares within the hotbar?
If you ask again during normal NA business hours. I'll be able to look it up.
Sorry, I have to look this up too.
Will do. I will ask later in the week. Thank you.
It's actually "more".
I'm realizing this is actually a tough question to answer given that the size can change based on screen resolution. The images that are used for the icons are 256x256 pixels. Is that the main info you are after?
Why am I loosing connection to the server when I am ingame and checking out the skills to plan them parallel in the build planer in the browser? Don't tell me that there is a idle kick system ... I don't like them because they are distracting me from making my build -.-
also on reconnect you are not getting logged in where you have (been) logged out, is this wanted?
It sends you to the nearest town/end of time, intended
Hi, can I get banned for using yolomouse?
no, yolomouse is dev approved
Yes, that is what I was looking for. Since the images scale based on the monitor does the image resolution still stay at 72 (within Photoshop)?
what is the technical difference between critical strike avoidance and reduced bonus damage taken from critical strikes? what do these stats do with each other if you 100% either of them?
to expand on that: if crit strike avoidance removes crits altogether and reduced bonus dmg just removes crit multiplier, what purpose does that stat serve if you could just go crit strike avoidance? im not quite seeing the bigger picture here
If you have 100% critical strike avoidance you'll never get crit. But at even just 99% you can get popped every now and then by a crit.
When it comes to reduced bonus damage taken from critical strikes even at 100% you're still technically getting crit, it's just not doing any bonus damage. And at 99% there's practically no difference, in contrast with the fairly big difference between 100 and 99% critical strike avoidance.
Currently I don't think there's any practical difference between 100% crit avoid and 100% reduced bonus DMG, but they could add something in the future since with one you're still getting crit but with the other you're not.
there are unique boots that have a trigger when you get crit, maybe with bonus dmg reduction you still keep getting crited in technical terms without the bonus dmg
but thats a veeeery specific use-case
Of course, Mike. I'm full of suggestions and opinions on the game but that doesn't mean you have to share them ^_^
The others covered it well.
I don't really understand. Does Photoshop automatically change a file when you open it? The image files that are the icons have 256x256 pixels. I assume it's the same in Photoshop, G.I.M.P, Paint, Unity or anywhere else.
There is an idle kick system but it warns you many times leading up to that so if you're not getting warned then it's something else. Also any action stops it.
Yes, it is intended to always log you in at a town.
o plz no
It even gives you a countdown in seconds when you get close, it's about as forgiving as it gets
Are environmental damaging effects dealt by an enemy that could be effected by the beastmaster passive βreduced damage taken from nearby enemiesβ?
For example:
- Lagon waves
- Julra puddles
- Stone titan boulders
- Cremorus burning ground
did you happen to find which increase this is?
oh im 
What did one muffin say to the other?
lul
Yes, but is it more damage or more DoT?
When creating a new file there is the option to set the resolution. The initial standard is 72 pixels and is used for websites. Usually anything at 300 is for print. I am asking about the hotbar image so I can create my own icon.
I am almost certain the images are SVG based (ill check) but that means they're completely controlled by a math formula based on resolution
Thanks Muffin.
such images auto-scale to any resolution
ill check tomorrow during normal business hours though
What is the use for the barrel icon and the sword icon for the alternative movement button means? I had my mouse highlight over the button, but the description is greyed-out. I see I can set another skill within the smaller circle.
So its a vector svg file, thanks.
I'm not sure that's right. I've posted some of them in this channel before if you look at my history here.
Barrel, means move or break barrels (or crates or tables etc)
The sword means move or basic attack.
Miiiiiiiiiiiiiiiiiiike. Does player resist penetration apply before or after mobs resists are capped to 75% (assuming that's a thing which it probably has to be)?
Or do player resist shred & penetration work differently to mob resist shred & area level penetration?
Enemies don't get the area level resistance penalty. Other than that enemies handle resistance, shred and penetration the same as players.
Ta.
Ya I wasn't sure, just going off some images Cory gave me haha
Oh, I meant it's "more" as in generic "more damage"
Ballista's Explosion. Is it a skill used by your minion or it's yours but ballista's added damage is added on top? I struggle differentiate how much your, the ballista's tree and modifiers that scale off you (e.g. minion damage or Ballista's Shared Enhancements) benefit it.
So, does it benefit from:
- Minion damage?
- Your added damage(outside of Shared Enhancements)?
- Your % damage e.g. Fire damage %?
- Your Ballista's Crit chance/multipier?
- Other passive nodes that give % more damage on Ballista's tree?
Perhaps the misleading bit to me here it's that it's tagged as a bow attack and not a minion skill(shouldn't minion skills tags not be relative to you and not the minion?)
Doesnt the description right there say, your ballista's added bow damage is applied, making it a minion-used skill?
to my knowledge there aren't (m)any skills that use your minion as a proxy for skills that scale off of your stats, if you don't count necrolyte's infernal shade/sacrifice and the like
so I suppose it does scale off you but only with Shared Enhancements?
Or the crit nodes?
yup, you'd have to take that node to add your modifiers to it.
I'll gladly wait for confirmation in case I'm wrong though, since this is ask-devs after all
giving it a minion tag would make it scale as if it were a minion of your minion which of course is silly
#π¬βgeneral probably
Yes, it is a skill used by your minion.
Minion skills are those that summon minions. This does not. Therefore, not a minion skill.
The only minion that uses a minion skill is the scorpion.
No, they don't
Does the distance from center affect the number of uniques (or total items in general) that you get from opening the chest after completing an echo?
Not directly
amount of enemies killed inside affects total number of drops, and Increased Item Rarity (from corruption base + mods) affects how many will be unique. am i missing any other contributing factors?
no
k, thanks. i was doing some data collection and i wanted to make sure i was controlling for the right variables π
yes
hey does this shred poison res also?
no, that's a typo.
Armour shred only
ok thx
Is "+2% Cold Penetration with Shatter Strike per stack of bleed on you" of mage relic "Diothaen's Bloody Nib" applied to frostbites done by shatterstrike?
basically does cold pen affect cold overtime dmg or only "cold pen with frostbite" does?)
i have ask help me pls
Can I set any keys for pending skills other than toolbar skills just like diablo?
For example, press F1 F2..etc
No. You can only use the skills on your toolbar. You have to pick which skills you want, you can't just use all of them.
What is up with the crazy server lag recently?... i get up to 3000 ms
Wanted to bump this in case it was missed π
those should all be affected
Where is the enemy that would need to be βnearbyβ?
Lagon is never nearby.
Same with the mountain.
the others are the bosses.
Julra in the other timeline is always far away, literally, the other timeline is actually just another room in the same zone, really far away
Cool, thanks!
But he's always close in our hearts Mike. Bugged Lagon is one of my more fonder memories.
bane of my existence more like it
My immersion! π³
Im curious about mastery bonuses design, whats developers idea behind it, are these bonuses supposed to be meaningful buffs that help characters in endgame, or you think its ok if they are useless in endgame and help a bit during leveling. Are you aiming for them to be useful for almost every build on the mastery or not really?
They are supposed to be a significant bump when you unlock them that pushes you down the path of the mastery selected. They aren't designed to be a major component of every successful end game build of that mastery. So they are nice to get for that class but you don't feel like you're completely wasting the bonus if you aren't perfectly aligned with it.
cross fingers itll be as you said on 1.0 
It will continue to be as I said.
i assume not but i thought id ask anyway but is there a plan for non mtx cosmetics?
It's not off the table. We don't have any specific plans to how that would manifest yet. I suspect that it will be some form of being able to earn the cosmetic coins through in game competitions.
Sorry if it's been asked already but is there plans for more "Base" classes to be added in future ?
Yes, however more mastery classes are more likely to appear first.
Great news thank you @placid plinth
Do you guys plan on doing purchasable DLC in the form of expansions? Or is most new content at this moment going to be released for free and we can support you through cosmetics and the like?
Perhaps none of the above? Curious on the plan here if there is one
We don't plan on purchase gating content. So if your friend buys every bundle pack ever and you don't buy any ever, you'll still be able to play together and do any activity in game together. They just will look really flashy while doing it.
We plan to add content regularly every few months in the form of a major patch. Very similar to how we have been releasing updates to the game so far and how games like PoE do it.
Now, we don't have quite the robust pipeline and massive catalogue of assets that PoE has so they won't be quite as big as PoE stuff right off the bat.
Really appreciate that
I see that you've mentioned there aren't specific plans as of yet for "non-mtx cosmetics" -- I strongly hope you have a mix!
Seeing some of them tied to achievements would be most awesome
chiming in on the mtx questions, how do you feel about a transmog system?
They've previously said that it would be cool to have but that it's a lot of work so it probably won't happen anytime soon
Any update on this issue? Game is unplayable with all these crashes
You most likely won't get an answer here.
We can chat in #π¬βgeneral or if you make a post in #1123698102470189118 I can reply there!
Is this intended?
If you think you've possibly found a bug, please report it on the proper channels.
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
and while it is not intended, it has no impact on gameplay.
will do, I wasn't sure that it was a bug, was trying not to clog that channel
clog that channel
Wouldn't it have some impact? I'm not sure how to read the information there. Is that you could theoretically cast 2.2 lances per second, so each is like .4 or so cast time?
I'm not sure how cast speeds work with Invoke. The invoke itself has a pretty long animation even at +100% cast speed
Runic Invocation uses its own speed scaling and creates that other skill, it doesn't matter which invocation is about to be cast, it always usues cast speed.
gotcha
That info isn't supposed to be visible
(because it's implied that cast speed always applies to spells)
Does the Invocation node for +% cast speed effect it in a more powerful way than global +% cast speed? Because so far it feels really resilient to cast speed
My other spells cast so fast that if I don't input buffer the invoke they doublecast and mess up my combos
but invoke just kinda takes its time
it's all the same
well, technically things do have a cast speed multiplier but almost all are just 1 (no effect). Runic Invocation is 1 like normal.
Hey Mike, for the sake of ailment applications, are items considered enemies or does the item class have the ability to apply said ailments? This is specifically for items such as bleeding heart. Sorry if it's a weird question
what?
oh for bleeding heart
the item gives you an ability which lets you do it to yourself
Lol yeah sorry I forgot to specify
Ahhhhhhhhh
That both makes a lot of sense and confuses me a lot, thanks!
ability might be the wrong term, triggered property?
it's the same as getting something that like gives you ward when hit
I think I understand what's happening now, thanks Mike.
Hey mike! Loving the game so far! Not sure if you have answered this but will you incorporate pets into combat at some point and not just be a cosmetic,also any plans to add any more types or variations of rarities? Thank you all for your hard work!
Are offline saves/chars going to change much between now and launch? Save edits are fantastic for testing and sandboxing; and I am interested to know if it will still be available after launch.
We have no interest at all in having minipets serve any functional purpose at all.
We will continue to add more minipets to the game as we go.
Nope
Who do I have to talk to about frog pets 
Heard. Will pull up a full essay soonβ’οΈ
Mike do you have any pets irl?
no but my wife has 2 cats
can we not give friends gold?
whats with these delayed/ long loading screens
Correct, you cannot
thanks
transition times are actively being worked on π
excuseοΌanyone knows which channel is suitable to report a bug to developers? I am deseperated since this bug prevent me to continue the story line....
thx
we find a way to skip story line or let you finish it in a disorder way. As a result, I stucked on the task "Liath and Thetima" coz the task "Lagon" is marked as finished. A dead circle occured since both of them have a same progression "Speak with Yulia in Thetima".
I'm sorry, #π¨βask-the-devs-not-support-no-bugs is not for bug reports, please use #1123698102470189118 instead.
yeah, got it. I am editing the post in the right channel now.
are there any plans regarding whole generator/spender stereotype. we were talking with friends today about it and there are very few build that actually use generator skills as mana generators in endgame mainly mana strike, rune bolt and very few others. Vast majority of builds use generators as standalone dps skill or do not use it at all after they reach endgame and only use it as generator while leveling, will devs try pushing this design in the future or change it? because as it is now if there is a way to not use generators people will avoid speccing into them
Some people like it and others don't. I think we will keep giving people the tools to explore either.
Hello I wanted to make a suggestion about the Loot Filter which is almost perfect design in my opinion.. I would like to give some options for us that love it and want to see it become even better. I will try to give suggestions that don't need much development if any.
- the possibility to add a special sound for items that drop that have 1LP , 2LP and 3LP. This makes it more satisfying to play and listen to it drop and makes it more suspensful to hover and look at it.
- I find myself trying to use the color system but have a small issue in the end game. I would like to be able to use the UNIQUE COLORED BORDERS on the EXALTED items instead and not on the UNIQUE ones as i find myself skipping most of the rare items (yellow) or want to use the plain colored borders for specific affixes.
this makes hunting for exalted easier and more satisfying because you will see it with the border if that is an exalted item you want or is a good one you need instead of limiting your options because you need some rare and be able to distinguish them
Optional
3) the third option is to filter exalted item by the roll outcome (with a percentage for example >80%) (if I just want a high roll on a specific affix in general) or a high roll on a specific affix
- More borders or sound effects
Thanks for #1123698164503949392
Welcome to the discord, please put all #1123698164503949392 in that channel. Also, I'm sorry but these suggestions have knock-on implications that are much heavier than you might think. (or are outside our design goals)
How does the game determine which wraith is unsummoned when I summon a new one? It is not always the oldest one.
is this THE MIKE ? wow thank you i was just listening to the last stream.. if anything i said is possible even the sound effects for LP items would be so cool.. I will try to make some guide videos for the game Im a small youtuber been following the game since 2019ish
π
I'm almost sure they don't want to let you filter items by LP or FP.
Like, 99% 100%
nailed it
why though i would like to understand if that is ok? im talking about a sound effect not having the option in the lootfilter is that because some builds just rush through the content?
because if you filter by lp you never get the excitement of anticipation when an unique drops and you check if it has it, so you end just killing mobs without any drop on sight nor excitement
It's the filter by FP/LP part. Not the "Custom sound effect via loot filter rules" part
I thought it would be a simple function but it is a shockingly in depth system. (135 lines of code to pick). At a quick glance, it looks like a combination of specific priority targets, low health, low remaining duration and some light randomization.
The short version is that we want the loot filter to be a way to significantly reduce the number of unwanted items you see while not completely removing the player's decesion making step in looting. The sound issue is mostly not having a good way to avoid letting players ruin their experience yet.
Thanks for the answer. I found myself wondering why my newest Wraiths was constantly being resummoned when i had 12 old ones to pick from. It does not always happen, but it sure is weird when it does.
I think wraiths for the most part should be lowest health priority.
what about the more options for distinguishing exalted items by using the unique borders.. Uniques don't drop often so having so many options for borders seems redundant. i mean they could serve a more amazing purpose for using them if a good exalted (depending on my thought process for my build) drops. sorry if i come of as pushing.. my english is not the best i just cant distinguish them from rare they only have that purple beam if i use a color
You could use a loot filter rule for that-
There's a recolor option.
Not what he's asking for.
i hope mike gets it
an idea is a white border with the beam changing color as well π
We haven't done this in the past because we want items when dropped in large quantities to be possible to not get in the way in especially tense combat situations. The Unique/Set/Legendary/Rare Crafting Mat style background sticks out a lot more and doesn't blend. We don't plan to add this request.
But still, if you want to suggest something and have it be considered, please post it in #1123698164503949392
Just to make sure (for my own replies to players) - the current loot filter customisation options are 'it', with no plans to expand on them, though suggestions are still welcome in the right channel?
Yes but it's not like we sat down and said "ok no more loot filter stuff". Much the opposite actually, there are several loot filter features that we want to add, they just aren't properly planned out yet. So this is actually a great time to make suggestions for it.
Perfect! We have a fair few loot filter suggestions logged already but more is always good! Thanks Mike!
Hi Mike, maybe I am missing something but what is the reason for having some skill with % mana cost efficiency and some % mana cost reduction?
I know the formulas are differents but effectively the do the same thing?
Is there something I can do about the desync issue i have had since I bought this game?
is there is minimum node "range/distance" before Shade of Orobyss nodes start appearing? Just started doing my first empowered monolith...got to boss 3x pretty much in a straight line but not seen any yet
I'm not actually sure, I suspect that mana efficiency is mostly used for direct cast mana reductions where cost increases probably are more for triggered abilities.
We are working to improve our networking systems. If you would like help troubleshooting a specific problem, please contact support directly.
!support
Need a hand? Just head on down to https://support.lastepoch.com/ for support articles or to reach out to us directly.
the chance goes up as you go outward but it can appear almost right at the start. At a certain point as the crow flies from center, it will be all shade fights.
Hey Mike - is there a specific reason the current scaling is based on geometric distance, rather than graph distance? If so, can you expand on the reasoning?
Like why do we use ManhattanDistance instead of Distance? Basically just because it's a close approximation at a fraction of the price. So when it's on an effect that can happen many times in a single frame, it has to be (computationally) cheap. We do use more accurate distance measurements for effects which need the higher accuracy and don't happen at high density.
TLDR Performance
i think he means for stability gain
like two echoes can require the same number of echoes to be completed before you run them but one will give more stability than another because it has more pixels in between it and the center of the web
Interesting. I didn't realise that you were using Manhattan distance (as opposed to Euclidean). Makes sense to use it for performance.
I actually was asking about the use of geometric distance (measurement based on coordinates on a plane, which could be Euclidean) as opposed to graph distance (the number of edges between two vertices in a graph on the shortest path which connects them).
Sorry I missed the part of that question that was putting the context in the monolith. I thought you were asking about distance checks in combat.
My bad. I should have been more explicit. π
Answer to the original question:
You are able to very intuitively tell that farther from the center = harder. Paths can connect back upon themselves and cause a node to be defined by 2 different graph distances. What happens then? Does the node get recalculated? If so, does it use the longer or shorter distance? Does it matter if it is connected to from the short side instead of the long side?
This way it's just always consistent and easy to tell.
Thanks for your patience feeding my intellectual curiosity π
Happy to help, good questions.
π
(I actually thought it was a good question, just added the "s" because I made up my own extra question to answer)
where is my character?
!support
Need a hand? Just head on down to https://support.lastepoch.com/ for support articles or to reach out to us directly.
This is not support or for bugs, but the support team should be able to help you out
any plans on redoing the mup or touching it up if you will? not bad just curious
Mup?
Some of the voice acting in the game sounds strangely familiar. Mike, are you Lagon?
I wish, I'll get my voice in there at some point.
Does this game have a cap for aspd? If not what's the soft and hard cap
attack speed? technically no but there are only a finite number of places to get it from so practically it's up there. Important note is that weapon attack speed is applied as an attack speed more multiplier.
Ok thanks it's just that saber tooth have too many sources of aspd to get from
So I want to know the cap
At no point is your attack speed limited, wasting some stats in the process. That doesn't happen. There is a practical cap which is just all the sources you could possibly get added together.
Like whatever the max attack speed you can possibly get is the cap.
So there isn't a technical cap of, idk, something like one attack per frame? More out of curiosity π
Playing from Singapore, ping has been going up and down randomly since 2~3 days ago, used to play around 5-15ms, now it randomly goes up to 200ms. I'm having absolutely no latency issues with other games, and I can streaming high quality videos on YouTube/Twitch with no problem, did a ping/internet speed test and everything is fine too. I tried reinstalling the game, updating windows, flushing dns/renew ipconfig, Is there anything else I can do?
Login page would show 200ms but sometimes I log into game and it's 5ms, I play for awhile and it shoots up to 200 in an echo, restarting the game fixes it sometimes, but not always
They told me to send my request here.. i also added it on Suggestions.. so can we pleasee have a live total DPS meter? For example i want to compare spell damage to fire damage to ignite damage and I do not have a real way of comparing them or at least show the current dps on a dummy seems more logical that way..
That messeage is telling you that they WONT add one.
oh.. did not know that.. well why?
They don't want players to have a guaranteed easy way to optimize the fun out of the game
It's pretty much intentional.
In case you don't know there's dummies in the Arena lobby that you can test stuff on
Those can help you gauge "Is this better or that better?"
i said above "or at least show the current dps on a dummy seems more logical that way.."
They've said no to that. If it's a completely accurate way of seeing DPS it's a no
I understand the view.. and I'm ok with it. it kinda loses the immersion if you are just trying to get a specific number..
this is not my issue. the reason i say this is because there are a lot of "damage" that are not included in the character profile like ignite chance if you have an affix of ignite chance on skill or fireball or whatever..
there are some hidden stats or missing damage numbers like how much damage does spreading flame do i can't find that on the passive tree. if the game on the character has all the necessary information for me to understand then i don't really need a dps meter
For conditional stuff, pen and paper!
For missing base damage and the like, LETools exist
they don't want us to have an accurate dps calculator lol.. ok xD that's kinda funny

FYI they do plan on overhauling the character sheet. It almost definitely won't happen at 1.0, but it will happen eventually. Hopefully that will get you most of what you're looking for.
Not sure where else to ask but can I get some help on this issue? Cuz it's literally unplayable, how do I have better ping with Australia than the server in my country?
not going to get help in the #π¨βask-the-devs-not-support-no-bugs for bugs and connection issues. can try #π¬βgeneral or #ββask-the-community . I know sometimes there are people to help ya in there. and can also put in a support ticket
!support
Anything we can help with? We've support articles and a contact form at https://support.lastepoch.com/.
i need more style options on the lootfilterl. colors confuse me i need some border options
Now is the ideal time to make a post in either #1123697853882187847 or #1123698164503949392 as the team is going to be looking at Loot filter improvements!
(they already did)
I made one suggestion for the lootfilter if it is not clear enough i would love to elaborate on it..
the lootfilter is one of the greatest plus of the game it is "almost" perfect
Add ALL of your ideas! It's good to know what is wanted and Why!
More colour options for fun or because of sight issues?
More fonts because you want to make it look pretty or dyslexia?
https://discord.com/channels/368953963267096586/1169892002263990292 is this clear enough my english has gotten a bit weak lately
It is! If I'm not sure on anything, I'll ask in that thread for you, your english is still really good btw.
Also we should move this into that thread anyway, this channel is so Mike can answer stuff!
ok thanks
Hello! π I got two questions.
1-Does the Stormcarved Testament work with Mages ?
2- Is it benefical to use The Invokers Static Touch, both of em.
This isn't really the place for that
Sorry, I will delete
I don't know if it's the wrong place for that.
asking if stuff works is fine
was there another post that got deleted?
No
It got answered in another channel (and I figure this channel isn't necessarily the build advice channel)
I dont understand the hostility from you man
Im VERY new to this game so I might have come to the wrong channel, but you dont need to be like that
I declare it fine but if it is answered elsewhere I'm not going to bother looking it up
I'm... sorry?
I'm not sure where you're percieving hostility
This was @fossil dune answer to me 1 question( *Yes? I'm not really sure what you're asking though. The item can be equipped on mages and it uh... does what it says on the tin really.
**
I mean, that is basically what I was going to say too
The relic can be equipped on any class. Shamans will take the best advantage of it because they can specialize Storm Totem and have many other totems.
Thanks alot! @placid plinth π
Stormcarved just happens to be a good item for almost anything running lightning damage regardless of class.
Ok, so I cant summon storm totems like it says ? Thats just for the Shamans ?
Invoker's static touch stacks additively so the ward on hit of a shocked enemy will only ever be 75 but you have double chance with 2 rings.
mages have no way of manually summoning a totem because if you look in your skills panel (s key), you'll notice that none of them are totem skills.
It does, but it'll be the basic storm totem that wouln't do much.
the item in question does trigger a totem to be summoned and that can happen on any class
Thank you π
Time to farm it then π
The crux of his question is whether or not an item can trigger a skill of a different class, the answer to that is yes. The rest is more in the vein of build advice, as in, whether or not it's a good item or worth using in any particular build.
ok, looks like you all have a good handle on this, let's move it to #ββask-the-community or #π¬βgeneral
@placid plinth I thank you guys for creating the best ARPG game there is. I have never been so much hooked into a game. Now when will you guys add a spell that rains down like thunder and creates a tornado storm π
thanks
You should look into Tornado Swarmblade btw
(Sorry Mike, I move now)
I completely forgot to follow up on this. But which damage type increase does this passive apply to: damage over time or just damage?
dot only
thanks! 
i think you will get the question often... but is just me or are the server very slow π¦ ?
We are working very hard to improve our multiplayer experience.
nice ! the game is super fine !
is there any plan to reduce how much RAM LE is using? this is just after logging in and standing in town for 10 minutes
no the plan is to increase how much ram le is using
it's a controversial move but i trust mike and the team
hey mike, just wondering if you'd be willing to give any indication of the rarity of ravenous void from empowered the last ruin boss even if it's your own like, subjective opinion on the increased rarity needed before it's a better source than unique/set glove nodes from empowered ending the storm
Hi, can I use reshade ? or it's not allowed ?
Any sort of third party service which modifies game data, in files or memory would be against the ToS.
more RAM = better game, thatβs what I always say
So I posted a ticket to support with a video. Still no response. Should I expect blizzard quality support on this issue?
I feel like desyncs are just part of the game. And a part I'm not willing to deal with. This game would be so much better if I didn't desync every dungeon forcing me to not play a build I want. Because I can't run a dungeon without desyncs. Have you ever tried playing this game with now left click and teleporting around the map praying the load screen will fix your game.
I'm only this frustrated because I bought this game back in 2021 and I still have the same problem I did back then. And all I get in response is "we are aware of the problem"
When you say no response, do you mean not even the automated response? Because that means your email probably doesn't match up. Also some people (smarter than me) in #ββask-the-community are good at helping with technical issues, if they happen to be around.
I can't advance in the mission of the resurrected lake, I talk to the seer, after the dialogue she asks to protect her and nothing happens, has anyone witnessed this fact?
hey dont think this node is working for the double speed with least 50% melee crit
!bug or #1123698102470189118
To make sure a bug gets fixed, please post about it here: https://forum.lastepoch.com/c/bug-reports.
The devs don't the bug reports in this channel
This skill really doesn't show a buff icon, right?
I can't check the code to see but if you aren't seeing one then it doesn't show one.
are those parasites considered minion's minions or yours ?
So how do I know it's working, and the indicator to show what the buff is, could it be a bug?
Check your character sheet, it will show there.
If you suspect that you might have found a bug please report it in game.
I can check on Monday if you remind me.
"it creates", meaning it's a minion's minion.
for the purposes of passives and equipment they are your own minions
Hi Mike, how come stats aren't rounded to the nearest integer once they've been calculated? This isn't a super important thing but something like 100% crit chance on the stat sheet can actually be anywhere from 99.5% - 100.5% if I understand it correctly (bankers rounding). We can confirm this by equipping more crit chance and looking at the tooltip DPS. This nit-pick also applies to stuff like resistances, critical strike avoidance and other stats that aren't technically sensitive to this small discrepancy, but that at least I personally would like to know for a fact are capped (you can actually check resistances by seeing if they have parentheses under them or not)
Hit damage is of course understandable to be done without rounding as it is entirely inconsequential and i imagine that rounding every instance of damage would be performance heavy. But for stats that don't change super often such as the ones I mentioned, I don't imagine it would be a real performance impact? but if I'm wrong please correct me ^^.
Direct use only
When you're looking for every shred of performance you can get your hands on, you take everything you can.
This happened to me when I first skip the quest and later return to the seer. When I do this quest right when getting to the camp it works fine.
Fair enough lol
What is your actual question tho? comparing the stat sheet to what formula are you using?... and still what is the actual question?
He wanted to know why stats weren't rounded to the nearest integer. It was his first sentence. The rest of his post was talking around it.
Hello! I noticed in Sentinel's opening story sequence there is an image featuring the Sentinel wielding a one-handed spear alongside his shield. Is there any plan on adding one-handed spears to the game itself?
I remember Mike said they plan to add one-handed spears and other stuff like two-handed shield
Not at 1.0.
I expect we will at some point and I hope it will come with a mastery class at the same time but I don't know.
Alright! Something to look forward to then. Thank you!
Amazon Rogue?

Will the Amazon Rogue's name be Alexa? Please say yes.
Well, we don't have the initial follow up mastery classes specifically planned yet.
Having no plans is like having nothing which is like having empty hands that you could then fight with
Unarmed mastery confirmed?
just my opinion on unarmed mastery idea: at best I would imagine there would be an item that supports unarmed builds. I know it might be a bit of a push but maybe something like facebreaker from Path of exile but then we would have to add X-X physical damage affixes to other items to support it not sure how likely that would be to see. So to integrate something similar to that you would probably have to turn it into an attribute stacking item that provides physical damage based on a predetermined attribute which would most likely be strength or dexterity since those are common attack attributes. With how last epoch's attributes work compared to path of exile you would also likely have to provide more damage per attribute than most items in path of exile since you have less attribute modifiers in last epoch. Also shaman rework when? π
Somethin like this?
similar but more universal.
Ah. Eh. I prefer the specific stuff.
I do see a flaw with there being a universal version though, would need to have some other skills support being used while unarmed, not sure how many of those LE has
We are focusing on warlock and falconer for 1.0. Most of any extra time on skills will go into shaman but it won't be a full rework at 1.0.
unlucky. Will be looking forward to seeing the finished product of shaman
will probably play around with warlock come 1.0 though
Really like the idea of applying a curse that just destroys the enemies. Will have to see how it turns out next year
Do you mean there wont be a full rework in a sense that the passive tree wont change much, or not all skills will get reworked?(or both) Im mostly curious about passive shaman tree, can we expect some significant changes there on 1.0?
I can't share any details on what shaman will get at 1.0. Let's put it this way, before the delay it was going to get nothing.
will all of the story chapters in the campaign be released at 1.0?
Nope, we'll be missing 10 through 12
It seems like the table shows no crits for throwing skills? In the picture, the Shurikens skill has a 5% chance to crit, but I don't see any crit, I want to be a ninja but it seems unfair in one way to play.π«
Throwing abilities can crit and follow the same crit rules as all other hits.
If you think you have found a bug, please report it on the forums or in game.
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
(The issue I think is just visual in the in-game character stat screen)
Shurikens can absolutely crit in game, I've used it
I don't think it's a bug, I'm just wondering about an issue that I suddenly discovered, can the next update be displayed in the details panel. thanks Mike
hmmm. why can't i crit, my general crit stat is there, does it depend on the shard affix?
Do you have a singularity?
Nope. You wouldn't happen to have like, Singularity on or some other item that makes you unable to crit, would you?
I don't know, but thank you anyway so I can research more
It's very easy.
Check your crit chance numbers.
But how do I know the exact % crit of the throw? In the display table there are only melee, spell, bow
is there a chance we can increase Crowstorms mana cost to like 45? its very provocating that it has a mana cost just 2 under the requirement for prismatic gace β€οΈ
There isn't currently an in game display of your total throwing crit chance.
maybe, please post in #1123698164503949392
aiight bet
Maybe it's just a kind of auxiliary attack, right?
Throwing attacks have the same properties as melee/spell/bow attacks.
Are they zero?
If they're zero you did something wrong
TBF, even if there were a Throwing Crit Chance line on the character screen, it wouldn't include any skill specific modifiers so it's a bit of a moot point.
What are some big determining factors when it comes to deciding the medium of which a skill is altered a specific way?
For example, when does it become clear that you guys want to use a unique item in order to change up a spell, rather than a using a skill node?
We don't really have a firm rule for it and you get some "rule of cool" style decisions that get made sometimes.
If the effect is too complex to fit on one node and can't be broken up into multiple nodes, we will generally make this an item.
If it's a conversion or effect that strays too far from the class theming like void spells on sorc for example, that gets put on an item.
It can also just go on an item if we feel like it.
Right on, thanks
Will there ever be the feature of transferring online characters to offline?
No, but ever is a long time
Are there plans to alter the corruption system? I like the new ways of decreasing corruption. However, increasing corruption is among the dullest parts of the grind. Depending on your build and stashed items it would be nice to increase enemy power faster.
Hi Mike, When you use one of these how is it determined what minions come with you ? Random ?
Does this work for both Skeletons and Mages Skeletons ?
yes
bah I misread sorry
ya its just skeletons, not mages
Thx, I will make sure they use that Flat Spell Dmg wisely
Do you happen to know for this one?
random
I use the latter in my Necro build
If a skill has a lightning and fire tag, in a single hit? Does lightning critical strike multiplier apply to the entire skill or just the lightning component of the damage?
If an invocation has multiple parts and a lightning tag, with 3 different elemental hits like elemental tide, what will be the effect of spell lightning damage vs spell cold damage to each hit with respect to lightning critical strike multiplier?
A clearer example would be Vilatriaβs set with added spell lightning damage on fireball vs plasmaball (assuming itβs working as intended)
Uh... BD is one of the strongest things in the game atm
Even without Shurikens?
Even without shurikens, yes
bd is a top 3 mastery in terms of defenses, almost certainly the best in terms of clear speed, and is somewhere between average and slightly above average in terms of boss damage
with that said i play bd so they should buff it
Ok, i guess i am a cancer because it doesn't feels like this for me
Buff BD, clearly needs help
Nah not even just because SD. Chakrams, UB itself, SC are all very strong offensive
It's easy to miss something that can really help a build - you can ask for help in #π¬βgeneral , #ββask-the-community or #πͺβrogue ! The LE Tools build planner will let you share your current set-up so players can figure out where you need to make changes π
Also, bordering on a conversation now so let's move it out of here anyway
Ok, thanks
I'll post in rogue the bd build i use so you can get started with it, it can clear corruption 3000 max
Yes, the whole skill.
just across the board? like what about runebolt which is a 3 part combo, will the fire runebolt get lightning multi (as long as I don't convert away the lightning tag) (wat about convert all to fire, then give it back the tri ele node), sorry for the level of clarity I need, I'm just making some LP items right now and need to determine how good lite multi is rn for sure
i have a question the squirrl helmet is it bug or am i just very unlucky? i have done like 30 of the ekkos and still no drop
It's not bugged, it's just one of the rarest helmets in the game and like, in the top 10 of rarest items in the game period
ah damn

the pylons that summon bees and beetle do they scale with minion damage?
No, they are the same for everyone
ah ok
Are those new "scene variants" teased during last week's dev stream going to make it into the v1 release? Holy crap those graphics are sick. Or are those renders of what "could" be possible in the future? -- This is per your twitter post: https://twitter.com/LastEpoch/status/1721974185897955485
Some select scenes will start to use that system at 1.0. It's not a switch to flip game wide all at once and will take some time to roll out.
Thanks, Mike. Hyper meter is at 200%
don't burn out, still got over 3 months left to wait
Hi Devs (I have to change now that Muffin is here answering too). I cant find the Added Dmg Effectiveness of the Venom Nova for the Summon Scorpion. Any chance you can help me ?
I am especially interested by the Lightning conversion, if that change anything.
Does the team have any intentions to add more ways to spend gold?
And will Circle of Fortune be gaining more gold by any means?
I'm considering the Merchant's Guild coming up and love the idea of playing the market, however, am hoping for lots of cool stuff to do with gold.
It doesn't have one
lightning is 3
didn't see the second half of the question at first
when it's in poison mode, it doesn't have a damaging component
I want to temper your expectations of "playing the market". You can't re-sell anything ever.
We don't have specific big money sinks planned to be added at 1.0. If we think it needs one, we will look to add one though so if you are feeling like you don't have good stuff to spend your cash on once 1.0 is live, that will be very good feedback to get.
Gotcha -- yeah I am aware of the re-selling thing.
Meant more along the lines of, "play to and with the market"
ok cool, just didn't want you to be super disappointed when it came out. Also CoF doesn't have a big gold generation method but you can have your CoF bonuses affect the outcome of the main place to spend gold so you end up with similar faction influence and overall item power increase rate.
Awesome -- was wondering about that, concerning CoF
Do you plan to keep the Monolith Blessing that gives more gold? I feel like it would be a negative to Merchants Guild as it would feel inefficient to use any of the other blessings thus reducing the actual choice people would have. Not to mention it would inflate the gold numbers for transactions which seems uncessary.
Do you plan on changing the way you transition through zones? I have accidentally walked over the zone when fighting bosses and got teleported mid fight so many times. Maybe change it to something you have to click to walk through?
Once you get into decent corruption levels, the gold scaling just from your Rarity% begins to dwarf the bonus from the blessing (its additive with that)
We don't have any specific plans but if you would like us to consider one, please post in #1123698164503949392 so it gets tallied.
Thank you, will do π
No, for the reasons Entropy said above.
iwant to buy this game on steam dont want to pay full price any one knows if when sale gonna happen ?
No sales until at least 1.0
When are you going to return masochist mode (why they didnβt called it ironman mode or veteran mode like in Grim Dawn?) folks? Is their is any info or ideas on this?
Are there any current plans to add a rune that can add Legendary potential to an item? It feels pretty bad to target farm a rare unique for 20+ hours and it drops with no legendary potential π¦
Nope. And as Mike is a fan of saying, they don't like to say "ever" because that's a long time but they have no plans now or in the future to do so.
Do remember that once factions release, both sides will have additional ways of targeting items, so getting lp on your favourite should be a little easier or at least more deterministic.
And a good chunk of them are meant to be rare even in LP
the purchased item can be sold with 50% of the value of the lowest offer
in trading, there should be a two-step verification of the content whether you really want to buy/sell
to prevent unwanted clicking
is that a #1123698164503949392?
Does Howl of the West Wind add damage before or after primalists own melee damage % applied ?
before ofc, otherwise this already op item would be stupid
Masochist mode will not return in the same form that it was before. We have reimagined the optional difficulty mode feature and will be introducing it with 1.0
Almost 0 chance of that happening in the next 6 years. Making it a rune is extremely problematic.
buying a selling is already a multi-input process
It's missing the word added. It looks at any Added Melee Lightning Damage your damage modifiers have no effect.
Hi Mike, Does Shatter Totem inside Upheaval
Get converted to cold?
Benefit from the base crit node?
no
To both?
oh I'm wrong, it does get converted to cold
the crit is just the stat 2% added critical strike chance, so it gets passed on like any other stat
If I have Storm Crows specc'd to buff my totems, and I throw out a Storm totem and a Warcry totem, the crows are 50/50 to waste their time buffing the totem that has 0 Lightning damage vs buffing the totem that can actually benefit from their buff.
Is this more of a bug or a working as intended in a weird useless way?
As far as I can tell, their buff has literally 0 effect on the warcry totem
Sounds like it's doing what it says it does. Might not be fantastic design. If you suspect it might be a bug best to just report it as one.
Thank you so much for answering Mike! I am really impressed that devs are really answering here.
Every question answered here does delay the game for a bit though
Not really, I tend to answer them while I'm away from my computer or while I'm waiting for code to compile. That's why you get several answered all at once.
THANK YOU! ... will we need to beat the game first to unlock it o.O ? The new difficulty mode, that is ?
It's not what you're expecting. You'll have to wait for more info.
Hey E11HG team, first of all - amazing job with the game. Long time supporter here, I bought the beta a couple of years ago, though I didn't play enough yet.
I have a question - do you plan to make the game a bit more challenging before 1.0, especially for early empowered monos, especially for new characters without OP gear?
I'm first time ever doing emp monos, level 84 multishot marksman with some basic gear and I did expect a spike in difficulty when entering empowered monos, literal face slap and a lot of deaths and... it didn't happen. I'm not dying and obliterating everything with what I feel sub-optimal build and gear.
I know that higher corruptions yield more deaths (and better loot), but it's not what I'm asking about.
Other than that, your game is a pleasure to play and I'm rooting for you :).
I don't have specific details on upcoming balance changes but there are upcoming balance changes and the game being overall fairly easy for the first quite a while is common feedback that we get.
No details needed, I'm just curious. I feel like occasionally wrist-slapping a player is healthy for the experience, especially in a game that revolves around gathering a fuckton of gradually more powerful items.
Mike will SSF on 1.0 have shared stashes as we have right now, or will we go back to pre 0.9 (fresh stash per character)?
yes (inclusive or)
Anyone know if Critical Bite from the Beastmaster Tree also applies to Companions that gain Aspect of the Lynx with you?
Semi-related: do the devs have an opinion on replacing Winged Raptor from the Storm Crow skill, as Falconer gets closer to release?
Yes, Critical Bite modifies the Aspect of the Lynx buff to include leech on crit. So if the minion gets the Lynx buff it'll get the leech on crit.
will the falconer falcon be a minion so thus i should farm minion gear now?
I can't really go into specifics but some minion stats will be useful for the falcon.
Do we keep our online.Characters with the release on february?
Yes, they go to Legacy mode.
awesome
So i've read that pre 1.0 chars go into legacy mode, and cannot party with chars made post 1.0.
question is - with the factions arriving in 1.0, would I be able to trade with the existing items i've found to chars made post 1.0? Wondering if I should continue to farm any items in anticipation of 1.0, or just stop lol
I think you're misunderstanding. Legacy characters can play with post 1.0 characters just not cycle characters.
If you want to make your new characters created post 1.0 launch as cycle characters, those new characters would not be able to interact with legacy characters. So if you intend to play cycles, you can't bring the stuff you farm now forward. If you don't intend to play cycles then you can.
ahhhh - sort of similar to D3 Seasons in a way. D3 has seasonal chars and has seasonal perks/game changes. If i can recall, those can't party with non-seasonal chars.
at the end of that season, those turn into legacy chars, and you have the option to move gear into your legacy stash
yea, same as D2 and PoE also
Will be added lvl other players around nickname?
I'm sorry, I don't understand the question, can you try to rephrase it?
I donβt know what lvl have other player in city
Oh, you want to be able to see other people's character level while you are in town together. I don't know if that's coming or not.
Miiiiiike, if channelled skills (Flurry, specifically) snapshot their stats on cast, do they still get affected by temporary attack speed buffs (like Adrenaline Rush 5% AS per stack buff)?
Im curious about shaman, what is the current idea of the class, i see that almost all good passives and even class bonus rely on having a totem. But at the same time the class has standalone spells and melee attacks. How will you combine totems with self casted skills because one is a minion and the other is your own damage and you cant scale both. So is the idea for self used skill builds on shaman to have 1 skill slot being occupied with totem for pure utility support while using other skill yourself?
and are there any plans to have more support oriented nodes in storm/thorn totem trees?
because attack speed is a you stat and not one that goes on the ability itself really, I think it should work
So why doesn't that work with channelled spells & cast speed then? Design decision?
because flurry is really weird, it's constantly using flurry over and over again
Any potential changes coming to Shaman are still very fledgling so I don't have much info on what is coming to 1.0 for them. Self cast spells is not a primary focus for shaman. I think that Shaman actually has a lot of options which can be a blessing and a curse. I think that most Shaman builds will focus on either Melee or Totems for their primary damage source and then use the synergy between the two to really make their build shine.
Do you envision there being additional ways to get legendaries and not just through the eternity cache?
There already are
The Bazaar will be a pretty big upcoming one.
Out of curiosity: Are the bugs with funky-acting channeled skills on the list for 1.0? Things like the channeled puncture, shield charge, flame rush, lightning blast feel a bit funky when you click instead of hold, or have weirdness when you let go of the click and try to channel again quickly, etc. Are they just latency related?
help i tryed to change some button layout for controller and now there unbindet and i cant bind them again
Reset to default?
but still i cant change the layout
Please do not use this channel for support.
If you would like help please use !support
!support
Let's work together to get it sorted! We've support articles and a contact form here: https://support.lastepoch.com/.
this is also a bug i woult say
Sorry Mike I'll move to anathor channel
We're still working on those. Some progress has been made but they are still not right.
I'm just really excited to play Puncture Marksman (or Falconer?)
You'll be able to play Puncture on any of the rogue masteries.
<@&1082357055484071997>
will there be full voice acting for all the dialogue at 1.0, post 1.0, or will the majority of dialogue be left as readable text only?
Did you guys roll out a server side update a earlier today?
Nope, well not to the prod fleet at least
We will continue to add more voice acting as we go. We won't have 100% at 1.0. I'm not sure we will ever hit 100% but we will just keep adding more and more. We will also be adding more lines to the game at the same time so it will be down to whichever of those two processes are faster.
Did this change at some point? I distinctly remember that while playing flurry + multishot, it was important to start the flurry while arrow storm was up to get the attack speed boost on the whole flurry. I did test it now and it works like you said, so wondering if that changed or my memory is wrong.
where can I find a detailed description of future updates and content? because apart from these few words, well, nothing is clear at all
!trade
β¬οΈ this is what we have for factions, for warlock and falconer we don't have much, so we'll have to wait for the dates on the poster for more info @bitter sleet
Ty
Are the campaign shards hosted on different VPS than the ones used for endgame/monoliths? I have hundreds of hours of recent time spent farming monoliths, with zero connection or lag issues. Every time I decide to level up an alt though, I get much longer zoning times (on the order of 10-20 seconds), lag / connection stutter, and disconnects every couple hours. Issue goes away when I get to monoliths. (Not asking as a support question, just curious how the cloud resources are divided here)
No. Monolith echoes are loaded additively so they run better.
Anyone know how to do autocast with a controller
We don't have an autocast system set up for the game.
So the most advantageous part of trading being trading items with legendary potential is not something that will be possible?
!trade
Our latest plans on Trade, and Factions can be found here: https://forum.lastepoch.com/t/trade-development-update-introducing-merchants-guild-and-circle-of-fortune-factions/51994.
