#👨┃ask-the-devs-not-support-no-bugs
1 messages · Page 64 of 1
Did anyone in the lore ever try to tap into the "mana crystal" thingies floating near the Temple of Eterra? Like how scientists in Pillars of Eternity try to mess with Adra pillars with often catastrophic results. E.g being summoned into the realm of a god.
what's the order in which damage reductions are applied?
Thanks for the reply. Both lastepochtools and tunklab do this, and they appear to be in agreement on the numbers. Let's take the Skeleton Archer as a simple example (https://lastepoch.tunklab.com/minion/SummonSKeletonArcher). Both list the speed related statistics of his bow attack as follows:
- 0.786 per second (lastepochtools calls this base speed, it doesn't have a name on tunklab)
- use duration: 1.4s
- use delay: 0.65s
I just don't understand how they unanimously arrive at the first number. If I understood your response correctly, you're saying that the base "attack speed" should be 1/(0.65 + 1.4) = 0.488 per second before attack speed bonuses, even for continuous attacks, right? Presumably skeletons aren't going to do fancy animation canceling and stutter stepping to improve their DPS. So why and how do they both deduce this to rather work out to 0.786 per second, a whole lot more?
It doesn't matter, multiplicative damage reductions can happen in any order with the same result.
I'm not sure where those values are coming from but I just checked multishot base speed with a neutral attack speed bow and it's nowhere near that fast.
Will there be a graphic update to lower the recommended Spec list for PC's, and are there any ideas in the team on how to raise the player count? it feels like LE is kinda empty
I like this game, the mechs, the endgame is almost perfect, but it feels really empty, and the chat has a flair of toxicity
And why are things like the Last Epoch Tools Character Profiles feature allowed? I have a feeling that third-party features like this can raise toxicity. I saw a debate in the chat that just got triggered because of that, and it lowered the game fun a bit to see that.
We are constantly improving the quality and performance of the game. That's an ongoing process that we have steadily improved over the years.
Yes.
It was a very highly requested feature which allows players to quickly share their current state in order to get help from more experienced players.
Is there any intent to change or remove the boss ward system? I know a lot of feedback was put into the forums post when it first came out. I know it's technically lower TTK and all those arguments but the sudden ward health bar is such a FeelsBadMan moment I had to drop the game after it was added
We don't have any plans to remove it. The game is constantly evolving so if we find a better option, it will be considered. Of the one option we have found that fulfils the requirements, this is the one that is the best.
Is there any intent to change it currently then or is it likely to stay the same for the forseeable future?
Sorry, I don't understand the difference.
Like, any shifts to the amount of ward they get, amount of breakpoints, boss ward retention, etc?
oh, fine tuning details are always available for changes
Like as a hypothetical example, we could significantly increase the ward amount per breakpoint, reduce the number of breakpoints and increase the ward decay increase rate (that's not a typo) and it would mean very similar average TTK but would increase the TTK for higher power players and reduce the TTK for lower power players.
or do the opposite of all that and have the opposite effect.
but nuke the whole ward system? There would need to be a really fantastic other option presented to consider that.
Is there any thought regarding a fourth mastery for each class in the far future?
tons
I understand, maybe scaling ward gain per second to DPS? Less sudden wall feelings, just thoughts.
Actually, gonna throw that one in suggestions now that I think about it
That has the same primary problem of all the other suggestions that I've heard so far on the topic. It causes a future change in kill speed based on past actions.
That was also the primary problem of the previous system and was a catalyst for us removing it.
I don't want to stop you from putting something in suggestions though and it will be looked at.
But if you can find a way to tweek it so it doesn't have that problem, it'll have a much better shot.
Just because I like rambling, the test I use to see if it is affected by that problem or not is to consider 2 different characters killing the boss.
A: High power, killing it fast
B: Low power, killing it slow
You should be able to pause both kills at the same health % remaining (it would have taken B longer to get there but that's not important). Then have A transform into a clone of B. The fights should end at the same speed.
If they finish at different speeds, then it has the problem.
If the Mage was transported to our world would magic stop working for them? Those pesky laws of physics and thermodynamics. Yeah, its basically a isekai question.
I pinged Kyle for your last question too, you've had some good ones lately that I just have no idea about.
I think their magic would continue working.
What scenerios are you trying to cover for with that? Is it to account for things like your friend getting killed and having to continue solo or otherwise dropping in/out?
Are the skills not supported by an unique more on the watch list when you design new ones or it doesn't matter in the process and you make them as you go?
No, that's just the test to see if it has the issue or not. It's to stop the feeling that doing more damage is bad.
People are probably more likely to design uniques which focus on a skill for a skill that doesn't have any uniques yet. It's not a criteria though. So if someone came up with a really good unique item idea for fireball, we could make it but if someone was trying to make a unique that was skill focused, they would probably start by picking a skill without any.
Are their magic innate and generated by their bodies or do they draw magic in from the environment
Is item flipping on the market really that bad? It can kind of stabilize prices and when for example I price check something before listing and see a godly item for a low price I'm going to buy it anyways so there's a better chance to sell mine sooner and it's permanently removed from tradeable item pool even if I don't plan to use it
i got an idea for a unique for fireball, make it do damage
Any idea when we might have proper tooltips and clear indications on what changing gears/passives/skills is doing to our DPS?
Don't get me wrong, I understand there's already a "comparison tooltip" when doing it so, but it lacks immeasurably in valuable information...this might not be a priority, but it feels like it could have a net positive effect in player retention...
...if you think about PoE, for instance, and the amount of time people spend on PoB trying to squeeze any additional DPS; This is one of the puzzles within the game, which the players like to focus on, and what gives enough incentives for players to continue to grind.
There's no incentive for me to grind a piece of gear if I don't know what its full impact to my current set up, specially around DPS. There's also several passives which provide no indication if their being applied or not.
Is added melee lightning damage (when slammed on a weapon) supposed to increase the base damage of detonating arrow converted to a melee skill via jelkhors blase knife?
Hey Mike, watched your recent stream broadcast.
On the topic of high LP slamming and pity system, you said people would come up with something like preparing 40 unique and 40 exalted and sacrificing them until you get a stretch of 3 fails before slamming your actual unique for guaranteed result (paraphrasing it with my own words, I didnt quote it exactly). To avoid such situation. Pity system is not a thing in LE.
Actually, people do tryhard like that to ensure the desired affix gets in because of how time consuming/tedious it is to get desired result. In PSO2, they have similar affixing system when it comes to upslotting a gear or transfering affix to another gear. They even have a resource called Ability Transfer Pass (ATP) which is gated by time (only 40 a month) to 100% transfer/upslot One affix to the new gear. Players would purchase them for months because you need a lot for affixing. Players would even wait for the 5%/10%/15% affix success chance server boost for months to increase their chances for that 1 SLAM.
I think I heard you said there is something coming to improve "target farming" but cant announce it (maybe way too early now?) I also like how you discussed that maybe LE can find a way to salvage such unfortunate event like returning the unique with the exalted gone. I would greatly appreciate that because it will be something for us who grind hard for prophecies 
Yes, specifically for the exact reason you listed.
are you able to track how many of an item has dropped in the game? particularly 3 and 4 lp items since there are some super rare items
There is a limit to how perfect the information can be. We are working on skill specific stat totals for an expanded character sheet.
Probably not, does the bear use your tree for anything else?
It doesn't matter if it's implicit or a legendary affix, flat added melee damage works the same.
That didnt really answer my question 😉 - was that a "yes - 'added melee lightning damage' should increase skills base damage in that case"?
My Swipe tree ?
I imagine all the More Dmg, Bleed Chance, and I know for sure the Phys Shred
Yes, because it is now a melee skill.
Hi, what is considered as "high corruption" for devs?
I'm at 400c and harbingers barely drop their Eye key. I saw on lastepochtool that the drop rate for eyes can increase to 75% in "higher corruption".
...same thing here; hovering over 350-400c, must've slayed around 20 harbingers and no eyes.
Well according to the ui it does not work.. thats why i was asking. Just made a test switching between a white gladius and one with t2 added melee lightning damage (having jelkors in the other hand) - skills dps tooltip does not change.
Did you try actually hitting?
Please this is turning into a discussion. Continue this in another Channel
#🔪┃rogue #❔┃ask-the-community #💬┃general
Originally it was more like a "is this a bug or expected behavor" kinda question though, that usually only devs can answer.
If you're asking that question, it's almost certainly a bug or at least a bugged description and either way, worth reporting.
I'm not sure what LETools is considering high corruption. I would consider 400 high corruption. I expect they are probably talking more about 1k corruption. He often puts specific values as a hover tooltip though.
Ever dropped? No. If it dropped and wasn't picked up, it wouldn't have been recorded.
so you could at least see what people have picked up? these are some of the more fun stats to me if ur gonna have rare stuff out there, knowing you have one of 2 in the world is cool
We can query all the stashes and inventories.
Wild, that's very surprising to me.
TBF, the Bear node Forceful Swipes, does state that the Bear will use your Swipe tree but it's own stats. Your Bear can use Swipe with a 5 second cooldown. Your bear's swipes scale with its own stats, but are affected by your Swipe Tree.
for what movement speed do you balance bosses?
Miiiiiike, if a unique fails it's reroll chance, does it then get "downgraded" to a rare or can it roll into another unique?
do exiles and nemesis give the player increased aggro range?
Hi! Flat reflect damage: I remember from waaay back that a dev wrote that flat reflect damage had the "Physical" tag and scaled with "Increased physical damage" - still true? Also, does e.g. the node in Sentinel tree (Mail Crusher) affect flat reflect damage. The node states: "You deal increased damage while you have a mace or sceptre equipped".
It specifically says "higher" not "high", meaning that the drop chance is higher when corruption is higher.
always another unique
No, that's not how aggro works.
So I read that the LP of an item is determined by the level of the area it is acquired in, but corruption also increases it slightly. Is there a percentile per corruption level this increase is based on or just the general idea of higher corruption equals higher LP? Also, is there a cap to corruption affecting this chance? Thanks!
I didn't think we have shared that information and it doesn't have a hard cap but is not a linear relationship.
You've shared 3 values
I figured, i was proving a point to some person on reddit. So in other words it doesn't make mobs aggro farther away than normal. Just confirming.
could we expect 1.2 announcement trailer until end of august?
Well, kinda. The mage is an enemy of the mobs and it has fairly erratic movement. It is quite common for the mage to draw more enemies into the fight.
I'm sorry, I don't have any details on the status of potential upcoming content.
What about the option of balancing the wildly overperforming builds so that there's no need to artificially and arbitrarily slow down TTK for bosses? Or the option where you remember that TTK on non-pinnacle bosses doesn't actually matter and just let strong characters nuke them?
These are options that other games use. Why doesn't EHG/LE want to use them?
I'll object to the terms artificially and arbitrarily right out of the gate. "Balancing the game" isn't about trying to make everything perform the same. There have been some builds that have been unintentionally powerful but I think it's obvious that we're going in the right direction on this front. TTK of non-pinnacle bosses does matter and we do let strong characters nuke them. The boss ward system is designed to bring up struggling builds just as much as it is to bring down OP builds. The goal is not to completely normalize them all but act as a tool to adjust them. The whole point of having skill trees and gear choices is that you can make your character stronger. Normalizing the times too heavily would be a mistake.
Given the differences in high power kill times and low power kill times, especially in lower tier content, I am quite confused by your claim that we don't let strong characters nuke non-pinnacle bosses.
Why are classes that can dual-wield limited to certain weapon types?
- Primalist - swords, axes
- Spellblade - swords
- Sentinel - swords
- Rogue - swords, daggers
Is dual-bonk and dual-dagger too powerful? 🙂 edit. I searched and found previous answer that wands and scepters are non-dw on purpose.
What the roll range of stability per glyph of envy can get? From how to how?
If you are running normal monoliths you only need one glyph of envy and you max stability. In empowered monoliths you need 4-7 glyphs of ency. For example, at 300cc I was getting about 180-210 stability per glyph of envy.
That may be different in higher corruptions I'm not sure
Wildly overpowered builds do get balanced, and we also need to think about what makes a build "overpowered" - if a build can ONLY do bossing well, but doesn't run echos well (example - rogue build with 2 hand mace that one shot abby but can't run echo without tricks), then is it really overpowered or is that a trade off? But also, I do agree all most generalist builds should run echos and bosses decently - well depending on the build.
strong characters do nuke all types of bosses ... I'm wondering what strong character you're talking about that doesn't nuke a non-pinnacle boss, or at what corruption value (because that matters a lot)
EDIT: yes, there are builds that are overpowered i.e. they can do both very well while other builds desperately need support. Maybe even entire classes, but also please do know what you're saying before you post so that we can have a more productive discussion.
Something mechanically I was trying to figure out. Do things that trigger n times per second get impacted by cooldown recovery? For example hurricane of blades in shadow cascade. It isn't explicitly called a cooldown, but it feels a lot like one. Another similar situation would be Divine Intervention from Javalin which mentions frequency instead of cooldown.
No, generic cooldown recovery speed only affects the cooldowns on your skill bar
Umm I said the current system eliminates the upside (however small it may be) without eliminating the downside of item flipping, and you agree? Or am I misunderstanding?
We each think the opposite thing is an upside/downside.
I can see price stabilization being synonymous with price fixing so I get that, but care to elaborate about what's the upside of removing items from tradeable pool? Just wanting to understand cus I'm like that
Don't take this as me being rude or sarcastic, because I am genuinely confused by your perspective here, but have you experienced the Ward mechanic with a lower DPS build? I feel like you're focused on what numbers or math say should be instead of what the experience actually is. Because I really, truly feel like the idea that Ward is (or could be) helping them does not survive the experience of a multi-minute slog through "bosses" that shouldn't be more than a 15-20 second fight. I've been with LE for a really long time and I've never had boss fights take so long and feel so tedious on a lower DPS build as I have this cycle. Adaptive DR did not negatively affect low DPS builds like this. If the point of the Ward system is to bring down high and prop up low, it is doing the exact opposite. High still doesn't care, low gets kicked in the pants. So why does there need to be this extra layer instead of just doing what other games do, which is some combination of "nerf overpowered things" and "don't care if stuff dies fast"?
TTK of non-pinnacle bosses does matter
Why?
Are you working having sub skills change elements if the primary element is different?
Like smite and unbalance bolts turning void for an example
Or when a necromancer is using Wraithlord Harbour when cast it creates a giant necrotic using shade but can't turn into flame or poison like the normal wraiths.
- How many rules single filter can be included at max?
- What the roll range of stability per glyph of envy can get?
75 rules per loot filter.
Idk for glyph of envy. 1 for full stability on normal monolith, and on empowered it's around 200 to 300 stability per glyphs.
Sometimes. It depends on the context but I think we are more interested in having the conversions affect than not by default.
15-20s for a lower power build seems really fast to me for a boss fight. That might be where the core disconnect is happening. The TTK of non-pinnacle bosses matters because you can end up with builds that take way too long to do it. The ward system speeds the fight up for those players. Some of the health just degrades by itself.
What I'm taking away from your feedback is that you'd like bosses to just have less health in general. Is that right?
We aren't really interested in making "playing the market" a thing and having items circulate allows that. So I guess the upside is just not having having that.
Is the game coming out for Xbox ?
The ward system speeds the fight up for those players.
Please hear me when I say that this absolutely was not my experience this cycle. Everything I fought that had the new Ward system took significantly longer to kill than it would have before the Ward system was added. I've had really dumpster builds in the past that never took so long to kill mono and timeline bosses. I quit before I ever got to Empowered because it was too frustrating.
What I'm taking away from your feedback is that you'd like bosses to just have less health in general. Is that right?
I think yes? But it's less about the fact of the boss having less health and more about the resulting gameplay. In this type of game, I don't like having longer fights where I have to do mechanics at the end or middle of monos that I'm doing over and over and over. And I don't like having them be threatening unless I'm deliberately scaling them to be. I only want to deal with those kinds of fights in optional higher level/pinnacle type content. And for context, that's because I generally avoid the overpowered meta stuff and have the most fun when I'm trying to make a weird build idea work, which I don't feel like I can do anymore.
I get that the comparison from last cycle wasn't a speed up but the comparison of ward system vs the equivalent amount of health system, is that the health one would be even longer for lower power characters.
Reducing the total EHP by reducing health increases the positive effect on TTK for lower power players. A similar effect could be to increase the rate of ward decay increase (still don't know how to word that smooth).
Either way, the ward system is giving you a helping hand here.
It's possible that some bosses might just have too much EHP but I don't think that's a reflection of the ward system.
We don't have a firm timeline on specific console releases yet but we are looking towards xbox and playstation as potential platforms.We get a pretty significant amount of requests for it and we still have a fair bit of work to do to make it play nice on console.
So i never got an answer on my question about of the characters massively generate magic within their bodies or if they draw it from the environment
Many of the mages of Welryn and other areas researched them in the Divine Era, but with little success. Closest thing to a breakthrough was the research of Chronomancer Julra, but she isolated herself not long afterwards.
In the Imperial Era they were heavily researched by imperial scholars but again, to little success. The Immortal Empire was more interested in researching the waypoints which seemed to be of similar design. Their research there resulted in the invention of the Artificial Waypoints.
It's a bit of both, moreso skewed towards environment. Much of magic prowess is in knowing how to direct the magic that's in the environment, and much of that is in knowing how to control the magic inside the individual as well. People are as much a part of their environment as anything else after all.
Is this lore able to be put in the game somewhere, or maybe in a lore book sometime?
👀 Will EHG join in save & sound 2024? It'll hold on Nov.4th-7th
Not that I know of but that sounds super cool. We've done an orchestral event before which was really fun to watch.
If I set up my prophecies so that a single Julra kill results in 1344 uniques dropping on the ground at the same time, will the game crash?
Does lightning blast's "arcing power" apply if casted by dragonrath's claw? Does the additional chains of this node apply to convergence if casted by dragonrath?
Are we going to get new monsters or monster models in 1.2? 1.1 just added a couple of bosses/reskins for nemesis.
Nope, I've seen that before. But for 10 painful seconds I thought that the PCof the guy doing it may die any second 😄
yeah it's an interesting idea for showing on Save & Sound if EHG can do that again
so then how would their magic work if they came to our world? as per the asnwer you responded with earlier a while ago if they draw it from the enviroment. does that mean they generate some magic in their bodies but draw most from the enviroment so if they were in our world would the magic be way weaker or would they just need to wait longer between spells
I just wanted to point out that in my conversations with players they are almost always seeing the "nominal" being the current HP of bosses being unchanged and ward being removed, rather than the current EHP of bosses being the same and the ward being removed.
I've seen a bit of a disconnect between players in communication on the topic, and it seems that's happened here. You seem to be implicitly (then explicitly at the end) supposing that the removal of the boss ward mechanic would inherently come with a significant increase in HP to keep EHP the same, hurting low DPS builds. The other player wasn't really following that for most of the conversation.
I will chime in to say that I think the ward system has some interesting implications in boss fight strategy, and has the intended effect for slow builds relative to fast builds, but that damage to ward doesn't FEEL like progress, and that makes boss fights feel more tedious to lots of players. You spend very little of your time damaging health overall, and it feels like the ward is just an obstacle to your progress
What would your solution be then? The whole point of this is to stop people from killing bosses in 0.5 seconds (like they do in Path of Exile). This system does inherently hurt people who spec for high DPS, but there isn't really a choice without turning the boss fights into a 1-2 second affair for high DPS or a 10-20 minute slog for low DPS. This might not be the most elegant solution for making boss mechanics matter, but it's at least a pretty good one for now.
Only high DPS deals with ward more then boss HP. For slower builds the ward isn't a main concern as is intended. I use it as a method of seeing how well my build is doing to be honest. If ward is like a brick wall to my build then I know I'm doing good DPS. I prefer this over invulnerability phases on boss fights.
This is turning into a conversation, even though it's very interesting please go to #❔┃ask-the-community or #💬┃general
Still hoping to get an exact number for the critical success during crafting. :3
It's possible that some bosses might just have too much EHP but I don't think that's a reflection of the ward system.But unless you reduced the bosses red HP without telling anyone then just adding the blue HP on top multiplies the total HP by 3-4 times (depending on how much % of red HP they get as blue & how many times). We can't know how much eHP the boss would have received in the previous DDR system.
Hi, can I recognize Mike as a programmer who hyped to answer questions so he's the only streamer of EHG at the same time?
Mike is the one that does the weekly streams on the official twitch channel, yes.
Hello. When will be 3rd cycle start? EHG team fixed all gold/items dupes and it will not happen in the future again?
I guess I'm just less interested in the change from last cycle to this one and more interested in how it is now and how it could be in the future.
I'm not technically the only dev streamer but I do almost all of them.
We haven't shared the date that it will happen on yet. I expect that announcement should be fairly close but I don't know. Both the one gold dupe and the one item dupe that were used by players have long been fixed.
Is Dragonflame Nova from Dragonflame Edict Two-hand staff have hidden cooldown around 2 seconds?
yea, about that
12%
Thanks! Is that intended or a bug?
Both, the mechanic is intended, it's a bug that it doesn't say it
Allright. Effect seems not very useful then, I found a way how to make a build around this effect but 2 seconds cooldown nullified that completely 😦
Big thanks for the answers Mike.
What's the design deal with it being a 60% chance triggering a 2s cool down skill?
Ok, I understand the penetrations against the player, but how does penetrations against the enemies work? Does the damage you/minions do penetrate more for all enemy types, or does it only penetrate more for that type of enemy? For example, if I have a high fire pen, does that make my fire damage pen more, or does it pen fire type enemies more? Thanks for reading!
Not a dev, but I think it works like Armor Shred (armor can go negative, causing you/them to take extra damage). Negative resistance on them means bonus damage from you.
The Game Guide says this is the case too. "Resistances can be reduced to negative numbers, with each 1% of negative resistance increasing damage taken of that type by 1%."
yea but the game guide is mentioning against the player the whole time, never the opposite
Seems to be it's speaking generally, about players and enemies.
Cause it sounds logical, but if it isnt that way, the builds are very area reliant. It also is worse against other boss types that exist other than the pen the player has. It also doesnt mention the enemies gaining resistances per area level, only penetration against the player.
If I may phrase your question slightly differently, "Does Void Penetration help my Fire/Lightning Mage against High-Void Reistance creatures?"
Oh wait, I found a spot that mentions Resistance Shred. It mentions how most enemies have 0% resistance, though bosses have more resistances and it does work like armor shred! Thanks bro. Also, the phrasing you posed is correct.
NP, glad I could help. This game is incredibly intricate some days, and being able to answer others means I understand it myself (or I learn that I don't!)
lmao. Im glad the game guide actually mentions little niches like that too. The devs truly thought of an easy way to pre-answer any questions if looked for. Sometimes we just look in the wrong place lol.
🙂
Just to add, unless an enemy says that it has fire resistance below their name bar at the top, it's safe to assume that they have 0.
Shred applies an ailment which reduces all damage of that type that they receive. Penetration applies to the particular instance of damage that you are dealing right then and doesn't affect the next hit or other player's hits on the same target.
I guess you're not only a streamer 🤔
mike when is next cycle?
That's correct, I'm not only a streamer and I'm not the only EHG streamer. I'm also a designer/developer.
This is what I want to ask indeed...Are you mean gameplay designer (thinking the concept and coding to execute)?
is void horror from beacons different from normal ones ? or is beacon not a monolith ? I've done a bunch of beacons and my prophecy that asked me to kill void horror on monolith and still not getting reward
You need to kill Void Horrors not from Beacons
wow I'm not getting this prophecy again xD thanks
Yes, I do design work and implementation work.
are there plans on changing this in a future patch? it feels like a bug that the beacon-spawned void horrors do not satisfy the prophecy condition, even though, to my knowledge, it is intended behaviour
EDIT: thanks, mike! ❤️
Not specifically, and not specifically not either.
does the falcons own throwing attack speed determine the throwing time of acids flasks with the toxic airdrop node?
Hey can it be that Forged weapons dont inherit stats like Dilation from Event Horizon or the more dmg to enemies inflicted with spreading flames from Firestar's torch? for that case Eye of Reens's Reen's Ire stacks?
Why do the skill Transplant node have nodes for increasing cast speed? Seems useless since its instant. Also why do the Bone Armor node in Transplant have 3 levels but no description for what it does? 
yes
I'm sorry, I don't understand the question, are you asking for them to or if they do?
I’m asking if the unique mods on the weapons apply to your forged weapons?
no
Any plans at making them apply? Quick followup, stats like all penetration from event horizon, still applies though, right? Even though its not a stat found on nonunique items?
We would if we could.
Yes, that does apply.
so does the move speed and the damage to slowed enemies
"We would if we could" - is this a technical issue or is it a design/balance philosophy?
Technical
Any plans to change the loot table? Mainly (1) the gap between no LP high to low level itens and (2) the gap between 2LP and 3LP on the same item? Also (3) considerations on changing the level of some itens?
I understand some low level itens being weak later on but it seems there are a lot of high level legendaries that don't have use on any build. Lowering their level would increase variety without making any build OP.
Alright cool! But does that mean more damage to enemies affected By spreadig flames as well? Sorry to be particular, but you know how it is with crafting a build
transplant isn't instant cast
those extra points are left over from a change that bone armor went through, not sure if they do anything or not
We are always adjusting the balance of the game. I don't have any information on specific upcoming potential balance changes. If you'd like to suggest a change, please drop it in #1210282176680169562 if you'd like it to be considered.
Pretty sure that works
Not directly about the game but what got you interested in becoming a game dev?
Getting sat down in front of a commodore64 when I was 5 probably sealed the deal right there but more recently probably spending too much time on /r/custommagic. Also took a history of video games class at university because for some reason that counts for credits in a comp sci degree. I never really set out to become a game dev, I stumbled upon this in the D2 subreddit when I was struggling to find a "real" job. 7 years and 27 days later, here we are.
Hello! Is it intended that you can slam certain class locked affixes like % increased mana (sentinel + rogue) onto generic uniques, and not have the class tag added?
I just made a Prismatic Gaze with T7 % increased mana which is BiS for some mage builds, but you basically need to farm on a sentinel or rogue to craft this
nooooop
Your luck is super well 🍀 (of course your skills must well done to accept the challenge at that moment too)
same i just did that and its op xd
Why you said that! 
https://www.saveandsound.io/
This is the game music stream event I mentioned before
I don’t know if someone already mentioned this, but I just realised today that Merchant Guild is useless on offline mode, is there any plans to buff up the observatory only for offline mode to compensate? Or maybe put all sorts on sale in the merchant guild? Thank you
Emmm but which stuff do you think is weak on prophecies under offline mode?
Well, it’s a lot easier to get a specific unique buy buying it from Merchant Guild, at leas to get you started on the build, prophecies is very strong but very random, it’s a lot quicker to buy a item to test a build then farm to drop the same item just to test a build. I might be alone on this, I do play this game mainly offline, I don’t seek to compete, but I really enjoy testing builds, and try the uniques and see how can i play with them. And it’s so much easier with online to do it. That’s it really. Don’t take me wrong I love the game, not stopping playing or anything, it’s just when I tried online I found a lot easier to buy the items i want with the Merchant Guild, and that made feel the Prophecies so much weaker in comparison.
Hello, I was rejoing to my Legacy chars and I see Items are not "passed" to LEgacy Bank, instead stays in a "1.0" tab where i can only remove. (Yes, I pushed the button and crafting, gold and reps went well). My doubt is: I can asume I can let the items on that tab until i need it instead to move every item to the "legacy tab" or They will be removed at some point from the 1.0 tab(and loose them)? Thanks in advance.
oof size: maximum
maximum???!!!
maximum.
No. If you'd like us to consider a suggestion, please use #1210282176680169562
There is a point in the very far future after several cycles that we may start to archive or delete very old cycles but we do not intend to delete them any time soon. When this cycle ends, you'll have 1.1 in the drop-down alongside 1.0.
is reset echo (the blue node revering completion of previous echos) guaranteed on every web once?
to elaborate i really need to reset my entire echo web and i still havent found that node, should i keep looking?
no, it is not guaranteed. Only does that are guaranteed are the shade echoes and at 101+ corruption, the sanctuary
how does monolith modifiers work ? I was happy I got the enraged but on my 3rd map it was replaced
They last for the next X nodes you do. (normally 2-3)
The number you see is including that echo you get it on, so 2 lasts for that echo and the one next echo.
#❔┃ask-the-community message Mike, there's an interesting question which I want to ask it too
Thanks
Because items being a fixed rotation makes managing a grid system way more simple. We've toyed with trying to make rotation and irregular shapes work but it ends up causing enough little issues that it's not worth it. Maybe one day when things are a little more settled it can be considered again.
Also it's a terrible number of vertical boxes, it was just the most that we could possibly have fit in the UI at the time. We really should have at least done 1 more or 1 less.
things are a little more settled
hah? What're not settled now?...Confusing
enough little issues
Do you mean the potential gap will be left isn't a regular shape like squares or rectangles?
Done one more or one less means the entire grid system and the entire item size need to be scaled again...Lots of extra testing 🤔
(I suppose reduce one more is better than add one more because the compatibility for 2-grid/3-grid/4-grid items is better, #❔┃ask-the-community message shows the current trick when storing them)
oh get it... The utilization of a page will go down if we can rotate items because vertical grids more than horizontal grids
Speaking of getting a "real" job.. Y'all ever gonna post a Jr dev position? 😂
Is necromancy and blood magic innately evil in the world of Eterra? Or are there examples of that school of magic used for good?
The Mages don't like it but that says more about them than necromancy itself.
https://justabout.com/video-games oh, for advanced community interaction and influence expanding, EHG maybe consider co-op with this community platform. (Not the promotion of it but I earned money from it actually)
The main mode for paying users is joining in topics they posted and leave your thinking. Although...The first idea myself is want to promote my fan arts haha
Games which they're cooperating: Elite Dangerous, SMITE, EVE online, Minecraft, Nightingate and Pokemon
a platform where the "hot" listings have single digit interactions is probably not worth spending too much energy on for us at the moment.
I would assume so? It's really easy to get candidates from our existing lists (saved from previous listings) or from internal referals for positions like that so we don't post them very often.
We are currently in the process of making changes to the stash UI and many other pieces of UI. This is a very minor consideration compared to that
lol make sense...I can get why you think it's too small (It needs more users like my role indeed)
🤷♀️ Then I can't understand why we can't rotate items if this idea is wrong (But I suppose add more horizontal grids is a good idea because we only can make sure the max amount of vertical grids are used)
If you mean the entire UI part...Then it need lots of time to do trival and error indeed
The main reasons are that the UI isn't watertight enough to introduce such a large potential source of errors, our UI design and development resources are fully booked up with other projects and you lose the primary visual recognition of what something is because you have to remember it vertically and on its side.
Oh...The real reason of we can't rotate items is it'll destroy the original visual recognition if adjust the size for the same utilization.
Then the only way is adjust the scale of grids to adjust stash space. But then all slots for placing items need to be adjusted too lol
No, that's one of the reasons. 3 of the main reasons are listed above.
🤣 ...You know what? I don't get any main reasons above so maybe you thinks you said them clearly but you said nothing in my brain...Sorry...
This is info I collected:
- It'll cause enough little issues so it's not worth it
- The UI isn't watertight enough to introduce such a large potential source of errors
- It'll lose the visual recognition of stash
This is conclusion I got:
- ???? Which issues?
- Why it's not watertight enough?
- oh yeah if you mean the size for the same utilization but can't destroy the original visual recognition
😅
It feels like something is getting lost in translation here. I'm not sure how to say this any differently.
You might just have to accept that it is the way it is.
let me try my hand at kirra - mike - kirra dictionary
- probably needs a lot more thought and resources to develop, test and implement a thing like this. i think ''little issues'' can be translated to more consideration and time needed for the implementation (why waste resources on this when there are more pressing matters at hand)
- development resources are fully booked, no point in investing in a system like this at this time (potentially takes a lot of time for a feature that may or may not serve a very small part of the playerbase, and may have a way more simple solution that satisfies most; reconsider vertical and horizontal grid sizes)
- the team sees the upside of being able to rotate being lesser than the downside of losing the visual recognition
oh it's the issue that where should EHG put their resources on to solve it at first. Not an important issue so this issue can be listed and solve it later
Is there subtitle support in the game? Sometimes it's hard to hear my character's plot muttering under the sounds of exploding baddies, but I am interested to know what she said...
hello, could the creators of the game make an unlimited chest with items for offline?, because what is happening is a mockery from the creators, so that you cannot collect unlimited items for other characters, is it possible with the new patch to unlock the chest limit in the game? thanks
If you er, really need more than 200 stash tabs, then you might have a hoarding problem.
Anyway, #1210282176680169562
on offline singe player I only have 35 tabs and I still can't buy, there's some kind of block, and on online I know you can buy 200, I mean offline stash tabs, why can't I still buy stash tabs
It's also 200. You're most likely tied by gold cost or it's a bug. #1210281997591908452
I also thought it was a bug
so how to solve this problem? do you have to delete everything in the game files to zero and save? do you have any idea?
A frequent recommendation is to verify your Steam files, have you tried that yet?
Mike will come after two hours and answer your question.
Different time zones so time jet is existing 🙏
ok, thanks
ok
The offline single player stash tab limit is 200 per type, so 200 in each of ssf, hc ssf, hc and normal, then double all that for cycle/legacy. If you are unable to make a new stash tab above 35, please submit a bug report. If possible, it is best to use the networked client but still playing an offline character so you can use the in game bug reporting tool so it automatically can submit your log files. Otherwise, please use the forums to report the bugs and include your log files. This is a new one and I have no information regarding a solution.
thanks for the tip, I reinstalled the game, deleted all files from the previous game and created a new character, if something is wrong I will contact you, for now I am playing again 🙂 offline, best regards
so if I understood it correctly, the skeleton killing will also be in legacy?
yup (hopefully obviously, online only)
This is probably not a question you can answer but hey, you gotta shoot your shot.
Any estimate on how long this cycle will continue after the Imperial Uprising event?
You are correct. I don't have (and never have) any information on upcoming dates or timeframes that aren't posted in #news.
Does the steam deck verified mean that the issues of degrading performance over longer play sessions is fixed too?
From what I understand there have been a few sources of this that in general which we have been patching. I'm not sure if we've got them all or not yet. Will be in the patch notes if we did.
Hey with the new cycle coming in a few weeks have u guys worked on preventing gold dupes of happening like last 2 cycles? It ruined a bit of fun for a lot of people
All previously used methods of this have been patched. I can't guarantee that someone might possibly discover something new but we've spent a lot of time and effort to prevent it.
Why did you guys decide to give us such a short notice? Half a month is so little. 😦
It's not a full blown content drop. So it doesn't have the same leadup.
Yeah but that's not a lot of time left to finish up. 😦 I hope you give us a bit more time next time y'all decide to do this. Because this is very feels bad man.
Everything carries on in Legacy, if you want to keep playing the same characters, you can do so.
If there was no functional difference between cycle and legacy we wouldn't have cycle and legacy. Either way, this is my feedback.
There is no functional difference between cyccle and legacy.
This is demonstrably false. If there is no difference, then there's no reason for them to exist, nor is there no reason to start a new one. But they do exist, and people start new ones. So there is a difference.
We have cycles so people can have a fresh start
There's no gameplay/content difference
to be clear...its not a full blown new cycle. its a restart of 1.1...really isnt any new content. its not 1.2
I guess you could argue that an economy reset is a difference but they could theoretically get into identical states with literally no difference so I guess we're down to a matter of semantics.
Will this event have some mtx rewards to get? Or titles?
I mean to the average player, "legacy" means "where the deleted characters go".
You can finish in legacy. I dont see the issue
All the information is in the task.
...and if you don't watch Taskmaster (you should), it's possible.
Is a Grole a lizard? And if so, will Gregory be one of the loot lizards?
So they have a perception difference, I wouldn't personally really call that a functional difference though. (more semantics lol)
Groles are not lizards, there might be some light fun things in there though.
I will admit that this in particular is not, but also I didn't say that this particular thing was.
Functionally, cycle is the shiny thing where everyone is playing.
sounds good
Are there going to be stability and performance improvements on the steam deck next patch?
yes
That's one of the main things to get it verrified.
Anyway sorry I didn't mean to make this a full blown discussion. It was less about there being a reset and more about the advance notice anyway. I wish there was more of it. I wish the future will have more of it. Have a good day.
We give much more notice for when there is a major patch.
will this reset delay cycle 1.2 or you still hoping for 1.2 in 3-4 months after 1.1
Hey EHG! Thanks for the update!
Quick question, Will the Loot Lizards have CoF Prophecies for that extra dopamine hit? 
Mike, I think many will hop onto your dev stream later in regards to the event
I'm sorry, generic non-answer incoming.
I don't have any information available on the timeline of 1.2.
please please im begging, reconsider turning "increased reputation gain" into favor gain with the even running because this is jjust gonna be overkill once again
I don't think they have any at the moment but it sure would be nice to get that in. They are sweet regardless.
We're specifically targeting the effect of rank up rate change, increasing favor affects both that and power from the system.
does offline get reset as well?
No youtube teaser for cycle refresh? Or later?
yes
If there’s gonna be that change, would that mean I can finally hit rank 10 with circle 
No, it's not a big full patch.
It's going to be easier to hit rank 10, yea.
I kneel before you for granting me the opportunity of hitting rank 10 with oval of fortune
Does patch changes like better drop rates/rep increase/skeleton spawn will also be aviable on offline? I dony ask about even participation beacuse its obvious it wont work.
yes
offline characters follow the same cycle flow as online. It is offline though...
Will the loot filters be synced with Steam Cloud to more easily move from PC to Steam Deck?
This is a cry from the heart. Earthquake is a great skill and I'm very grateful for its up in the latest patch. BUT PLEASE
Do something with the vfx and sfx components of this skill. We beg you. This skill has a completely unrecognizable impact 🥲
Please post feedback in the #1210281911872786482 . Feedback in this channel doesn't get logged
Are there any plans to bring back family share on Steam?
Are mid cycle 'heres the cycle again, everythings going to legacy' things going to be the norm now? If so can we expect to get a better timeframe put out for when things will happen in the future? I dont think i have an opinion either way on this, cus i was probably waiting for 1.2 anyway (though 0 chance i play when i dont have my more limited power to stat a character on, either nothing, or legacys extremely strong stuff), but it feels a bit early access approach this just being 'btw the cycle ends in a month'. I could see this being very annoying for people who wanted to push arena ladder or something for the end of the cycle etc... So i'd hope it doesnt feel so random in the future (honestly, this just being an event thing seperate to 1.1 cycle would go much better, or at very least having the ability to copy stuff to an offline version so you can choose to not update)
That might sound silly but i was still actively prepping for a ladder push with my CoF builds. That being said, is there any plans to make separate ladders: one for cof and other for merchants?
I don't think we have anyone working on that at the moment. It causes significant problems in our back end to have 2 separate accounts attempting to link to the same steam account.
We aren't planning on this split at the moment. If you'd like us to consider it, you can put it in #1210282176680169562.
guys whats going on here? mid cycle resets with no big content update and mechanic changes? no class changes and news skill updates? what is the point in all this? it doesnt make sence
We are trying out some new stuff. I'm sure we will improve our process from #1210281911872786482 going forward.
What category in feedback would be best to post about something like this? (might be worth having a section more specific for overarching cycle stuff?)
gameplay
Whats the point of playing CoF if i can't compete even with other CoF players?
If we did, we would either have to remove the ability to switch factions or accept that the optimal way to ladder on CoF was to also play MG.
I'm not sure what you're looking for. We're trying out an event.
But MG items are tagged so COF wouldn't be able to compete in a ladder with that? im confused. just restrict everything you buy cant be ladder cof
it already works that way, it still doesn't solve the issue
if thats what you think you're doing then thats fine. good luck to you all
well i see its not an easy solution. thanks for the replies btw. Is a reworked system being thought? for instance, everyone is by default working on MG but get bonus xxx for specific achievment/goals/unlocks/cof, and acess to prophecies completely bypassing the need of 2 faction item tag?
no
but if you'd like us to consider one, you can put it in #1210282176680169562
lastly, is a huge drop rate of LP 4 being considered for MG or a huge improvement in cof? i only saw a 4 lp once, and its a low lvl one
I don't have any information on potential upcoming balance changes. One of the primary purposes of the whole LP system is to improve the viability of low level unique items in the end game. These have extremely higher LP rates than already end game viable items. Removing this relationship would be catestrophic.
What did lizards do to deserve becoming loot piñatas
No Lizards will be permanently harmed with this feature.
What is the upcoming cycle going to be called? Cycle 1.1.5?
I don't know, if we go with a number like that, probably mimic the patch number which would be 1.1.7 I think.
1 more than whatever we have now
How significant is the reputation boost for factions going to be for the event? I'm thinking going back to normal rates in 1.2 after might feel bad in comparison
I don't think we've said yet so I'm going to be cautious and not say an exact number. It's decent but not some insane skipping ranks type rate. It's just for the event. I don't have any information on potential eventual 1.2 changes.
Understood, thanks Mike
i keep getting this message blocked, idk what im saying thats not allowed in the game chat "can anybody help me beat aberoth. i keep getting to his final phase but i dont have the dps to beat him before i make a mistsake"
🤭 The same case on the trouble that how to kill it and I need to farm 10 eyes at least to do the challenge again. It's a long progress.
if you have persistant issues with automod, please dm @jaunty pier with a SS and account so they can look into it
Who thought a cycle refresh is a good idea?
Will 1.2 be delayed because the cycle will be reset? If so, how long will it be delayed?
Sorry, that's a way too long list of people and I don't know how I could track down everyone really.
I'm sorry, I don't have any information on the release date of 1.2.
It's a real nitpick this for sure, but it's a pet peeve of mine. I feel any polished, fully released game should not have the version number on the display at all times. This is an early access quirk and certainly isn't fitting here. Is there any chance in the future we can hide it, or at least only show it in the menu like most other games do that are not a really small indie/early access game? Again, I know it's minor, but a pet peeve is a pet peeve lol
almost whole our community, but like month ago
Given how often changes are made, it is useful to be able to identify old gameplay quickly. I can see how it might not be something you'd like to see though. If you'd like us to consider a change, please drop it in #1210282176680169562
How strong is a NPC guard really? (Disregarding gameplay) Can they take on void despairs and survive 🤔 ?
Whats the general idea behind the naming of seasons/cycles? I always hear 1.2 being called cycle 1.2 or cycle 3, so I get a bit confused. Whats the official stance? And is it confirmed that cycles are synonymous with seasons or is there a specific reason why they aren’t called “seasons”? Just trying to understand the distinction
1.2 is the patch number, it is cycle 3, cycle is synonymous with season it's just this game's thematic term for it.
Multiplicative with other modifiers. Generic Time Rot Chance counts towards this total```
What is that means? What cap of Time Rot chance???
For the upcoming cycle reset and event, are there any bug fixes planned, particularly those related to balance issues like majorly overperforming skills? Also I'm curious what the reasoning was behind not making any balance changes. It seems like the perfect time to test numerical changes to underperforming skills, of which there are many, and there's also several grossly overpowered combinations like Sorcerer's new spark charge node that could be altered simply numerically. Why was the decision made to change nothing in terms of balance?
I understand not wanting to devote substantial development time to the cycle reset, but even moderate numerical changes that could hopefully be accomplished easily could bring a lot more excitement to it.
uncapped just means total
regardless if there's a cap or not
some of the weaker ones, yea they would have to be able to. It would probably be a numbers thing.
It's what I'm going to call the "pringles effect" once you balance one you just can't stop. hmm, doesn't hit quite as well when it doesn't rhyme. The balance changes that we've been working on are tied into some bigger system changes that aren't ready to be rolled out and with how connected so many of them are to each other, the little changes can easily balloon out of control fast. This isn't a big content patch so we aren't really targeting much in the way of balance changes. There are some bug fixes which will adjust some power levels to where they are supposed to be but don't expect huge changes here.
I don't want to be rude, but this seems like a cop-out to me. There has to be at least 10 skills that are simply lacking numerical values like more damage multipliers or base damage effectiveness to be viable. Could you really not go in and change the values to be higher? Without a serious time commitment?
For example, throwing damage Javelin is quite weak, despite several buffs such as recently changing added spear damage to 50%. You could increase its base damage effectiveness by 50% and in no way could it possibly be overpowered. Small changes like that generate a lot of excitement in ARPGs, imagine your favourite skill gets better, or a skill you always wanted to try was made viable.
This seems like a missed opportunity to generate hype by saying "10 skills buffed, try them out!" or some such.
I did!
I agree
now you're making me think of those old lays commercials from the 90s where mark messier is basically wearing a troll face expression with the "betcha can't eat just one!" catch phrase
grew up watching messier, I remember that commercial well
with the reset, do i have to run the campaign again? it gets old pretty quick.
Every new character if you want the passive points and idol slots
Hi Mike, is this intended the effect of that node stacks if you have multiple shield on a minion?
That would be a mechanical mismatch with the description.
🫡 Ok...Let's see what the new event is on Sep.20th at first
I don't understand what you mean. Please see #news for the information on the event starting September 19th.
just to be sure for MG the only thing affected is gold and not items listed or anything that is tradeable right?
Time zone. For you it's Sep.19th, but it's next day for me
Is a bow a two handed weapon? The reason i ask is i was wondering if titan hearts damag reduction would work with a bow and quiver equipped?
How about the auction house? Will there be a new functions? Because scrolling whole time searching the “stats” that need rly sucks….
Is there a way to put in the auction house similar too PoE auction house? Where u can put numbers…. of % or something like that?
Which one do you think is the intended way?
To Stack or not to stack? (that is the question)
Yes it's a two-handed weapon, but it's not a melee weapon (titan heart requires a two handed melee weapon).
If increased rates are going to be received positively on community is there a chance for them to stay? Or is it decided already that’s it just for the event and that’s it.
Hello, Why is no Ladder Classification on Legacy? any options is implemented on near future? (or at least a registry of your and your friends for example)
Is there any consideration being given to revealing more details about things coming with the event/cycle reset, as to justify it being a reset?
From the post it sounds like theres stuff outside of just the economy reset, that a reset is needed for (im assuming theres some things you cant implement without it based on wording?), but as theres 0 information about any of that it's leaving a lot (if you go by the response you're getting) of people wondering why this reset is happening when it effects cof players so much, for seemingly no reason. All we've seen is that we'll get patch notes a couple of days before the reset.
I know you guys try your best, but is there a reason why you decided to share the info of yesterday with so many missing or incomplete details? I've been following ARPGs for many years and this was one of the most confusing posts I've seen in a long time. Although I can see the merit of a reset, it sparks questions such as (no need to answer them here):
- Is this 1.2? There's even a "cycle theme" here
- Is 1.2 delayed? Between the number of listed changes and crowded ARPG scene, not an unreasonable assumption
- Is this happening because of MG exploits? If so, why are CoF players affected?
The first question is answered in the post and it's described as a mid cycle update. They've already said in this channel that they're not ready to comment on 1.2 release date
This will include a set of Bazaar search upgrades. It's a step along the path. We have more stuff planned for it after too.
I don't know. I would generally go with the description.
I can't comment on what might happen eventually in 1.2 but when the event ends, the rates are planned to go back to normal.
We are planning on expanding ladder options still. I'm not sure if it will include legacy stuff. It can get very stale if we don't constantly power creep.
I'm fine if i can just track my improvents, compare it with my other chars and with my friends... It's not a problem if the "top of the table" doesn't move... (And i'm saying that, proud of being 1st on 3 and 4 players ladder...)
Is there a Mana Regeneration cap? I had 399 mana with Mana Regeneration at 26.9 and when I changed passives to push me over 400 mana , I expected the passive Wisdom (which is maxed out) to make Mana Regeneration to go over 26.9.
There's no cap. Something worth noting is that almost all of the scaling nodes in this game (like "per 100 max mana") aren't rounded, so at 399 max mana, Wisdom gives you 19.95% increased mana regen and bumping it up to 400 max mana raises the bonus to 20% increased mana regen (which is +0.004 mana regen, enough to easily not increase the character sheet number visually, though you do still benefit the tiny amount).
Oh, so no stack then 😢
New and Updated Shrines (incoming)
Will you make the shrines to carry their buffs between the act-campaign locations? (as for now: the icon of the buff stays, but effects do not work)
question what is the difference between cycle and legacy outside of a fresh start will the content differ or will the content always be ported to legacy too?
Thank you Father Toast. I was reading the node as you only get the % mana increase every 100 mana versus including the actual mana amount.
The content is already ported to legacy. They are the same right now. It is possible that we might introduce cycle specific content in future cycles but there are none now or in the upcoming cycle.
That's a bug, I'm not sure if it's fixed or not yet.
No, this is not 1.2
I don't have any info on 1.2
We want to do a reset regardless, a fresh Bazaar is a nice upside. I think people are overestimating the amount of impact that actually had. Resets are universal, not partial. If you want to play your CoF characters, just keep playing them. Nothing really changes.
We will have more details on what each thing contains. I shared a fair bit on stream on Friday. I expect we will have some more details posted before the event.
Another question sir mike what will happen to our stash tabs from cycle 1 and the current cycle 2 when the next reset happens?
They will go to legacy as remove only
It would better fit in #📚┃off-topic
Nice to see steam deck will be verified soon but what does that mean ? Will we have full UI scaling ?
Right stick to toggle among loot on the ground would also be good, like PoE does it
We are adding UI scaling with it. I don't think we're changing the loot highlight cycling button.
Nice. Any improvements on performance too ? Battery life wise so I get more than 90 mins on a full charge at 60fps ?
I'm sorry I don't have a full list of the details. I think that there are requirements from steam in those categories so I think we kinda had to make improvements if we wanted to get it approved.
I'm not sure if battery life goes into it, I barely get 1 hour in Elden ring for example but that's verified... And after their recent dlc the game runs much worse but they didn't lose verification
but performance does, that will have an indirect effect I think
Thank you so much devs for steam deck verification I’m so thrilled looking forward to getting back into the game on the 19th as I had been waiting ❤️
Whatdidja do in the last 5 months to lose 24kg, Mike
. Stress from work (players)? 
Hello
So on the 19th all my characters and stash are gone ? 10 Harbingers and Aberroth reset?
No, they are moved to legacy and since there currently is no cycle-exclusive content, the "reset" basically does not matter unless you're keen on the ladder placements. At least that's how I understand it.
Ok
Thanks
Are let's name it "seasonal challenges" going to be implemented in Last Epoch future? Currently the game feels like there is no goal to achieve other than upgrading build and conquering the ladder for more ambitious players. It would be cool to have challenges and get cosmetic rewards like armour or some pets idk. It's like the only thing that stops me from playing tbh, and I believe that the possibility of grinding some cool skins would be something that ppl would like to have in general. The games like D3, D4, PoE and PoE2 (probably) do have that and it's just cool. Especially when the best rewards require you to do the hardest/longest challenges, that's bread&butter for the biggest grind-rats.
So since this is a reset , will we get some class buffs or mono changes ?
Depressing
would suggestions for establishing farming loops for things like nemesis be more receptive than just asking for them in each zone? put in the effort and get rewarded for it type situation
Depends on how good each idea is as a whole.
Yes but we don't have a specific patch that it will really properly start.
Just gotta be really hungry.
happy to hear that!
We did that lore hunt mini-event that kinda teases things like that.
yeah of course not every suggestion is worth considering. just thinking more broadly to make appropriate suggestions
Can I stack crit strike chance instead of spell crit chance to up damage from Disintegrate if I use this catalyst, why?https://www.lastepochtools.com/db/items/UAzDMwdgFiA
Then it means the difficulty to run elemental dot by sorcerer is as same as run torment warlock without cast speed XD
Oh Ok this conclusion is invalid. I can try this build in the future!
I answered this in #🧙┃mage , but the answer is definitely yes. I wouldn't recommend answering questions in this channel in general, but definitely if you're not absolutely sure
Yes. Because "crit chance" really just gives you "spell crit chance" in addition to all the other types of crit chance.
But smaller values, spell crit chance affixes will give you bigger values @eternal zinc
How do i command the minions? The Y on controller is not working I might think its bugged
If you think you've encountered a bug, please use the in game bug reporting tool. We didn't record bugs from this channel.
#1210281997591908452 if you want to do it on discord
is Branch of Hallows only meant to give ward going from human to other transform or for all transforms ie bear to swarmblade?
how impactful is distance for shade loot once you reach the naturally spawning ones and not the ones that spawn with corruption difference?
well, interestingly, they can start to spawn quite early but the difference between the early spawning ones and the final ring is not nothing. If I see an obvious path to go deeper I will but once I hit a few in a row, I just go for it.
It's worded to give bonuses on any transformation. (should even work on lich)
Is Warrior's Fury node not working with warpath echoes intended? As in the ramping size and dmg. The echos always start ramping at 0% intead of mirroring the character current's spin
Hi I want to ask about a node from the Chaos Bolt skill, it called Volatile Kindling it basically let you allow to hit the zombie and cause a much more damage explosion and I try to make a build based on that.
But the problem with it is in Volatile Zombie there isn't any node that prevents them from explode when they make contact with enemies and not any unique that do that either.
So it's doesn't make sense to me why the node from chaos bolt is there in the first place if it can't have a chance to hit the zombies
I truly hope you can fix that cuz this is a very weird build that can actually do damage and I like 😛
That's the whole point, more damage and explosion area at the cost of actually timing your chaos bolts.
Because I don't want to be ban in this server so I'm gonna say politely: you're an idiot
If you asked in #💀┃acolyte you would have known that people actually made that setup work.
....This guy is contradictory
Hi devs : I got a question for you : Was matchmaking considered by the team at some point?
I'm always a bit sad when i see great Arpgs without matchmaking systems. I remember how awesome it was in Diablo 3 to join random groups and do bounties or rifts. So many players played together for hundreds of hours with that system. Just click, get put into a group and play !
It increased game longevity a lot in my opinion.
Was a similar system considered here? Or maybe in the future? Or it is too expensive or too complex ?
They provide a platform for collecting everything players want to see here #1210282176680169562
If you want your suggestions doesn't be missed, move it to that forum is a good idea :)
it's more of a question. Not really a suggestion, as im pretty sure they thought about it already and there are reason for it not to be in the game 🙂
Is there a hope that the 1.1 refresh does not affect SSF Characters ? I started playing this cycle this week-end to discover my character will go to legacy in two weeks. If not i think i'm just waisting my time if i keep playing the game until the reset.
If you play SSF there is basically no difference
My character won't be transfer to legacy ?
it will...but you can continue in legacy exactly where you left off, there is no content difference between them. since you are ssf, the market doesnt matter to you. ssf cycle on legacy are the exact same thing. everything else should transfer
Oh so every new content is instantly available in Legacy ? Like when 1.2 will drop since i'm an SSF player i will not need to create a new character, i'll be able to play with my old ones in legacy and enjoy the new content ?
#👨┃ask-the-devs-not-support-no-bugs message yeah for now there won't be difference in content between legacy and cycle, except that aberroth was cycle only until it got its first death but now is available in both modes
Thank you all for your time and answers 🫶
From my small sample size this is def accurate to what ive experienced, had some spawn a good 3-5 nodes closer than others but the loot didnt "feel" very good
That's the whole point, more damage and explosion area at the cost of actually timing your chaos bolts.
It's on the list
Currently in 1.1, legacy and cycle are the same. This mid cycle refresh does not contain new content that is cycle specific. When it happens, cycle and legacy will still be the same.
1.2 may or may not have new cycle specific content but that has nothing to do with this cycle reset, your character would be sent to legacy regardless.
Basically this has no impact on you as SSF.
Any plans about commission for trade? Gold is depreciating too fast, there is nowhere to spend it
I'm sorry, don't have any info available on potential changes to the actual trade system like that.
Sad to hear it 😦
Hi Mike, if you have missed it :P
The set system rework is planed for next cycle or far ahead in the pipeline?
each echo is a fresh cast and starts from scratch
no eta on set system rework. not 1.2
Does LE's "reroll chance" math remove items from the pool for a given roll when they get rerolled? Eg. for rolling a unique ring could the game land on Red Ring, Reroll to Oceareon, then back to Red Ring?
What happens when u have more Endurance Treshold than HP? F.e. if I have 1000HP and 1200 Endurance Treshold, means I have 1000Endurance treshold at any effect?
yes
In the next update is trade between players still being disabled?
no, it can go back to the same unique, it doesn't even have to go to a new one first. It could theoretically select the same unique 50 times in a row and then drop something else.
Will we ever get like an armoury system where we can save up our builds and switch between them? Its so cool to try out new builds and this can really keep the game fresh. We can even have a dungeon to run which if cleared can allow builds to be swapped. Please consider something like this
the map should stay open even after teleport to town.
Thanks for the #1210282176680169562 .
(Don't pick up stuff you're just going to sell)
Mike do you have particular favourite when it comes to environment to traverse in games? Like damp dark caves with nothing to light the way, or vast snowy areas with spruces or colourful flower grasslands with moon shining in the sky. These kind of things. I myself really love snowy areas with some greenery peaking through and icy caves where crystal like ice covers the walls.
I think snowy ice areas are my number 2, ancient era vibrant dinosaurs takes the cake for me.
Is TS ever going to get fixed with regards to grouping? That place is a nightmare to try to get more than 1 person through without someone getting stuck on loading screen, or it not letting you run more than 1 run without all porting out or relogging.
This is one of those bugs that either affects you so much that it seems insane or you have no idea what anyone is talking about because you've never had it. It's caused by a few different things and we've fixed the most prevalent causes of it. We are still investigating the left over causes.
I can understand that. Just sucks cause it's been happening since 1.0. And you aren't lying lol, it happens every single time my group tries to go through.
Any Plan for adding a Skip story button ?
No but there are several very significant campaign leveling speed ups, especially for alt characters.
Is steam cloud save supported for a fully offline character ?
I don't see why not, it's got nothing to do with the game.
Between steam deck (Linux) and Windows PC I want to be able to play the same offline character
Was reading on Reddit apparently it doesn't work ? I'll need to try
I'm not sure if steam will sync cross windows/linux
we use the same file formats on both so if steam syncs it then yes
Every other game with cloud save works fine between deck and Windows PC
But this game it's a different launch option for fully offline mode right ? I'll test it later
Offline and full offline load and save files to the same folder.
Can you use cosmetics in offline mode ?
No
I have 2 questions, somewhat intricate, bare with me 🙂
-
I am trying to increased my chance of dropping WrongWarp with 2LP - I am COF rank 12. Does the monster influence the rarity of the item drop? When rolling for prophecies to maximize my chances, does it make sense to select prophecies triggered on boss kills, ie 'death of abomination' boss in an empowered echo, or is it just the same to take prophecy that triggers from 'death of a rare enemy'? Is there any correlation to increased rarity of items from exiled mages, boss drops, or echo bosses?
-
My second question is, similar to this. If you trying to target farm a boss drop unique only, for example, the strand of souls belt from 'the abomination' boss, if you roll for a prophecy that says 'boss drops x8 belts', Does this increase the chance the boss will drop the 'boss only' unique belt, or does it simply add 8 belts from a table of non-boss drop uniques?
Thank you in advance for your help
- Prophecies only drop random-drop uniques, never boss drop uniques.
Thank you for answer to question #2. Still curious about #1 - Does the monster influence the rarity of the drop. I understand corruption does, and the echo modifiers. Curious if a rare monster, exiled mage, map boss, echo boss, or harbinger, drops higher rarity than a trash mob
In a nut shell - If I'm after a high rarity unique that is a random drop and not a boss drop - Should I be blasting as high corruption echos as possible with prophecies that trigger drops x8 unique from 'death of a rare enemy', or should I be farming high corruption echo final bosses with prophecies that trigger 'from death of a boss' or 'from death of a specific boss' to increase my chance of finding the random drop unique
It's not relevant to how much corruption you're on, 100% random so...just select prophecies which rewarded more wands 👀
hey Mike, any plan for direct MTX from LE website?
No, the monster/trigger doesn't matter, you just want to be able to trigger it in the monolith because corruption's slight boost to LP chance is pretty much the only thing that boosts prophecies. #👨┃ask-the-devs-not-support-no-bugs message
Thank you so much for your answer
sorry defector, they got it right.
With how it's set up, I think it kinda all has to go through steam. I guess we could have some sort of steam plugin but that seems kinda redundant work to me when steam's site is doing the heavy lifting already
Any future plans to buff the majority of underperforming builds and abilities ?
We do plan to continue to balance the game through a series of ongoing buffs and nerfs. It's something that isn't really ever finished.
Have you shared before what's the plan with new skills in future, will some mastery classes get 6th skills or will there be new mastery classes added. Maybe combination of both?
There is plenty of room on every mastery for more skills to be added. We will do a combination of both. We probably won't ever get to a spot where every class has the same number of skills (and I think that's a good thing). New classes and/or masteries will come in and have fewer skills initially.
Nice to hear, and yeah it would be weird to withold skills for classes just because some other ones are "missing" skills
Any chance the new patch changed echo map? My Ritual Lake changed into Snowbound City
If you're experiencing a change that was not patch noted, that's a bug to be reported using the in game tool.
#❔┃ask-the-community message
Hi, I want to ask which spell flat damage will be scaled to my spells, fire, necrotic or void then cause these results? No idea how this amulet scale to my skills to increase damage.
Added spell damage applies to spells. It's generally best to use the same element as it will synergize with other similar element increases.
Similar element damge...Fine but why #3 give me more bonus than #1 even though spell fire damage is less?
Because the necrotic and void damage are higher and you probably aren't relying on element specific damage increases as much as you are using generic and spell damage increases
No. Just amulet is different while I did the experiment. What the relationship between three of them...Isn't elemental damage includes fire/freeze/lightning only so as your words, my flat spell damage from lightning skills scale to spell fire damage only?
Something is being lost in translation.
Your added fire spell damage applies to all spells you cast.
You added fire spell damage is scaled by effects which affect your fire damage, your spell damage and your damage.
🤔 Oh the total number of #3 from plus three of them is highest and I guess it's the reason that the result is the max
Yea, that's what I said
No idea what the relationship between your elaboration and my questions though lol but I see now 🫡
And players never know what the tooltip saying if they doesn't own multiple ones to compare 🤔
sup, any plans of adding frogs to the primalist? haha i just love frogs xd
🐸 frogmaster, when u leap, they leap with u 🤯
Now I'm imagining frogs attacking at range with tongue strikes...
Jiraiya's frog justu style
hi im new to this game. i hit level 100 and, i respecced a few of my points in one of my skills. but now im realizing the exp bar for that skill is not going up?
you need to kill enemies to get xp for those skills, they go back to the minimum amount of points but the rest you have to grind every time you completely respec the skill
only passives never get "lost" when you respec
and it would be better to use #💬┃general or #❔┃ask-the-community instead of this channel for this kind of basic gameplay question
it was bugged, had to restart my game
#❔┃ask-the-community message
Figure out why I'm confused for this amulet ⬆️
And want to ask what do you think of this question, please.
I've seen the opposite information before. That prophecies inheret corruption bonuses to LP chance, for example
Ooofff.. when new class/mastery update
1.2 will have the next actual balance changes. if you want a new class, its going to be a while.
Jokes aside, although I was being serious, are there any new endgame content floating around in the backlog?
we're in 1.1 currently
Hey now, I said backlog. Excited for skill sigils tho. That should be 1.3 😁
niceee
This is all for this cycle? Or is 1.2 1.3 1.4 all different cycles?
Different cycles, it says on it which cycle gets what
Ok was just unsure If 1.2 and beyond were just patches and it went by cycle 1 2 3 etc
So cycle 1.4 will be a year away type deal
1.3 would land somewhere early next year (jan feb or something) and 1.4 somewhere around may, i'm just guestimating though
The roadmap is in need of an update...
You cant just say that and walk away
You're right, I'm probably not supposed to say that.
So like how the dishwasher works (thats why they dont make it transparent)
i think the drop chance for omnis might be wrong. ive been target farming shade of orobyss and i must have killed him around 100 times so far and ive recieved over 20 styimed fate which is 16.67% drop chance and not a single omnis which is 15% drop chance. yes im at 200+ corruption.
We can’t just let it slide. More info! 
The way you farm it is wrong, not the drop chance.
15% sounds about right, if we are speaking about high base corruption (so FAR away from center) like +12, rather +14 or + 16 (havent seen +18 for a while now, are they still available?)
You told us yesterday you killed the shade of Orobyss from the catch up mechanic and if you say now a day later you did like 100 shades, it seems you are still not hunting the right place 😦
Question: would it be beneficial for LE to adopt an XP overflow/piggyback system currently used by ArenaNet in their Guild Wars 2 (read: mastery tracks, WvW tracks, high-level crafting sub-currency) instead of multiplicative curve increasingly delaying capping out? Since Lost Memories in its original form doesn't fit into the current endgame model, perhaps it can be retooled into one such XP-overflow trait track.
(Side note: the general idea is already in #1263095248050065418.)
Did you know this channel is not for bugs?
@valid marlin which one, provide a link
!support
Let's work together to get it sorted! We've support articles and a contact form here: https://support.lastepoch.com/.
Ok
Sorry if this has been answered already. The topic of ignite. What are the scaling modifiers? LE Tools only show Damage over time as a tag. Does this mean that Fire damage, elemental damage over time and fire penetration have no effect on the ignite stacks?
It's L.E. running fine on Linux nowadays???
Fire, elemental, dot and generic (which also generally comes from the primary scaling attribute of the ability which applied it)
better but still not as good as proton
¿proton? (and thx)
Proton is a compatibility layer made by valve to make windows games work on linux (primarily for the steamdeck which runs on a linux distro (steamOS))
ooo thx, was asking for a friend that wants the game, thats why me not idea about Proton but asking about linux 😉 THX
bit of an unusual question perhaps, but what was the fire aura bug that was fixed in the latest hotfix? something that accidentally broke in a recent patch or a longer-standing issue (that you know of)?
I don't know if that information is classified perhaps, but might as well try 🙂
it's nothing exciting, just spamming the logs in a specific situation.
Is that a "we need an update because we're falling a bit behind schedule" or "because things are going quicker than we thought"?
Also to piggyback on the roadmap question, any idea on when an updated roadmap will be shown? Maybe when 1.2 is released?
Sorry, got nothing for ya
You are paying the price for you rash words!
Did you change how radial menu works on controller now ? I'm on deck. I swear previously I could hold the menu button, go to my selection such as inventory with the right stick then let go the menu button and it selected it.
Now I have to manually select the option with right stick, then take my finger off right stick to press A to select it.
Seems like an odd change ?
ok I want to ask about voidwinter bolt from Bane of Winter spear, when I checking the scaling tag in game why cold isn't belong to the scaling tags? for me it's doesn't making any sense because of all the text on the spear, this just bricked my build when I grind it to level 82 just to realized that
'When using a controller the Radial Menu now opens when pressing the assigned button once, instead of holding the button. It can be closed by pressing the button again.' - https://forum.lastepoch.com/t/last-epoch-patch-notes-1-1-6-hotfix-1-1-6-1/73580
We have had feedback about this and have passed it to the team 🙂
when you gonna fix melee? There is a bug with makes build using abilities like rive unplayable without holding shift, cuz our hero walking into the wall when we just press the button. I think there is a problem with mob models and their hitbox. Model is too big, hitbox is to small
desactivate "move to hit" in option partially solve the problem.
Thank you, atleast make it a setting we can swap between.
Personally this new method is horrible and it takes more time to do every menu action, but I guess someone out there might prefer it
Does corruption apply to prophecy drops? For instance am I more likely to get higher LP drops from monolith prophecies, if I'm running at 1k corruption, than I would by taking Temporal Sanctum prophecies?
Wow that is not the answer I expected. Thank you.
So by that logic, if for example I kill Lagon at both 100 corruption and 1k corruption, there is little difference to my chances of receiving a higher LP Testament between the two? Or does that answer apply only to prophecies?
people please correct me if I am wrong:
higher corruption gives a bit more of higher LP
but the important factor is that higher corruption gives a fair amount of more loot, therefore in the long run more LP
Apologies as I'm not trying to be argumentative, but trying to understand. Given what you just said though, that logic wouldn't apply to boss only drops (like the Testament) as only 1 can drop at a time although more likely to drop at higher corruption. Not really a difference in likeliness though between say 500 and 1k corruption. What you said would only apply to the random drops throughout the map, not even prophecies. So my original thought would still stand I would think.
obviously the quantity benefit is not going to be as noticeable from 500 to 1000 than 100 to 500, but it is noticeable
and obviously the quantity does not apply to prophecies, still if you kill at the same speed you get more favor therefore more prophecies
Corruption provides benefits, but the important bit from Mike's answers is that these do not apply to prophecies except for the little LP boost you get at higher corruption. This effect is not large
In 1.0 and the introduction of item factions, there was a BIG shift in how items are acquired. What are your thoughts regarding the integration of those systems with pre-existing systems? For example:
- Dungeons used to be the most rewarding content, but now due to lower favor gain, they are generally not considered to be, anymore
- Echo rewards are significantly less valuable relatively for target farming
- Random drops, being passive rather than an active choice, are less affected. But they, too, are relatively less valuable than before
Thank you trying to answer. My primary reason for starting this conversation was to see if there was more benefit to spending favor on monolith prophecies over dungeon prophecies for the purpose of LP on proph drops. It seems there really isn't, except for the obvious secondary benefits like favor gain and chances on random drops, concurrently building stability, etc. Thank you both!
Hollow Lich Passive tree node in Lich turns health leach into increased damage. How does Increased health leech interact? Does it apply to leech then that is converted to damage? or is it wasted?
Are there any plans to add Steam Acheivements?
any plans of watching other people builds/items in game? like public profiles of course
you can already do this with lastepochtools.com
https://www.lastepochtools.com/profile/account_name_here/
thats why my questions says IN GAME
We aren't opposed to the idea but don't have any plans to do it.
Why all of a sudden did my Imperial Warcamp beacon echo become a Lakeside Trail echo? Why did it go unnoticed, why do i have to lose 15 hours of searching to some ridiculous random reroll? Just to note: i haven't played for a week or so, one of the patches must have broken it
dear devs yall seem to be doing everything to make grinding players quit the game, first you cut favor gain in higher corruption which is ONE and ONLY endgame content (shot in the knee) (most grinders didnt play long this cycle i hope ur proud) and then u just randomly decide to remove imperial warcamp beacon node which is know best strategy to gain favor now. gg wp if i knew u fangirl mediocare gameplay with no rewards i wouldnt buy the game.
Please post feedback in the #1210281911872786482 so that it can be properly logged and considered.
Everytime EHG prioritizes the gameplay experience of the typical enjoyer over the sweaty minmaxer, I rejoice
we'll see who quits first, you or us, we'll have the last laugh anyway
@valid marlin if only people had more than 2 braincells to understand that allowing minmaxing doesnt have to take away from casuals experience and those two categories can coexist within a game, life would be awesome! oh yeah you should rejoice coz the game will be dead soon anyway, possibility of third gold dupe next cycle or after cycle reset will jeopardize game's reputation for good. MG was a factor that brought people from poe and other ARPG's who belove trading and now its known fact that mg is simply unplayable and EHG doesnt know how to fix that issue, which affects casuals ;). at the end of the day its still not you who runs the game and keep it alive, its endgame minmaxers. so please rejoice your empty LE servers 1,5 week after each cycle release.
At least provide actual suggestions… #1210282176680169562
Yapping helps no one.
oh no surely, i did take my time to provide actual valuable and respectul suggestions, forum posts, contacing CM or even asking for EHG to create a poll whether current endgame system is satisfactionary for the players who want to put more hours than avg player. Everything got so overlooked and mike himself pretty much stated that they have no interest in paying attention to those issues. Game is fine and fun with average 1lp slam and build that barely carries 100 corruption
And yapping here also doesn’t help further to be honest, they pretty much don’t log stuff here.
Although honestly, farming anything shouldn’t be a problem for the top 1 warlock player right?
yea wasnt a problem. after 100mio favor and gridning one map for everyday straight i got rarest items possible. what for? idk i cant even push corruption because it punishes my favor gain
i wish people weren't as daft so they could actually understand the problem here but well what can i do, funny thing is devs used to make those surveys about mid-cycle nerfs and crap like that yet they totally didn't think about asking people whether nerfing favor gains and exp scaling with corruption would be welcome
well it doesn't work goiong from werebear to swarmblade or reverse
at the end of the day its still not you who runs the game and keep it alive, its endgame minmaxers.
you could not be farther from the truth here. i can see you are young and probably lack any semblance of experience on things
case in point: see world of warcraft
they dont care about your opinion on it. as simple as it gets.
anyone who pushes corruption to the level discussed, is irrelevant to them in terms of the direction of the game.
Any word from the team? Please make this a players togglable setting, it was perfect how it used to be
I wouldn't say they're irrelevant, but EHG is definitely making design decisions that favor the overall game health over the desires of the folks who will spend 300 hours on the same map because it is the most efficient
As a reminder...this isnt a place for conversations between players. its for asking devs questions. please feel free to use the proper feedback channels for feedback or general/ATC for conversations
Hey Devs I'm wondering what the plan is for campagin skips? I know this question may have been asked many times before but any current plans or thoughts on it especially for returning players? With the resets I understand perhaps having to do it all again on the first initial character but for alts the whole having to do the campaign and specific quests for slots etc. feels very tedious. That aside love the game it is my favourite ARPG since D2 days.
Ah thanks for this..
Hi Mike! Did the team consider updates for CoF based on the new content? Glyph of Envy prophecies, Nemesis prophecies, Harbinger prophecies come to mind
If you put it in #1210282176680169562 then maybe. We will go through it and decide.
We are looking at the best way to incorporate the passive/idol quest rewards into an experienced player's leveling route.
Yup
Was it a matter of design or priorities that these updates didn't make the cut?
It's the best if EHG combine it with a quick way to level up so we don't need to run the main story again and again 🫡
Better to bring more ideas on environment so I can learn more 🤭
I'd like to play runemaster to test what EHG done around with this core if they update the skip story feature one day
No
Well that's not true
No is for the answer of this question?
Surveys are for when we don't know what the reaction will be.
Design
No, I misread your last. We aren't adding a full campaign skip. We are looking at more ways to incorporate the special side quest rewards like idols and passives into other activities that don't make you backtrack as much.
Makes sense to me! Thank you
🤔 Why players have to run the main story again and again even they have read it many times?
When a cycle restarts, everyone has an equal footing at the start of the game.
🫡 Alright my progress is a bit different. I prefer trying all masteries by sharing the stash so I can level up and begin to explore the end of game faster. Storage my stash from zero per cycle is the intended way to play Diablo-like ARPG but I can't accept it still
Though they still have an equal footing in D3 (adventure mode) or D4 (after selecting the option that allows you to skip the campaign).
I think the main issue for players like me is exactly the backtracking part. Do not mind having to do a streamlined campaign and if the slots/passive quests can be integrated even better but currently having to remember where to go to get slots etc. feels more like a chore than anything. The worst part is when you miss a quest and realize you need to go back once more. It became easier after the first 2-3 ALTs but the first ALT was really bad. I have a feeling most players have had this exact experience. Planning on doing my first SP character soon but have been holding off and for my planned ALTs honestly have forgot most of the campaign so will have to circle back and recall the optimal way to skip through the campaign (beyond the dungeon skips).
Regarding the above obviously everyone has an opinion (you know what they say about opinions 😂 ) but these are just my two cents.
What's the logic behind not not receiving Abberoth's drops if you don't put up the harby eye to fight him? It kinda makes it pointless to group to kill him.
It was already in the game but changed for some reason
It makes the controller experience slower than it should be now navigating menus, like an anti QoL update
Yup
1 Billion gold Abby service! Guaranteed kill or your money back!
Just a little preview of the chat spam.
Lol I take your point but it used to be that for ports in EQ back in the day. Can always block those people. As it stands right now the be all end all pinnacle boss is pointless to ever fight any way except solo. I mean c'mon lol
I understand. We don't take suggestions from this channel. If you would like us to consider adding what you've put. You need to put it in suggestions and it will get added to the pipeline along with everyone else's suggestions.
How so? You just don't get a bonus for doing it in a group.
Did someone suggest changing this but existing controller users happy with how it works weren't considered ?
I mean, it makes sense to have this a togglable setting, not forcing 1 way or the other. Weird change...
If we're running a duo (a friend and myself), and he uses his eye to open Abbys door, I get zero of his drops like Portent or Nihilis etc. Don't even get needles.
We do make changes that aren't submitted as a suggestion too.
Yes
So consequently, no point to do him with a group unless I'm just trying to help someone else beat him.
Looks like I don't have permissions to submit suggestions in the channel
It's separated by category, click on the category that fits and post in there
how did acolyte end up being added before warlock? what was that process like? if you can remember that far back 👀
So we don't give an additional bonus to group play. So in the solo v group debate it's even and fair.
Now hypothetically, if we did give an extra bonus to group we would have people in here saying "why am I punished for doing it solo?" How would you suggest reconciling that?
We changed the entire class structure before warlock was added. It required adding a new base class and acolyte was a more broad term.
Oh right,I meant lich
I rarely play lich and forget its name often 😅
Oh how did lich get added before warlock?
We had a plan for warlock that we didn't know how to do yet and figured that we would be able to do it eventually.
We never figured it out.
aha. so warlock today is different from the original plan? what did the original look like?
Very different. I don't want to spill the beans on it because I still think we can make it work.
nice, I hope ya'll can figure it out!
Does it happen to be at all related to the soulfire bastion shield dungeon skill thingy?
that, and i feel like seeing the absolute cancer that is diablo 4 uber boss rotas (effectively hard-required multiplayer in an ARPG) was also something i'm assuming you guys took notice of and made a point of avoiding in LE 🙂 that's one of many reasons i'll play LE over D4 ❤️
Do you think it would be an advantage if everyone gets the option to spend an eye, and everyone who does gets loot? Sorry, I've never done Abby, let alone in a group
No but it is kinda related to another thing in that dungeon.
That's how it works
That's how it currently works? Then why is anyone complaining. If it didn't work that way, you'd always want to do it in a group.
I’m confused? How is everyone in the group receiving loot from him a “bonus”? If I helped kill him, I did damage, why shouldn’t I get a chance at his drops? It’s not like I’d be getting double loot or something. The way the system is right now, I’m donating my time, my knowledge, and my damage to whoever is using the harby eye. It’s literally charity lol.
I feel like maybe there’s something I don’t know or am not understanding. Can everyone in a group each use an eye on the same Abby run or something?
If not, maybe that’s an idea for the future. Then it’s not a “bonus” because everyone in the group would be using an eye. I dunno.
I’m not angry or whatever about it. Just isn’t making sense to me.
You're making me second guess it but yea, each person should be able to use an eye on one run and everyone who uses an eye gets loot.
1 eye = 1 loot
Haha I’m certainly missing something then. When my buddy drops his eye in and opens the door I get a popup with a “proceed” button. If I click proceed I don’t use an eye and I get no loot. What am I doing wrong? Should I be clicking on the door as well instead of the proceed button?
Lost Ark had that qol added for something that I can't recall the name now.. but before that everyone used to run party up and do 4 runs .. each time 1 player contributing a map.. after qol they had option to do 1 run and the instance will consume the map from each player
I believe that’s how @placid plinth is saying it works but I have never seen a proper way to contribute more than a single eye from one person. All the dungeons don’t take more than one key and everyone gets drops. I don’t see why Abby should be any different but I’d be more than happy to pay multiple eyes for everyone to get drops.
I understand not dropping loot for players who did not contribute a key.. if it did drop loot then everyone will be kind of forced to group up and do runs on rota to get 4x loot ... That's how d4 works and lot of players who like to play solo feel cheated
I’d absolutely support that 100%. Every single person using an eye to receive loot. It’s fair and balanced and I hope @placid plinth is correct and I’m just ignorant to how it works. If not I hope this conversation at least gets it talked about over at EHG.
Don’t get me wrong. Y’all did an amazing job with LE and continue to do so.
Either the option is not at all present or the UI is not intuitive? I have never played in party so not sure
Some combination of "that's the way it is", "there is a bug" and "mike is just wrong" is happening. However, that's the way it's supposed to be.
the eye to loot ratio should be 1:1 in all situations
Whats the real reason behind cycle refresh, cant say its for leaderboard refresh when bigger and more OP builds with no balance swept the leaderboards cycle 1, we had gold dupes and market issues cycle 1 aswell but there was no refresh then, no ones asked for a refresh the 8 people that play on MG dont really care i feel. so i feel this reason is bit of a cop out for the entire other playerbase, now theres rumors cycle 3 is being pushed back. like actual content for your actual players. cycle 1 had some issues but felt like they were handled alot better then this cycle.
I mean, other than copy pasting what we put in the "why" section of the announcement post, I'm not really sure what you're expecting here.
Also nicely done, hijacking another person's post to get around the no ping rule.
Not sarcasm, I didn't even notice.
if it works it works, i mean if thats the answer u wanna keep shilling out, do you have any response for the people that dont want there characters moved to legacy so early? we get punished cause your bad coding?
why didnt you do it cycle 1? why didnt you do it early when it like, actually happened not months after everything has settled. your leaderboards dont award anything theres not like there is an item/title or an opportunity people missed out on cause of leaderboards
and if this cycle refresh backfires and another gold dupe comes out or something along those lines, pretty safe to say that MG was a terrible idea. its human nature to break the system and get ahead at any means theres nothing u can do to always prevent it other then slap a cycle refesh few months after the fact. then that becomes the norm "oh no someone duped gold, better get ready for the mid cycle refresh fellas"
Do you feel better now?
far from a rant lmao, legitimate questions no? would love to hear answers cause devs sure as hell dont have any real ones.
I think the effect of that has been wildly overstated. Sure it's a contributing factor but I don't think we would be doing anything different if it hadn't happened.
effect of what and whats a contributing factor? what? idk what ur responding to exactly. are you saying the refresh was coming regardless of anything to do with gold dupes? the effect seems clearly enough for you guys to reset the leaderboards? im not trying to have a go or rant at anyone i feel like these are legit questions
Bless you, Mike
Abby works different in terms of key usage, then the dungeona do, you are right here.
Only one person can spend an eye, and only that person can loot the Abberoth loot. Other player get Harbinger loot, but nothing Abberroth exclusive.
In dungeons it is simply: One spends a key, all get the loot. (in terms of LLA only spender can use the vault).
Some changes to the key system would indeed be welcome. I'd like, if it was like Mike said: Everybody should be able to contribute a key, therefore only key spenders should get the loot. Would be fair and intuitive
Do I then need to report this as a bug, or will you take care of it? As it is right now, I see no way for anyone else in the group to contribute eyes beyond the first. So I’d say this is either a bug, or as @open nebula said, extremely unintuitive. Either way something should probably be done about it for sure.
It's definitely encouraging to hear a dev say "doesn't it already work like that" when it comes to getting your suggestion implemented
Yes, bug report it. Nothing will get moved from here to that system.
can we expect that you gonna add smth like skill description like in poe to check current skill critical strike chance, damage dealt per hit etc?
A bit of a disagreement on the subreddit.
There are a few examples of %mana being slammed onto helms/chests and the resulting item not being class locked, despite this affix not being rollable/craftable on helm/body armor. Is this intentional? Should we bug report it?
Thanks! I reported it in the Boss bug report forum. I hope it gets looked at sooner than later. I usually run in groups.
If you ever think "should i bug report this?" The answer is always yes.
It's not intended, yeah report it: #👨┃ask-the-devs-not-support-no-bugs message
(Also always safe to bug report anything that even seems unintended)
I need to remember to always search ><
heya quick question on spirit wolves for primalist - if im swiping an enemy to proc spirit wolves and my wolves are hitting the same enemy, do their spirit projections also dmg that enemy as they are coming out?
cant find an answer online and its impossible to tell with target dummies
Yes they do
that makes me and my werebear/squirrel master very happy - thank you!
Sorry, I'm not at my computer this weekend, only saw the post I replied to do I was specifically talking to the post I replied to.
We are working on an update to the character sheet which will expand the details of what each skill is getting.
Are their any interesting to implementing some kind of raid system ?
If you mean something restricted to or only reasonably completed in a party, no plans to do that: #👨┃ask-the-devs-not-support-no-bugs message
Idk if others have asked will there be new items in the cycle refresh
99% no...its just a reset. Isnt really any balance or content coming...just some qol stuff. Maybe some outside bug fixes...patch notes are about a week out
makes even less sense mate, i feel like im being pranked. so your saying you guys were going to drop a cycle refresh regardless of leaderboard and exploits? why? did you even read what i posted cause your answer makes 0 sense at all, think you answered the wrong person fella
He was talking about the gold dupe, specifically, which was the first thing you mentioned in that post he responded to. The "why" for the cycle refresh was answered in the news post about it, basically because they thought it would be good. I think it's really unlikely you'll get a different answer here.
but theres no need for it the cycles basically over no? why do this now when u can just add this stuff to the next cycle and make it bigger and better. explain how it would be good? for the 7 players that will come back for it like cmon lets be realistic here. theres nothing for CoF players barely anything besides a functional auction house for MG and we get some lizards that prob drop worse stuff then nemesis. why waste the resources seems completely pointless. so i feel there is another reason behind, there has to be.
im not the only person asking why or wtf, im just the only one in here asking it. its completely bananas, refresh a ladder cause MG got boinked early cycle, why didnt you do the same last cycle then? like thats the big one.. why do it now if u never did it cycle 1? and like i said anytime a dupe or some exploit comes through do we have to expect cycle refreshes all the time?
Have you just not read the announcement? It is properly explained there why they are doing it now. Also it says pretty clearly in the channel that "Accept the answer and don't attempt to debate us on it.", you really should know when to call it quits.
"Accept the answer and don't attempt to debate us on it" a complete cop out, whatever.
They did "add it next cycle" last time. They felt that it didn't work, so they're trying this cycle refresh this time.
I'm sorry, I have no additional information for you on the topic. I understand you aren't satisfied with the answer and I wish I had what you are looking for.
Any new words on the topic of gender lock? Really wish we had at least a minimum amount of character customization, like in Grim Dawn where you just pick your gender. Would be amazing 🙏 I'd kill to play a male warlock hah. Sounds like a small thing but along with transmog, it's a huge part of arpg's for me as it allows for creating your own identity.
Don't forget to use search here is your answer:
#👨┃ask-the-devs-not-support-no-bugs message
They reset it because of the event. They tell you this in the post.
no they made up an event to fit in with the reset, different thing. doesn't matter anymore anyways.
I just heard LE is getting Steam Deck verified, is it true? Also does that mean it’s better optimised as currently I can’t play on my Steam Deck due to the huge amount of memory the game seems to leak, crashes every hour or so.
Yes, in 10 days. They did say that performance was one of the things they needed to improve to get the verification, so imo worth giving it another try after the update and if you find it still has some issues to work out, reporting via the in game bug report tool should help them a lot (even after a crash, since it pulls previous session's logs). https://forum.lastepoch.com/t/announcing-1-1-refresh-cycle-event-the-imperial-uprising/73532#steam-deck-verified-4
Thanks. Is there a cycle reset in 10 days also? So I can start fresh?
Yes, a cycle reset will occur with that same update, as well as a month-long event and a few other things
Did the Imperial Warcamp get taken out?
Edit: Nm found one
Do the support team can deal with the question about is it possible to join in content creater group by fan arts?
(Not sure it's a question which available on answers or not, no offense)
Sure, if they don't know, they can help you get in touch with the right person.
!support
Let's work together to get it sorted! We've support articles and a contact form here: https://support.lastepoch.com/.
We tested the theory Mike. If one person in group clicks on the door to drop an eye in, then anyone else who clicks on the door gets "Door is already in use". No options to add eyes for anyone else.
Yea, looks like I was just wrong, sorry. Something must have changed since I was last involved with that. I haven't tried abby live in a party yet. I suspect that there was a bug that prevented us from doing the multi-key thing and we were forced to fall back.
That would make sense. No apology necessary. I still submitted as a bug lol. Hopefully it can be remediated at some point.
You guys need to discuss this matter SERIOUSLY and FIX IT next cycle
People are not coming back to the game because of the stress involved with low RNG for everything
https://youtu.be/QyRpA3KwS4Y?si=6pSnZ7GdZMMtyoh7
Please use #1210282176680169562 to post suggestions for consideration.
Also if you don't think I'm watching every one of frozen's videos, I don't know what to say.
I'm actually just assuming that was the link.
🤭 Devs always suppose to sneak and monitor everything behind yeah so we never knows if the dev have noticed the content we watched or not
They have watched and they would like to leave the trace are different things
Ok let's make it official so everyone will know the answer is "yes of course!":
Mike do you watch perry the pig's, dreadful's and frozen sentinel's video ?
And the unexpected tricky question: who is your favorite ? 😄
yes, and I dun wanna choose
Who doesn’t watch them? That’s good question.
Sorry if it's been asked already but is there an eta for skill cosmetics / effects ?
Bet this question have been asked before, but will you consider to have more portals to use in monos, like PoE have?
Cant think of how many times Ive died trying to loot stuff dropped from harbingers and died because of some dot or off-screen nuke and lost some god items
👋 Hi everybody! I am a MG player on current cycle. I can completely understand the reasoning behind the upcoming reset because economy indeed is quite messed up and has been for a while.
When gold dupe happened I almost quit but decided to just force through it by grinding favor and playing the market (I love trading in games)
I do strongly sympathize with people who play ladder and ranks - even though I personally do not play ranks.
The thing that worries me about the reset is the MG items getting erased when characters move to legacy (at least that is my understanding what happens)
💰 Legacy economy still feels like a mess (billionaires vs poor) and there are not nearly enough items listed. While on current cycle there are still plenty of 3-4LP items for sale, I found it much harder to find a single one on legacy side.
Since current cycle MG listed items will be removed, legacy MG listings will pretty much stay as they currently are when the reset happens in 19th.
Also - I fear that players will be divided to new "reset cycle" and legacy so there wont even be that many players listing new items to MG.
I fear this leads to situation where many people have loads of gold due to dupes but there is no items to buy, rendering Merchants Guild pretty much useless on legacy side.
🤔 What do you think? Would it be better to add current cycle MG item listings to legacy server listings when the season ends/gets reset? I feel this way legacy MG would stay more relevant due to past seasons adding more items to the market.
I guess... EHG: Hi, thanks for your feedback, we'll spoiler more details on 19th
Sorry for the late reply - this is something the team is discussing 😊
why not?
are there any plans for making 3D models for quivers so you can see them on your character?
man i hope so
what's the Dev view on acolyte's Spirit Plague skill? It has "core" node that gives 1 spell dmg per Int which i see could be used by curse-focused warlock int stacker but at the moment bonus/added dmg multiplier is so low that its useless. any plans to buff/remove it?
Really outta look at WHY people want a campaign skip TBH. There is no defensible reason as to not have one. It's quite the needless time wall, even if it only takes a solid day. Once you have run one character through the campaign in the cycle theres truly no need to keep it as a requirement
It only takes 5 hours if you know what you're doing, skill checked.
It's actually a really good skill already? Clears campaign non-bosses by itself and still has a place as a clear tool. It's just not meta because you can't stack it.
i would say campaign is just like 10% of the game and there is massive gap in comparison to other skills
correct answer would ahve been yes and yes
Where can I post feedback regarding features and cosmetics? After checking the #1210281911872786482 sections I'm not sure which one would be the most apropriate.
Hey devs, curious when we will find out more about the 1.2 patch and the additional features/content you intend to add to it from the previously expected 1.3 patch. Sounds like a huge patch, and excited to see a more in depth breakdown of everything to look forward to!
Gameplay is pretty much the catch all...the person who takes the comments to the devs puts them where they need to go
Hello I am curious if there are any plans to make the game playable on the steam deck without having to mess with the steam deck settings
Hey Devs! I love the game and i think you can make something big out of Last Epoch. The thing i would love to know is what your plan is regarding build variety. I wanted to play Patch 1.1 so bad but none of the builds appealed to me and there was just not much diversity. I only looked at Last Epoch Builds, so they may be builds i am not aware of but i don't think there is enough ways to diverse builds of indicidual characters. I hope you dont take the question as mean spirited, i am just a Fan who is a little concerned about the future of the game 🙂
Looking at the discussion and apparent need in LE global chat to communicate the existence of the poll regarding "to reset or not to reset" for the upcoming event: did you consider spreading the word about this there using some kind of automation? Might be worth thinking about to get the best possible data out of that poll.
Have you considered implementing "Event Cycles" to allow having one's cake and eating it too?
Context: Path of Exile has a similar system for event and private leagues where they can run alongside the regular league cycle, and ether allow transferal into the regular league, standard, or even "deleting" the characters involved if the event is insane enough to warrant it.
Is the Imperial Uprising event going to run on Legacy as well?
yep!
Fantastic. As someone who is not personally worried about leaderboards, I approve. I look forward to seeing what you all come up with. Please keep up the great work.
Hello Devs, do you plan to do anything with so many useless uniques you released recently and do you even test them or is it your intention to make bad ones? why uniques need to have so big downside that its unusable? would be great to have to have some nice interesting uniques, but im really dissapointed, so many new uniques is unusable like Grim Constiution and most of the new weapons...
is arachnophobia mode planned for 1.2 🥺
Since 1.2 isn't happening until next year, are there any other events or smaller patches planned or in discussion to fill in the gap for extra long cycle?
Going forward, can we get an approximate end date for each cycle at the start? It's fine to undershoot a little and extend it; its not cool to not give us any shot in the dark and suddenly talk about resetting. It might be a good idea to set the goal posts going forward. Is that so hard to ask for?
Is this coming out for PS5 anytime soon by any chance?
"Soon". No. There is no timeline for consoles. But the devs do want to get to console at some point. The steam deck verification is a step towards that
We did but we changed the plan mid cycle.
I'm not sure exactly what will fill that gap yet but at the very least we will continue the patch bugs out.
not that I know of
sometimes items take a little while to settle into a role. sometimes they are just missing that one little piece. sometimes they are just misunderstood. Ok, maybe a little too much personality there but I'll push back on the term useless a bit here.
Yes, that's not as straight forward as you might expect though. It is an interesting option to consider working towards in the future.
yes
I suspect that you might want to branch out a bit more as I can think of a dozen very strong builds off the top of my head and I see quirky ones that can tackle everything pop up frequently. If you just want end game viable then that number baloons a lot.
Yes, we are working on getting propper steam deck verrification as we speak. It's pretty close.
Yea, of course it isn't. I originally wanted to present this idea in the cycle refresh poll but of course "other" doesn't do well on pie charts. I wish you luck if the team decided to go forward with the idea. :D
Yea, still quite a ways away and we will have more details of what 1.2 will look like as we get closer.
If you'd like us to consider it, please use #1210282176680169562
There really isn't a proper place for it... i guess "gameplay" fits, but it's really a realm suggestion. I'll drop it there.
Awesome thank you for the answer I really love the game and I would love to play it at work and stuff
Please consider using the appropriate channels for suggestions.
Yea, that sounds like gaslighting to me. You can search my post history when I asked if we had an end date in the past (I did so on 08/15/2024 and 08/05/2024) and was told there was no end date that was offical. I'd post images in here for you to back that up but this channel doesn't allow it.
It'd just be nice to know what the expected date is instead of 'welp, we are changing stuff now'. Poll aside, this has been the story for the past few weeks and people have just accepted that as fact.
This is no way meant to be rude and I appreciate you addressing it. I just wish the date range was more transparent, that's all.
We had given as close of an expected date as we had internally, which at the time was 3-4 months. Trying to hit a more exact date that far out would have been silly.
Counterpoint, that also puts us in the position we are in now. By not giving a clear idea of even where the goal post is it makes people feel bad when they are moved. Constructive critism here, there needs to be more information given at a cycle start. I digress, I'll take my leave and let you answer other questions. Thank you.
I hear you that we didn't communicate the information to you clear enough. We were not hiding it and it was said in many locations many times by me alone.
Also, that's not gaslighting because it's true and you're the one moving the goal posts because you initially asked us to give an approximate one and then are asking for a more precise one when I said we did give an approximate one.
and you asked in general, not here.
and that wasn't at the start of the cycle like you are asking for here.
I don't know what that set me off so much and we never intended to make this change when the cycle started. We gave an approximate end date and got to work. Part way through we had to pivot. We're telling you now that we have things nailed down. And given the survey that is happening, it's not even that nailed down.
Okay
Is Ancient Era campaign still part of 1.2?
all the details available about the 1.2 patch are in the most recent post in #news
The way news are written, some 1.2 content is dropped or postponed. I was worried about ancient era
that's right, some of it has been reprioritized. I don't have details on which those things are, the post describes the focus for 1.2 though.
expanded end-game content, better onboarding for new players, dungeon improvements, continued performance optimizations, and, of course, more balance and variety.
Excuse me, seeking basic information is not wrong here. All due respect, I asked and was told there was nothing official. If I had even the most basic idea that the season would be up in ~1 months time, it would have changed how I viewed and played the game. I know with very little effort on my part that Diablo IV's cycle end date is October 8th, 2024 and PoE has 13 week cycles. It's not important that the date is exact - we just want to know what to expect. The rules for this cycle were never laid out officially. To say otherwise is gaslighting.
This game takes up the exact same design space. It's not hard or difficult to even give an approximation here. From the post you guys are also accutely aware of when your competitors are doing updates / releases. So saying that an answer of some kind cannot be given is just astonishing.
I get it, things suck right now. My feedback is going forward, give us more information. That's all. It's not hard or impossible.
I like the fact that we can reach out to you like this; makes us feel that we have a voice and that you are listening to what we are saying. It's clear to me that you get what I'm saying. Anything more is a waste of both our time.
I understand that you don't believe me but please stop accusing me of gaslighting you. I don't want to go find all of the posts but in a 2 second search here, I found I gave an approximate timeline as requested many times. It's been posted in more official communication on our forums too.
So, the rules for this cycle were never laid out officially. To say otherwise is a mistake.
I agree that more precise timeline information would be better. I agree that having that data more prominent would be better. The cycle refresh post probably should have gone out a few days earlier. But to say that we aren't doing it at all is false.
I get that you didn't see this communication and I hear you that you want more information.
Are there going to be any skills balancing/numbers changing (not reworks) in time for the reset next week, or is it going to be the same as is currently, up until the next patch 1.2?
The original post about the refresh said there is no balancing occuring. Just bug fixes(which might connect to some balance) and qol things
Mike, is there going to be any type of in-game challenges or rewards connected to the event? Or are you not at leisure to discuss.
Ah, I did not see that, just the forum post from today... Seems like low-hanging fruit no? maybe even throw in some item changes, for example on sets. Would put a completely different spin on the reset besides a simple economy reset and accelerated xp gains
I can't really share more than what is in that post and I would have to go back and look to see what it says.
The original post about it is in #news a few posts back and in the forums. I cant speak much on their reasonings outside of what they have said
All good. -50% on the hype for sure but thanks for the response 😆
when this season will end?
On Sept 19th, the current cycle will (possibly) end and a new one will (possibly) begin. This will come with the Imperial Uprising Event.
The next major patch and cycle after that is scheduled for Q1 2025.
Don't forget to check #news for news.
So, if it matters, we're considering Sept. 19th the beginning of the third cycle?
What was the reason for such a long break between cycles?
Im a bit confused, so there will be a reset or not ? cuz we were asked today to fill a poll that asked for that. Feels like 2 different messages ^^
It is currently the plan. It could be changed due to player feedback
I view a new cycle as when the ladder resets. I'm not sure what the official term we're using is.
Player feedback caused priorities to change.
The game is going the way of Wolcen, it would be sad to see the news that the game is closed, bottom line is it's not even clear what the developers are doing all this time....
sorry, forgot we sent that poll out this morning, updated it.
We are expanding end-game content, creating better onboarding for new players, making dungeon improvements, continuing performance optimizations, and, of course, more balance and variety updates.
This can be found in the most recent post in #news.
and adding a ton of other stuff all over the place.
all good, i was hyped for a start from scratch 😄 want to kill tons of skeletons and loot lizzards ^^ with a fresh stash ^^
just for curiosity, does ehg use some kind of agile workflow like scrum?
it's a similar system. We've got many of the same stuff but an emphasis on fewer meetings wherever possible.
thanks for clarifying and also thank you for listening to the playerbase so actively
Will Last Epoch ever go to consoles? Xbox and PlayStation specifically? And would it even be possible to do couch co-op.
Mike, do you think the current way this channel functions is effective for communicating information and answering questions? There's a large amount of repeated questions, miscommunications, and missed information.
I would propose having a community manager compile questions from the community and release the answers in a news post once a week, or once every two weeks or whatever you think is appropriate. This gives times for complex questions to be more thoroughly investigated, and makes it so there is a clear and specific location to find answers to these questions.
Yes, we are planning a console release.
I can't commit to couch co-op. If I could wave a magic wand and make it happen, then yes.
oh now you guys want peoples input on the cycle refresh, you guys are hilarious
I think that takes away from the beauty of this channel. It would make my life way way way easier though...
I'm sorry, I didn't understand the question.
i was in here other day ranting about how silly cycle refresh is and now you want us to have an input on it after being told, this is final dont argue with us.
I know, I was trying to give you an out.
thats your response? an out for what? your incompetence? jesus christ
If you can't be civil, you won't post here any more.
Please use this channel appropriately. If you want to give us feedback, please use #1210281911872786482
imagine being told we dont want your input then 2 days later there is an entire poll asking for peoples input on the very same issue?
No thanks, I don't need to imagine it.
Also, I never said that I didn't want your input, just that you are using the wrong channel and I've sent you to the right one over and over and over.
no actually thats the first time u have referred me to bring it up in another channel let alone let the feedback channel. doesnt matter ive said what i want to. you guys are the ones choping and changing whats said to fit in with the context.
just checking that you realize that I'm the only person that read it and I won't be passing it on to anyone and if you want your voice heard, you have to post it in #1210281911872786482
and you're partially right, I never linked you to another channel but I also didn't tell you that I didn't want your input so it looks like we both can't remember properly. But you are right though, I shouldn't have engaged at all and I should have just sent you to the other channel right away.
So, Linux native client when?
I think we're embracing the proton more
at least for steamdeck I think
Why is this person still allowed to chat here? You are so chill in this channel
Mostly because I look back at posts I made for other games 15 years ago and I realize that they might snap out of it
What's changed for you since then? You know, broadly
I quit playing wow.
and I guess making this game had a pretty massive impact on it.
you know, when you know... lol
Will we always have to run Julra every time we want to attempt a slam? What was the reason behind doing this? That dungeon bores me to death now
They're adding QoL to the dungeons in the upcoming patch, we don't have any details as to what they'll be but it should aleviate some of the frustrations of having to do them over and over.
Did you have a problem with the game? In addition to the game crashing, my character is no longer appearing. Anyone else having this problem?
Sorry but this channel is specifically not for support / bug repporting purposes (as seen in the full title). please contact support if you're having issues with crashing and other systematic issues
!support
Let's work together to get it sorted! We've support articles and a contact form here: https://support.lastepoch.com/.
How much would it cost to get Bloodworks removed? I'm sure we could pool our money and "donate" it to EHG for this. I'll throw in mowing someones lawn for a season.
No need to donate money, just provide your feedback in the #1210281911872786482 , if enough people feel the same way anything is up for change.
Haha I wouldn't waste their time with that feedback, just expressing my distaste for that echo. Movement is so hindered it's like Atreyu slogging through the swamp.
hey guys, where is the best place to give more comprehensive suggestions, complete with pictures and examples and so on?
You can also do so on their websites forums
Yeah, I was wondering between here and there
I'd say here is better, but either one works
if here, which channel?
depends on the suggestion, look through the different catagories in the #1210282176680169562 and pick the one you think fits best, if there aren't any that fit it perfectly just pick one that's the closest
Make sure to read #1210288551313281044 message
Until what day does the cycle reset form last? I want to know if I can create an FC sorc or should I wait lol
From the last news
Random Unique Drop Rate Bonus
does it mean non-boss uniques? or "random" is a some quality, that will affect some unique groups? like helmets and so on
The first round of dungeon improvements coming soon will not stop you from needing to do it each time. We do have more dungeon changes planned for 1.2 also though that will shake things up a little more.
I think the person who answered your question misunderstood what you were asking but I'm not sure myself. Can you rephrase what date you are looking for?
If you are wondering how long the event modifiers like the bonus favor, reputation, gold, etc, then that's 1 month long.
If you are wondering how long between ladder and cycle resets from the one that we are planning on the 19th, and 1.2, that's planned to be sometime in Q1 2025.
non-boss uniques
Just to double-check. You say in the poll there is one chance to reset until 1.2, and that is now with the event.
Does this mean that in case of a reset, there is not a ladder for the event, but a ladder that also includes all the months after the event until 1.2 drops?
correct
Like I guess you could just snapshot it at the end of the event and that's the ladder for the event
Did you consider to have a ladder just for the event? Which would totally make sense, at least in my eyes
resetting the ladder requires resetting the cycle again so yes but as that post says, this is the last chance before 1.2
the ladder and the cycle are directly linked
Then I just hope you can reset as announced. We just had a discord chat about this. Like many arpg nerds we planed to what was announced, and would really be a bit disappointed if we now planed 2 weeks with a reset that is not coming. But we are also aware that what ever you will do, someone will be disappointed 😄
Thanks for your time once again, good Sir!
I agree
Given the timing of it, being so close to the previously expected 1.2 date, I was extremely confused by the shock and anger about us saying we were going to reset it. I remember playing D2 as a kid and all but praying for a reset.
Hey, does the latest announcement mean we are not getting the 3 last story chapters in 1.2 ?
Not necessarily and not necessarily not. It doesn't say one way or the other on any individual items previously listed for 1.2. The focus of 1.2 will be as described in that post:
expanded end-game content, better onboarding for new players, dungeon improvements, continued performance optimizations, and, of course, more balance and variety.
oh I should mention that we always said that 1.2 would not include the last 2 story chapters so those are still not coming in 1.2. It was just the single, 3rd last chapter that was mentioned in the previous roadmap.
Yeah, what could be wrong about it. 🤷♂️ New game experience is always good!
Just hope we can get a clear answer most soon. That back and forth is.... unfortunate
I hope that if the survey is anywhere from "inconclusive" to "in support of the reset" we still do it. I can understand why people might not want the reset but I think that most of those desires are born out of a misunderstanding on what content is available in Legacy.
There is a scheduled post on Friday that the last post mentioned. I suspect that they are planning on discussing the results then.
Have the Dev's considered recording some of their brainstorming session/workshops on topics to then post online for people to see some of the ideas that were floated and to show how some things have come to be in the game?
These videos could be posted the same time a new cycle is released.
The tricky part about revealing those meetings is that they always have little 5 min tangents about ideas that get filed away for later or go to the patch after next instead. I do think it's a cool idea though. I feel like people might tone it down a bit if they knew they were being recorded though.
I'd love to be a fly on the wall in there lol
That would be the magic of editing! 🙂
skill node ideation meeting is the one you want
You could always do an internal pilot to see how it would go. 😉
So is it confirmed that we will have the reset in the current cycle on the 19th?
No, I guess that was kind of ambiguous, I was trying to reference the potential upcoming reset on the 19th. We will have that decision soon. The survey is still open.
The two options are:
Reset on the 19th and then again in Q1
or
Reset in Q1
So worst case over 6 months 😦
I haven't seen any results yet but I'm confident that the community will show up to vote for the reset.
What’s the ideal time you guys are looking at between cycles I thought I remembered reading 3-4 months, but so far it’s been around 6 months I’m guessing 6 months isn’t the goal?
i do prefer reset too
6 months in general isn't the goal, 3-4 was a good pace for us in the beta era and that's been what we have planned for.
imo, of cycles will be 6months +, with no reset mid cycle + something new in it, LE will have lower and lower starting peak and it will be niche. 1.0 peak was what, 250-300k? 1.1 was 70k, 1.2 i predict 40k, then less, and less. Maybe something will change but dont expect miracles without hard work. Now we have less than 5k players for the last MONTH
Please use #1210281911872786482 for feedback.
sorry sorry ill ask question, game has good base and has big potential a like it a lot but, do you plan to make respec class available? This is most annoying thing in this game for me, i lost my will to exp new char like in 1.0 i made 5 diffrent classed, now i made 1 and couldnt force to made second
We don't have immediate plans to add mastery respeccing into the game but it does come up at meetings from time to time. Especially when it gets added to #1210282176680169562
That’s good to hear, cheers for the response I’m looking forward to 1.2. Have a good day ❤️
I asked this yesterday but I guess it got buried under many posts. Personally as a MG player I am only against the reset because MG item listings are not moving over to legacy side. this makes MG on legacy side feel barren wasteland and therefore playing MG legacy characters feels pointless.
is there any chance that current cycle MG listed items could move over to legacy side or is there too many technical issues with this?
MG over legacy side feels pointless due to inflated economy and not enough items to buy but at the same time I cannot even move over to CoF because all of my items are tagged as MG. this makes me not want to play after reset even though I love the game and the season so far
Cant you just delist the items from the Bazaar right before a reset to carry them over?
yes but my point is not my listings but everybody else's listings. Not everybody is going to relist the thousands of items and farm favour for it
Isn't that one of the main reasons for an economy reset and the gold dupes completely scuffed the market place/inflation? It needs to be a clean reset including MG, not least to track any new potential gold dupes
Yes I do get the reason for cycle reset but since current characters are moving to legacy and gold there is not going to reset anyway - I see no reason to make all the items listed on mechants guild disappear
leaving all the previous ladder items on there would be the equivalent of jsp.. you would just farm gold and buy end game gear straight away. Needs a fresh market on a new ladder 100000%
I would hazard a guess legacy and MG don't match up very well, probably going to be a much smaller population playing MG on legacy no?
I have to disagree on that after taking a look at current legacy market. there is barely anything good to buy and everything is super expensive because of previous gold dupes. I am not trying to complain here, just telling my reason why moving to legacy feels punishing and not tempting to play for MG side player such as myself.
In my opinion leaving previous season items would be a chance to make legacy MG somewhat healthy.
also: Yes! exactly as you said there are not many people playing and therefore not many people selling/posting items
Yep there's no fix for that besides a full wipe with the gold dupe fixed. That will bring more people onto MG as well. I played MG at launch and it was decent up until the point the gold dupe
Please keep conversations in this channel to a minimum. This is for the devs to answer questions. Plenty of other channels for discussions among players.
Alright fair! I do get your point as well Kalinex, there is no perfect solution. I was also hoping some insight from devs for my question. Already posted version of my point to suggestions channel too.
My opinion is just that best out of bad situations for MG legacy would be to move current cycle listed items there to keep legacy market somewhat alive
Won't spam on this channel any more but I would have thought all the items would xfer over to legacy on a reset, if not it completely defeats the purpose of a fresh economy. Could be different this time though if it's not considered a "new cycle". Gl mate
Are bleed stacks and all similar DoT stacks (poison, ignite) limited to 999 stacks per single target?
They are not limited to 999. But the counter won't show above
hi I would like to ask, I was caught on season 1 doin RMT. Which i honestly dont know its bannable, i swear i dont know and i dont read code of conduct. if i know I would just go COF faction which i regret so much. my question is ; can you just uplifted my bann so i can play again, why its permanent ban since you guys already reset everything, will i get unbann ever? I want to try new patch with COF faction. I dont want to create new account since all my steam game and friends is there, can you please please uplifted my bann? or just delete my character and let me play from 0 character. sorry english is not my first language if theres any mistake.
!support
Anything we can help with? We've support articles and a contact form at https://support.lastepoch.com/.
Try support...not a random discord channel
I tried, the reply just feel like ai reply. which dont have humanity feels. just ok you dont follow code of conduct so u get permanent banned thats it. i admit i was wrong but i feel the punishment was too harsh. but if thats how the rules and action being taken then i got no choice but to accept that. i just try my last chance here. my bad if this not appropriate.
Yea, I have no control over that, sorry. If support has already upheld the ban then there is nothing I can do.
I think it was set up in such a way that adding this would be quite tricky and I don't think we have enough time to get that done as we are pretty well locked for the 19th already.
When i want a Red Ring to get with Rune of Ascendence , i can use any ring or just the Silver Ring ? so im now about to use my 250th Rune 😄 i'm gettin desperate 😄 this Ring wont drop , Can someone tell me the Dropchance ?
any ring, also the odds are somewhere around 1 in 730, so getting it at 250 would be pretty lucky
I see. Thank you for the reply
Anyone know by when they'll make a decision regarding whether or not to do the refresh of characters? Been holding off on playing for now, but if there's no refresh, might start playing again lol
Not guaranteed, but looking like maybe Friday: #👨┃ask-the-devs-not-support-no-bugs message
Will this upcoming reset include some class/skill/game balance changes? Most replies I've seen say there's nothing mentioned in the notes. Which makes me wonder if that's a no. I understand if it's no, but I'm just a bit confused.
no balance changes
The announcement specifically says no, in the linked forum post.
#news message
"Also, as this is not the start of a new Patch Cycle but a refresh and reset of the economy of 1.1, with a bit of spice added, we are not planning to include any balance changes."
The way I see it, haste is like a metabolism booster, so it should apply to mana regen as well 🤣
Is the stash tab priority system going to be similar to loot filter system?
I saw it 😈
Similar how?
Is there a place to see what bugs are currently known, or skills that dont function properly so as to avoid making a build requiring a skill or node that just doesnt work?
Levaraging the loot filter system to filter tabs, the system already filters loot, it could tie to tabs and offer extra option for granular filtering
I recommend moving the premiere of the cycle to the beginning of the 2nd quarter of cycle 1.2
in the meantime, give him more content
we don't have a public bug tracker
I'm sorry, I don't understand what that means but if you'd like to make a suggestion, please use #1210282176680169562
I don't see a tab there about update 1.2.
I propose to postpone the 1.2 update until the beginning of April and not an unknown date during January, February or March
In the meantime, please add more changes to this update
the game is not played due to insufficient updates and seasonal delays so he had no objection to postponing update 1.2 to April
update 1.2 has already been extended until the beginning of next year, I suggest April, give us more content so that players won't mind the delay in the release of update 1.2
This assumes that they can make more content by delaying another month.
The update may come out in January, so a 3-month delay means a lot
you immediately assume that there will be an update in March. As far as I know, the period of January, February and March is considered for the release of the update
In the meantime, I prefer to hire more experienced people and within a month or a little longer, much more content can be created. I prefer the end of April for the 1.2 update
It doesn't integrate with the filter system but you can specify several properties of an item for it to auto sort items you are quick moving into your stash.
The update may also come out in March, since they're clear that they do not have a set time, means whatever they wanted to do in the first place isn't done yet.
Are audio cues for loot filter being added to 1.2 patch?
I'm sorry, I don't have any details available on next year's 1.2 patch.
hi, does faction progress decay or get deleted whenever a cycle ends?
Your faction ranks in the Cycle get merged to Legacy, and you start from nothing in the new Cycle.
New cycle characters are blank slates for everyone
with the steam family sharing moving to a system where when accounts that share games with cheating accounts also get banned from that game will family sharing be reenabled for last epoch?
There are still other blockers for us.
ahh, unfortunate
When will we hear the results of the poll? Sorry if this has already been asked/answered
I think the post said Friday?
increasing the price of the game itself to $90, the competition charges that much for d4 with the expansion, in my opinion the game is too cheap. d4 is much worse and costs more money. increasing the price of the game will employ more people. on last epoch promotion it should cost a maximum of $55
the quality/price ratio is inadequate if you take into account the game Diablo 4
Just so you know, nothing you say here will be passed/discussed with the team
where to write it specifically?
I guess Gameplay
Even though the category doesnt fit, at least it will be seen/logged/passed to the team for further discussion
What is the damage type of "Ruptured Corpse" node of "Bone Curse"?
Ignore the mana cost, that would be if you are casting it yourself
ahhh I see, so it is pure physical damage, that (probably) scales with +Physical dmg?
Yes
Awesome, thank you. Once again I am reminded I can use LE Tools 😄
Is it intended that Nemesis droped items with a CoF char are posible to sell with M.G. char? Nearlly all the rest of the loot of a CoF char gets marked as: "Cannot be traded". ¿Any link to when how the "cannot be traded" mark gets on a item?
File a bug report.
The CoF tag is only applicable to items that drop as a result of your faction bonuses. As CoF I get MANY items that arent CoF bound, the nemesis is one example. Admittedly, I've never tried to sell them on the auction house however
Doesn't matter, if you think you might have encountered something that isn't intended, please just make a bug report.
Opps! My apologies, I didnt realize what channel i was in, my bad
all good
On my phone I just see "ask the devs, not support" 😂
Will the new skill shrines also appear in arena?
Dungeon Quality of Life (”QoL”) Updates will be in future post? Or where?
Does new cycle "+50% increased random unique drop" also affect boss drops, just like CoF rank 10 bonus?
I think no, cause I've asked before what this "random" meant
#👨┃ask-the-devs-not-support-no-bugs message
Thanks
Patch notes on the 17th
The game Will be on sale day 20 or no?
Your efforts will not go unnoticed; a reward will be granted to all who participate.
Can you confirm this applies to offline only players too?
Regarding patchnotes about auction house(btw they are great, thank you), what about search with uniq affixes? Like "Bone Golems have a 6% chance on hit to grant you (2 to 4)% of their missing health as ward (1 second global cooldown)". Can we search this percents? Or "(100% to 200%) of your Bleed Chance granted to your Falcon"
I am not in MG but I wonder if people in MG would like to be able to select lines in their loot filter as a search.
Those "affixes" aren't really affixes so the search doesn't work that way.
Will it be adressed in the future? Scrolling hundreds of uniqs is troublesome... Imaging trying to find needed Nihilis or Omnis with this much rolls and you can't filter any of it
It's not impossible but the scale of the task is very dramatically larger than you would probably expect so we've got a ton of stuff to do first. It's clearly a good thing but we have to weigh how good it is vs the time investment. I'd like to see an approximated version of this first. Like not being able to pick individual rolls but maybe average rolls or something.
It's understandable, we hope that one day it will be possible, thanks
Thanks for the news post about the patch for next week, I was wondering if there is a reason why we will not be able to set affix tiers on stash tabs in a similar way to advanced options in loot filters?
Hey good to see regular updates. wanted to ask about any plans or time scales for WASD movement option? It's such an incredible quality of life change for me in D4 to the point I actually go back every season to play. I've always hated the click to move option in arpgs and its one thing that often makes me put them down once I am done with the campaign as I really don't like it.
Presumably you're only picking it up if it's being shown by the loot filter in the first place and it was already getting a little bulky as it is. If you find it missing while using it, let us know.
WASD is still a really big feature to implement. We don't have any info on it as a potential addition yet.
hello devs can you tell us what graphics engine you used to create this game?
Unity
(if thats what you meant)
yeah...
hmmm quite impressive, didnt expect unity to create such high quality graphics
Do you think Unity is robust enough to do what you want with the game?
It's quite rare that we are completely prevented from doing something due to the engine. There are a few times that we have had to get very creative to make something work as we envisioned and with the new update that we just did internally, we are going to start bringing in some new features from that for next year.
Good to hear. I am then hopeful that you will fix that weird behaviour where if you keep the left mouse button pressed near the center of the screen, the character will run in place
aww, I love moonwalking
Have you (EHG) considered changing some of the hitbox detections to include a short "grace period"?
e.g. Hearot vortex, even though it's technically correct that the player takes dmg the same milisecond they cross into it, most games have short grace periods for things like this to make the experience "feel" better.
e.g. how you can still jump while technically being off the platform in Super Mario, because those close margins make the game "feel" worse if not implemented.
yup
"have you considered" questions are like 99% of the time a snap yes
does that mean you considered it and decided against it?
We don't have any changes to that coming this patch. If you'd like us to consider it, please drop it in #1210282176680169562
Also, fun fact, the thing in Mario that you mentioned is called "coyote time".
I'm not asking for a fix next patch. but because it's one of those things new studios tend to miss and it makes the game feel much less polished and much more janky because it creates interactions that while technically correct, but they "feel" weird to a human interacting with them and make it seem like it's bugged since you can't perceive the environment as fast as a computer....
And I keep running into things like that all the time.
yes, i know 😄
Guys, you need to do something about the graphics settings options, I can't see any difference between most options' "High" and "Ultra" settings
Thanks for the #1210282176680169562
Yes sure, I said it here because I expected something like "Yeah we know about this" or "On my machine it's noticeable", or anything else that the devs know about these options
Any plans for paid expansions and/or more ways to monetize the game in the future or are you sticking with 'visual mtx only' for now?
They have been very clear about only Skins and Pets will be monetize
That's cool, i see that in the shop we have a placeholder for 'skill vfx' category, those aren't available because that's a low priority for art team or is it more technical issue?
Cool new visual for a skill usually motivated me to play with it in PoE, i think it would be the same for Epoch so that's why i'm asking
While these Skill Shrines can be quite powerful, they also don’t last forever, so take advantage of their power while you can.
so...to clarify on this one
is this referring to the fact that skill shrines are potentially more than just a one-and-done effect?
or is the entire category only temporarily available to find...at all?
or is it something else?
Just aint made yet. Mike just said on stream thats its like a 2/10 being done cuz they just started on it
Are the items left in the "remove only" cycle 1.0 stash going to disappear with this upcoming cycle refresh? I have a lot of stash tabs and haven't withdrawn all the items yet.
they wont dissapear this time or anytime soon. but eventually yes they will need to be emptied
will stocked up favor be moved to legacy from cycle this time?
Is it due to the need to re-balance enemies now that players can move and aim independently?
That's one of the major hurdles. It also includes, a ton of animation updates and player skill changes too.
Huh didn't think about animation update. Why would skills need to be changed? I feel like D4 didn't change much at all when they implemented it
We haven't been interested in a paid expansion model but we are nothing if not flexible adaptable.
They probably already had their character upper animations and lower animations split. We have to redo every player animation in the game.
Each individual effect is temporary in the zone you would be playing. The content of skill shrines is not temporary for the game as a whole.
It's "insta-core" if that makes any sense.
like, 1.2 and 1.3 and so on will still have them
individual shrines might be removed if they cause problems and others could be added on an individual basis.
I don't think so
How many Mike's worth of bees, wasps and hornets are included with the patch?
Conversely, how many bees worth of Mike's are included?
At least 1
and just enough to have fun.
I have no idea
was the attitude towards affix changes on legacy items changed? pre-1.0 it seemed like if an affix got removed it would either get replaced or moved to a seal and then you could continue to craft the item, but now with the recent boots health regen change the affix just stays there and you can't touch it, effectively bricking the item
Not as far as I know. It should seal the affix if the affix was removed. The way it's done, I'm not sure how it could just lock the affix in place.
huh 🤔 I had/have some boots where the flat regen was still taking up a suffix slot and I'm unable to do anything that would require using its shards
If you think you've hit a possible bug, please report it with the in game tool.
Mike, do you happen to know if the disintegrate rework in 1.1 that removed the ignivar's+gamblers interaction was meant to be mostly power neutral?
Like, was the idea internally that there wasn't much motivation to buff disintegrate overall, just to make the ability more diverse and interesting? Or was there also some sense of adding or removing power overall?
Or was the comparison to previous just ignored and the skill examined based on your balance targets for skills more broadly?
The goal was to at the end have an ability which was viable and fun to play throughout the game and into end game multiple different ways and wasn't locked into 1 specific unique item combo to function at end game. The power difference between 1.0 and 1.1 isn't really directly considered too heavily but I think broadly neutral when compared to the surrounding landscape was ideal considering that the version that did use that combo pre-patch was generally powerful.
Yeah, that's kinda what I figured. I've played disintegrate extensively this patch and left some feedback. Gonna try some other build options during the reset to play around and see if more is possible. It's definitely going in my "not aberroth viable" pile, though.
I definitely think the lightning variant is pretty significantly weaker than pre-patch, but I couldn't be happier with the theme of the rework overall. I liked the skill before and it's so much cooler, now!
Yea, that's why I said "when compared to the surrounding landscape". I think that the general power level of the top end came down so if some 80% builds came down a touch too, they would still be in that same 80% range. (not saying that disintegrate is 80% of the power of the top build, just as an example)