#👨┃ask-the-devs-not-support-no-bugs
1 messages · Page 53 of 1
fraction xp will be rest in new cycle, right?
Yes, it is a fresh start if you play in cycle
Thx a lot, hope everything will be great for the team to bring this project to reality.
fwiw, the offline mode chat (not true offline) is the same. I figured it was just because player count isn't in the hundreds of thousands, but even still yesterday I didn't see a single message which I thought was odd.
Hello
Is it intended that Net skill doesn't scale with throwing attack speed like every other skill in the game? Because i didn't read that anywhere.
The only way to scale speed is being block at a wall or disable movement with the node in skill tree.
It... should. That sounds like a bug to me.
It could be a feature like dancing strike in order to disable fast movement with a skill. But it isn't written in description.
Lot of things are not written and still works as they intended. That's a lot of surprise when you try to make a build of your own. For example this time i got this attack speed surprise with Net. But not only, I got the surprise that puncture when proc with net doesn't apply stack of perfection (in passive tree it doesn't say it is only for direct melee use) and puncture doesn't proc dusk shroud (in passive nor affixe it is not said that only direct use of melee should) . I guess i can trash this build but such surprises are really boring and discouraging when you try playing the game by creating new build.
You put a lot of effort while theory crafting to use the rules and get good dps , good movement and good tanking. But not stated rules prevent your expected movement and tanking....
And I don't even speak about subskills that all works differently and whose behaviors are never written anywhere. (Having a list of nodes that apply to subskills is a MUST have in my opinion)
Yes i know, i am frustrated right now. End of rant.
If it says you use, it’s direct cast only. This is consistent
Then why use "directly use" sometimes and "use and hit" other time if there is not distinction between the two?
It is valid to expect a difference of behavior when read the two.
I thought there was 3 different levels :
- Directly use
- use of melee ( that enable only one proc per use of skill)
- on melee hit (that enable multiple proc per skill)
It seemed logical to me as it is what is written.
Use implies you used it. Otherwise, something else has used it for you.
it's the problem of old/new description
You have to be the one using it, not your minions or your traps or your spells...
how much of 1.1 - 1.4 is coming to offline?
Current plan is still to do the vast majority, almost everything. Certain things like for example The Merchant's Guild just can't work in offline.
could adding more monoliths mean more/different blessings? will the new bosses have blessings??
We are really happy with the number of blessings slots that the player currently has.
Even if you increased the number of timelines (from 10 to more -than-10)?
what should happen with the drop, because in version 1.0 I don't see any difference in the drop, regardless of the type of corruption, there is the same amount. in version 9.0 it was better than now
What are you asking? Whether or not drop rates will be changed? They were decreased in 1.0 to account for factions being added, currently item acquisition is generally much faster than pre 1.0
the drop seems to be the same regardless of the corruption level
This isn't true, you might be having a case of confirmation bias
Item rarity still scales with corruption
in my opinion it is too small or there is an bugs that makes you play e.g. 1000corruption and the drop is from 100corruption
I'm not the only one who has this situation. some people also don't see the difference in the drop
If you think you've encountered a bug please report it either via the in-game tool and or in the #1210281997591908452
If you have a suggestion regarding the scaling please post it in the #1210282176680169562
Why cant we share prophecies across characters?? (COF question of course)
Hello I have done all the sidequests available to me (except 3 monoliths) and I didn't get all Idol Slots... I don't understand why
I think it's just because you don't want to be stuck with prophecies that you can't really do on a new character yet.
I think it's just that you have more side quests that you can discover out in the world still. If you check the rewards for each of your completed side quests, you should probbaly find that you've completed 4 quests with idol rewards.
i agree. My thought was the opposite. There are some prophecies i struggle with one character that I know i can do with another but i understand the reasoning. thank you
I'm sure this is asked before, but are there any plans, or even possible plans, to make more items like Cleaver Solution? It's a quite interesting item.
I was wondering if last epoch uses any AI generated assets and if so what AI was used for (generally speaking)
According to their LinkedIn, there's at least 44 people designated to art and design (of a company that has around 100 employees last we heard), I would be very surprised if they used AI generated assets anywhere.
We don't use AI
We are always looking for fun and interesting unique items to add to the game. More get added every major patch.
And I guess making sure that the two don't buff one skill (or maybe they do just at half value? Idk) Like shield throw is based on Dex and Str so making an item that gives str per dex (this is a bad idea because of cleaver) or reversed could break things
I'm not saying that we will for sure do another attribute conversion. If we did, we would be careful to not make a loop.
Why different items has different limit on rank of merchant build? I'm confused the sense for the block 
It creates a ramp up that allows for people to break into the market along with limiting the usefulness of quick switching. We are making some adjustments to how this works though as it's not quite how we want it to be.
Seeing as how an evade is being implemented into the game, has the ability to jump down small ledges or cliffs onto pathable terrain below ever been discussed? Or the impact that would have on future map design? I've played a few top down games that allow this and I do find it simply fun and convenient to do lol.
The meaning of create a chance for players break into the market in the right time...What is that mean? Can you explain more advanced? Sorry I'm not sure I get it
Certain abilities can do that better than others, the movement on evade is similar to rogue shift or reaper form reap. It won't do jumps up/down like that.
Sure, it is just part of the reason. The whole system works together so if you take out this part of it, other parts start to crumble. Like, what do you even put on the ranks if you don't have this ramp up.
But as for what breaking into the market means, as long as people need to do transactions to rank up and people have a cap on the item rarity they can buy from at each rank, then there should always be some market for medium tier gear.
Oh so the sense of giving different rank limit for different items is keep the scale is equal for medium tiers nor biase on top tiers then promise everything has the own space to trade?
🤔 Yeah it's benefit for sellers but not friendly for buyers who want to use this way to get gears they needs haha
The current plan is approximately 3-4 months after 1.1 launches on July 9th.
Are there any plans to change the merchant faction? Currently, I have several NPCs and selling and buying items is a bit tiring and I also noticed that there is no such option Are you sure you want to buy/sell the item? as a verification option
whether there are plans for better graphics for the game
Yes, we are continuing to update it.
We are always in pursuit of graphical improvements. We probably won't have any jumps as big as the 0.9 or 0.9.2 jumps any time soon but it's a constantly evolving thing.
What? If we improve the graphics, it improves all the graphics.
I'm sorry I don't understand the question.
I don't know. Making the game look better is more important than maxing out a video card so we don't really use that as a metric.
current graphic modes are weak, rtx 3070 ti is enough to play in ultra mode I would like one that would have to have a strong graphics card
But why?
Does "more damage" modifiers work with Shared Enchancements in the ballisita tree? For example for "more damage with haste" and "more damage per slow" passives, "more Damage to Slowed Enemies" quiver
Sometimes. It goes to the player and checks every stat that is on the player with the property Damage and applies that at the same ratio with the same tags.
"more Damage to Slowed Enemies" is not a stat of the property "Damage". Lots of stats also get added at ability use time, those don't apply either. It's just looking at stats that are sitting on the player as static stats or existing buffs.
Thanks. From my testing with dots none of the more damage sources works
Conditional stats won't work. If you have the stat "10% more damage". That will work. If you think you've found a bug, please use the in game bug reporting tool.
Hi ty for your answers.
Do i understand well with these examples :
The more physical of the amulet xitharat will apply to ballista ( only because of this specific node of ballista)
The more damage with haste will apply because it directly impact the player stats.
But boot of exile or cleaver solution won't because it is conditional to enemy movements or stats.
Effectivous toxin or doom (more melee) will work because they are an ailment on the target.
All the examples above are conditional.
Xithara's works because it is the stat:
Property: Damage
Tags: Physical, Full Life
(note: this looks at the ballista's health)
moreDamageWhileHastened doesn't work because it is applied to each individual skill as it is being used. It is not a stat change applied to the player.
target conditional stuff won't work, that's right
ailments on the target that affect how much damage they take doesn't directly interact with this but does increase the damage that the target takes as each say they do like normal.
It feel strange that "while full life" work differently than "while hastened" but ok.
Ty for your answer.
A full life check is more "fundamental"? (not sure the best term). Comparing a specific ailment is a bigger lookup job so it has to be handled differently to still be efficient.
Hey Mike I asked you this question leading up to 1.0 and I have a similar question for 1.1/1.01/I don't know how numbers work. Is there any subtle reference or nod that you/the team snuck in for a new Unique or passive name that you hope people catch? I remember last time it was for the David Harbour unique which sadly got spoiled before I could figure out what was what, but got any little nudges you hope we catch? As usual I don't need a full name etc. just a yes or no.
Nothing comes to mind but we are still in the process of creating most of the uniques for 1.1 so many of them don't have names yet or don't exist yet.
I pray Mike that you can sneak in a reference (I won't be sad either way, I just find it fun).
Any plans to raise the max tab cap?
1.1 will not raise the stash tab cap
WOuld it be possible, to add in some features to offline mode, for those that just want to test a build faster, or just "goof around". Like god modes, or item selection. Similar things to the save file editors, only with out having to download third party stuff?
It's not currently gameplay that we are interested in.
That is too bad, would love to try out other builds, but due to limited time. Hard to grind them all out.
am i able to ask why my game constantly restarts my computer? I havent been able to play it much at all since i bought it.
In the channel that is explicitly called "not support"? Probably not. You can raise a ticket for it though. https://support.lastepoch.com/hc/en-us
What drove Liath to pursue the field of magic engineering? Seems like she is unique in the world to do that. Is it just her way of coping with the chaos that Lagon cause?
You're on the right track. It's a result of trying to impose order on Lagon's chaos combined with Liath not being majorly influenced by the other cultural systems in the region and thus not having a strong sense of what she "couldn't" do.
will this game have like a seasonal skin for those who play every season?
I feel like it will be really interesting at least in my perspective.
No plans currently (unless you mean max, that's what the supporter packs are afaik), if you'd like to see something in the game please post a suggestion in the #1210282176680169562
Hi Mike, how does the binary system node in black hole work? From wording it seems to me that base damage would be split 50/50 and then it gets a 100% damage modifier right?
Also is the split visual or does the black hole actually deal cold damage and the star fire damage?
are you happy with the current status of trade? I haven't tried it myself but heard some critique...
isn't that behind fire conversion?
I'm overall happy with how the first cycle has gone with regards to trade. We've had some pretty big stumbles with it but nothing that spells doom for the system. We've got a few updates next cycle and more in the works after that too. I think it's a fairly new system so we're still experimenting a bit.
Yes, initially it's 100% cold, the fire conversion makes it 100% fire. Does binary system not make it 50/50 fire cold? Or are you spawning two different black holes, one with 100% fire and one with 100% cold base damage?
the binaryness of it is just visual
Thanks!
oh I think it makes some of the ending stuff go off in a bigger area
nvm, that doesn't actually change the area, just the vfx again
Great, thanks for your answer. If you'll allow a pretty specific follow up question: If I'm not mistaken, a trade system in general should get more and more difficult with rising numbers of players (double the number and you get twice as many items in trade AND twice as many search requests). Apart from splitting into completely separate realms, do you have a solution for that? Would your system be able to handle massive success?
The trade system is designed for smooth functionality at way higher usage than we have had so far. That doesn't necessarily guarantee that we've accounted for everything perfectly but the tests we run are way bigger.
when the new graphics engine dlss and fsr
Great to hear, thanks!
We are in the process up updating the version of our engine that we use. It's a slow process that doesn't have an ETA yet. Then we can start looking at DLSS and FSR.
Do you guys know which version you're looking to upgrade into?
I think one of the 2021 LTS versions
Hi can u add the "take all gold" from stall in MG in the next season because I had to click 248 times for items I sold (yesterday I logged in after 2 months offline) ... and it would be cool with the reset all passive too...
Wait
Liath not being majorly influenced by the other cultural systems in the region
That feels like a really, really important thing...where is she from then?
Wait a minute, is that really true? It seems at odds with the long description on the tooltip
They took some artistic liberties to make it sound cooler 
Maybe, but that's definitely why you were thinking it deals half cold damage, since it definitely says that it does. If the binary-ness is pure cosmetic, then I'm assuming it converts half back to cold and the 100% more damage is just keeping the fire portion the same as before (while I guess also doubling ignite damage)?
I think it might have a bug or bad description maybe. Or I missed something.
Is there a posibility to "inspect" party members gear? 😄
maybe
I double checked in engine, all the node actually does is 2x damage
So no cold damage?
no cold damage
@strong quiver ^
Huh, very odd... it's actually a good thing for black hole, though, hah. Thank you for double checking!
yeah a 100% more damage node is pretty damn good lol
for 1.1 balance changes, would you say from devs pov druid is the most balanced class that needs least amount of buffs/nerfs and all other classes should be brought to that level, and if not whats the most balanced mastery to devs now?
No and I'm sorry but I'm not prepared to make a call like that.
damn, its just on last weeks stream you mentioned that druid is one of the more balanced classes while RM is the class that neeeds the most amount of work, was worth trying 😏
I think those are different questions though. It presumes that we aren't changing the difficulty of the content. Also, as mechanics of top tier fights change, the individual toolkit of each class changes relevancy.
oh ye maybe i worded it incorrectly, scrap the 1.1 part. In current 1.0 client, would u say druid is the most balanced class
I love Last Epoch once the early game grind of idols, passives is done but man I really don't like redoing the campaign with each character. I'm told I can skip the campaign but even with googling it I'm really not clear on how to do that. Are there any plans on making a streamlined "skip the campaign" option that makes it so I don't have to do idol / passives and can go straight to Echos?
When you hit the three dungeon locations, run through them, then exit out the back of them.
We don't want to completely remove the process of unlocking your character's full potential. We do recognize that it is an issue for many players that they feel like they have to take time out of achieving their real goals to get it. We are interested in giving experienced players more options.
Sorry, not going to crown one of them. I'll give you "probably high on the list".
are those doble strting at lvl 1?
ye therein lies the problem for me. I just want to get to the fun. I dont' want to do a chore to get to the fun. This is my own opinion and others might feel differently about it. But it is what is keeping me and my three friends from picking the game up again.
lowest dungeon is lvl 22... doable by the time you get there, if you have a key
Not right out the gate, you do have to track through the story line a little bit, I don't recall excatly how long, but I think you can hit "endgame" in like fourty mintues, might be faster than that, haven't done it in a while. But on your main, you can get legendary equipment that doesn't have a level requirement, like "Firestarter's Torch" and equipment them on your new start to really just blast through to make it do the dungeons.
I also didn't like it, but once I got the gear to just get my character through, it made it much easier and not as "painful" as some might word it.
If you're playing multiplayer, you can warp anywhere by joining on another player.
Multiplayer? That would require friends. 🤣
Rofl
My "battery" for arpgs lasts longer than my friends does. I can play an arpg for weeks or months at a time before i burn out on them. But my friends do one character and then are okay i'll be back in a few months so counting on them for help is not likely and playing with people I don't know? nah. I will 100% play LE again but only when there is enough new content to warrant it.
I wonder what drove the Sentinel to realize that Rayeh was being a douchebag and defect from Solarum? I mean they was indoctrinated from birth to serve Rayeh and Solarum. What was the main thing that broke their faith and conditioning? The old cinematics did not tell that much.
Did Orobyss have something to do with it?
Was he actually indoctrinated? In a world with real, physical evidence of gods and their effect on society.. I don't think indoctrination would be a prerequisite to believing in them and following them. They wouldn't really be much different from a particularly powerful and ambitious mortal leader.
This is actually lost a little with the replacement of the intro cinematic. It wasn't overtly stated in the old Sentinel intro but the implication is that his regiment were ordered to burn down a Heoborean village and the Sentinel defected rather than go along with killing civilians. Off topic, but the Primalist's old intro also has a Heoborean village burning as a pivotal moment in his backstory. Were they the same village? Maybe, who knows?
Is there some kind of technical limitation or otherwise that is delaying the transmog feature? Holding off what on the surface level seems like a nice inconsequential visual commodity for over a year seems a little strange unless theres something fundamentally not there to support the system haha
I understand a few items like Calamity use other placeholders right now on the character model, of course, so are you just holding off until every item has its own appearance properly appearing on the player model?
Transmog will be coming in 1.4
I understand that part, and was basing my estimation of "over a year" on the stated average cycle length. I was wondering why they were waiting until then in specific.
Its a silly feature that is pretty mechanically pointless, so i was just curious as to why its being dangled on a stick that far out, unless it had some kind of technical reason behind it.
Im just tired of my guys looking so incongruous and strange lmao
I agree that it is a relatively inconsequential feature. It's one that people generally either find super important or super "meh".
It is also one of the most frequently requested features because for the people that it is important to, it is very important. Displaying it on the roadmap makes it clear that we are working on it. Putting it way out at 1.4 shows that it isn't a high priority for us.
I suspect that you are vastly underestimating the dev hours required to implement this and the features that would need to be bumped in order to make it happen sooner.
Thank you for the response! I probably am underestimating hahaha.
Yeah its not even that super important I must admit, but the inconsequentialness of it was what prompted my question
Yea, it's one of those things that you look at and think that it seems like it would be very easy to slip in. It's slipping in things like this which is the reason why we don't have a properly set up character sheet yet.
Could you expand?
Can we have more items like Sierpin's Fractal Tree who gives you area of effect per 3 dex
We like to explore new themes as much as possible. If something like that were to fit, it's not impossible. However, I think it's more likely to give more area per something else on one and something else again per dex on another.
Dev Stream as usual today?
yup
when will there be a list of things that will be changed 1.1
Full patch notes are usually a couple days before the patch so slightly before July 9th. We will have several devblogs leading up to that as usual.
there is a website to see what has already been revealed
Not right now, there will most likely be a detailed post on the official last epoch forums once the information is made public.
Hello, I was wondering if there was any updates with merch becoming available?! I want to give you guys more of my money!
I'm sorry I don't have any new info yet. My mom asks me every week too so I haven't forgotten at all.
Hahahaha thank you!!! We will be excited when it does!
what exactly are the time rifts in the game? damage from the epoch? a deity trying to influence our journey?
No diet has ever been successful in influencing my journey.
im curious whats current devs perspective on generator/spender topic? do you think you achieved your goals with that design? From what i see vast majority of builds still avoid generators as much as they can if they can solve mana, and are there any general plans for the future of this design? I see a lot of generator skills leaning into buffers for bigger skills
Hey Dev, are you going to nerf Lagon?
Because I find it very strange that left mouse button attack would not work during the fight, the attack would lock on the tentacles but not moving.
if you feel like you encountered a bug...please report it using the ingame bug reporting tool, and not the no bugs dev channel.
Probably not. He's tough but learnable. Watching his anticipation animations can help you get out of the way of the hits you really need to dodge.
We are making general bossing changes though so some mechanics will change.
I feel like it's mentioned in game at some point. I think they are damage from time traveling.
We never intended it to be an exclusive pattern, more of an option. I'm happy with it overall. It has some issues too.
So can we expect an ACTUAL fix to all the movement skill bugs? (the ones that lock you in place in the middle of 30 mobs and get you killed in HC - more than half my rips are due to this on sentinel) Or is it just something in the action queue you guys just can't fix no matter what
This is not a question and more an accusation. We all hope that they find a solution, we all think it is a too long lasting bug, but ofc they can't say this is the final try before they test it.
Maybe your question is : Are you confident you found a final solution to the rubberband and movement problems ? A- Yes very confident ; B- No ; C-We don't know for sure yet
I bet for response C and hope for A.
Accusation? jesus 😛 these move skills bugs have been around for 2 years +, either they fix it or they dont (it has nothing to do with rubber banding either) so far they have not no matter what the patch notes say, I am simply asking if we can expect this to be fixed once and for good or not
Can't relate tbh, mine has been fixed, so clearly they're trying.
And you really expect an answer? EHG : Yes we have a solution that work perfectly and just didn't think about put in the game ! TY Rik for reminding us to do it ! It is coming very soon !
Or EHG : no we dont care about that.
We don't have widespread reports of this issue. If you are noticing specific situations that it's happening in for you, please include those details in your bug reports with the in game tool as it has an option to include log files.
There was a series of Reddit posts recently where the person figured out that the timing drift on their motherboard was causing severe rubber banding issues. I don't have a link but if you check out their post, they included a way to diagnose if this is happening to you or not. I think it was as simple of a fix as just replacing their CMOS battery. (It's like a "big" watch battery.)
If that is the issue you're having, we are investigating it from our end too.
are you going to nerf runemaster? frost claw version from nova
Runemaster is confirmed to be getting nerfed, but you'll have to wait until patch notes for specific balance changes ^^
but I would bet on yes
It doesn't look like 200cor will be the norm for every character, and at 300cor it's a miracle. What's the problem with above 1000 to do so op character (monolith)modifiers that each character will max out 1500cor
The game, if it will offer 300cor max, for me the game does not exist
I'm deleting it permanently
Please post any feedback in the #1210281911872786482 so it can be seen and considered ^^
What the numbers are is irrelevant. The pacing and time investment to reach "pushing" tier content that we are interested in is currently significantly less than what is possible. This means that people are taking builds to their limit (which is a good thing) but the time investment difference between those builds and the point where we are happy with it is so far off that they need to be brought back to reality.
https://discord.com/channels/368953963267096586/1210295029323534367
I shared my opinion here
this is the way you can do it once and be done with it
At a glance, my response is the same as above.
In short, you can block it at 1250 cor
the blockade aims to block complications at a maximum level of 2k cor
it is enough to add echo modifiers of 2500% above 1250cor
1250 is already wildly too high
so why is there a larger lp drop at cor 1000+
None of it has a cap.
I guess because it's fun to push so we don't want to put a hard cap on it. We just made the possible builds too strong.
I actually like, or rather liked, hitting corruption, if it was less than 1000 cor, it would be a problem with t4 dugeons
I disagree
a limiter would be the best solution to permanently prevent high 2k+ corruption
I'm not satisfied with corruption 550, I'd rather have 1.5k
Like Mike already answered, the numbers are abitrary. And again this is not the channel for feedback or suggestions, nor is it the channel for going back and forth, if you have any more questions you're welcome to ask them
Wasnt it said that the goal is never to nerf things down but to build things up??
I would be very surprised if anyone said that
No. I suspect that you are probably thinking of when we said that we would avoid nerfing unbugged OP builds mid-cycle.
We continue to be very vocal about how we will balance the game with a combination of nerfs and buffs. All while avoiding taking a top tier build down too far so it is no longer viable.
A blanket no nerf policy would be damaging to the game.
Thank you. I do remember that you said it would be a combination, i might have misunderstood the rest.
I agree but since I played on Beta and Live game, time to time it just irritated to get one shot by Logan but I love Liath and Lagon's fight, the battle of survival as WoW says.
This might be a bit of a stupid question, or perhaps already answered, but is the only difference between cycles thge leaderboards? IE, will will classic characters have acess to the new content of say, version 1.1?
"Our current plan for the 1.X series of patches is to bring all content to Offline, Cycle, and Legacy realms; but we also believe in allowing Cycle characters a small bit of time to attempt new pinnacle content before extremely well-geared and optimized Offline and Legacy characters have a chance to showcase just how fast they can conquer it."
bosses are delayed on legacy ans vlad said as well as market is inflated and dead on legacy compared to cycle
Alright. Thank tou both for the information!
hello everyone, please tell me how to get obsidian resonance. Thank you.
Play with the friend that you want the connected resonance to go to. It's the same as golden.
As a cof player corruption pushing is needed, so we can't stay at 300 corr if we want to gear up our characters , although I understand vision of developing a game it's also good to experience what both factions have to go through and their experiences.one way to address crazy corr pushing is by changing xp gain per monster on echoes,that way a 600 corr character could get as much favor as idk 1000 corr let's say .
4 digit corruption numbers aren't necessary to get great gear. You'll be able to play CoF at a reasonable corruption level and still be able to do the pinnacle content.
How are magical items made in the lore? Do they use rituals, weaving in magic into the items at considerable cost with reagents, just brute force it with "mana"? Do they craft items like you would do in the Minecraft mod Thaumcraft?
what they meant is that for COF to stay ""relevant"" in comparison to MG you need absurd amounts of favor, for example we have people who spend 400k+ favor per day, just to get to level of gear that MG provides, that is possible only due to being on 2000+ corruption, with adjustments to corruption systems people assume that we will have way less xp bonus and therefore way less favor gained, are there any plans to adjust factions system to accommodate to corruption changes?
so tldr did devs take in consideration cof power being closely tied to corruption levels with upcoming changes to it?
That's exactly what I meant well explained misha.
Well, it's a tricky question to answer because we aren't really changing corruption. We are just nerfing overpowered builds.
Unrelated but not unaffected, we are making changes to the item factions. Each have different issues that we are addressing in different ways. I almost showed one of those on the Friday stream but it got out voted.
CoF will likely never be as good as MG. It's kinda the nature of a trade system.
When we look at the relative power between CoF and MG, we do it through the lense of reasonable and expected corruption values.
@fervent girder ping for visibility
why is obsidian resonance so impossible to get even after 50/100 coop playhours
Are all these hours with the same person?
yes
They are intended to be not easy to get just to use for free trade. If all the time you play is co-op, you won't need any resonances at all, so it probably works best if you play together like 80-90% of the time (random numbers).
That is an extremely unlucky no drop. We are increasing the drop rate for 1.1
Thank youuuuuu. The Spheare will greatly appreciate this as we were having a very hard time finding obsidian despite playing with each other pretty regularly.
what is the reason or is there a reason, why LE twitch account only show a few (atm 2) past broadcasts?
As far as I know, the old ones get auto deleted after 2 weeks. We move them to youtube.
ah gotcha, ty!
is there a HP overflow bug with shade of orobyss. I just tried killing shade of orobyss at 8k corruption and 10k corruption. And somehow the 10k corruption shade dies A LOT faster than the 8k one. I tried it in offline mode btw
Did you maybe have defensive echo modifiers for the 8k one?
They do get deleted if you're not partnered on twitch. them "old" vods
no, i always make sure to cleanse any defensive mod before going into shade fight
I'm trying again, it might be because of how i stand while attacking the shade. the 8k fight i was standing pretty far from where it spawn, but the 10k fight i stand right next to it
Not sure then, there's no overflow, definitely not at 1k corruption atleast. Not sure why you experienced the discrepancy
Maybe a bit of an odd question, from a design point of view. Were classes and masteries designed, or ever considered, with exclusivity in mind? Simply put, did you design classes with an idea of what they should not be able to do? Concrete example: Primalist has a lot of minion-focused tools as well as a transformation-oriented mastery. Acolyte also has both, with its own flavour (minions and Lich). Sentinel and Rogue have tools for minions in some form or another in masteries, but no transformations. Mage has neither. Was that sort of thing a hard rule or just something that resulted from other design decisions, ie deciding what they should be able to do in the positive sense?
Mage technically has minion stuff with Teleport.
Also rogue has minions with ballista and falcon
Even if it's not the best example, the question regarding the rule stands.
It's not a hard rule no but class identity is one of our design pillars. We work hard to make each class feel different. Like with the pets thing, the way that pets are designed for each class is unique and intentional. Runemaster almost was a pseudo pet class actually. One of the reasons that it isn't is so that it didn't step on other pet styles (this is also just more fun we think).
We don't necessarily lock out mechanics but we do use it as a consideration.
I just tried the same thing on a 9k shade, and the 9k shade dies a lot slower than the 10k 😅
Yep, i can confirm somehow the 10k shade is A LOT weaker than 9k
cool, well if anything ever gets that high corruption properly, we've got way bigger problems on our hands
😅
Hello, just one question but it is a bit broad:
Are there any plans to improve performance/stability for the steam deck? Up to its eventual "verified" status?
Capable of playing ok, but I crash a lot more frequently than on my PC
We have very recently started working on Steam Deck specific bug fixes and improvements. I don't know if it will be enough to get a proper "verified" status in 1.1 but we are working our way down that path.
Love to hear it, thx for all the hard work!
Please consider giving us more options to customize "offline" mode. Not everyone has infinite time to test out new builds, play through the campaign with every single character. NOthing feels worse than grinding through teh campaign, just to hate your character and the skills "feeling" awful, or not doing what you expected. Offline has no trading and no multiplayer. So let us play it a little more to our liking. With out resorting to third party programs. Thank you
It's very difficult to justify a change like this coming exclusively to offline.
Cycle challenges and achievements are still in the works , right ?
On the flip side, there is talk about new cycles and content coming to online mode BEFORE legacy and offline. How is that any different? I paid for the product. But because I have to play at work, or with out a good connection. I am not allowed to play stuff when it comes out?
asking the devs to accommodate your predicament probably isn't the right choice. If you're at work, you probably ought to be working.
It was a general statement. That not everyone streams for a living, not everyone can be online all the time. Truckers for example, do not always have good connections.
There isn't iirc.
lol, discord didn't like my reply for some reason
wtf? it let me post it but then I realized it wasn't a reply so it wouldn't ping, I deleted it and resent as a reply but then it blocked it again, so I tried to resend it normally and it blocks it now. I'm so confused
One of the primary activities that we want to have in Last Epoch is the new cycle race to the top with fresh characters. Part of this extra challenge is figuring out the best way to be first. If a player is able to test that content out on Legacy or offline characters, it changes this event to not be what we are hoping for the game.
At the same time, we fully recognize that it can be frustrating to be on the outside looking in with things like this. We are still exploring the best way to handle this. The survey we sent out was to get our community's thoughts on the matter so we could make a better decision now. We will continue to look at the feedback we get from this first version to help guide what we do next time.
I would like to just clarify some details about the system which might not be obvious at first glance that will hopefully make this seem like far less of a big deal. We aren't locking all the new content. In fact, we are only proposing to lock 1 fight. The proposal had all the patch changes, new mechanics and several challenges leading up to the final fight available to everyone on day 1. As you said, not everyone can be online all the time. The small % of the community that will probably compete for this achievement are very active and will likely be beating the content before the vast majority of the community is ready to fight the boss anyways. We haven't settled exactly how the rest of the content will unlock after it has been completed but I don't think you'll have to wait super long. This was the key thing that we were looking to get the community's pulse on.
lol and it lets me do 1 paragraph at a time
@opaque falcon well that took some work but I got it
Guys or devs
Pls do smth
Connection lost occured too much
And I'm not alone to get this quite few times
Please use the in game reporting tool to report bugs when they happen.
@placid plinth i sent a friend request so I could send you a dm. It failed to send, and discord will not let me copy and past a failed message. Only try to "resend"
Yea, I don't accept DM requests like that. If you need to ask a follow up question on the topic, please do so here. If you'd like to speak to someone privately, you can open a ticket on our support page.
!support
Let's work together to get it sorted! We've support articles and a contact form here: https://support.lastepoch.com/.
It will not let me copy the text...maybe I can screen shot it
Okies. I think I submitted the screen shots properly. Thanks Mike
Is there a thought on stash tab search being more accurate in the future? Like searching some item in bazzar?
For legacy/CoF players with a lot of tabs, we kinda lose a lot of time searching for some stuff.
we are working on some search improvements. Long term goals for stash improvements will build on this more down the line.
It would be great to have some improvements done to the stash search feature. What I think would be nice is to be able to search using name and a certain number of LP, to be able to search for double/triple exalted items only, to be able to search for affix on a certain base type/subtype
So errrm, our Automod thought that your post was spam 😅 did you copy paste it?
thanks
He did yea so system thought it was a spam
maybe it was under and interval of time sending same message,a tally funny though
Do proced skills from items like Dragonsong/Reign of Winter get affected by the dam modifier from skill tree of the hit that proc it
before 1.0 it was said the character sheet/stats will be improved/we get more to see, was that already it now? or other asked: do we get in the future/is it on your to-do-list that we get really "all" stats in the sheet? i could think of something like that it would not be overblown, that you can only see the stats that the char is at the moment using, like an smart character stats sheet, if you slot an item that gives you lightning leeching and before nothing gave you that, then it would appear in the sheet, if you take it out again, the stat is 0% and vanish from the sheet. is something in that direction planned, even if its in the very far future that in the end, we dont need to calculate all the stuff by ourself or with 3rd party sites?
Updated character sheet is still planned to happen yes.
ty 🙏 ... thats fine :D as long its planned i am happy ^^
Nothing in 1.1
sorry for pinging but I got curious about people asking for a better search system ,does game search uses any particular language that can do that for example like regex in Poe and if it would would u guys allow people to MAYBE make a 3rd party tool to make it easier
Example just click windows with base ,level ,specific mods and class requirements and it will generate a line with appropriate search for in game search bar ?
We don't currently have any functionality like that. It's strictly a string search. I expect that we will probably have some sort of advanced options eventually.
Nice it will defently help us hoarders or even speedruning in game
Im curiuos whats devs idea behind designing nodes that give huge or any damage multipliers against stunned/frozen enemies. If we dont count builds that perma CC bosses you only cc normal mobs which have way way less hp than rares/bosses so why do we need 80-150% more damage against those mobs if they already dying super fast(usually normal mobs are one-two shotted on a well put build), and on bosses/rares those nodes are almost useless
because some people use guaranteed stun/freeze effects non-degenerately on bosses.
Who u calling no degenerate ? I only play to break Ur game 
Ok design wise u should never perma stun freeze or immune Bose's in game plenty other mob packs for that and it takes out fun of calling it "single target"
Yea, we are addressing the perma boss hard cc issue.
In 1.1?
It might not be the final version but we have a version primed for 1.1.
It all ties into the system replacing the adaptive boss DR
I saw that you (or maybe another EHG member with a very similar name) had commented on Reddit that using extra keys to resurrect during a Dungeon was "The Way". Would you comment on that more (if you're able)?
yea, that was me. We aren't quite settled on how we are going to do it yet but we are looking at the general UX of the dungeons. One of the biggest problems is the inability to keep going if you fail. Now, the cost per attempt is an important equilibrium to maintain so their idea was charging keys for retrying. It looked like it was getting into diminishing returns for repeated uses but players who are already struggling and trying multiple times probably don't need to be upcharged.
Yeah. I honestly liked that idea, and was excited that you were hinting at it being a thing.
It also means that hording keys is pretty useful, whereas I keep wondering now if I should clear out a lot of them.
Do the devs plan to improve dungeons in the future? For me dungeons seem a bit unrewarding if you are not targeting boss specific drops. Also, can the gambling mechanic from soulfire bastion be improved? At the moment you buy an item, you wait a few seconds to see what it rolls into and then you get another one. It feels slow and annoying to be honest
Well, this is embarassing 😂
I couldn't resist. It wasn't quite the same question but it's basically the same thing I would say for yours.
We've got some more plans for them post 1.1 too.
and once the flow and feel is solid, we do plan to add more too.
I really like the direction and perspective you guys are taking with dungeons. I look forward to see this implemented
Slamming Exalts onto uniques seems mandatory tho while Soulfire and Arbor can be safely ignored. wonder if that gets adressed
I think optional content is good to have. Different people like different things and making optional activities that are divisive can be really positive. Some special challenges that are universal are also good because it gives measuring sticks that are easy to reference universally.
a key exchange is badly needed still though
just wanted to add that it is not just "optional content at all", arbor was the best farming places in 1,0 on trading guild and was way more profitable than guys farming 2k+ corruption, and soulfire had several mandatory uniques that were used on a lot of meta builds, so if anything its julra is the most useless dungeon, maybe on cof its different
can someone answer this pls
Yes, assuming the damage modifiers are appropriate. So % more melee modifiers aren't going to affect a spell proc, etc.
No? Item skills don't scale with your skills modifiers afaik, am I wrong?
Not entirely sure now....
Technically the answer is "it depends".
Dragonsong and Reign of Winter are both fresh casts. If the triggered effect is happening with 1 specific skill, it's likely that it does act as a subskill.
@exotic bone for visibility
Hurrah! I wasn't entirely wrong! Despite the mid-day & post-work beer.
will we see more items like those two that allow whole builds built around item proc(maybe in 1.1 no harm asking 🤣 ?)
There is at least 1 new unique item which will spawn a new build. (I hope at least)
Will there be the ability to convert a cycle character to a legacy character mid cycle? i.e. So it could have access to your legacy stash items. The conversion being one way of course
I'm not sure actually. I feel like there was some problem with this at first. I don't know if it got fixed.
No worries! Pretty niche request anyways
could echos rewards keys besides arena or will it always be arena only?
We aren't changing it for 1.1
ohhhh so that means not yet but possible in future. i see.....
How will devs justify the favor gain in higher corruption esp on cof players in 1.1 for example the favor gain on 6kc will be equivalent on 600c? If im not mistaken u have said that high corr builds/players is unintended. I thnk if the favor gain in 1.1 will go lower like even 20%, the game just encourage us to play on mg side, and the domino effect of massive rmt, gold seller/buyers, p2w, duping, etc
Please keep in mind that we are making other changes to the item factions. Your question is predicated on the assumption that nothing else changes so I can't really answer it without leaking those changes.
Also, if we were targeting favor, reducing favor costs of CoF would be how we balance them relative to each other, not increasing the favor gain.
Would it be safe to assume that there will be at least one new unique per class in cycle 2?
What is the assumed duration for the new boss fights? Was Lich's ability to stay in reaper form taken into consideration?
We don't specifically make sure that each mastery gets a mastery specific unique. We are continually adding more uniques and we tend to focus on making uniques for where they are needed and on making cool stuff. Some uniques also end up on non class specific items but are clearly much better on certain classes.
It's a pretty long fight. Any Lich focusing on sticking in reaper form for a long time should be good by that point of character development.
I was actually referring to the base classes, but I suppose that answers the question as well.
Last time I played my primalist, I wanted to find a sort of variant with necrotic damage. I found some uniques, but most of them were also tied with necromancer spells. I was kind of disappointed because for some of them, it would have perfectly worked with my primalist. I was thinking at that time that if those uniques where more focused on specific attributes of spell instead of the spell itself, we would find more diversity in builds than ever. Of course, this would mean a lot of balance requirement to avoid any abuse of some uniques in particular. But my question is this one: do you think it's a good idea to open up some uniques to a wider range of classes by generalizing some mods, or is it maybe against the image you have of the game and the structure you had beforehand for what is coming?
Will we ever see more variations to Druid transformation skills? Also Explosive Trap as it is today is a proc based skill, you can't play a explosive trap based build without going for Acid Flask, Detonating Arrow, Spark Charges or Ballista(actually you can but it feels really bad and you deal no DMG) could we maybe get better scaling for Explosive Traps but when you take those Proc Nodes you lose dmg so ET stays the same for proc based builds and you can actually build around ET without needing to lean on the other options?
you devs have any thoughts on marksman detonating arrow + explosive trap build?
its getting adjusted in 1.1
It's less about the theoretical quality of the idea and more about the feasibility. Generic transformative nodes don't work well in our system. The typical example is +1 projectile. It is possible to make that mod in last Epoch. It would take as much dev time to add that node as it would 20 whole unique items and it would add a technical debt that would make the process of making ever projectile skill ever take longer. Adding enough of these generic mods would cause a lot of long term problems, to the point that we just didn't have the time to add more than a single thing each patch because it just wasn't layed out to handle such things gracefully.
Ever is a long time. You won't see any new druid transformations in 1.1.
Adding more gameplay variety is something we jump on when we can. I don't have any specific details on upcoming balance changes.
It's really powerful
I have a curiosity regarding shade of orobys. If I am not mistaken, the further from the center you are when going to fight shade of orobys the higher the chances of getting his boss specific drops & also higher chances for LP, is that so? If yes, does dying decreese those chances?
yes, no
What about skins for Druid forms? Would be cool to have like a full on leshy skin for the spriggans!
Skill MTX is not ready yet.
Darn! One day!!
Sorry! I meant the skills you have available in your bar after you transform (like rampage, maul, roar, etc) more options/less restrictions on skill usage while in a specific form
Ever is a long time. You won't see any new druid skills in 1.1.
Hi! Are there any season pass or new comestic item for the next coming cycle?
New cosmetics yes (we have had confirmation they will try to do new cosmetics every cycle). There are no plans for a season pass.
I just realized there's a direct line to devs here. So first of all thank you for having this and thank you for making such a fantastic game. I get the distinct impression that EHG's goal is to make a great game first and earn money... not first. You have done a fantastic job making just about any build viable.
I would really love it if you made a Mage variant that is similar to the old EverQuest magician. In case no one on staff knows what that means, the short version is they specialized in summoning and elemental magic. They had elemental pets and could summon lots of useful items. They could also permanently transform into elementals themselves. The ultimate magician pet was one that combined all elemental strengths into one. I guess to make this a question... is there any chance something like this could happen? And are you able to share if there are any other character classes/specializations in the works?
Well, it's not like we hate money, making the business side successful does help ensure the game's longevity but I appreciate the sentiment 🙂
We do have plans to add more masteries and eventually more base classes in the future too. Some of those themes are kinda split up on other classes already. We actually almost made the Runemaster very similar to that style and it was partially inspired by EQ. We've kinda landed on mage not really having a minion focus option. Arcane Ascendance almost was a transform skill too actually. We do have a way to summon elemental minions in Shaman already and because Druid is already a transform focus mastery, I would put more stock in the prospect of those EQ Magician vibes coming out more in the Primalist in the future.
This is all very hypothetical though as we are still a ways off from adding more masteries. I do know what the 4th mastery for mage is likely going to be and it's probably not that, sorry. We've got some other themes that we want to explore on the class next.
is avalanche gonna be significantly reworked/buffed in 1.1? It is quite a signature skill of shaman, but its really outdated
I actually played a lot of Werebear primalist and loved it! I didn't even see elemental summons though. I'll have to look around the skills more closely. I have a "someday" goal of seeing if it's possible to make a build around bees...
I understand making money needs to be a goal, and I plan to send more your way when I settle on which cosmetics I like best. I just really appreciate that the game isn't built around funneling me towards in-app purchases.
Actual direct question time... I seem to be in a minority that really really cares about seeing the story continued. Do you know ("are you able to share" might be more accurate) if the plot is fully planned out already and can we plan on a complete story in any of the upcoming cycles? Or is the story intended to be a "continues on for the life of the game" type deal? I guess to try to be more specific, there are several very hot plot points that I'm very much looking forward to be resolved such as ||what happens with the whole trying to get the spear blessed thing now that one of the gods is dead, are we going to watch the rise of the immortal empire, where is Eterra, what really happened between her and Orobyss at the creation of the world, what does the Epoch being drained actually mean, how does us recharging it in the monoliths help... oh god I could keep going forever!||. Is the resolution plotted out and we're just waiting for devs to get the work done to get the story chapters released and we can expect plots handled cycle X, or is the story an open ended deal we might not see finished for five or more years type deal?
Sorry for the long delay but I got an answer on this.
The short version is that magic is seeps into objects the more they are around magic dense stuff, and the player characters are inherently magically dense from how strong they are, even the more martial ones. Items can become naturally or accidentally enchanted due to being in magic dense areas. In the case of many unique items they become enchanted by around powerful individuals, who themselves become more powerful by wielding these items, forming a sort of feedback loop.
Basic magic forging is very similar to our player forging but at a much smaller scale, ie, adding a fraction of what our shards represent to an item. More skilled mages or smiths with more understanding of magic can forge more magic into items.
The style of forging isn't the only way to enchant items though, it can take the shape of rituals, brute forcing with enough extra mana at high risk, and any number of ways. Once an individual or culture understands the basic idea of taking ambient magic and guiding it from one thing to another thing, the way they go about it spirals off from there.
Our Loremaster Kyle does have all of the major plot points that you're getting at mapped out (sorry, no spoilers). We have the story written for 3 more chapters which will end in a proper conclusion.
Initially we had planned to have this all done by launch but we started adding more and more detail to the campaign that we realized the quality was so inconsistent that we went back to make the start/middle more fun instead of just rolling with it and getting it done. The 3rd last chapter will be coming in patch 1.2 later this year. The last 2 chapters will be coming at some point after that which I don't know yet but we are working on getting them in sooner rather than later as we don't like it sitting open like this.
We do plan to have more plot points and details develop by making side stories to explore with new quests, dungeons and end game activities.
So affix shards are not just a gameplay abstraction for the player?
I may have just copied that from kyle without reading it but yea, looks that way.
I'll admit I was jarred when I realized that the story was over. When I was working through ||the monolith|| I thought ||"wow this plot point is taking a long time and actually feels more like an endgame grind"|| then was still surprised when I realized that I was, in fact, doing the endgame grind. I really think it would have dulled the blow if there was some kind of out of character "you have reached the end of the story so far, to be continued!" message after ||snake girl steals our Epoch juice||. I'm very happy to learn that you don't like it sitting open ended either!
Yea, we've gone back and forth on if we want to have a semi-diegetic "dot dot dot" style hat tip to the player or not.
I would say to add it, because the ending is a bit whiplashy first time I hit it, I was thinking "WTF happened?"
are minions going to get a damage est. when you look at the skill in the bar?
It is planned but we have had several setbacks on that front.
at least it in the works. thats all i can ask thanks mike!!!
are there any plans on making it more clear what is a stat priory for the class or skills we are using?
I don't think it's something that we can tell the player what the most important thing is at any given time without getting too into the min/maxing that is fun for people. Automating "this is your best upgrade stat" is probably low on the priority list. We try to design the game such that the decisions you make affect what your "best stat" is at the time. We don't know if you're a dex stacking sentinel in which case telling the player that strength is your primary main attribute would just be misleading. We might need to better tutorialize that people can get that information from the scaling tags section of the tooltip but it does just say that on the tooltip itself already.
the scaling tags are a bit confusing to me. maybe a bit more clarification on what does what or if the alt info was more that would help. i also see there missing info on the sheet. mostly minion info
I'm not sure how much more details the alt tooltip could show, what is confusing you about them?
so when you hit alt you have the main stat scaling % but you have more tags then just that. if i have str and other tags can we get the % of that on the alt? also dont see a minion resistances area. maybe that could go under the current resistances? and the ones for us go above the word Resistances. or a minion damage tab and defense tab?
all other tags apply at a 1:1 ratio, so they are all 100% of whatever % they apply. I feel like trying to explain it just makes it more confusing though. Like if something has the fire tag and you have 50% increased fire damage, the ability does 50% increased fire damage. It's not really any more useful information.
The defenses for minions would be nice to have on the character sheet though
funny part is i total understand what you just said lol there was something else but i cant remember what it was. when i get to it again ill post it here. again thank you mike the game is a blast and i know you guys are making it better every day. last question. any plans on being able to reroll unique in the forge?
no plans to let uniques into the forge at this time
glyph trader?
unlikely
Does this (assuming) flat crit get added before increased crit modifiers or after?
Flat always comes before
except for acid skin and crit vulnerability
Oh sure yeah mb
but those aren't crit stats, they are target debuffs so flat crit always comes before
Will it be possible to safe a lootfilter on the steam acc without clipboard? I ask cause I use GeForce now.
We have some long term plans to improve the process of sharing loot filters. We don't have a solution to this problem in 1.1
Is the goal to make it so every season/cycle/patch expands the world of LE, or could there be patches that are new items/features with no story?
how meaningful are skill changes going to be in 1.1?
varies wildly from "did they change anything" to "this is basically a new skill".
I think given the environmental story telling and just through the extra notes you find, we will probably add some sort of story stuff later just as little bits.
do you guys planing in future to make class switch easyer like dont need to do lvl and story progress ?
i dont mean mastery i mean whole character 😄
I'm sure that's an even bigger no. (If you meant Changing from Mage to Sentinel)
yeah thats what i mean, ok thanks for this information
Do you have plans for a battle pass in cycle 2?
No
May i ask something about the incoming ward nerf?
I just want to know if ward will be nerfed in a way that we can still use our old loadouts, i am fearing that most of my build will be useless. Will it be still scaled in a way my builds will stay good or will it be nerfed that much that i have to change everything in my loadout? I love the game but if ward gets nerfed in a "bad" way, it will feel like i wasted hundreds of hours. Do not understand me wrong, i want ward to be nerfed - but in a "good" way, so other alternatives will be viable again.
Can you tell something about that without being too specific about the patch?
I know in games like this it is always difficult to make balancing changes!
Than you very much! 😁
It's a very difficult question to answer because of the subjective terms. What does useless mean? For example, frostclaw runemaster will still be a very powerful build that will be able to compete at top tier content. However, top tier content is way lower than the 4k corruption that we are seeing in extreme cases now. The goal is not to remove the top tier builds from the top tier but rather to reduce the distance between the top tier and the tiers below it. A 1.1 runemaster will be less powerful than a 1.0 runemaster. Does this make it "bad"? I don't think so but it's hard to know if you do.
Of course it will always be subjective but i think your answer already tells me what i need to know and wanted to hear! 🫡
Thank you very much for your fast response!
And just to add, it's not just straight nerfs across the board. We are doing buffs and nerfs to every class. More builds should be viable to compete with so you can have options to find what is fun for you.
A question on this topic will we see builds with more than 20-30k ward? (i hope not)
Thats amazing. I think some classes are just not that powerfull against some other classes. Saw a video about a some changes for spellblade, currently it is my favourite new found class and i cant wait for some good changes.
I don't have hard numbers that I can confirm right now. It's still very much in the tuning phase. (that seems very high to me though)
You are making me think that if ward is not the "ultimate" defense we will be able to explore other survival mechanics, wich is cool 😄
yea, the goal is to have varied mechanics that people can combine to make a complete character build
wow that feels like we're veering into buzzword overload
This one thing scares me.
Mike, can you confirm the "no", that was given by a community member?
does "Lagon" have anything to do with "laggin" id love to kill that boss
yes. confirmed.
that the no is right
not, that we are, we aren't
no battlepass
no
I think people are more asking if life builds can be as viable as ward or other damage metigating builds can be as good
as good as ward builds are now? no.
as good as ward builds are in 1.1? yes.
Like I see people linking builds and they life cap is MAYBE just above 2 k with a stretch and if they dont build around crit reduction or any metigation the build is bad and cant complete high corruption like ward in 1.0 ,this pause mode can be annoying
yea, any build that is getting to 2k corruption is OP and will be nerfed
oh life above 2k
not 2k corruption
Yea it's just life and metigation,I understand that this patch they went over corruption that was intended from start and it's defently should be reduced more than half even if we don't like it lol
Fixing that also involves ticking boss and single target cc that u guys going to have to work around
yup
My warpath void knight is almost 3k hp (2850 ish hp to be more precise) and my gear can still be improved in this area. I think that the max hp characters could have is somewhere between 4k to 5k hp. If not even more
That sounds like a good threshold to me ,everything alongside that should be damage metigating like dodge ,evade ,armour etc etc crit reduction witch to me looks like a broken stat to have since that's the only thing that can prevent huge hits that can 1 shot u
And critical strike avoidance
On the topic of ward, is it normal that health is almost purely built based on your items, you want those lp titan hearts, t7 hybrid hp affixes etc. Meanwhile ward does have some item support(and only with LL items/vessel/twisted heart) but mainly based around your skills and passives, there is no real way to build ward ONLY with rare/exalted items, unlike hp. Is this a design flaw or something that devs consider normal, not having affixes that are needed to build ward allows ward builds to go full int/damage meanwhile hp characters are forced to go full t7 hp affixes and then sacrifice Idol slots for double hp idols to become tanky? This also creates disproportion not only in tankiness but in damage output between life/ward builds, whats devs position on this difference?
here is a new node we are adding to VK
It seems like the x Point bonus passive nodes are starting to appear more? is this one of the features that we will see more and more to help balance?
yup, we are continuing to add more threshold nodes throughout the passive trees. We don't want them all to be like this but something roughly similar to the Key Node : Node ratio in skill trees.
Great job as always!!!!
I might sometimes have reading issues but I totally agree on the issue if I understand it , ward very low investment to hit a threshold when life needs a "perfectly" rolled stats on item to be good without even grasping ward builds
i wonder if someone is a fan of the song from: Lamb of God - Eleventh Hour
Hi guys i just want to ask since i got this boots and if ever i slam the int+crit avoidance on this to my spare 3lp and if i get the blessing from reign of dragons that would be 100% total...so the crit avoidance only on regular/normal critical hits from mobs or it also includes the spell crit? how about the suffix reduced Bonus Damage Taken From Critical Strikes will it become useless?
- All crits, so all crits become normal hits.
- They do the exact same thing if at 100%, so yes.
thanks
Does higher corruption means exalted items have on average higher forging potential (maybe up to a cap)? I feel like it does but I am not sure if I am just imagining things or if there is a corelation between corruption and forging potential
yes
What hints can you give us about your favorite changes coming up in 1.1 so far? Please feel to be as vague or as clear as you can be. 🙂
I'm excited to meet owen's friends.
Well now I need to go back through the campaign and find Owen. 🙂
maybe was asked already. are the bosses in 1.1 going to be balanced around the "best" or the "average" builds? obligatory quotes obviously.
will there be updated gear models?
not big on cosmetics 🙂 thanks
What makes you think Owen is an Epoch reference?
We are slowly adding more of the associated 3D models for unique items. We also are adding more base items that come with new models. Also on the roadmap, the transmog and dye system is coming too.
awesome!
Somewhere in between. You'll need a strong build and tight gameplay to beat the new boss.
Time to find every Owen in pop culture!
(Though I'll try to remember to ask about this again once 1.1 is out)
I can think of several off the top of my head.
"Owen, friend of the Harbingers" 😄
heck no, Owen hates those guys
Are there any plans to further develop / refine ailments such as bleed, ignite and electrify so that they are more than simply different damage types of DoT? Damned and Frostbite, for example, have unique effects which give them something to consider beyond the DoT. Ignite, bleed and electrify don’t have something IIRC which makes them unique.
Probably not, their versatility is really important due to appearing in so many places. Damned and Frostbite show up in far fewer places and can be more specific.
is it possible for devs to remove complete this monster SMOLDERING LITHRAC and MISSHAPPEN boos when exploding and doing ambush? this 2 mobs just freeze the screens to zero fps even when solo play...i thnk these 2 mob is not that relevant for loot drops and all but very important to performance issues,,not all players has 4090 btw.
The issue is likely not a video card bottleneck but rather a CPU issue. Please use the in game bug reporting tool to report bugs. We do not record reports from this channel.
Devs does reroll chance on items get affected by corruption ?like let's say maybe your chances get better at making the item not reroll?. Is it possible to tone down some of the nice but not op higher reroll chance items in the future like idk omnividence staff 90 reroll seems kinda steep after 1 million favor 6 staffs dropped and only 2 are useful at the end?
In 1.1 legacy, all my tabs gonna become "remove only", correct? if yes, I'd need to start over my 200 tabs if I want to freely move items. The tab price gonna be back like a first tab?
No, the reroll chance is unaffected by corruption. It's just a relative rarity adjuster for unique items. Having it take on a compounding roll in the overall rarity of the uniques would make balancing their individual drop rates a nightmare.
If you are playing legacy now, when 1.1 is released, nothing will happen at all. (with regards to your stash)
If you play league all those stashes will become renove only
Stream as per usual today?
do you planing to give us some days ptr before cycle start?
Most likely not, they have a CT (community testing) program for that. Last I heard applications were closed but not sure.
are there any plans towards introducing guilds/or community groups in game that would help and develop social interactions? ykwim
No plans currently announced for guilds/clans or the alike but they have said that they're looking into ways to make finding others to play with easier
Hey, any plans to improve the Bazaar with 1.1? I'm a new player and I really like having search bars everywhere etc., but the Bazaar seems like a last minute addition with no option to save filters and no global item search.
I also think that having to be in a guild to wear their respective gear is discouraging guild switching and as a new player I was pretty disappointed when I realized that I cannot use my merchants loot anymore. I completely understand if it would be account or even character bound, but now I will never be able to switch to circle of fortune on my first char as I would basically be naked xD
It's a decent design but not flawless,it's to stop exploits of switching factions and stuff
The equipment lock is the whole point, you’re not supposed to swap guilds
But that doesn't really make sense, right? It's just an arbitrary limitation that makes it hard to try out the other guild, especially as youkeep all your progress when switching. With acc/char locked items, there would be very few potential for exploiting the system and especially new players would have a much better time testing out both guilds.
To prevent permaswapping, you could just limit a swap to once per week or something similar.
this channel is not for discussions. it is for asking questions to the devs. please move it to another channel
Well imagine this u can target farm something that is most players used for op builds ,wait a week and then switch to merchant and sell all the farm things = 1 person or few bots breaking the whole faction economy in one week
When will detailed 1.1 previews start?
Each character needs to have individual Factions. Characters need to be able to share stashes. Limiting it to once a week is the same as no limit at all given that you can remake characters as you see fit.
Limiting it to once a week also punishes new players the most because they might make a mistake and swap and not be able to swap back for a full week. Then they just quit the game.
Either of those reasons on their own would be enough to not do it.
We usually get into the expansive blogposts in the week or two before patch
Thanks for explaining, the week was just an example on how it could be done. Any comment on the Bazaar improvements? 🙂
Regardless of the duration, that part is not changing. We do have UI/UX improvements to the Bazaar coming.
Any plans to improve SteamDeck support for 1.1? The game is a dream candidate for Steam Deck gaming, if it would only be more optimized, even D4 runs much better currently (which didn't stop me from playing LE on the Deck anyway).
I mean D4 is a 70€ game xd for that price they should not permit any issues on platforms they are on
LE is worth the 70€ multiple times if D4 is the benchmark, but I was asking for LE on Deck 😉 If it's not on the roadmap, that's also a good information, I'm just interested in if the devs are aware of the platform. I guess there will be a lot of optimizations in the future that the Deck will profit from anyway.
There is work being done for Steam Deck and controllers overall 🙂
I defently saw something about them working on it this week so yea it's not a thing under radar
Is this currently still how the dynamic boss DR system works in the game?
It looks right. In 32 days it will be completely wrong.
I'm not playing legacy, I'll be after cycle ends. The price for new tabs, since all mine gonna become remove only, gonna reset?
After the cycle rolls over, existing remove only tabs do not affect the price of newly purchased proper tabs.
Do we know if the remove only tabs will have a time limit or not?
hasnt been announced yet.
Miiiiiiiiiiiike. Do Shadow Dagger procs during Falsewater Fury (Azurral's Fury belt proc - during Falsewater Fury, non-channelled melee attacks consume 20 mana to deal +100 melee fire damage) get the +100 melee fire damage? I'd assume not since they aren't an attack per se & don't interact with mana.
Why do you do this to me right before stream? You know I have no idea how shadow daggers work. I don't have the editor open right now to check because I'm getting stream stuff ready but I'd be shocked if those interacted. Falsewater Fury applies the buff on ability use and you don't actually use Shadow Daggers.
😄 But you miss my questions! That's how I'd assume it works.
Shadow Daggers, Mike's Kryptonite
😄
I thought that was Avalanche? Also, I assume Mike's prep doesn't involve checking what he shouldn't be facetanking?
I can have multiple kryptonites
nice to know. i like going in blind but this time better to plan something out ahead.
after a cycle, cycle chars get transferred to legacy, what happens after 2-3 cycles if i reached the legacy char limit? i read you will potentially increase the limit, but what if someone reach that limit too?
is ur religion agaisnt deleting old chars ? ^^
Don't think we've had an official answer yet but most likely you'll just have to delete some of your old characters
maybe, but then how would that look like? like with the stash tabs, i can view them and transfer items to legacy if i have space, so i could view my cycle chars that have not space, but before i dont delete one legacy slot, i could not "transfer" it or play it or place it on that open legacy slot? so that was more my question rather then what happen to them, or if that topic is still a "work in progress"?
hi, sanguine regalia, 2% minion damage leech as health? Is for the player or for themselfs?
Themselves
Could we get some VC chats in discord server or is there a specific reason we don't have any?
The character slot limit is universal, it is shared across all character types. You do not have a cycle specific character limit and then a different legacy specific characters limit.
We are still planning on increasing the character limit. The character limit is still tied up in a back end system that we have been working to replace for quite a while. Once that happens, increasing the max character slots is much much much much (it's a lot) easier. Right now it requires us to release a patch and coordinate a back end change at the same time.
So if you are at your character limit, you need to delete a character to make a new one.
The only stash tabs that are tied directly to a specific character are solo character found (SCF) characters. Those tabs are linked to that character.
Assuming we are talking about non-SCF characters. When the cycle rolls over, you can go to any legacy character (previously legacy or not) and go to the stash. In there you can select cycle 1 from the cycle drop-down. You can then see your old cycle, remove only stash while in legacy. You can take any of those items out and do what you want with them.
You can start new cycle characters which will have an empty basic starting stash as normal.
Sorry, no. We used to have them and they were not used appropriately and we don't have the ability to properly monitor them during busy times.
gotcha. thanks for the quick reply!
Are there any plans to redesign how stationary channeling skills work(smelters wraith/disintegrate etc) and allow some level of mobility to them? Or being stationary is intended part of current combat model and devs want to keep that?
We are still experimenting with channeled abilities. I think we have a few that are in a pretty good state for a few different reasons and we are looking to improve the others.
Excited for the new cycle! Given previous comments of a build capable of doing ~300corr is considered successful, or 300corr is where you are trying to balance classes, is that the challenge level we can expect for the new boss encounter? Or it will be more like 400-500 corr equivalent? Thanks!
Speaking of moving with channeling skills, is optional WASD movement considered for the future?
Sorry, no detailed information available yet on that front.
Maybe, we are still deciding.
Ok thanks, i knew it was a long shot 🙂 will wait for the blog post!
So the new circle of fortune rank 10 seems good change,but does that mean the duplicate reward is gone?
there are still more changes that havent been revealed. mike said that in a stream yesterday.
anyone has mike's leaks from yesterday?
1.1 gonna bring new bosses besides pinnacle boss?
isn't it pinnacle bosses not boss?
If the harbingers are bosses then yes.
have no idea lol
Why do all friendly human guards in the game never use shields or spears 🤔 ? Sword and board and pointy sticks are good stuff.
I don't understand how it is possible to have more than 1 pinnacle boss.
The training officer isn't very good at his job.
The harbingers are bosses too. Not on the same level as the pinnacle boss though.
how long until next cycle isnt it fairly close ?
I mean. PoE has like 5.
Yo Mike, is it possible to play LE on older versions offline?
Is the ancient era chapter mentioned for 1.2 chapter 10?
Thanks!
I think you should be able via Steam, you can download older versions on the depot. But I don’t know how the interaction with the offline/online modes will be.
July 9. See the roadmap linked in #news
If you still have them on your computer, some will launch without authentication. There is a chunk from about 0.8.4 to 0.9.2 I think that requires authentication for offline mode. And the auth server will reject them.
Yeah it would be pretty sweet to be able to choose the version via steam and have it authenticate (for offline only, no online support)
Maybe in 5 years we can release a classic mode.
Do you guys plan to someday add something that will allow reroll unique affix range?
Maybe, nothing specific.
<hides WoW tattoos....> lol
are there plans to add prophecy visibility outside of the observatory? It would be great to be able to see how much currency I have available without having to travel to the observatory. It would also be nice to see my prophecies without having to visit the observatory so I can just travel once instead of several times.
there's a hotkey for that
mine is Y, i don't remember what the default is
the y key by default brings up the faction panel with all of that information
couldve sworn I tried that. I was pressing every key looking to see if there was an interface outside of the observatory. Thanks
@rain lake
The channel is specifically not for bug report. Use #1210281997591908452
If you or your friend have made an in game report that good too
Mmmh, I don't want to create an account to post the bug on the website, could you eventually do it? Else I guess the in game report will be enough
You don't need a different account, #1210281997591908452 is in the discord
And yes, in game report is good enough
are there plans to release a paid expansion?
thank you
When will the patch notes drop as planning your build ahead of a expansion is big in other arpgs i have played, do you want to post patch notes 2 weeks , 1 week, 3 days before, or day of patch
Will points be recovered, or relocated, to passives that get changed?
Typically a day or two ahead; they probably don't have a final date yet.
Really minor changes don't trigger respecs, but when they make major changes, it automatically unpecs all your points in those majorly changed passive/specialization tree(s) for you to reallocate freely.
so the points will just refund?
does next cycle cof still have prophecy duplication? coz i saw its been replaced with some bait % of boss drop.
There are many changes to each faction. We haven't revealed them all yet.
Are sources of % more crit (Flame Reave -Chaos Flare) multiplicative with my increased critical strike chance modifier specifically, or my total crit value after other modifiers are applied?
It works the same as all 'more' modifiers, it is multiplicative with everything else and applies after added and base crit modifiers.
Yeah I figured, just wanted to confirm xD... Can't really test in game and don't want to potentially overcap
does reaper form ever cap out on health drain, please? I would like to know if I should continue to try to get enough gear for infinite reaper or if I really need to give up and accept that I will never beat that health drain. And if it just keeps draining faster forever... please add a passive node that does something like cap health drain but you do less global damage or something like that.
No, it will keep going up and up and up and up.
If you can last one whole monolith with reaper form not dropping you're doing the best you can.
that makes me so sad. I really wanted to have permanent reaper form. I told my wife, who is playing necromancer, I was going to be one of her minions. Oh well.
path of exile for example has multiple endgames with their own pinnacle encounters. it (used to be) balanced in a way where they feed off each other economically. i would love to see this dynamic in last epoch. https://youtu.be/S5wfKsVnvIU
trade wasnt even that annoying in those leagues
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I think he means that there can be only 1 boss at the pinnacle (top). Maybe there will be a few others in the climb to the top?
yeah. i was saying that in a system with different endgame progressions there could be pinnacle encounters for each of them, and that it would be especially interesting if rewards from one fed progression in the others in some way
and builds that excel in doing one contents will have hard time doing others
that would be the dream balancing
are we getting a new class or mastery in 1.1
no
When they will be released?
July 9th with the 1.1 patch.
Oh sorry I meant when will you announce it? 2-3 weeks before the new cycle?
oh I'm not sure. I think that we will probably do a devlog about it in the week leading up to patch.
Hi Mike, is there a reason for not giving access to Electrify to Primalist and Mage?
Are there new classes/subclasses planned?
Not for 1.1
Maybe later
Yes, we have several planned.
Can you spoil or tease any?
Alternatively, can you confirm that a bard-style character has been considered?
No.
Yes but it means literally nothing because we've considered hundreds of options.
Thanks (even though it wasn't much info!).
I'm a big fan of playing support characters (and I have had a lot of fun with my girlfriend as my play my healing paladin), so I'm eager for more nodes that support multiplayer play. 🙂
Would it ever be possible to increase party size beyond 4? I don't know why 4 got set universally as the max size of a friend group but it kinda sucks for my group, haha
Ever is a long time so never say never but there are currently no announced plans to expand the party limit. If you'd like to make a suggestion you're welcome to do so in the #1210282176680169562 ^^
I can understand if this is a long time away, but what parts of dungeos do you plan to change??
pretty sure they said they gonna change walls random generator, idk if for 1.1
so itll be a set route?
No, and that's not for 1.1. We are overall really pleased with the general way that dungeons fit into the overall game. We are looking to improve the overall experience though. That's about all we've said. We do have some first wave updates coming to them next patch.
Will there be a detailed schedule for future cycles (e.g. every 3/4/5 months), so that players know when they can revisit for a new cycle and that you don't start a new character when there is only 1 month left in the current cycle (most players probably won't proactively look in this discord or other channels).
Are we likely to get the option to purchase the upgrade from Deluxe to Ultimate edition before Cycle 1.1 drops?
Been hoping to upgrade for awhile now, but obviously not a priority. Thanks!
We're still dialing in on the schedule, the goal is to maintain where we were pre-multiplayer with our regular 3-4 months per major patch drop. 1.1 is pushed back by 2 weeks because we had a bumpy first couple weeks after launch.
You can do that right now as far as I know.
Yup, found them, here are the upgrade versions.
https://store.steampowered.com/sub/993961/
https://store.steampowered.com/sub/993962/
Sorry if that has been asked before, I only found information about stash tabs being moved into legacy somehow. My main question here is, will the structure be kept when transfering stash tabs and content to legacy and will there be any way to avoid recreating the whole structure of my stash again in a new cycle. For reference, my initial stash structure looks something like this.
Deluxe has: 50 EP, Adolescent Chronowyrm, Sound Track, Fallen Ronin, Firefly's Refuge.
Ultimate has: 100 EP, Adolescent Chronowyrm, Sound Track, Fallen Ronin, Firefly's Refuge, Adult Chronowyrm, Celestial Way, Temporal Guardian, Twilight Fox.
Upgrading from Deluxe to Ultimate should be cheaper than Base to Ultimate; I'm not sure it is currently though.
You will need to remake your stash tab structure in the new cycle if you start fresh. Having a tab layout that auto generates as you buy new tabs is a "wishlist feature" for the future for us.
The upgrade price I see is the difference in the purchase price. So there isn't a discount for doing the full thing up front or upgrading, it's just the same either way.
Thanks a lot for clarifying! Looking forward to that feature in a future cycle 🙂
PS: Just as an idea for a first version in some later cycle, having the option to keep the current structure, but just "greyed out" where you have to rebuy the greyed out tabs would already help a lot.
Yea, that's what I meant by "Having a tab layout that auto generates as you buy new tabs is a "wishlist feature" for the future for us."
It's just a little out of scope for 1.1. We do have stash upgrades coming for that, was just reviewing some code on that this morning actually.
Is there some official statement about the mods being on nexus? I really like the mods that show you the matched lootfilter on the item details or corruption on the map for example, but don't want to risk getting banned from online play.
Is there a reason that transfer materials isn't automatic when picking up those items?
@placid plinth can we expect flicker build coming anytime soon?
anything which depends on or reacts to the state of the game is prohibited in online play. If this is the one you are referring to, then it is definitely against the ToS and the mod creator calls that out in the description.
https://www.nexusmods.com/lastepoch/mods/8
yea, big time not ok in online mode
We've always wanted all the items to behave the same when you pick them up. Items go to your inventory. I think that as we get more and more different types of them, they are feeling less and less like an item. Fun fact, they originally didn't have another storage location to go to and were initially planned to just stack.
Can I get any call on the arachnophobia mod btw? Y'all animated the spiders a bit too well and it makes playing maps with them pretty uncomfortable for me.
Any plans to consider mod support for QoL mods like these in the future?
We are actively working on it. We have found 3 staff family members with extreme arachnophobia that we test things on.
No plans at the moment. Officially endorsing code written by other people being injected into the game in a competitive environment is very out of scope for us at the moment.
Oh huge. Thanks for the info :)
Edit:
I attempted to make the purchase, but Steam warns that I won't get an additional copy of the items that I already own from the Deluxe edition, and attempts to charge the full price. I might be doing something wrong, but it appears as though the upgrade from Deluxe edition to Ultimate edition isn't possible unless you're prepared to make a double purchase. Thanks for the help though! ☺️
In the in-game store there was a warning that there would be an option to upgrade from the Deluxe edition to the Ultimate edition at a later date (below the 'upgrade to Ultimate edition' purchase), and that it was not possible to refund the upgrade package (presumably to forewarn people thinking they would only pay the price difference between Deluxe and Ultimate?), which was the option I was hoping to have available soon!
Yea, we're past what I'm confident on, sorry. If you'd like more info on this, you can open a support ticket, they may even be able to facilitate what you're trying to do there. I see now that steam is missing the deluxe to ultimate upgrade.
I'll do that, thanks for the assistance! ☺️
Hi Mike, is there a reason for not giving access to Electrify to Primalist and Mage?
Short version is that everything on everything is boring. We might expand it to them later. It is a relatively young ailment still.
will we be able to skip main story in the future?🥹
EHG has been pretty adamant that they would rather expand on the current partial skip system than implement a full skip.
A note that the FAQ for "No campaign skip" doesn't exist anymore.
Makes sense, I was more thinking about exposing a very limited API for modders that you control. I don't think it's that competitive as there is no pvp and this would strictly be for qol stuff like the loot filter improvements.
I totally understand that there are many other things much more high up on your priority list, I just made the experience that a healthy mod community helps indie games a lot, so it would be great if you could keep it in the back of your heads 🙂
does the chance for an exiled mage or cache spawn in an echo vary depending on the specific echo map, all other things being equal (aside from them not spawning in arenas)?
its spawns in one arena only i thnk in lagonian arena in ending the storm
Hello, can I somehow change server? I'm from EU (playing solo) and I'm getting connected to ASIA NE where is ping 370 and it is unplayable
you can select server when you login, and there's a "preferred region" setting under gameplay in settings.
characters aren't server locked if you're worried about that
I have selected EU West, but I'm still getting connected to Asia and there is no change to change it
No
If it is unable to connect you to your preferred region for any reason, it goes to the next best one it can find. This may also be a bug with the matchmaking server.
Can I somehow block this servers? To be able to enjoy the game?
+1, Im in Asia server but when I help a buddy to do monolith boss then I was warped to EU and my ping go to 200ms T_T
Is your buddy in EU?
idk, coz he not my friend, just a random person who need help
If they were in EU, you would join them in EU, that's intended.
Not officially, theoretically you might be able to use something to artificially slow down the connection check test to make the bad server appear even worse. It would probably just kick you to an even worse server though.
you were 25.5 hours late early I think
its tommorow lul
you can get mages in arenas fyi. i've seen it a few times.
Are we going to get more useful unique idols of varying shapes and sizes? I always found it a little enjoyable to solve the idol puzzle, rather than just always slapping on double health idols in every slot and calling it a day...but throne seems like the only one used.
In a similar thread, are we ever going to get more tetris shaped idols (like an L or Z) compared to the squares we currently have?
We will continue to add more unique idols. We added a couple in 1.0. I haven't seen any for 1.1 yet.
All items are required to be rectangular unless we figure out how to do non-rectangular shapes at some point.
any idea of how many new uniques in 1.1?
Not yet, they are still being made, a new one just got added this morning.
Can you say if the Bee set will be released in 1.1 ? Cause the spoiler in bazard market got me very interested, as a bee build maker.
giving some access to "off-class" features with some kind of opportunity cost can make for interesting builds sometimes though
A reminder that Aurelis and Mad Ladle is universal. 👍
I'm not sure which spoiler you're talking about but no new sets in 1.1 from what I've seen so far.
There's some item names in the bazaar for items that don't actually exist in game, they probably mean that
Hi Mike, have you played The Slormancer ? If yes, what did you think about it ?
Not yet, it's high on the list
I think it's still in EA right? I think I decided that I would wait for full release on that one
Yup still EA, I got it really early on but am also gonna wait for 1.0
oh I have it already, just haven't played yet
Any plans to work on the net code? The game is running very slow on my PC. Down to <30 frames per second. This is an old PC, but the game works in single player, or used to, with better optimization? Bandwidth issues? Or bloated coding?
Every major patch and most minor patches come with improved optimization. It continues to be our primary concern.
Thank you! Congratulations on your successful release. I was along for the early access ride. Glad the reviews seem positive! 😄
What is the update on the piñata boss that you guys actually told us you will add couple of days after 1.0 - We have been told it will be hard and not to be beaten by all players as far as I remember
Do you mean pinnacle boss? It's coming with 1.1 on the 9th of july
I really hope that piñata is an autocorrect win of pinnacle
i bet there will be couple builds for which pinnacle boss will be a pinata 🤣
nah, the boss will have knockback effects
the player is the pinata
You know as much as everyone else how much people like loot pinatas or loot explosions in general
As far as I remember it was supposed to be added sooner, and „piñata” in this case was not auto correction as the bosses in ARPGs are just feeling like that, maybe PoE2 will be a different case, time will show.
Not sure what you're referring to sorry. We won't be getting any new content until 1.1.
Where does LE store it's all settings? I had to do a clean install on new disk and I want to transfer everything as it was before, I already moved AppData/LocalLow but not everything is there (selected loot filter for example)
It's in the registry, use at your own risk.
||Computer\HKEY_CURRENT_USER\SOFTWARE\Eleventh Hour Games\Last Epoch||
In my rune master passive tree I have taken the Never Late node which gives 30% critical chance on spells costing 30 or more mana. However, in the runic invocation skill tree I have taken the Attuned Approach node which refunds % of the mana of invocation that have been manually cast.
Never late should still work right? Runic invocation is refunding mana and not reducing it.
yes, as long as when you hover over it it says that the cost is 30 or more, refunding some of the cost after the cast shouldn't impact it.
Thanks 😁
if prophecy gives you a unique item type reward for killing mobs in a dungeon (which has no corruption), does it mean that these type of prophecies doesn't scale with a chance of getting high LP based on your highest corruption monolith?
Correct, the lp odds wouldn't scale with your corruption. note however that corruption scaling for LP is fairly minor.
that makes target farming specific uniques pretty labor-intensive, but ty for the reply 
The individual LP rates for each item are balanced with the availability of things like this in mind.
May I ask why dev team did the setting is your stability will reduce a bit if you died while you did the third quest?
Wait, the stability is more and more while I did the third quest in last ruin before and I'm doing epoch of winter now... How this system work actually?
I'm pretty sure it's just as simple as, win = stability up and death = stability down.
For patch 1.1 will the current unique armor be updated visually to actually be unique or will they still be using other models? Great game you guys made btw, excited for patch 1.1!
The system is the same between normal timeline and empowered timeline?
I don't think so because empowered timeline will not reduce stability even you're died but normal one will...
The timeline I mentioned above is belong to normal one.
Afaik it should be the same.
Subtext: if it's not doing what you think it should, make a bug report.
In the runic invocations page some spells in the description have a different spell damage effectiveness as compared to the details section. For example Unvar's Eternal Embers has a spell damage effectiveness of 150% in the description and then in the details it has a damage effectiveness of 200%. Is this a mistake?
https://www.lastepochtools.com/skills/runic_invocation/invocations
yes...its clearly a mistake for a skill to have different damage effectiveness listed. if you encounter a bug, please report it ingame via the bug reporting tool, or #1210281997591908452 . This channel is specifically for no support no bugs as it says in the title
Thanks. I thought that was a typo.
You can report typos and the such in #tooltip-hunt
Thanks
The descriptions are manually typed while the stats are generated from the prefabs. So assuming that the website's code is right (very likely), the description is wrong.
Thanks 🙂
Is the HoR update added content or a new instance. Current characters will remain in effect, correct?
just like most arpgs, the current cycle toons will move to legacy/standard/eternal and still be fully playable, and the new cycle is a fresh start
however, the legacy toons will get all the same content at the same time (with the only possible expection of the pinnacle boss, that isnt decided yet afaik)
OK, Thanks
I should be talking about the survey results and our plans on stream tomorrow.
I didn't read that whole question that was deleted but I will have some small bits of info about the next patch. The details are still to come probably more at the end of June and in early July.
Do we know yet if the Pinnacle boss is going to be available to all modes of play or be delayed to later in 1.0 for legacy and offline
I should be talking about the survey results and our plans on stream tomorrow.
who made dancing strikes 
When the current cycle ends , do my accumulated favour on my COF char will be transfered to legacy or will i lose it if i dont spend it?
I'd have to double check to be sure but it works the same as the challenge merging. Favor vanishes and it gives you the highest rank for each faction.
It was a collaboration between a few of us but I think it was spearheaded by Sam
Okay Thanks Mike ... guess i need to reach rank 10 asap and spend everything then eh : P
can we get confirmation on this when we get closer. i def dont want to end the cycle at 100k favor and it be wasted
Unless otherwise notified, it will not roll over.
is there anychance we can use skills in town?
It fundamentally doesn't work with our town server architecture. It's not impossible forever but we aren't working on it.
is there any plans on making guilds? with separate chat & maybe like 1 shared stash?
nothing anytime soon, since the shared stash would kinda break the whole CoF being solo found part of the game. that leaves just using guilds at chat rooms, which, isnt enough of a reason for dev time where the game is at currently. some of the last asked answers from pre 1.0 about it
#👨┃ask-the-devs-not-support-no-bugs message
#👨┃ask-the-devs-not-support-no-bugs message
Are you working on the server stability? I'm a big fan of LE but server stability is just bad, especially in multiplayer games
will new music in 1.1 have the same composer as the rest of the game
Hi Mike, devs stream tonight/today ?
yeah he said he was gonna go over the poll results on it
Which skill did you make? 👀
I've been involved with most of them but I don't do much of the initial first pass on skills. I probably had the heaviest hand in the like 0.8 era skills. Mostly because the team was smaller.
whats the content of the small mb update today?
any changes to MG with 1.1
Wait for hype feek.
Do affix tiers have an influence on what mod is going to be rolled in Eternity Cache? I mean does an item with t7/t5all mods have a higher chance to roll a t7 on 1lp item or is it the same compared to let's say t7/t2/t1/t5?
there is no weighting in the eternity cache
I was not expecting favor to carry over the next seasson ,more of a full reset . Can we get some more info on that ?
how is it supposed to carry over, it would be broken for people who play now
Is there a time we should expect to see some tuning patch notes? Would love to start theory crafting builds for this upcoming Cycle!
a few days before the cycle starts. there is hype week right before...and generally patch notes 1-2 days before. things are normally changing right up to that point, so they cant release the notes too early
Sam giga chad. https://www.youtube.com/watch?v=2GAo3mOzaYE it needs more love tho. i made a video for it.
Unfortunately devs dont like this skill. They only buff frostclaw, cause it needs it, and warlock/falcon. :(
Boss death, Shit happen
If you enjoy the build it gets alot bether with Claws and skill points. Once you have reduced mana cost tier 7, no more mana problems. you can spam synchronized strike more.
Regarding the pinnacle boss delay, are the assets for the bosses not going to be in the client at all during the delay period?
For example, is the boss AI going to be on the server only so that even if cheaters/hackers hack access to the boss, they will only be fighting a target dummy and can't practice?
Mike said until further notice favor will be reset once cycle ends and will not carryover into legacy
is item filter coloring broken? I have a filter to recolor T7 affixes hot pink but mine are still purple
look where it is in the list of rules. the higher the rule the more it overrules things. i had that issue before
all my top four rules are different kinds of recoloring and none of them seem to apply
plus, take a picutre and post in #❔┃ask-the-community we will help you there
or does show and recolor not work together?
confirmation on twitch drops?
recolor is show + recolor, if you have a show above, it will just show
not that I know of but maybe
had to add the but maybe didnt you
It's less than a month before new cycle. When we'll see some new teasers of whats coming in 1.1 rather than a visual?
Teasers for next patch comes around a week before the patch
||While fighting Nagasa the entire fight I saw Nagasa as Apophis and only saw Nagasa after she was defeated. Was Nagasa being shown as Apophis to us by Apophis?
After Apophis drains the power from our epoch what happens to our world? Is our original time destroyed and has now become the ruined era?
After defeating nagasa and us being sent to the ruined era the knight tells us that we just missed Apophis by a minute. What's that all about? I don't understand why apophis would show up there.||
Details about patches are usually revealed in the week leading up to the patch in a "hype week" where they post a blog every day leading up to the update
what did the split between CoF & MG end up being for cycle 1?
About melee, I mean, when bosses are on top of killing skills like Julra's kaleidoscope and Frost Lich's cold smoke. Those are deadly for melee. Any plan to improve that? Because that is a VERY big disadvantage.
Has there been any consideration for adding a baseline visual indicator for tier 6/7 drops? It'd be nice to normalize being able to quickly identify upgrades on the ground without need for a hefty loot filter.
The items are purples, or do you mean smth different for t6 and t7 ?
I couldn't get anyone from the community to figure this out so I am asking here. I amm trying to set up a loot filter and I want it to show me all uniques, sets and exalted. For rare and magic I want it to only show me items with atleast 1 T5 of the affixes I have selected. It is currently showing me rares and magic items of less than T5 of the affixes I have selected. How can I fix this
yesterdays stream had new leaks?
There was another one but cant find it
double experimental drops from mages is rank 7 of CoF was the other leak from yesterday
T6/T7 items are purple by default? You're not colorblind, right?
I just mean like a little asterisk on the item name that shows "Hey this is a T7. Or this high rolled t6"
You can use the loot filter for the T7 part, while the rolls are meant to be checked with your own eyes.
Kinda why I said a baseline visual.
Considering they didn't do it even though they could. (And they even refuse to let you filter via rolls...)
Add "hide all magic, rare and normal items" as the final rule.
What is happening is that the items which have the affixes you want but don't have enough tiers are not being affected by any rule at all. Therefore they behave as they would normally and are displayed.
You can test this by changing the magic/rare affix specific show rule to be a recolor rule instead and you will see that the t1-4 affix items of the type in question are shown but not recolored.
Alternatively you can just put "hide all items" as the last rule and then every other rule is just a list of what you do want to see.
Thank you 🙂
Ohhh that’s why most ppl put hide all ítens
At one point you even hide all exalted besides specific ones or only show T7 Exalts
Mike hates me D:
There are also situations where you have to stand too close so any "distant enemies" effects don't work.
It is very intentional that different styles have different challenges this way if you play a different build next cycle the fights play a little differently.
So we don't have plans to abandon this idea.
And I don't hate you, I just missed it.
Thank u sir, was joking. 😂
https://cdn.discordapp.com/attachments/949705296127856770/1251533609358327909/spoiler1.png?ex=666eed00&is=666d9b80&hm=cdd4297365f760d3a4ec9994fda865a05434af61a73ac53887877de56a58026a& hey mike, is this just additive crit multi, or is it like the Runemaster threshold that gives you more crit multi?
huh .. if the numbers got switched people would use that , 2% crit multi per 1 strenght. even with 100 Str that just 200% .. AND you miss out on the stats from the offhand
Flat added
But its a T3 passive Skill , as a T6 it could do better and if the crit multi would also go for Forged Armamaments then it would be a dang good Passive to take
whats the earliest a new faction could be released?
The faction system is designed to be easily expandable. It could get new factions added in just about any major patch.
Curious how long is a cycle? Because I have a character on there and its been like over 4 months or so?
OH COME ON MIKE!! cant we get a "Well maybe 1.2 will have a new faction"?
It hasn't quite been 4 months yet. Our plan is 3-4 months per cycle. This one is going to be 2 weeks overdue which I'm chalking up to the 1.0 growing pains.
1.1, 1.2, 1.3 and 1.4 are all eligible to potentially get new factions.
Ah ok thankyou for the heads up.
Well, I said this last stream. "There are more new rank rewards than old for factions in 1.1" so at the very least I think it's almost going to feel like a new faction.
are we going to talk about rank 11?
I've said all I can say, there will probably be a devblog outlining the details more
taking candy from a baby. Thanks as always Mike. (in a good way not a bad way)
Is this true for each of the many other nodes worded this way? "Critical strike deal more damage" / "Critical Multiplier: +X%", I always assumed these are more multiplier for critical strikes instead of added crit multi.
added crit multi is a more multiplier for critical strikes
So it means every "critical strike deal more damage" node just adds to the crit multi value, and the 'more' wording is simply because crit is naturally a more modifier, instead of it being another layer of 'more'/multiplicative on top of crit?
yea, so I guess it's kinda of an increased value because it's additive with other sources of crit multi.
The description section at the top of the node is just a plain language version of what the stat line below says.
Thanks, I just think the language description is a bit confusing and can be interpreted in different way because of how 'more' is used in the game.
When you say this are you generally talking about additional faction axes rather than a third faction in the current system? I'm curious what other areas of the game could utilise factions, although I guess I'll see when you're all ready :)
Other axis. We are planning on using factions for systems which you need to progress through stages and receive better targeted bonuses as you advance. We don't intend to add a 3rd item faction. Factions can come in mutually exclusive pairs like CoF and MG. They can also come in 3 or 4 batches. You could also theoretically have a solo faction which wasn't mutually exclusive with anything.
Wait is this game made with unity?
Yes
I have a question about alts and if you intend to add some catch up mechanic for Corruption in Empowered Monoliths? Currently that is the only thing I find tedious with alts. They can be decked out rather extensively, so there is often a gap until the game feels challenging again.
yeah same esp on cof..corruption farming on alts start from 100 to ur main char's corr is just not good
So a follow up on that then... is that still in the pipe for 1.1 ?
Yup
How much corruption is needed to increase item rarity by 1%?
It's non-linear so the answer changes based on your starting corruption.
Are all classes expecting to see some tweaks to balance? I’ve seen some of the FG and SB stuff but big or small is there anything not being touched?
Every class has changes.
We just know that people are really wanting more significant changes to certain classes so that's what we've been teasing more.
So hyped you guys do great work! Nice job on the town portal podcast also was great to watch.
If an experimental item has a t6 or t7 affix is it considered exalted?
yes
Ok so my experimental has t6 health drain affix so just to clarify that is an exalted item?
Yes, any regular item (not a unique) with a T6 or T7 affix is exalted
new affixes coming to 1.1?
None announced, if there are any they'll most likely be revealed during hype week
I think there was a mention that there were adjustments made to some affixes. I can't imagine they would keep everything the same, currently there are affixes like, "one charge added to flame ward" that compete with "+20-24 Intelligence" ... like yea, I'll never see the situation where those two affixes can exist in the same slot and still be seen as comparable, maybe two charges added to flame ward, but even that would be a stretch
do we have patchnotes for 1.0.8.3 ?
t'was just a backend update. nothing changed with the game
ok thx, I haven't heard anything about that...my fault
No fault, fine question. It's just a preparation for 1.1 server software updates.
what class is balthas that he gets a cool pet dragonfly
What is the access method for pinnacle bosses? Right now, each timeline is generally independent beyond acting as a prerequisite to timelines ahead. Is this going to require more explicit conditions like requiring specific timelines to be completed or just be its own timeline requiring significantly more stability than the others.
I think he's a mage with special skills. Maybe a beastmaster. He might be something else all together actually.
The details for how to unlock the pinnacle boss will be unveiled in a devblog post during the first week of July.
Ok, thanks.
Can devs see how many people get to rank 10?
We would have to build a metric for it but yes, we have that data. Given the dramatic difference in expectation vs reality in % of players that finish the campaign, get to empowered, beat t4 julra, if I had to guess generously, I would estimate single digit percentage.
@placid plinth When we can w8 patch notes?
Our patch rollout is a week of focused devblogs on the major features in the patch which finishes with the full patch notes and then 1-3 days later, the patch.
So 1st week of July
@placid plinth Cool, too bad there won't be time to prepare 😦
Is it intentional that the 'Sold' tab get wiped regularly? I enjoy looking back to what I sold sometimes and the record has been resetted a few times
I'm pretty sure yes. I think there was an issue with it sticking around and we had to start clearing it.
Is the amount of people who get to empowered still in the single digit %? I remember it used to be pre 1.0, would be interesting to know if it went up at all after launch.
are skills like net and explosive trap supposed to be used up by shadows?
Would the devs consider lowering the gold cost for lightless arbor for COF only as you are not able to get as much gold as you can by trading. Because of this I feel like for COF players you are going to farm gold for 1 month then do 1 successful lightless arbor run, use your gold and then you are back to farming gold again. Speaking only about the gold sink part of the dungeon, maybe reducing the gold cost to something like 75% of it's original value wouldn't be a bad thing. Would be great if the devs can share some thoughts on this
I haven't looked at it recently but dingle digit % would probably still be generous. I think it's a fraction of a percent.
I think that there are ways that they can be spec'd to be copied and not.
Probably not, they get huge bonuses worth more than a 25% gold cost reduction already.
Ok I just wanted to make sure it was intended that shadows work with them, because the tooltip of what skills work with shadows hasn't been updated yet
That list is manually created while what is actually compatible is automatically determined.
Meaning COF is getting, in general, bigger bonuses than that or that in 1.1 lightless arbor is getting buffed and 25% gold cost on top of that would be too much?
meaning that CoF already gets bigger bonuses that that in 1.0
Is there anything planned to make it less punishing to play non-meta builds in 1.1 like a smaller loot bonus in extremely high corruption?
Please define "extremely high conrruption".
I haven't palyed in a bit but when I noticed that there are builds that can do 2-4 k corruption at launch and get increased loot for doing it, it kinda sucked the fun out of it for me. I felt like I either play those broken builds or I am doing it wrong. IDK before the game launched I read that you were aiming that the highest corruption that should be cleared by most builds was about 500 so why not stop increasing loot for everything above that.
those builds were completely broken mega wtf OP.
extremely high corruption is supposed to be more like 500
So the goal is no builds should be able to clear 2-4k c but you still won't nerf builds mid-season or limit loot if they do right? How confident are you in your balance for 1.1 😛 ?
very but having said that I don't do much of the fine tuning balance personally. It's always a tough line to walk, making exciting options but not having them get away from you when you have an unfathomably large number of potential combinations.
Will the arena be modified so that a test no longer lasts a few hours? Even for not very OP masteries it last very long.
A faster increase of difficulty and a better key of memory ( last run-100) is probably enough to make it much more pleasant.
I don't think we have a change like that planned
gotta say going from wave 100 to wave 2970 takes almost 12 hours, is a bit of an investment ^^
Yea, we don't want the arena to be a test of endurance.
Ty for the fast answer
Even without going to 2970 it is already a test of endurance. Waves from 250 to 500 last around 2 hours. This was already a problem at 0.9. I feel like a lot of people avoid ladder because of that. I am sad, there won't be an accessible ladder at 1.1 😭
Like, a little bit of a test of endurance is fine but I just mean that it's way too far right now.
And I think we did double the effect of keys of memory from 0.9
i think, u can correct me on that mike, either ramp up the difficult of the waves, or let us open higher than just half of the previous waves 😄
I think there are 3 sliders to move.
- Difficulty curve
- Key of Memory power
- Player Maximum Potential
But using just one slide : player maximum potential won't correct the endurance "problem", so feel free to use the two other 😉
Yea, it's just linking the value of the arena key of memory linearly to the current highest value will be problematic.
What does EHG team do in order to keep ideas fresh and not burn out on work when needing some creative time to theorycraft and think of mechanics and systems for future cycles? How does one know when to stop working and take a creative break?
I guess it's different for everybody but I think overall we have a major advantage on that front in that we have a pretty rapidly shifting theme that we are working on. Like recently we have been working a lot on boss fight design but last year around this time was all about new class design.
Can confirm. It's good to be able to go on to a new, interesting part of a project every so often.
On that note, do you have a favorite 'thing' to work on?
It can be something like backend, enemy animation, server optimization, etc.
Player skills, 100% player skills. Like it's not even close to anything else. Well maybe new items actually. But my part in those are so similar, that it's almost the same thing. I say that it's good to mix things up but I've really been missing making new skills recently.
Clearly time to add special player skills to the boss fights. 🙂
And I can see why you enjoy those. They're pretty awesome!
assuming you this data...were there any skills that you/EHG were surprised that weren't used more by the player base in 1.0? or was it mostly even and expected?
I've been surprised by the lack of multishot given its popularity in other games
i think my question here got missed the other day, or i'm blind and didn't see the response
I'll be honest with you Mike, Multishot has a severe lack of damage and has not really been an option people pick for a long time unless they were abusing the bug with Channeled Flurry
Multishot feels sluggish compared to other options. MM tree in general needs more synergy to make more things that daggers viable
is the dev team happy with the current state of buff skills like VR and Death seal that effectively double your damage if not more?
sorry, I saw it while I was in a meeting and was going to check but it slipped my mind. I just did a quick look to see if I could find it now but I don't know where the data is. I think we have plans for some posts like that at some point.
cool no worries, would be cool to learn more about for sure!
Did you see any fun and strong builds that came out of 1.0 that surprised you or other members of the team?
Ignoring balance specifics right now, I think volatile reversal has some functional issues that need to be addressed. We've taken a few stabs at a base functionality update and I think there is a lot of potential there. We've seen similar skills in PoE and LoL that have struggled in different ways but I think there is a really stellar skill burried in there somewhere. It's on my personal top 5 skills I want to dive into. VR is really really old at this point and it needs a glow up pretty bad.
Death Seal I think plays a lot better but needs some adjustments and has been plagued by some pretty bad bugs given the very unique nature of how the key nodes work. I think we've got a few seemingy small changes to it that will help a lot.
Mostly just the insane limits people have pushed some builds really. The strong stuff being strong was pretty expected in general.
how does the team feel about the current drop rate of resonances? specifically the rarer ones (don't remember the name). At launch my brother and i played in a group together a ton and I think we only ever found 2 (each), which made us very wary of actually using them because we weren't sure how long it would take to find more. so even though there was some trading that could be done, we ended up farming our own gear anyway
It's too low.
(don't forget to use the search)
any chance there'll be more support for melee acolyte in the future?
Harvest lich is fun asf.
Nothing major in 1.1 but Lich does have a conspicuous gap where Soul Feast was before Warlock so rudely snatched it away.
Are you guys happy with how long each monolith currently takes?
In most situations yes. This feels like a very loaded question though and I suspect it's more aimed at the issue of power gap in alt characters that are pre-geared when hitting monoliths. We do have something aimed at that issue.
Oh no, this wasn't my intention, I just meant it like you can run a monolith in about a minute but in d4 a pit will take around 3 to 5 and in poe a map will take 2 to 4, so I was curious how you felt about 1~ minute monoliths which are much shorter than the others in the genre. Specifically, I've heard feedback that it's negatively affecting the game flow since a higher percentage of the players time must be spent in loading screens when the dungeon system is shorter
Oh sorry, I thought you meant the whole timeline, we call individual zones echos. That's a different story. I think that the echoes have an incentive distribution problem. I guess that's the best term for it. There really isn't a good reason to explore one. That tied to their static layout and often a map ping telling you where to go and you're just in and out. ARPG players like to be efficient and we've given the tools to be so efficient that you end up spending less time having fun I think. We are working on adding more reasons to "check under the rocks" so to speak. The shrines were the first thing but most of them don't give rewards so you don't really want to hunt them out. Since then we've added in the Exiled Mages but those have specific rewards that if you're not really after those specific rewards then you don't need to hunt them out. We also slipped in the special caches but they don't really seem to be enough either.
We have 1 more thing in this category coming in 1.1 which doesn't have the same weaknesses but it might have other issues too. We will hit a critical mass of mechanics like this though and I think we're actually pretty close to it. We also have more plans to do some cool stuff with this in the other upcoming patches. The Procedural Side Zones in 1.3 will be huge for this. That's one of the big reasons why the base echo itself is so fast, you learn the layout. I think that will be the biggest boon for them.
But yea, that is a problem that we are looking to improve.
Thank you for the in depth answer, that's actually a really interesting take on it. I look forward to seeing how the echoes get fleshed out with all the extra bells and whistles
When it comes to mastery skills, how desirable do you want them be at higher levels? I love that there are many different types of abilities as mastery skills, but some are more niche than others and only fit into a handful of builds for that mastery (shatter strike, for example). From a design standpoint, where do you want the balance to be of mastery skills being something all, most, or some of that subclass use?
Yes.
It's a hard question to give a blanket answer to because each one is selected independently of the others and for specific reasons for that mastery.
Abilities in the mastery slot are generally selected for one of 3 reasons.
1 - Enable a Fantasy - Some mastery classes are pretty different from the other two in the base class. Spellblade is clearly the odd one out in the Mage trio. Shatter Strike is there because it gets unlocked early and gives you a really clear melee mage fantasy while you are leveling. As soon as you get your mastery you can immediately become a melee mage. We don't expect Spellblades to use this any more than Flame Reave or Firebrand or any other melee ability they might get.
2 - Signpost Ability - Paladin's Holy Aura is such an iconic ability to the Paladin in fantasy RPGs of all types. From D&D to Diablo 2, Paladin Auras are a huge part of the class fantasy overall. This is a mastery ability that we expect the majority of Paladins will use and it slots in nicely to most builds. It's not mandatory to use but it is expected. It has heavy synergy with many other abilities and we sort of assume people have it when designing other abilities.
3 - 3rd Mastery Locked Slot - Sometimes we just need to make sure the ability can't be used on another mastery and need a 3rd slot for that. I'm not sure anything actually fits in this category any more but we have used it for this in the past.
Really appreciate that thorough answer. Going from paladin and runemaster to spellblade I felt that clear difference and was wondering the intent of it. It will feel less odd now knowing you wanted it that way. It did rock at lvl 20, and surge was worth the wait.
Hi again Mike, all your answer are very interesting. Thank you for all these info.
Currently corruption difficulty is almost linear. That make it rough for casual player because going from 100 to 200 is a big 60% increase in life and damage.
While in high corruption for hardcore player going from 1000 to 1500 is a 40%increase of life and damage, it is much less impactful. The further they push the less impactful is the difference after a increase of corruption.
This linear scaling is probably part of the insane number player can currently achieve. Ofc the first solution is to nerf the build that over perfom but it won't solve all the scaling feeling at high corruption. A lot of build can go to 1000 with good stuff and reach the point where an increase of corruption is barely noticeable.
A simple idea could be (this is just a starting point I am sure you can achieve a better solution to this problem than me) : maybe break the line around 500 to make it grow faster and faster (no need for exponential growth, quadratic growth will do the job).
But maybe you have already though about it and have plan to change the difficulty scaling in future patch ?
Is there a possibility to add an option through which you can hide the spells cast by players in the party? And overall, it would be nice if other options that encourage party play were added.
is modding in offline stll something EHG is interested in looking into? as it was a thing that was talked about a few years ago
Ehg will neither support nor hinder offline mods is the current stance
source?
shame, seems like they are really changing their minds on all the stuff I bought the game for
A late reply, but I think I have a link to a very, very early version somewhere if you want it 👀
Will bugs like the "Storm of the Horizon" Node from Aerial Assault and "Birds arent real" from Dive Bomb be fixed for Cycle 2 release? Been in the game since Day 1 of Falconer release and havent seen any update regarding those in bug report forums
You won't get details about upcoming bug or balance changes here
We'll see once patch notes are out
In the stream I heard something close to a confirmation about some maps (one of the necropolis comes to mind) being a bit underpopulated, something I notice when playing Lunge or Reaper builds. Is this something you are "fixing" soonish or sometime later.
I'll re-add that 😅
i am aware that 1.1 is mainly focused on endgame and pinacle bosses but can we expect any changes/additions to the lvling experience/campaign that would spice the path to monoliths up a bit or will most added systems be only relevant later on (similar to how you would encounter new league mechanics in the first campaign maps in poe)
Second paragraph #👨┃ask-the-devs-not-support-no-bugs message
may i ask ... i heard alot about ward being gutted and builds that go beyond 1k corr will be gutted and so on
would it make sense to double hp values and half hp-ward conversion stuff like exsaguinos .... so the defense values move closer to each other instead of limiting all builds to low corruption
many abillities and classes do minmaxed 10k dps while others with easy invest are at a million already
are there any plans to just raw increase numbers of underperforming skills maleström, forgeguard stuff, abillities with the lowest playrates that could be just made 10x 100x topend so people could also " perform " with them
i just assume me included people would "enjoy" it when all dps skills would slap to some degree so you can "push at all" i dont think its good when stuff goes to 2.5k corruption while others struggle at 100 already ... while it would be more enjoyable if any skill would have the potential to push " a bit at least " so people have reasons to minmax a char and not reroll every 10-20 hours
at least for my part i feel 90% of abillities do 100-1000x less damage then the current nerfed warlock and i actualy enjoyed warlock while being hunted as " cheater for playing that buggy class "
please just think about raw buffing the longtherm underperforming skills so people can have the feeling of competition with most of the available classes and archetypes and not just gut everything to cap out at 260 corruption where " current content ends "
and please dont overdo the posts with " this class is bugged this skill is bugged everything bugged" so we active players dont get harassed that much for our class choices 😄 i dont enjoy being the bad guy just because i played the new class to lvl 100 and tried the arena 2 times, if you point the fingers at us ofc the burning pitchforks run after us
I'm sorry if there was some miscumunication along the way but as someone who has been here since before the kickstarter, we've never planned for mod support.
I didn't say plan, I said look into
"Q: Is there going be an offline mode for like Steam workshop to have mods similar to Grim Dawn with their custom classes and changes?
A: We don’t have any plans to directly support mods at launch. That’s not to say that is won’t ever happen, but it’s scope creep and we’ve got to keep scope creep under control so that we can get to launch as quickly and smoothly as possible. So for now there will not be specific mod support from us. But never say never [Mike laughs]."
I know it's not any confirmation, but it's still not an outright "no"
I don't know any specific changes to individual echo maps but monster density is something we are constantly tweeking
Sure, that still stands. No plans to. Nothing is really set in stone forever.
There are no internal rumblings at all towards doing it.
eh, it is what it is but thanks
Balance isn't really just about relative power between various builds. It's also how those builds fit into and interact with the other systems in the game. The structure of how we lay out relative content difficulty of the campaign, arena, dungeons, monolith and other end game activities is important to remember when talking about player power balancing. Two of those things are infinitely scaling and the others aren't. If the infinitely scaling completely and significantly eclipses the others then eventually you end up in a situation where those other end game activities become trivial and almost are no longer a part of the game for those players. This isn't so big of a deal when you have 20 things on that list but when it's a stretch to get it to 5, dropping 3 is rough.
We are making it so that as many dps skills as possible can slap and can push plenty. However, I would like to suggest that those are relative terms. The only reason why 2.5k corruption feels like it is a big number is because it's a relatively big number now. If there were another class of builds that could do 20k then I suggest that the 2.5k builds would be being called out as the builds that struggle already instead.
A raw buffing to all the non-OMGWTFOP builds is a fast track to displaying damage numbers with a M, B, T, Qu, Qi, S, etc. beside them. This is a situation that we are super not interested in. So in order to avoid that, we need a mixture of buffs and nerfs to keep the values from getting away from us. Would it help if we structured the patch notes as all buffs and then added a "number crunch" note at the very end so that everything was brought back to reality? At the end of the day, that's essentially the same thing as a mix of buffs and nerfs.
and we fixed the badly bugged builds, the existing OP builds aren't really bugs, but rather mistakes. We usually confirm something is a bug so that people know that a patch is incoming and they don't sink too much time and energy into it.
what are the nemesis encounters coming to 1.1?
We will most likely get details for them during hype week leading up to 1.1 launch
fun? in my video game???? unacceptable xD
Is there any chance of getting something like a stash pre-set? maybe a potential idea would be to select a past stash and buy tabs from that stash so that you don't have to rename and reorganize your tabs every season. probably better ways to implement that too
What i wondered now , Picked up Runes and Affix shards go into the inventory first and then transfered into storage with a button press , was there a plan to make them tradable early on and this is just a remain of that ? It feels really like a leftover to me .
not really from an intention to trade them but rather the intention of having them function like the items that they are
Mike we've had conversations in the past about games you enjoyed now I've got another one for you. Is there any game from your growing days/current that does something that you want to turn into a skill/Unique etc. because of how much you like it/how much it impacted you? Of course legally distinct homage but stuff similar to the Jah Ith Ber in LE comes to mind when I ask this question.
I have no idea how we could do it and it might have something to do with the new trailer that just dropped this morning but the aLttP hookshot certainly comes to mind.
Understandable and fair (and yeah that Nintendo Direct was one hell of a banger) I pray you figure out a way to make something like that happen.
do mad alchemist's ladles count as experimental items?
No, experimental items say experimental item on them and are that light purply colour. Mad Alchemist ladle is a unique.
however, the boss loot upgrade at rank ten that was teased would include the mad ladle, since mage is a boss
awesome, i was about to test and then ask about that because i was pretty sure mage counted as a boss but couldn't remember for sure
yup, anything with the big fancy HP bar is a "boss"
and we fixed the badly bugged builds, the existing OP builds aren't really bugs
i've seen a lot of people saying the detonating arrow trap MM build is getting a lot of damage from the copper dust arrow node being bugged and stacking infinitely, is this not the case?
How did you settle on using "cycle" instead of something else? I thought the word "timeline" would have been more fitting, since a new cycle could be viewed as another timeline.
Any plans on changes that the big Hp Bar doesnt nope out when you are in a battle in case of enemies in big Arenas like Heorot ?
We already use timeline in game for the various monolith timelines but it was considered. It seemed like the most intuitively descriptive word that we could use which wasn't taken by another mechanic and wasn't used by another similar game. We didn't want it to directly overlap with D4/PoE because our version is different and we didn't want people having too specific expectations on what it meant if coming from one of those other games.
We always work to fix all reported bugs.
Are we to blame for the temple of Eterra falling down, when we traveled back in time to take the crystals to open the door?
I'm not quite sure the timeline of events like that but 1.2 does seem awefully ancient era themed, I bet we will get more info on that part of the story.
I'm not sure if that's a bugged interaction or not. It might be just really highly stacking and over performing. If it is then we missed it.
It feels like a bug based on how it is written.
Detonating Arrow causes enemies to have less elemental resistance while they have an arrow attached.
Doesn't come off as "for each arrow"
That screams a rewording of the description after it was implemented with a slightly different design node to me.
I've tried to search for this question to see if it had been asked already but couldn't find anything, so apologies in advance if I simply missed it.
Knowing how many players were at the 1.0 launch, will the servers for 1.1 release be suited to handle at least 150-200k players in the first couple of days? Can't wait for the 1.1, so far loved the game!
Capacity was never the issue, it was a matchmaking service that had issues during launch.
Oh alright, and I supposed it's gotten fixed and won't be a problem in the future releases?
Yes, you can read about what happened during launch here https://forum.lastepoch.com/t/1-0-launch-retrospective/69374
Thanks you, have a good day!
You too!
Tempest Strike questions:
- If you take Looming Gale (Totems), will the Wind Totem have a chance to spawn Tornadoes if I also have the Ceaseless Typhoon node (Chance to cast Tornado when you cast Wind Tempest)
- If yes to above, would the tornadoes use minion stats or player stats?
- Would something like Grand Cyclone (chance to cast Wind Tempest when using Cold or Lightning Tempest Strike) have any effect with tempest totems?
- Looming Gale states if a type of tempest is disabled, the respective totem casts cold projectiles instead, is that also the case if you disable the cold tempest given that a cold projectile is the effect of the cold tempest?
I always wondered why there are not more hard caps on possibly infinite scaling nodes. They are used in some instances. Why not put more caps on nodes and let them reach a high power level without letting it get to absurd levels? Too hard to maintain in the long run? It feels like this would solve a lot of issues we had with bugged/op builds in the past, no? Other issues?
What are the chances of the Unique we get from rune of ascendency having LP? Are the chances higher than when we find a unique?
slightly less than in the wild due to corruption scaling LP chances now. but other than that, its the same
Not true, Rune of ascendency LP odds are substantially lower than normal. Can't find a source from a quick search so would be great to get some confirmation
thanks
From a semi-quick search, here's what I found @crude plover and @idle garden :
https://forum.lastepoch.com/t/rune-of-ascendance-how-does-it-work-exactly/46784/5
thanks!
Seems rune of ascendancy only purpose is to use it on white items. Beyond that It seems useless.
Yeah the item you use it on doesn't matter outside of type
They're mostly good for early unique items, good for getting characters started before worrying about legendaries
But they drop so late in the game lol
With the release of the new cycle, will my Cycle favor from CoF be transferred into Legacy (I have 0 legacy characters / favor) or will I have to regain all of that favor on legacy in order to be at the same CoF tier as I was in Cycle on my now legacy characters?
#👨┃ask-the-devs-not-support-no-bugs message - looks like rank goes up in legacy, but no favor
Thanks
if i use a glyph of despair on an item and i use it for LP can this affix still roll on the unique?
no... sealed affixes get ignored for legendary transfer
1: ceaseless typhoon activates when you cast wind tempest. As you are generally no longer gonna be casting wind tempest with the looming gale node, ceaseless typhoon will never activate.
2: n/a
3: no, they trigger when you use one of the melee strikes of tempest strike, the totem node completely disables the melee aspect of tempest strike.
4: yes, the cold projectiles that replace a disabled tempest are different to the cold tempest projectile.
extra: these questions would be more appropriately asked in #❔┃ask-the-community or #🐺┃primalist rather than here
Sorry for my absense today here. I'll be swinging by later to catch up on what I missed. It was a busy one.
No worries! Take your leisure time as you need to!
Do EHG use SRP from unity on the art asset managements?
I mean Procedural Generation 👀
nope
We aren't a big fan of the feels behind hard caps like that. We use them when we think that it's just too strong but try to leave things open to possibilities. It's also just nice to have a mix so that you can have those breakpoints in some cases and just have the ability to shoot for the moon in others.
and wow, I think that's all the questions that didn't get answered. Thanks for helping me out today 🙂
Random connection lost (too much often)
Please make the serverS more stable
Or retry connection
Because this socket state makes the game loading forever
Is the #1210281997591908452 monitored by your team? Never any acknowledgment when people post issues there
It is, confirming that every single post on there has been seen would make it a much bigger chore though. A member of the team goes through and compiles the reports both from there and the suggestions forums.
This channel is specifically not for bugs or support. Maybe support could help you out
!support
Let's work together to get it sorted! We've support articles and a contact form here: https://support.lastepoch.com/.
It takes <1 sec to react to a post to acknowledge it has been seen
On every single bug report, that adds up. I'm one of the people that tracks what's posted and takes it to the team though, so please know you are being heard 😊
Thanks it is appreciated
Maybe coule just post a occasional message that all reports before that message has been logged
how many cycles can we expect per year?
3-4
Im just curious, is it true that devs has corruption lvls/leaderboard record for all players but not made in public? i only heard from some players btw..
and if they will make a corruption leaderboard on cycle 2,,is the leaderboard on cycle 1 will be included to it?
Coz when i browse on lastepoch web i can choose which cycle on arena whether beta or release...i hope it would be same on corruption.
If cycle1 corruption will still be there that would be nice btw...i like to see my character there coz i cant play fully on cycle2 like on cycle1 due to work. thanks in advance!
Each character save file stored in our database does have a record of the current corruption that character is sitting at. It doesn't currently track the highest that it has ever reached so currently, if we did create a system to compile that data and some UI to display it, then people could accidentally take themselves off the leaderboard by just dropping that character's corruption.
We have some work to do on what data is stored and how it is stored before we can deliver on something like that.
We do want to expand the leaderboards into new types but it's not quite ready yet.
This is probably coming from an offhand comment I made a few streams ago when I said something about having the data already which is true with a few issues.
tyvm on your response...
As progression slows down around level 75-80, are there any plans to adjust to make leveling faster (as for example D4 did with the last season), so that the casual player is actually able to reach 100 on a character in less (more reasonable) time and be able to focus on the endgame earlier?
The key distinction between the level cap/end game relationship that LE has compared to D4 is that D4 expects you to hit level cap. Characters in LE are expected to be able to interact with the endgame in a meaningful way long long long before you hit level cap. Hitting 100 in LE is more like a character achievement.
Thanks for the explanation! It's more of an engagement question I guess, as people are more likely to play longer the more often they get a little dopamine hit in the form of a level up/new passive points. The drops are definitely already a good substitute for that, but some builds don't really work until you have invested a certain amount of passive points, which is frustrating sometimes.
The diminishing returns on power per passive point past about level 80 generally means that if a build isn't working by then, it's probably not going to be enabled by a few more passive points. I can see a few rare exceptions but it would basically require mandatory nodes deep in 3 trees.
I’m not sure if this is the place to ask or not, but in the recent news post it mentioned a “Lore Hunt” what is a Lore Hunt? Do we have to wait until July 3rd to find out?
gotta wait until the 3rd for more info
I also have no idea
May I ask why you launch mid week again ? It seems like the start for many players will be the race for the first pinnacle kill while you automatically exclude everyone that works or has other things to do during the week compared to Friday evening leaguestarts where „everyone can compete“ I just know it will in some way ruin most/every future cycle start for me as leaguestart racer.. is it just a comfort thing for you to launch it with lesser players so weekends are more stable ? I’m a bit sad I will still play but it hurts to know cycles will start at bad times for me consumer
I knew that’d be the case but I had to ask! The anticipation!!
Because otherwise they have to make the staff work all weekend if there are isses that pop up 🙂
It's a combination of many factors. I probably don't know all of them. No matter when we launch, some group of people around the world will be unable to compete for 1st place based on day and time. Midweek probably does cause problems for more people.
We had a massive turnout for 1.0, learned a ton and have made a bunch of improvements. However, we do want to stack the deck in our favor on how many resources and and how much time we have to deal with any surprises. As we go forward to new cycles down the road and these things become more routine, staff on-deck to put out potential fires will become less and less important.
Have there been considerations for overall playstyle buffs? Thinking specifically true melee (not spellcasting that scales off melee damage) feeling always at a disadvantage.
With the addition of the dodge roll, it seems the focus is even more on moving and staying out of harm's way, which further emphasises the advantage of having range in your build. (also spear, please tell me there's spear buffs)
I don't have any specific details available on potential upcoming balance changes.
Personally, I find Evade being a little more useful tool for melee than ranged characters but it's useful on both. Having melee, ranged and everything in between feeling fun and interesting is important and we will continue to consider the distinction as we add more abilities and enemies to the game.
But is that worth the damage in lower player numbers, I did talk with some fellow mid and high tier speedrunners of the Poe community and all of them concluded it sucks and they won’t even try to compete or race or forge any plans since it’s impossible to take part of .. that also includes being excluded from the merchants guild market.. Poe players do a lot of bigbrain stuff early on the market and that also includes last epoch … so racers are excluded from competing so the casual friends also have less hype while the majority of the working people are excluded from the race together we do every Friday on Poe leaguestarts together … so yes you have a more comfy start from your side but working an extra weekend every 3-4 months would do absolute wonders in hype and retention rates of cycles, I don’t think it is very smart to just allow unemployed gamers and fulltime streamers compete at all since those are the minority of playerbase to my knowledge( I also don’t enjoy working on weekends)
Right now, for specifically 1.1, yes it is worth it. We have to do what we can to have the rhetoric around the patch launch be devoid of server issues. Launching on Friday is just asking for trouble right now.
Are the bonuses from Divine Essence on the paladin passive tree multiplicative?
I think it became quickly clear to most people that true melee isn't very viable in the game. Sure you can get through the campaign, but once you start corruption it's straight into struggle town.
You end up receiving damage from melee & ranged enemies compared to ranged characters just trade with ranged enemies.
Melee abilities often have their primary scaling in the form of a weapon, not a unique, this leads to painful search of exalted weapons with perfect rolls just for something baseline. Which you end up slamming into a mediocre weapon (unique) which often doesn't even vibe with the build (see spears and falconer / rogue).
Dual wielding already takes up more damage due to the lack of shield, being even further punished makes dual wielding with melee just impossible.
Certain passives are horribly undertuned, but I'm guessing/hoping that these will be changed in 1.1 (+1 flat damage to spears per 10 dex is just a joke, given that spears have base ~100dmg).
I think a lot of these were mentioned on 0.9 and seemingly got carried over to 1.0: true melee is not viable in this game.
I think my question on this whole text is: how are builds/setups being measured by EHG and what do you consider "healthy"?
No, you can find detailed stat block style view here: https://www.lastepochtools.com/ailments/divine_essence
A huge part of it is just making a wide variety of builds that we playtest with. I think a big part of it is actually defenses. Lots of melee builds are health/endurance based and most of those get their defenses primarily from items while lots of ward based builds can have huge early defensive spikes from passives and skills. This is something we've already teased new passive nodes on that will help.
Healthy is such a hard term to define because I think it looks different for different types of players. For the vast majority of players I think it's as simple as being able to pick a playstyle you enjoy and play the game, be challenged but ultimately be able to progress through most of the endgame content.
Yeah read up on the ward vs health, so quite excited for that.
Follow-up on that, do you sometimes have random queries that you check up like: "who has the highest corruption using flurry and a spear"?
I think a big part for me was that during 1.0 I had cooked up multiple melee attempts (true melee, flurry or puncture) but all fell very flat on their face until I just embraced shadow daggers and cruised into corruption levels. Just running around packs and not really interacting with them to throw a skill in their general direction felt very bad thematically compared to actually stabbing them with a spear. But it was the optimal way of getting into the endgame. (I see 200c as somewhat a baseline of endgame)
I will admit I have a tenancy of trying to get rogue melee to work, while being actually melee, which so far has been challenging.
Cheers for the follow up responses!
We don't have things set up to query the specific top builds in any given category. Extreme outliers are good for some things but not overly useful for most things. Spears in 1.0 are pretty under powered in general, even for melee. If you were to put all of the characters who make it to get your mastery on a graph of how high their corruption is, 200c is a teeny tiny super elite %. I know that doesn't sound right but even if you just look at characters that have completed a monolith, 200c is still extremely high. I do consider a build which can hit 200c pretty successful.
Luckily, we will have a new fixed difficulty benchmark boss coming in 1.1 that will make the "viable" conversation a lot more cut a dry probably
Would love to see a retro of what % of players make it to where, like a "goals tree". I'm guessing if you see a larger percentage make it to masteries and to monoliths etc you know you got a winning formula!
Have you guys told us the reward for killing the upcoming pinnacle bosses? Is it going to be more uniques, or something more special like a blessing or something new?
it's mostly statistical noise, I'd imagine. Any given class/build is going to break down to something like 90% never make it though the campaign, another 5% only get to the end of the campaign, 4% manage to get through regular monoliths, and then that last 1% gets subdivided into various corruption tiers.
We haven't revealed that info yet. More info will be available in a devblog closer to the patch
Getting your mastery is a decent indicator that you'll complete a monolith timeline.
I'm sure you're aware of all the builds that are currently doing 3k, 5k, 10k corruption. What are your plans for these buiilds? Is the 'if it's over 1k, we made a mistake' stance still valid, in which case all of these builds will be revised/targeted to get put back in line? Do you have a backend corruption leaderboard so you can see these overperforming builds?
I thnk they have record in it as per this response#👨┃ask-the-devs-not-support-no-bugs message
None of the supporting game systems were designed to have people play at that high corruption. We are bringing them back to where the game can support them.
I know you guys are always working on improving the game, and I do understand that gameplay has priority over localization. But can we expect localization improvements on 1.1? And specifically about the broken profanity filter on non-english chat, that may be fixed? Thanks!
hello everyone, will the characters remain offline in the new patch, or can they continue to play in the new season?
all existing chars will become legacy, to start new cycle u need to start from zero 😄, you can play online but not cycle
It's horrid. I was gonna take day off if it was Friday. But mid week is just dumb to take 1 day off to get a 'head start'
Gonna have to try book a week off that week. Which is a complete joke but I want to play this season on time cos I missed last.
it mostly bricks the magic that for example poe leaguestarts have for many many thousands of players to " start together again" while i also do agree taking 1 day off to better nolife an cycle start is fine and manageable but a whole week is just to much, im pretty sure " a Poll" about this topic would help clarify how the playerbase feels ... the backlash of last launch i believe was just because the devs said they will have everything under controll, while most arpg players are used to buggy launches from diablo and poe by now and just accept those errors, at least at those times you can cry together in discord with your mates on friday evening 😄
Well, it won't be a race if no one could play the game-
acording to last blog post, the race starts the 12, wich is a friday . the previous days is to have ur char kinda ready for that ^^ dont u think ? 😄
racing is first lvl 100 and first pinnacle boss same as getting the first 3-4lp items on MG for cheap before anyone else is able to buy them, on all those topics you are basicly removed if you dont take a week off when a start is on tuesday, so at the end the racers i know and me " just dont even try to compete in anything and just go casual cof without much hype" same as the problem looking forward we know we probably wont be able to ever have the chance to compete in LE leaguestarts, this basicly just lowers retention rates and if we even care to come back, in reality most people are weekend warriors in gaming while at the same time its healthy to have people hyped for trying to compete or start together, the day week and month of a leaguestart matters way more then most people would give it credit
Hello, boring offline mode question. Is there a way to pause the game when the client loses focus? I have an application that is forcing focus and need to tab back in to pause
That blog post is talking about a lore hunt, not a race.
yeah, but is the only "oficial" race/hunt/event that we have, isnt it ? as far as i know there is not ladder for first to 100, or first pinacle boss kill, or first to whatever corruption
arena can be quite a hunt...
its a non factor if its an offical or an community race, if theres a new pinnacle that gets released to offline when the first kills him that is a race, when maxroll tracks the first lvl 100 that is a race, when theres an limited economy there is an race.
since its a league/cycle model many players try to compete like they do in the other big arpg games
it is just a question what is the bigger evil now
getting review bombed at friday for a server lag but poe andys and others happy vs servers fully stable at fridays but people already unhappy with even joining that cycle or game at all
This is now no longer a question for the team and is now a discussion, please move to #💬┃general, thank you 😊