#👨┃ask-the-devs-not-support-no-bugs
1 messages · Page 66 of 1
If you think you've found a bug, please report it using the in game bug reporting tool, regardless of if it is known or not.
It's probably not actually frozen, it's probably just a very full stash and is having problems.
Im playing with my friend and i have 6 gold resos and 1 purple, She has gotten a total of 3 golden and 0 purple (yes all were picked up). Isnt this supposed to be somewhat equalized to stay within the same range as your partner? Idk if its bugged or what, but i have never had this occur before and i play groupsf all the time.
It is exactly equalized
Perhaps there’s a bug occurring of some sort, Not sure. I haven’t had this issue before so idk. But while you’re here I wanted to ask as well, Are there any plans of reworking the current resonance system a bit? Gold resonance feels useless outside of maybe the first handful of hours of a new league and the purple ones are so rare that it feels bad to use them on exalted or sub 4 lp gear. Of course I’m not asking for specifics, Im just curious if the team has discussed or vocalized the desire for change in regards to the current system.
I'm sorry, I don't have any information on potential upcoming changes.
Okay, Thank you for responding so fast initially either way. Just please note my feedback ❤️. Loving the event, Back to the grind.
Sorry, I'm just full of bad news. I don't record anything from this channel. If you'd like to submit feedback, please use #1210281911872786482
Well i love you anyway, thank you
so im trying to work through 100 monos. harbingers show up every time box checked or not. anyone else seen this bug? ive tested it over two days
Sorry, no information on the status of potential bugs here. Please use the in game bug reporting tool if you think you've found a bug.
I'm sorry if this question has been asked before, but what's the reason behind the content cut of the main story? (just only needing 1 item for the bridge, no more killing the 2 mobs before lagon, etc.)
When we will have patch for stash lags?
Is critical vulnerability acts as a counter to critical avoidance so mono mod may be rendered ineffective by 18 stacks of it? If no, how they interract with each other? May skills like Shadow Daggers with guarantee crit do not crit if enemy has crit avoidance? Does CA work against 100% crit avoidance on an enemy or a player?
Crit vul also gives -10% crit avoid.
Crit avoid is also a final modifier, after all crit calculations, so without the -10% crit avoid debuff, crit vul does not affect crit avoid if you're already crit capped.
when are you guys gonna add all idol affixes to the market? (in cycle)
How do I report a bug in offline mode?
You can post it to #1210281997591908452
For Transpalnt skill, how does the node "Marrow Blades" work if I also have the node "Simulacrum", which creates a Bone Minion? Will the buff from "Marrow Blades" apply to the newly created Bone Minion, or only to minions prior to casting Transplant?
Also why don't the Bone Minions have any scaling tags?
Is a nerf for the Event Enemies planned already?
They were too confusing quests.
Unknown, we are working on it.
No ETA yet.
I'm not at my computer to check but check the wording to see if it says before or after. Likely the buff happens first. Also sub skill attribute scaling tags don't do anything anyways. The triggering skill passes scaling along.
I'm sorry, I don't have any details on potential upcoming balance changes.
Since im a huge minion build fan, was wondering if we are going to get more minion/companion oriented gear for Primalist?
That was not the answer i expected... and quite concerning at that 😅
Any plans for expansions & new characters? I would definitely buy expansions & characters.
Getting players to read is a magic spell I don't know yet.
It's a primary archetype, it'll continue to be expanded on.
We do plan to add more characters yes.
Tell me about it, but then again i don't really like to read either but never had an issue with those quests 


do cooldowns round to the nearest 0.x as i invest in CDR on my gear?
No, the tooltip rounds but the actual value is much more precise.
Is this correct for Bone Minion? https://www.lastepochtools.com/minions/bone
doesn't scale with anything?
well yes but actually no.
the only skills which directly use attribute scaling are skills which can be placed directly on your bar. All others inherrit the scaling from what casts them.
so in this case, Bone Curse?
and then, the minion itself will only scale with items with +Minion stats?
It scales with all the relevant tags like normal plus the attribute scaling of whatever casts it
Apologies, I meant Transplant
It looks like that's actually an exception and it doesn't pass anything along there.
Sorry, I got lost. Do you mean that this minion, which is a result of a Transplant node, scales very little?
It doesn't have attribute scaling.
Cool, thank you for taking the time to explain it to me 
Would this work the same way if an item triggers a non-classkill? Volcanus triggers magma shards on melee hit, but magma shards says it scales with int and attunement (and character level). Would it also scale off strength if a strength melee swing procs it?
Summon Skeletal Mage -> Macabre Waltz
does that node work if my mages are Death Knights? Doesn't look like it works
Why? Why did Minimus have to die? You monsters
Hello
I have a small question
Idk if it's a bug or smth I did not understand but
I have infernal ray node and electrify for disintegrate skill with mage. Under infernal ray, it says 'lose lightning tag unless you have the electrify node'
The nodes for context
Minimus doesn't die, you can find him hanging out at the end of time (unless I've missed something)
Questions, are you guys high when adding those mods for enemies in this events, like poison explosion dog with meteor, that is some chat GPT stuff right there
Everyone has their own process to get the creative juices flowing. Just to be clear I know who came up with those and they most certainly were not high. Lots of really out there stuff stems from unintentional bugs that are just funny.
Pp
What's the question? If you were to take both nodes, the lightning conversion should just win completely. (Side note, if you're not sure whether something is a bug or not, it's always best to report it anyway.)
Do you think that leveling is in a good place. In a normal cycle i am around level 88 when i hit impowered monliths but do to increased loot and glyph of envy i was about to use glyphs of envy to skip the last 5 time lines and hit empower at level 78 which is 22 levels under the zone and that felt really weird almost every cycle i think level 70-90 is to slow but i wonder how you feel
It's getting there. I think that having optional faster but more challenging routes for experienced players is a really positive thing.
I have to ask this to the devs because there's no info anywhere, and no one in the community was able to help me so far. What is the base damage type of the forged weapons for adaptative damage?
Physical, check Forge Strike's Minion tags.
There's a node that can give it the Fire tag.
If it gets the fire tag, does it split between phys and fire?
Yes.
Does hollow lich passive node effect drain life's 30% life leech or is not inherent skill leech
Resonance drop from an hidden experience bar.
So i guess it works like faction favor.
To efficiently farm them you should go to empowered monolith and stack Deadly mob echoes.
Then go to a map with high mob density and linear path (I really like Imperial Warcamp).
You go start the echo, you kill everything and you use your portal to leave the echo BEFORE doing the echo objective.
And you restart the echo as much that you want.
Only downside is that you don't get stability. But that's kind of an abuse from the echo system, so don't complain
Hi Mike! First off, I want to say how much I love the game and the incredible work the team is doing. It’s been a blast to play and see the game evolve over time.
I reached out to the team previously about DLSS, and I understand that you’re not using a version of Unity that currently supports it, which makes sense. However, I’ve been running into some pretty unbearable frame drops when killing huge waves near monolith objectives. Sometimes the frame rate drops down to 10-15 FPS, which really takes me out of the experience. I’m running a 13900K and a 4090, so there’s definitely something going on that seems a bit off. This is something my friends experience as well and we are all running similar hardware.
I’m eager to hear if there are any upcoming updates or optimizations planned to address these performance issues. What are the causes? Keep up the fantastic work—I’m excited to see where the game goes next!
I have 230 hours - your suggestions change nothing if I've only played in a group for those.
I also stated I get golden resonances like no tomorrow so I'm obviously already eligible for them.
hi devs, do we know when the stash tab issues will be fixeD?
I'm not sure. I know someone is working on it but I'm not sure what the current status is.
General performance improvements are still our number 2 priority, just behind multiplayer performance.
We are targeting our next major patch to have the new unity version so DLSS might be coming kinda soon ish actually.
hi Mike, do you know if another devs reproduce the bug in unique bow prophecies successfully and ready to fix it?
i didnt know what DLSS was and i did a quick google search. from what i understood, for my case, i play on a 2560x1440 resolution, it will run the game on 1920x1080 and render the game as if it was on 2560x1440, right ?
Since the reset, i have to play the game in windowed 1920x1080 becaue the event skeleton pack drop my fps 😦
I don't have any information on the status of bugs.
yea, that's basically it
Super cool, very excited for the potential of DLSS. What specifically about multiplayer performance? Is this in relation to the long/delayed long screens or something else perhaps?
That's a part of it. Micro stuttering on certain systems caused by multiplayer position corrections comes to mind as another.
It's me again.
Asking again.
For this discord to have a 'hardcore' section, again
I don't have control over the discord layout. I've asked for you before. If you'd like them to consider it, please use #1210282176680169562
It's been asked for many times in there. But thanks
how do i make an application as a dev for ehg xD im a full stack web dev looking for a change
hello. direct trade when enable? or its permanent disabled?
Hello dear devs,
Do ailment stacks above 999 have an effect? Because the debuff display icon looks like it stops counting at 999.
It's only a visual cap, they continue stacking and functioning as normal. It used to be visually capped to 15 due to performance issues, I assume same reason for the 999 cap
Someone? Bro XD
#1230893914123145216 - Not dead, just sleeping!
Ok, ok. Phew! I was worried for a while!
With this amount of shards dropping, we really need a button to store the shards that doesn't require to open the inventory
thats a fine #1210282176680169562 or #1210281911872786482
not really a question
I was trying but you need to be modarator to make a suggestion thread
thats why you read teh pinned post that tells you how to post
cuz you add onto an existing thread, not make a new one
Got it, sorry for not reading well
can someone explain to me why my COC faction is lvl 1 now and it was max before. talking about legacy character. i would like to continue playing but now i can't because i can't use my items. thanks
would it be useful to the devs if we bug report the monoliths that struggle badly on Steam deck? a select few biomes tend to kill the frames.
yes
I'm curious how you envisioned the gameplay progression in the game if the main content revolves around leveling corruption. Because it's clear that very few builds can reach 2000 corruption, and they will die from a single hit, not to mention the bosses, which kill with just one skill. In this regard, my question is: was the idea that people would stop at around 1000 corruption and just farm there? That's why people discard many builds, knowing they'll hit a wall and won't be able to outscale, say, 1500 extra HP. So the choice narrows down to 2-3 builds, and I’m not even talking about melee builds, as that seems impossible. I'm asking because it's always interesting to learn the creator's and game designer's vision of how they imagined people would play their game.
So what should you do in that case if your build reaches 300-400 corruption and, by this opinion, it's considered a good build? It seems to me that the main interest lies in progressing the build, where you reach a certain threshold and want to overcome it.
Mike, did you design every single rock and tree in the middle of openspace to annoy shield rush user ?
they always ruin my very long rush
Mike, is it normal that in the lootfilter, i did 4 rule for unique with 0 , 2, 3 and 4 LP, and different weaver's will. and they all show as "RECOLOR all Unique with at least 2 Legendary Potential or 7 Weaver's Will items"
And when i click on the rule and open the rule conditions, they all show 2 LP and 7 Weaver's Will.
I noticed same visual bug but they do still work with whatever value you put into it in the first place
I know specifically who but not everyone likes to have their name out there so I generally don't use names when talking about other team members here.
Not names. What I mean is one guy is working on stash tab problem?
not permanent but not yet
Yea, you get sections of the code base that you are very familiar with and adding more cooks doesn't always make the fix come faster. The joke generally goes something like, what one dev can do in a week, 3 can do in a month.
and that doesn't count QA that help with the overall problem too.
I always liked 9 women can't make a baby in 1 month
that's a way better version lol
I mean 1 women can't make a baby in 1 month too though
but 9 women can make 9 babies so I'd like to get an extra 8 bugs fixed in the same time frame
9 women you are way ahead on that one nice
Just want to shout out a Thank You to all the devs who work hard to stay on top of issues. Keep up the good work.
why don't minions have any visible buffs under their healthbars? how am I supposed to know that, for example, Blood Infusion node from Rip Blood is applied on them?
I play legacy mode. I hate cycles/seasons/etc. Will never engage with those systems. Why do I have to move all my legacy stash stuff to a new stash every expansion? I have to repurches all my tabs and then move everything. I'm in legacy mode. Do you have no respect or care for my time or the effort I put into organizing my inventory?
But legacy stashes are untouched?
Feels like someone been playing cycle.
hate to break it to you but you have been playing on cycle this whole time. Legacy stashes havent been touched at all
Is the massive lag spikes from killing large packs of enemies the same issue as the stash tabs were or is that a different issue to tackle?
Different
Hi Devs. Just got my LE from steam, and I was wondering if this event goes if I go Offline mode? My location’s internet atm sucks. TIA! Cheers
A question, wasblock nerfed in any way? i had a Shield Bash char that was reaching almost 100% block(before 1.1.7), i get some block gloves that would take me to 100% and i realize that something is off, i cant reach 90%, was Ring of Shields for example nerfed in any way? i cat found anything about it in the patches, ty
Yes, it works offline
Not that I know of. We tried to not make balance changes this patch.
im curious. what was the reason to go with task bar minimizing on tabbing out instead of just letting the game run in background ?
any idea when player to player trading will be re enabled
Is it intentional that different minion types have varying aggro radiuses? They're difficult to control when skeletons run off while the golem just stands there. I know I can use "a" to give them a command, but having a consistent aggro radius would be nice.
If you put it in windowed full screen then it doesn't minimize
No
Each ability has a unique range. So I guess yes?
does CoF rank 5 (35% chance for doubble mono echo rewards) affect boss drops? I got a ravenous void from elder gaspar which is tagged as requiring CoF rank 5 but i would not have expected that to count as an echo reward. I did get both pairs of gloves that he dropped so if it does count bosses that makes sense
nvm i see in the faction release that the highest CoF rank requirement is rank 5 (i see gear with higher ranks listed all the time though - will report that as a bug)
how does the damage taken as conversion work if you wear rav void & orian's eye? if you take void damage do you benefit from both the less void damage taken on rav void & the less fire damage taken on orian's eye? or only the fire damage reduction because that's what the damage is actually taken as?
Things can only be converted once. So all void is now fire and some physical is void.
Edit: Conversion happens first, so it will only benefit from the actual type it becomes
would it be possible to add LP to the chest loot filter?
p.s. thanks for adding chests filters they are sooooooo nice!!!!
Hi. If the server fails mid fight against a boss in HC, resulting in death. Is there a log that can prove it, then result in a rollback of said kind?
Hello. I wonder if you have any plans of updating some of the lower rated uniques, that feel almost bad to equip on your build. Examples being Stormtide or Calamity.
I was thinking maybe giving stronger stats to these items due to them give as large of a downgrade by equiping them.
There's no precedent for anything like that in the past, but your best bet would be to contact support
!support
Let's work together to get it sorted! We've support articles and a contact form here: https://support.lastepoch.com/.
#1210282176680169562
(Calamity also isn't really that bad, the downside is nothing.)
Ok I just lost another HC character. This time in Soul Bastion. I had over 700 charges but it wouldnt switch to fire, then i just died of degen. Is this a bug or did I miss something. Also, this will be my last time this cycle.
Dungeon skills do not have buffering (at least it was unnoticed by me) so if you press them during animation of other skill they have no effect . So using skill locking you in uncancellable animation for HC character may be unsafe.
By the way, are devs awared of problem with shrines in dungeons? Like, you touch the affix/gold/portal/lizard shrines and nothing happens, they just play burning animation. Skill/stat shrines work as usual.
if you encounter a bug, please use the ingame bug reporting tool
I have already reported it. Thanks
I know, thanks 🙂 I've sent about 100 of them during playtime. I mean, I can report every single shrine (like 5 times per dungeon) but if devs are awared of it there is no reason to send duplicated bug reports
duplicated reports do help, since often times they need more than one set of game data to find the cause. so just cuz 'they know' doesnt mean more info isnt helpful
There is some truth in your words. I'd send at least one per shrine type then. From my experience, duplicated reports about the same problem from customers rather annoying than useful, so I may consider it wrong.
Why allow people to go past 500c when you say EHG's official stance is that the game isn't designed to accommodate 1000+ corruption levels of damage/loot/general gameplay?
Is it just a leftover of pre-release mechanics where the game didn't have a way to get such good loot so fast, and thus it was never an issue?
Will you restrict corruption levels later on, i.e., is that on the table?
I too was on the fence about sending a bug report I saw the same thing that I already sent in.
When minions gets tooltip dmg numbers? 😭
No specific ETA
sadge. whats the problem with that?
Having ways for players to push the limits is great so it is designed to keep going. We don't have plans to put a cap on it but it is an option.
while we are free to explore corruption adequately to the character power its reasonable as long as monoliths are the one and only endgame content.
I cant wait for yall to introduce something new and as deep as monolith to grind in endgame but until that i think its crucial to optimize monoliths as much as possible in terms of pushing and rewards for going higher
For min/maxing yea, I think there are different types of players and goals in mind though too. I think my preference would be to increase the difficulty scaling rate of monoliths.
Difficulty scaling rate increase, all else equal, would also have to come with equal scaling rate increase of rewards otherwise it ends up being a net nerf to item acquisition. Especially true for experience as this ends up being the primary lifeblood of item for CoF via favor.
It does make sense for the difficulty scaling to not be linear though as power progression tends to not be linear until you reach a threshold of diminishing returns in further gear upgrades which is usually a point beyond what most players would consider realistic anyway
will we ever get a batch compensation for the countless dungeon keys we lose? Its already hard enough to get them and losing one to disconnects hurts so much
is minion AI ever going to get a rewrok/overhaul? im tired of running around and watching my minions struggle to keep not only agro but even attack things while on the move. Abom is a great example. with how fast he moves and there being some wierd momentum going on, any time it has to return to me it takes forever for it to stop once it does get to me and in that time frame im being attacked and he's doing absolutely nothing. if there's enemies nearby it should be attacking immediately not worrying about standing next to me first.
Do shrines scale with enemy level or corruption to make them useful at higher difficulty endgame?
They already scales with your stats and damage. It is enough. For sure, you will deal no damage with warpath playing spellcaster but if a shrine skill scales the same way as you do it is useful.
For CoF rank 11, is that 25% additional chance or just 25% flat chance?
Mechanical question. Is Rive's Lacerate ailment affected by % melee damage bonuses (increased/More)? It has the both the damage over time and the melee tag so it is a little confusing. Is it considered a physical ailment if it has physical damage dot component? (Answered, thanks!)
Flat, it takes place after the usual rarity rolls
Afaik it works following way: for example, w/o CoF you would drop 2 white, 10 magic, 8 rares, 2 exalted and 1 unique item. With CoF it will be 2 white, 10 magic, 6 rares, 4 exalted and 1 unique item (so 25% of rares became exalted after initial rarity roll)
find the keybind for "attack move" - on Keyboard it defaults to "A", and press that button -> click on the enemy in question. I believe that will command your minion to attack something instead of running
its still far too slow at responding and i really dont want to be spamming "A" all the damn time. not the kind of gameplay i want. on bosses its fine and i do use it there but if im too far away fromt he minion and i press A to get him to come i still have to wait regardless or backtrack slowing my echo clearing progress way down.
Why the tower arena is not exist in endless arena mode ? I can only see it in monos
Any news on when steam deck will be better during monos? FPS just gets bad in them.
Not sure, might not be intentional. I can't think of a good reason off the top of my head.
No ETA, it is in active development.
It checks modifiers when they are fulfilled, not when they are selected.
Would the team consider the option to do a T4 but choosing doors that dont add enemy health or damage but also doesnt give extra rewards?
We consider anything put in #1210282176680169562
Does item rarity have diminishing returns? if so do we have a graph to see the falloff or does it stay linear?
Hey Averielle :), just checking if you managed to get a response about this?
Technically yes, however the relevant part of the graph is effectively linear.
How many echoes maps EHG done for the end part, monoliths?
Is the time bubble created by Anomaly supposed to not have the area tag and thus not be affected by area bonuses?
10, and you can rerun them as empowered making it 20, but its the same first 10 at a higher level
the "damage/defense/minion/other" part of "Character" sheet has too much stats in too little space, is it possible to make it's section bigger? Ideally I would like to see a search function similar to "search nodes" for skills and passives, because rn it can be hard to find where a stat is displayed even if you know the right tab
I can't post there
You can, if you read the pinned post that tells you how to post there
Can refracting lens of wealth stack with CoF? Can I use 2 of them and wands for example to get double wants drop for 180% cost?
Are there plans in the near future -- maybe next two or three cycles -- to have non-mono, non-campaign endgame content? It really feels like every ARPG has campaign/maps, but not much else.
Edit:
I know LE has a few "rogue-like" dungeons, but these sort of don't count within the context of my question because they are gated by limited resources and force you to play hardcore while in them. The closest thing I mean is like PoE's Delve if you didn't have to gather sulphite
Are there plans for the priority tab system to be applicable to categories? So that I could have a rule for the full category of tabs?
They don't stack, also it isn't exactly "1.9x" technically and the bonus to cost is multiplicative not additive.
This sheet shows specifically the cost and reward for each combination of lenses for each prophecy: https://docs.google.com/spreadsheets/d/1DLiKBOApPtBBm5prr185HU-iYM9k28ENFgz-voXpB-4/edit?gid=2080914423#gid=2080914423
I mean echoes nor monoliths :)
Well, if we're getting technical, there is only 1 monolith. There are 10 timelines in the monolith and then many echoes in each timeline.
But to answer the original question, I'm not quite sure but it's probably in the 35-45 range I think.
Also I know it's being translated but just so you know, the word is "not". "Nor" is also a word in English but not in that way. You need a "not" or "neither" before the nor with an additional term. For example: "It was neither easy nor cheap" which can also be written as "It was not easy, nor was it cheap either"
no but we are looking to expand the system with things from #1210282176680169562
I don't understand how dungeons are HC but I think what you're looking for is basically just the arena if it had larger zones? We like having some sort of connection to the rest of the end game as a whole right now. Most of the major end game changes next patch will happen in the context of existing end game systems.
debatable, if you think it should, toss a bug report in the in game bug reporting tool
It's cool that learn something from native English speaker always. 🙏
oh, I found a way to check and I was way off. I'm not sure how many are actually being used in the live version but there are over 100 that are marked for use in the monolith.
Maybe the best way is...I take a note to record by myself... Thanks.
I guess different exclusive echoes in different monoliths... 🤷♀️
Will report you my results after I done the survey and let's see my result is right or I miss something.
10 monoliths... Today's goal.
Aren't the echo maps listed in tunklab already? Eg https://lastepoch.tunklab.com/timeline/fall_of_the_outcasts (zones)
Sadly the list is partly wrong
No, not arena. I'm talking about endless content that doesn't require keys and has at least some player agency with regard to challenge/reward types. In PoE terms, this would be like Delve or Heist if you didn't need sulphite or the map items to get in. Part of the problem in describing it is that other ARPGs don't really have this kind of content--hence my interest in it and desire to see it in LE. I guess the next closest thing might be something like how Chronicon has a mode where you can just challenge bosses repeatedly for farmable rewards, but that's still a little too close to the arena idea. Maybe the City of Aeturna from Torchlight Infinite is a little closer, I guess. Players had some input into the layout of the map and its rewards as they progressed until challenging the boss, then the tile layout would reset and players would build a new layout again.
I can understand wanting to have some connection to the maps, and I'm not saying some content shouldn't be aimed at that, but what I'm trying to ask about is if LE is aiming to deviate from the genre norms a bit by having content beyond merely campaign/maps (that isn't just rogue-like dungeons, such as Grim Dawn). In my mind, this is an untapped area of the market with huge potential. I'm worried that following too closely to PoE's model means people will just rather play that in the long run in the absence of a proper niche for LE.
is "Soul Blast" node effect for "Drain Life" not supposed to have any visuals?
Thanks for the reminder! It can boost up the progress a lot.
Chthonic Fissure: does Blood Gulch (fire>phys conversion) affect Singed by Terror (spirits shredding fire resistance)? As in, does the latter still shred fire res regardless of the conversion, or is it swapped to phys shred to accommodate?
Hi, is it possible to fix new shrines with passive "Coated Blades" on Rogue? It is impossible to play with -1k mana after few seconds after taking shrine :(
yea, its possible. but it still takes time to code and fix. when its ready it will be sent out. you arent going to get a timetable in teh channel called "no bugs"
Find the first bug is voidscared archive isn't in the list so you're right
is it intended that Unseen Strike sub-skill of Shift doesnt have its pop-up window with tags, DPS etc. I don't even know how it is scaled
if you ever ask "is it intended or a bug", treat it like a bug and do an ingame bug report.
What was the reason for multiplying every bosses hp by 5? Why did u need to add those shields?
hello, does the event (loot lizards, increased loot drops and undead mobs) also work in offline mode?
yes, the event exists in offline mode. however, they cannot track your participation in offline, nor can they award the mtx in offline either.
this is not a conversation channel
Does this mean no new end game content for the 1.2 ? That would be really disappointing after so long without a major patch...
No, the opposite. To quote the 1.2 announcement, development priorities are "expanded end-game content, better onboarding for new players, dungeon improvements, continued performance optimizations, and, of course, more balance and variety."
We didn't. The overall boss effective HP was generally unchanged with the addition of the boss ward system. Low power builds have seen a slight EHP decrease (faster kill times) and very high power builds have seen a slight EHP increase (slower kill times).
The ward breakpoints allow you to have some agency in the EHP smoothing system which results in lower power builds killing bosses faster and higher power builds fighting the boss in a more natural pattern.
(There are obviously exceptions at the very top with extreme outliers)
Father Toast is right, it means that we are doing a ton of end game content that isn't pretending that the existing end game systems don't exist. 1.2 will have more end game content than we originally planned.
If it feels like it should but you aren't seeing any, please report it using the in game bug reporting tool.
I'm not clear what the difference is to Monoliths really. The monolith is endless content that doesn't require keys and has some player agency with regard to challenge/reward type.
Regardless, we are always on the hunt for new types of fun and engaging content in Last Epoch. So if you'd like us to consider something, maybe try getting some more details together and put it in #1210282176680169562.
I know attunement used to have a lot more stuff to it a billion years ago and I wanted to look it up because I don't remember what it was it was so long ago but I cannot find anything about it. I know it was different and had mechanics that aren't in the game right now, I'm trying to find what it was
Well, Delve is pretty different from maps, just as an example, and not having the progress of one linked to the other is a big piece of it. Chronicon's "Ancient Beasts" content is another decent example. However, as stated, there is very little of this kind of thing in the genre overall. I mostly just wanted to raise the question to see if it is something your team has considered yet, or to at least provide an avenue of exploration for future content ideas if not. That said, if I come up with something more specific that would fit LE well, I'll be sure to post it in that channel for you guys. It would be so refreshing to have the genre do more than just "campaign + maps = game."
After meeting Muffin today, i believe the discussion of adding "Bonesaw McGraw" as a character into the game was discussed. Is that a possibility or......
Ello Mike, I am not a game dev but how do you prevent dungeons from blocked progression (walls on both end) right at spawn. Is the entire dungeon map procedually generated or we have fixed spawn point with presets that ensure no walls on both side? Not sure if the answer is going to be too technical but I am interested
Pathfinding algorithms is one of the fundamental things that traditional programming training spends a long time on. It's a fixed map so we know all the nodes and we can pretty easily check to make sure a good path exists.
Bonesaw is ready
Wait Mike.... you mentioned that you do coding/bug fixing on stream in the past? You can actually show backend stuff? 
Can trial stream on one of the weekly stream 
We are talking pre-Kickstarter and a tiny bit after. Someone came in and was clearly probing for extra information that we shouldn't be giving out and it spooked us so we stopped. We won't bring that back.
That's fair 🫡
I guess I'm not sure because I'm not clear on what "it" is. From what I can tell, the request is to make the monolith but that's not it so yea, just toss it in suggestions when you've got more details.
is there an option somewhere im not seeing to change the scale of just the cursor? i dont want to upscale the whole UI, just the cursor lol
Not yet
that and being able to change the cursor color, or at least have some premade options. like a bright neon green or hot pink cursor
Cursor customisation will come when they update the game engine. It should be for 1.2 (Q1 2025).
In the mean time you can change your cursor size in windows (should also change it in game). Or use yolomouse.
is the engine updating means updating the currently used version of Unity engine or smth more than that?
More recent version of Unity
Hi, Can we have removed Misshapen Remains from Monoliths until 1fps drops are fixed ?
When the new chapter is added, is the current +1 to all attributes reward moving to the new end of the campaign, or is that staying as the reward for majasa, and there will be a new reward at the end of the new chapter?
Current corruption mechanics are a bit awkward if you want to purposefully play a timeline at a lower corruption than your highest. Every shade kill catches you up to your highest corruption, then you have to fight the temple guardians, then select repeatedly 10 or 50 corruption increments to lower your corruption until it's where you want it.
It seems that this is just the result of a few patch-work solutions to implement other changes (like corruption catch-up).
If you could have a magic wand, what would the ideal solution be to you, mike? Corruption catch-up optional? "Select your corruption" when lowering? Something else?
Hi Mike, I was watching the latest stream vod and I got 2 questions :
- What happen to your Raptor Pack BM?
- You mentioned upgrading the engine from Unity 2019 to Unity 2021. May I ask, why the 2021 version?
So I killed my first Harbinger, went to Shattered Road, couldnt talk to the knight, closed the game, got back on, checked the faction, and it says I didnt kill the Harbinger that I already killed and says im rank 0 in the faction, anyway to fix this?
I dont wanna keep killing Harbingers if im gonna somehow not get progress for it
From reddit, not sure if true: raise your corruption to 1 or more before killing it.
but im on empowered now, so that should be fine id imagine
Ok need to vent because I'm beyond po'ed, what's being done with the "lag" with killing big groups and loot dropping.....specifically prophecies. Large group, big aoe, dmg numbers turned off, graphics set to very low (in order to attempt to help) group explodes, game freezes, loot pinata explodes and then screen says you died...how is that enjoyable?
Performance is one of their (and I would bet pretty much every developer for a performance intensive game) top priorities. They're going to upgrade the engine version in the next major update which most likely will come along with performance improvements, so hopefully that'll help.
is there a way to turn off active shrine effect? playing offline and changing zones doesn't deactivate it
Changing zones should deactivate shrines. If it does not, that's a bug. Please report it using the in game bug reporting tool.
ok, you should add a way to deactivate them like in poe....
that's a new one, report it using the in game bug reporting tool please. I would personally try killing another one and see what happens.
The cycle rolled over and I wanted to keep playing cycle so I moved on. I did get it to about 150 corruption smoothly though.
every step you go up has a chance to add more bugs, too large of a jump and you can't resolve them fast enough to fit in a dev cycle. Also, 2021 has a couple very key features that we were after. Also while we were picking out which one to go to, this was the farthest along version that didn't have certain other issues...
(which have since been undone so it doesn't matter any more, which also meant that we bumped up the version of 2021 slightly too)
Switching era in Temporal Sanctum also deactivates skill shrine, for warpath at least. IGBR'ed 
Warpath echos for VK is still broken and dmg is stacked on player not on the echo, which ruins imo one of the most fun builds as you cant speed run your monos or other areas. I constantly have to slow down and/or backtrack to kill mobs which my echos of warpath would normally finish off for me. How has this not been fixed yet?? A bug that breaks an entire (and popular class) that's embarrassing to ignore it so long.
P.s. I know this is not for bugs but i''ve been reporting ig for ages and on the appropriate forum here and i feel it all goes ignored.
I'm sorry but if I were to try and get bugs reported here prioritized, all I would do is try and get bugs prioritized. I wish I could give you better news but this will have no impact on how it is prioritized. You are right that major problems with warpath is a high priority issue.
Thanks for using the IGBR, now next time, please only use the IGBR instead of also posting it here
It just occured to me that I could probably just delete all the off topic posts here instead. Might be more efficient.
Hey Mike, without any negativity but WHERE you lost Elemental Resistance affix for Idols in market. I just cannot understand how it happens everytime??? Annoying
I'm sorry, I don't understand the question.
Do EHG plan to make a series of digital goods for steam point shop? I want to purchase le's profile background, mini profile and avator frames.
Thx for the answer 👍
I'm sorry, I don't understand the question. The point shop only sells digital goods. I'm not really sure what any of the examples are other than the "avatar frames" which are coming as you can see when you open the appearance tab in your inventory.
They're not for in-game and MTX, they're relevant to steam profile.
oh, I don't know then
https://store.steampowered.com/points/shop Welcome to check out. I want to get last epoch's ones 👀
I believe EHG can do them well because a good art team inside
Maybe I should ask the support team haha
Are there any plans to make Attunement a more appealing option for gear?
Because right now it gives +2 flat mana but the main class that uses it gets little to no tank.
Current things we get per attunement from tree alone are as follows:
Shaman
+1 Flat Health Regen/3 attunement at 8 points in Ironbark
1% Inc mana regen/1 attunement at 5 points in Elemental Shrines
5 stun avoidance/1 attunement at 5 points in Earthen Supremacy
Druid
3% crit avoid/5 attunement at 8 points in Harmonious Wisdom (past the cutoff line)
I understand Shaman is supposed to be kinda the Attunement class but you get next to nothing that makes it feel worth grabbing over other things.
Every other attribute gives you some kind of defense that makes it feel worth, but this stat seems to have been left behind. (honestly dex giving flat evasion instead of % also is strange but I digress)
Also we have skills that scale based on both STR and ATT, and honestly I think for example Lotus would be very good to have ATT instead of STR because it gives your minion more flat health on top of damage, where STR just gives damage
We don't have any major attunement overhauls in the works at the moment.
Hello, today when i logged half of my unclaimed sold items in bazaar were gone, what would cause that? Is it a bug?
This channel is specifically NOT for support or bug reports. That being said you’re probably best off doing a Bug Report ingame
I wonder if I could use other server's emote from Nitro basic? Because it's boring to have the generic emotes. 😦
We can't find "Elemental Resistances" in searching, can you check it? In Idols bazaar
Many affixes are missing
hi i got LE-45 and it says my account is suspended dont know why plz any help?
!support
Let's work together to get it sorted! We've support articles and a contact form here: https://support.lastepoch.com/.
Is there a potential near future console release of the game? I got a new job traveling and miss playing and I remember awhile back an article stating its something being considered after initial drop.
Thank you! Didn't scroll up enough for that answer
Please use the in game bug reporting tool to report bugs.
I don't see why not? Isn't that how nitro works?
Is MG bugged I cant relist a item I had a price for that was to high. I took it down and want to list it for less. Now I cant add it back for some reason?
Not that I know of.
I had a red ring up on AH took it down because it was to expensive. Want to relist it. I just get a error message. Most expensive item in the game and im getting bugged -.-
ok, please use the in game bug reporting tool. This channel is specifically marked not for bugs.
Bug report sent..
are there any pictures of mtx reward in this event ?
AH must be bugged. You cant relist any items you take out to reprice them
Please stop posting about bugs here
I'm not sure if it's available yet. It's all being run through the social pages, so like twitter is probably the main one.
Does enemy penetration per area level also affect your minions? or is a stats against players only?
yes, class specific affixes make the item class specific
It's a stat the the enemy itself gets, it applies to all of their damage, even when attacking your minions or other globally hostile enemies (exiled mages).
the %mana afix is the same for rogue and sentinel, so both should be able to use them unless there is another class requirement
however (I have tested this with the %mana affix) this restriction is not working and you can wear %mana legendaries with mage for example
https://www.instagram.com/reel/C_0qDW-tyJa/?igsh=Nnk1YjdtbDBlNnc3
Just want to say this video series lack of the last camp, sentinel.
I play a primalist. I have naala's tooth equiped and want to summon more than one raptor. My max companion Size is 5, but I can summon only one. Why or what did i wrong?
Do you have this specced in the beastmaster passive tree?
Thx, a lot. I didn't saw it, that I had accidently picked it
What happends to items, if your inventory is full /can't fit the item, that you deposit into the Forgotten Egg, but the forgotten egg doesn't accept it ? Because my Vilatrias set staff is nowhere to be seen :/ ?
Iirc it should still be sitting in the egg next time you get a nemesis
if you tried to put an item in the egg that it couldn't accept, it should just go back to wherever it was before.
Do the loot lizard types have same chances to appear? If not can you tell us the chances for each or is that "secret"
No, they each have different rates based on level and corruption. I don't know all the formulas off the top of my head. It's not the sort of specific thing we broadcast. Quickly devolves into people submitting bug reports that they aren't spawning enough after "tracking the data" for 10 mins.
Fwiw, this not how it currently works. My mana stack sorcerer is using %mana right now. But we don't talk about bugs here 😉
Any plans to rework Gaspar Boss (The Last Ruin) and his Harbinger? Their mechanics are completely unfunny and the dmg zones are really unclear
Not specifically but not specifically not either. If you'd like us to consider it, please use #1210282176680169562
is it a bug though? mana% isn't class specific, rogues and sentinels can both get it. anything that is truly class specific gets restricted. the moment its more than 1, its open to all classes
yes, it should not allow you to put an affix which is not available on mage, on mage
ok then
I know it's a silly question, but do you plan do let us change rogue's bow hand in the future? Makes me sad to use it in the right hand.
There's nothing about the phrase "class specific" that indicates only one class can use it. It's absolutely class specific
You are right, I should say class exclusive
Are there any skills or interactions the dev team is surprised are underused by the community? Maybe something you guys were worried would be OP but instead slipped under the radar? Or have we discovered all the intended combinations of skills and masteries
It's a surprisingly large amount of extra work with animations to do this. It's possible but an extremely low prioirity thing if we decided to do it.
The community is extremely good at finding the most powerful stuff. There have been plenty of builds that I expected to take off way more than they did but ended up laying dormant. Not because they weren't discovered though, mostly because some broken build showed up and overshadowed it.
It didn't, the wisdom
Weapon slot was blank, tried putting a random weapon on, didn't unequip anything 😥
Is there any way you guys could consider dialing back the off-screening, the damage over time, and the mob resurrecting? i would be really happy with even 2/3. its taken me quite a few hours to put my finger on the last thing that feels out of place, but i think i have it. the mob behavior is different than any other similar game ive played. idk if it is the mob aggro radius, or what, but this is the only game where i clear an entire screen of a billion dense mobs, and am constantly then swarmed from all sides by half the map. i think if we could get some dialing back on the first few things i asked for, this wouldnt be a problem. thanks for reading
#1210281911872786482
Will be logged if you put that there. Nothing gets logged here
i see irrelevant question being asked. is this only for that type of question or what lol
But you're not asking a question. This channel is for asking questions about the game and it's design. But it's often misused to ask about bugs or make suggestions.
the first sentence is my question. the rest is an explanation
Yes. We are open to considering just about anything (within reason). If you'd like us to consider it, please place it in #1210282176680169562.
Out of all the shared damage type penetration suffixes:
- Poison is not available to one/two-handed maces.
- Void is not available to daggers, wands, and bows.
- Necrotic is not available to one/two-handed swords, one/two-handed maces, spears, and bows.
- Physical is available to all weapon types.
- Fire is available to all weapon types.
- Cold is not available to bows.
- Lightning is not available to daggers.
Why are these the way they are? I can see poison being not very suited for blunt weapons, but the others seem pretty arbitrary to me.
If you consider which weapon types are most natural for each class to use based on weapon restrictions for abilities in those classes and which types are most available on those classes. The conflict combinations are the ones you have listed above.
Lightning does not seem to conflict with daggers. Mage builds can use daggers for the base crit chance, and there's at least one prominent lightning dagger (Dragorath's Claw).
That's probably the best candidate in the list because daggers are secondary on mage and lightning is secondary on rogue. Still not a solid primary match though so borderline either way.
Are there any eventual plans to rework potions to be cooldown-based or charge-based, like in Grim Dawn or PoE? I feel like it's impossible to tell how reliable potion-based mechanics are otherwise.
(Please disable ping when replying to me, unless it's been several hours and I'm clearly AFK.)
No.
If you want to make a suggestion, you can do it in #1210282176680169562 though.
Just curious, do you have stats for item drops, especially rare? If yes, are you able to share some? Like, is there at least one LP4 Ravenous Void, Omnis, Orian's Eye or other "tier0 unique"? How many items with 4-5 T7 affixes were dropped? etc.
I don't think we record all drops so we probably can't check that. We could query the database of all characters and stashes to find specific things like this but I don't think we have any of those specific stats on hand.
Thank you for the answer. Would be interesting If someday you will collect and share some stats about the most rare combinations and items, and their probabilities. Like, I almost sure that there no LP4 Omnis still in the whole game through the years, and always exciting to be mistaken in such things.
oh yea, no way there are any 4LP omnis yet, maybe not ever
the notes for the loyalist undead event say participation cannot be tracked in full offline mode
that means I'll be contributing and get the reward at the end if I'm playing an offline character, but not launching in full offline, right?
I'm not actually sure, I would advise logging into an online character at least once to be sure.
I don't have any online characters anywhere near monolith levels, and I don't feel like levelling one just to kill one pack in monos and dip. I'll chance it and see, I guess!
Not exactly what I was suggesting to do.
i dont know if its a bug to report it there, thats why am asking people with higher competency
if anyone knows whats going on please lmk
It's a bug, please use the in game bug reporting tool to report it and we can look into it.
can we give names to lizzards emotes in discord, so they wouldn't be just called :color_lizzard ? 👉 👈
I'll ask
@placid plinth Hello , why does my screen freeze for liek 0.5 sec whenever i use teleport as mage? is it a bug because it doesnt do it in any other game i play
Also is there any chance to drop items with 4 exalted modifiers or not possible?
Please don't ping EHG members, #rules 10. If your screen is actually freezing (there's a cast delay/cast time for teleport which is might be what you're refering to? if so it's not a bug) then yes it's a bug, please report it.
it's possible, just extremely unlikely
If you encounter a bug, use the ingame bug report tool. Not the channel named "no bugs"
Is there any reason why the game doesn't want me to teleport to the waypoint in the area i'm currently standing? It would solve some backtracking areas
Please don't have discussions/arguements in this channel that don't pertain to a relevant question for the channel as it makes it harder to see actual questions.
Wait, what happened to my discord emote post?
likely just got caught up in the clean up...but yes, only server emotes are allowed. or at least some are...i know there is a line somewhere preventing other server's emotes.
This has happened. Of the 2 or 3 I've seen posted on social media, they are all just globs of text with no particular synergy.
Does "Never Late" proc on a runic invocation triggered by flame rush? I see every single Hydra Runemaster guide pick up the talent, but when I use it, I keep the buff after my runic invocation, but it disappears after then using runic bolt.
Is there some new person for social media account? Or PR in general? Since event came up it’s much better quality now.
I expect it would.
nope but I'll let them know you like what's going on
It’s like huge step up from what was few months before
can we call them greg?
Could I get an elaboration on how Wandering Spirits works mechanically and how Reveal Rate, Reveal Duration and Spirit Duration plays into it? It seems like a skill with the vaguest tooltip & passives at the moment.
The skill spawns 4 spirits immediately and 17 over the next 6 seconds.
Does Reveal Rate make for more spirits than 17 in the same time frame of 6 seconds?
Does Reveal Duration increase the total amount of spirits revealed?
Does Spirit Duration have any effect after reveal duration elapses?
Can more than one Wandering Spirit deal damage at a time to the same target?
I'd appreciate more detail. Thank you!
I don't have permission to post there, how do I get it?
Nevermind, If I have to jump through that many hoops, why bother?
You just need to pick a category
I got it, finally. Thanks, V.
Yea, we know it's not quite perfectly convenient but we get way better suggestions since we split it up like this.
Does Reveal Rate make for more spirits than 17 in the same time frame of 6 seconds? - Yes, the default is 1/0.323s.
Does Reveal Duration increase the total amount of spirits revealed? - Yes, it lasts for 5.6s by default.
Does Spirit Duration have any effect after reveal duration elapses? - Yes, the final spirits do linger and this makes them linger longer.
Can more than one Wandering Spirit deal damage at a time to the same target? - Yes, each is their own thing.
Lovely, thank you Mike! A few followup questions:
Does Channeled Wandering Spirits make Reveal Duration start once you stop channeling? How does the channeled version of Wandering Spirits interact with Reveal duration?
Baseline, spirits reveal in 5.491s (0.323 x 17), leaving a little leeway within the duration of 5.6s ?
What is the base wandering spirit duration?
I think channelling makes reveal duration do nothing
base duration is 5.6s
sorry, each individual spirit lasts 4s
i wonder if someone asked this already but im curious: are there any plans in the future to make guilds? or somesort of player based interaction over social other than friends?
Yes, many, many times. It's on the list but not coming in 1.2.
also yea, there is a little duration at the end where nothing happens and you only have to extend that buffer time out 0.214s to get it to spawn an 18th.
oh i see well great that its considered at least even if its later
I think last question should do it; Drain Life Eternal Servitude passive (Wandering Spirits does not expire while Drain Life is active) - how is it supposed to interact with channelled Wandering Spirits, if as you say, the reveal duration is gone?
Oh, no, one more. The spirits cap at any point is 21? "does not affect total number of wandering spirits revealed" is mentioned on the channeled Wandering spirits passive tooltip, so I assume that's the number?
if either drain life or you are channelling, it doesn't end. when you stop channelling, spirit spawning stops. When drain life stops, it ends at the normal duration or if it's already past that, it just ends.
duration only affects that last bit
I can't see anywhere that any cap is placed
Song of the Lost Chantry (Channeled Wandering Spirits passive) states: "Does not affect the total number of wandering spirits revealed." Seems like that's a tooltip error, then?
That's all for now. Thank you very much Mike :)!
maybe
As coming from my game experience, 1LP prophecy just guarantee 1LP roll and doesn't prevent rolling 2LP or more. Also I've heard that roll for next LP happens only after successful roll of lower LP. If so, is it right that there is no any seed-like mechanic bound to each particular item so following situation is NOT possible?
We have two almost identical situations: in the first one item drops using 1LP prophecy, in other exactly the same item drops by any other means with all other conditions being the same. In both cases this item due its "seed" would roll 2LP but in the second case it doesn't because it failed 1LP roll, however if this item with the same "seed" dropped from 1LP prophecy (1st situation) it would gain 2LP because 1LP roll is automatically successful.
I believe my explanation is kinda confusing but I'm not sure how to describe it better, sorry.
why does Temporal Sanctum have such a high connection loss rate compared to other dungeons? How does the zone change differ from sth like Lightless Arbor to have such an impact?
Chthonic Fissure: does Blood Gulch (fire>phys conversion) affect Singed by Terror (spirits shredding fire resistance)? As in, does the latter still shred fire res regardless of the conversion, or is it swapped to phys shred to accommodate?
Check the alt tooltip of the conversation node. It only does what it says it does.
It's two zones layered together.
Do the lizard tails have actual use none of us player's have figured out yet?
How to check if the damage reduction bonus granted for the sum of 180 attributes from the Red Ring of Atlaria item is active? In the defense tab there is information about reducing damage from nearby enemies, but after equipping the ring, nothing changes there. Where should I look?
Gotcha, would love Last Epoch server to have like Steam Chat grade emote though, that would be neat.
Hello is this where support is? I recommend someone to introduce discord roles for members here. Maybe limited event roles too like this imperial uprising discord roles for participants. This will motivate people to join discord and have chat about the game
does voidknights 'dark maw' passive work for minions? for example, your forged weapons kill something. can you absorb health?
No, only you.
Add up your attributes, if it's at least 180, you're good.
unfortunately lastepochtool site says different, I have 181 total attributes on my mage character, so it should work, but bonus damage reduction appears after adding additional 6 points. why? yesterday I created post on forum site about it. someone checked my character passives and these who adds intelligence from equipped catalyst doesn't adds to total sum of attributes meant in red ring description bonus. please add information in game about active bonuses from equipped items, it will helps a lot with bug tracking and generally understanding mechanics of unique items.
I hate to burst your bubble, but how are you sure it's not an LETools bug?
I don't think LEtools defaults to using "actual" gear stats when importing, you have to click to not have it take the average. So chances are it's as Kzb says
the function it calls to check what your attributes are is literally the same function that the character sheet does. If your attributes on your character sheet add up to 180 or higher, it works. I double checked that it is a >= so it does work at 180.
Do you have any plans on idol crafting?
Idols are currently a huge pain - especially in CoF. You need to store so many of them that might be needed for other builds because you cannot just craft them if you need them, and in case of CoF you can also not buy them.
They take so insanely much stash space that way...
There is room for it down the road.

That would be great. Probably same way as normal items? You can shatter them into shards? Or would there rather be a different approach possibly
I don't know, haven't got that far yet.
hello guys, im working on a hammer throw build and im not sure if i can trust my paper damage. Can someone tell me the damage formula for that skill?
But you've always said no in the past!!
what? I usually mention how I think it would be good future dungeon reward. I don't think integrating it into our shard system for crafting is a good idea.
I saw that ignite stacks say that they stack infinetly but on the boss it says 999 stacks , hows that so?
the display only goes up to 3 digits
for the stash tabs: will you consider to add additional tags for easier moving? i.e keys for example?
It's possible, toss what you're after in #1210282176680169562
Miiiike, Blood of the Exile (unique boots) 30%-40% more physical ailment damage to moving enemies, does that affect bleeds applied by just you or your minions as well? I'm not sure if it's a "you do more" or "moving mobs take more"
The target who it is applied to runs the calculation so it applies it as written.
it's just you
you deal more physical ailment damage to moving enemies
😦 so my Falcon wouldn't do more bleed damage if I wore the boots, but my Manifest Armour would (assuming that stat is inherited by the MA).
if manifest armour could get that, yes (but it can't).
Double sad.
I know I'm beatin a dead 🐎, but would really like a "Skip story/campaign" option when starting a new Cycle toon. I've played the story enough.
Thats wonderful #1210281911872786482
Just fyi, you can do keys currently. It's a rarity instead of item type like you'd expect.
oof really? thats nice to know ! thank you : )
but you cant select 'which' key though only that 'all' go into the tab i have seperate tabs for every key xD
Do you find 'The Slab' shield's 100% hit negation to be restrictive when it comes to adding new sources of block chance or would you be okay even if it was possible to hit 100% block chance with it as it would require lot of resources? Currently with perfect rolls you can reach around 150% block chance while having slab, which would be around 66% chance after the reduced chance modifier. At 228% block chance it would cross 100%, so additional 80% to go.
Now I don't think that 80% would come from flat sources but might it deter things that scale block using other stats like face of the mountain shield does '1% block per 2% endurance over cap' or is reaching that 100% non-issue?
It occasionally comes up in very rare cases. Usually as an afterthought for an already rejected idea. If we had a good enough idea, we would just weigh that against The Slab and decide which to keep unchanged. It's not a big deal to rework a unique like that. You could fix it pretty easily by just giving it a new mod that caps your block chance at like 75% or something.
Oh that brings up another question. Have you guys had discussion on what to do with legacy gear when you make big changes to items. Is it in the same lines as for example path of exile that depending on item it might keep the old versions in legacy or are you, at least currently, on the line that all versions get upgraded no matter change since last epoch doesnt have item like divine orb which allows ppl to choose whether to update their uniques when given the option?
very quick explanation of re roll chance?
if it picks that one, it's the chance to not pick it instead
understood. how many picks are there and what is the pool made up of is my follow up question
Hey mike, how are you... and thanks for everything ❤️
The way our item serialization works, we would have to create an entirely new unique item to preserve old versions which we aren't really interested in doing as it adds a potentially very significant amount of tech debt with every unique item we make. All the items update to the current version and we have no intention of changing this.
The pool is all the items that can drop from that particular instance of an item dropping and I think it just fails to drop after something like 30? 50? failed attempts. The odds of that ever happening are astronomical and it's just a failsafe number whatever it is. This is because many uniques don't have re-roll chances so it not only has to fail every roll, it also has to dodge every unique without a re-roll chance.
I'm pretty good, just working on some new targeting functionality and then might get in a little node design time before bed in a few hours. 🙂
so for example every time i get a ring unique (or any other type) does that mean that all possible rings have been rolled/re-rolled and what dropped is what rolled?
If the drop was limited to a ring through say a prophecy, kinda.
I do have a question: on my bug on Lagon, seems there's few people have my bug and others don't. because I think Lagon's hitpoint is on the platform and I could move on the offset of the platform.
- pick a random eligible unique
- check and roll, re-roll
a) success -> 4
b) fail -> 1
- drop item
as a programmer that makes plenty of sense thank u. works sweet if for example u add new uniques
I don't think that actually is a question. I'm not sure though. Either way, please report all bugs using the in game bug reporting tool. I don't have any information on the status of bugs.
yea, that was one of the main reasons we did it this way
Please Can we Create a New Character without playing again the Campaign?? I Want to start directly with the monolith i think lots of people want this
Please post suggestions in the #1210282176680169562
it says i dont have a authorization to post
Comment in the corresponding post.
thx
hi all who can i ask if got banned for something i didnt do i have got the mail reply but how can i prove i didnt do anything wrong??? please help!
!support
Anything we can help with? We've support articles and a contact form at https://support.lastepoch.com/.
in the voide cleave skill node "molten blades" it 'grants your minions a stack of molten infusion' which means ONE. but then on the very next line: MOLTEN INFUSION STACKS ON HIT: 3/5 (depending on the points you put in)..... what does this mean? does all the minions get 3-5 stacks instantly? or is there only a max of 5 infusions distributed amongst all your minions?
Why should I waste a node on scorching path if it only gives your minions a max of 1 infusion, but at 150% increased effect? isn't that handicapping yourself if you're able to get 5 stacks with molten infusion?
Hi . I have a question.. is against the rules to give to a friend an item via market? For example to put in an item 0 gold, tell him that is listed so he can buy it?
The number of pts determine the number of stacks per Minion
do the minions get all the stacks at once? or one at a time? it's not clear
Having Scorching Path change the requirement to Hit a Mob to "Hit" a Minion
All at once
i would have a question to this: so if it states 95% reroll chance on lastepochtools theres a 5% chance to get it and 95% chance that you dont get it correct? or is it more complex
I'm considering a druid or shaman totem build for frostbite. If I include ways to stack frostbite from my own direct casts (warcry), and ways for totems to create frostbite stacks (thorn totem), how is the frostbite ailment scaled? If I have minion damage over time, and my own damage over time, do they scale the stacks that they create, or how does that work?
both would have different damage, but, both would apply to the enemies
So to optimize the damage of frostbite itself, I probably want to figure out what is going to create the most stacks, and then lean into affixes that improve that damage?
this isnt really the channel for build advice...if you want that, either #❔┃ask-the-community or #🐺┃primalist are much better places for conversation. that being said, it depends on your build and what you want to do. pleanty of shared dmg affixes for primalists
Fair enough. I thought this would be a good place to get the nitty gritty of how the numbers work before I try to figure out the build, but I can ask there as well. Thanks for the responses.
That's the chance of each re-roll check so it's a tiny bit more complex, see the follow up from that where I explained it.
No but there is no guarantee that someone else won't snatch it up.
Another a bit specific question regarding Wandering Spirits: Does fear/damn range and the spirit's size affect each other, making their combined effect additive or multiplicative on the effective range? Does the damn/fear range extend around the edges of the wandering spirit model? I'm not exactly sure what the damned/fear range is based off of, so I'm unable to compare the two side by side.
The fear aoe should not be affected by the model size, it should just be positioned around the middle of the model with its own range afaik, same with the damned range
there's very few examples of something getting affected by the aoe of something else, such as the ice spike node in shatter strike shotting from the edges of the skill (currently bugged)
Fear size is specified in the 2nd line. So i was wondering whether that passive(Daunting Presence) also affects damned/sec range and if its the same degree as damned range passive(Harrowing Aura) and - if they both work together, if the effect is additive
ah gotcha, yeah daunting presence is basically just saying it applies the 12% increased aoe stat to both the wandering spirits hitbox as well as the fear from terrifying presence, they'd both just be additive increased aoe modifiers for each effect individually
so additive with other increased aoe modifiers to those skills
So, to break it down, spirit size and fear/damned range is equal UNLESS you have both specced, in which case for damned effect only, it treats the spirit as 15% larger additively per point. Correct? And aoe effect mod affects spirit size and damned range?
I'm not sure what the damned / feared base range is, if they're the same or not. But if we assume that they are the same then:
- Daunting presence would give the wandering spirits hitbox and fear range 12% increased aoe per point, the damned range would remain the same.
- Harrowing aura would give the fear range and the damned range 15% increased aoe per point, the spirits hitbox would remain the same.
NOTE: and i'm not sure if this is a mistake or not, but harrowing aura specifies a larger RADIUS, which is a lot more impactful than a larger AREA, which is what daunting presence specifies. Most likely they both just apply to the area but who knows.
generic increased aoe on passives or gear should affect everything afaik
Well now i feel i need further clarification 🤣
I was convinced that spirit size and damned range work together?
If harrowing aura increases radius, then it might have multiplicative effect with aoe/spirit size, no?
The spirit size and damned range should be independant from eachother, if you could somehow only affect the spirit size with an insane amount of aoe you could make it bigger than the damned / feared range. When it comes to harrowing aura affecting radius and not area i'll have to do a little bit of math to see what the effect would be
If you look at this link you can see the effect each node has on the total area of the fear (you can make one for each of the areas you're looking for but this is just an example to show how the radius vs area modifiers would change the total area)
https://www.desmos.com/calculator/bdjcfag28c
a is Harrowing aura
b is Daunting presence
as you can see putting 1 point in harrowing aura actually increases the total area by 32.25% (if you don't have any other modifiers and assuming it's actually affecting area and it's not just a typo)
I'd appreciate a confirm how the Wandering Spirits' damned range works baseline and interacts with spirit size, damned range and aoe mod for effective damned range. If spirit size and damned range are indeed independent(I was convinced the two work together baseline, tooltip states it damns "around them"), I'd appreciate a confirm on that as well.
Is step 1 equally weighted to all eligible rolls?
yes
So just to make sure I understand it, a 90% reroll amulet has double the chance to drop that a 95% reroll amulet has?
yes
is there a reason instant casted void cleaves through the new unique item Aberroth's Command (scepter) are unable to Echo with VK mastery?
Known bug iirc
The size of the spirit has nothing to do with the range of damned, fear or necrotic shred application.
My understanding was, if its "around them" then the radius extends from around the edge of the spirit's size. I guess it starts from their midpoint, then?
Confirming - Fear/damned range passive node increases its radius ?
The Aoe item mod increases both spirit size and damned range, correct?
So spirit size is only valid for the spell damage portion of the ability?
Yes on the last one
there is a mod on the undead mobs that says "increased damage against living humans"... do all players count as living humans? is a lich in reaper form a living human? Is a druid in werebear form a living human? do your minions count as living humans?
while you are in another form, you are still deep down a living human. You minions are not.
How about the crossbow mercenary from Melvern's writ? 
they look human but they eat bananas from the side, pure monster
With the skin
Is it intended behavior that Jelkhor's Blast Knife makes it so the melee version of Detonating Arrow does not benefit from anything melee related? Like, passives or stats that apply to melee in any way?
I knew someone who would cut banana's with a knife into little disks, and pop the middle out into their mouth leaving empty circles behind. I swear they were an alien.
is highest corruption level saved? so if i take my highest corruption time line and reset it to 100 do i still get +x (x being the amount of corruption to catchup to my highest which is the current time line that i reset back to 100 or does it go to the next highest corruption timeline i have) back
Can I please have a Dev message me? I have a private matter about the game I would like to report.
Send dm to @jaunty pier
Will do, thanks.
If it's something discord/moderation related you can dm me if you feel comfortable doing so, otherwise yeah just dm modmail and a CM (actual ehg member) will have a look.
It only checks current highest.
What is the order of receiving a damage when being hit?
For example I am HIT with 100 fire damage. Does it go to armor first, Then resistances, Then ward, and finally health?
All DR is multiplitive so the order of armor, resistances, endurance, and other DR sources doesn't matter.
I also forgot to mention endurance
It matters in case with rounding. Like, in edge cases for 20 different DR sources value floored or ceiled 20 times might be notably different from expected depending on the order of multipliers.
The DR sources are rounded/floored/ceiled before they go into the DR calculation, so the order wouldn't matter still.
If they are rounded in the same way before calculations, it doesn't matter, you're right.
Do the game have FSR?
No
I don't know if this is the right topic for such a question, but... I don't know where else to turn so that one of the developers could clarify this point, namely:
I play on ultra graphics settings in QHD resolution with FPS locked at 165 Hz, as well as the screen frequency, while the processor and video card heat up much more than it would seem they should for such a project, the processor up to 83-86 degrees, and the Hot Spot of the video card up to 89-91 degrees. Tell me, what could this be connected with, is this a problem or do I just need to lower one of the settings?
If you need PC specifications, I can write them down.
HXLY is right, however we are working on it and just updated the engine to a version that can use FSR.
While roughly 85 on the cpu and 90 on the gpu is high, it is not in the danger zone for the hardware. I'm not sure why some systems ramp up the heat like that and others don't. I upgraded my core components about a year and a half ago and the new ones do get considerably hotter than the old. Not that high but still a noticable difference. I don't have a fix for you as dropping the settings doesn't seem to be of much use. You can try contacting support. They might have something I'm not aware of.
!support
Let's work together to get it sorted! We've support articles and a contact form here: https://support.lastepoch.com/.
The new Zelda game has a purple void that eats pieces of reality - will we get a crossover timeline with LE? 😁
Oh wow! Okay, I'll write to tech support later, thanks. But this is really strange, maybe something with optimization for new systems, components or something like that, I don't know.
Dare to dream.
is there any loot filter site updated to last patches? thx
no one at EHG handles third party websites for loot filters. any sites that have builds for LE should have loot filters along with them.
i am not able to find a clean loot filter for all end game rogue builds
rings dex int t5
helmet int t7 dex
boots int t7 / minions teleported
chest ballista / dex / dodge / dodge/
bow flat phys bow, crit multi / minion bow/ phys pen
quiver dex t5 bow phys flat t7
relic t7 ball t5 dex
amulet crit multi t7 / phys pen
when will affix shards be automatically collected?
was wondering if there is any way to move a char/copy a char to offline mode? or any plans to add it as a qol if not?
No.
My first character is at 1,000 corruption. I made a second character, and obviously this 2nd character is much stronger because I had loot from the first character to help out. Just got to empowered Monos on the second character and its stupid easy. A friend let me know they made it easier to push the corruption on this second character but I just want to make sure I am goign about it correctly. I can use all the needles I saved up for +3 orobyss gaze correct? But I still need to push to the end of each monolith to get to orobyss? So to get back to 800-900 corruption I am still looking at liek 10 hours of farming the same mono to be able to kill orobyss 20 times correct? Or am i missing something big cause this still feels quite slow and i think i regret making the second character under the premise getting the corruption back would be "quick"
Yes but those dont really help push corruption at all, cause i still need to do 20ish monos before a Orobyss node spawns
You are correct. My mistake. I deleted my message. But they do help with the needles.
Is there a reason why normal monolith prophecies are not able to be completed in empowered?
they can. as long as you have the minimum corruption on the prophecy, if any, it will work
Ok. Here is a situation. Prophecy states corruption 14 is needed. Normal monolith is 12. I do Empowered at 400. What is the expected outcome?
anything equal or over 14 corruption will work.
Ok. I will try this again. If it doesn't complete, I will submit a bug report
there are plenty of other things that could be blocking the prophecy from completing outside of just corruption. like summoned enemies dont count towards prophecies.
miiiiiiiike. you couldnt answer this on the stream, you were asking permission cuz you didnt want us wasting time.
are the lizard tails currently useable and we havent found it(and need a hint like the spriggan easter egg), or is it coming in a future patch?
Hello , is 90-100% reduced damage from crits enough or i need 100% crit avoidance aswell?
one or the other is fine. dont need both
Apologies if this has been answered, but I find myself curious as to why the Paladin skills default to fire, rather than a unique new damage type like Holy or Radiant or something. The skills have a unique death effect (a golden burn as opposed to a red one), so it doesn’t seem like an unusual thought. Was it to keep Sentinel from having 2 unique damage types (Void and this new one) and make it so fewer resistances overall were needed?
hunh? what tails?
the lizard tails from the loot lizards...you know the ones.
that doesn't look like anything to me
sigh goes back to wasting my time
If there were lizard tails in the game classified as keys, it might make people think there's a lizard level, which of course doesn't exist
yeah. if it did exist in some alternate timeline though, would it be a parallel timeline of the same era we are currently in, or would it be in some future timeline that doesnt exist yet. all hypothetical of course...so surely mike could answer a hypothetical
Aha. Thank you! Not for the reasons I thought but it makes sense.
what was the exact reason for implementing ward shields on bosses ?
It was a replacement for the hidden boss DR mechanic that a large portion of the player base didnt like.
Before, all bosses would get DR the more dmg you did the faster you did it, which wasnt taken well by a majority of players cuz their damage would change drasticly, or you played slower.
So they got rid of that, and added ward(which is basicly the same thing as adding a bunch of hp). But now that people can see it, its still an issue. So while the current ward system is better overall for dmg output, players overall still dont like it cuz it looks bad.
so wait you are telling me the global DR modifier that was in place there during beta is removed? and the shields are there to compensate for that? i meant this one: https://media.discordapp.net/attachments/844008172640403496/1181301603664396358/image.png?ex=670185d9&is=67003459&hm=273b03f033a6abe04021ae4d5f50188d3b86a713aa4dabc88cf9af657600abba&=&format=webp&quality=lossless&width=1440&height=559
all the bosses feel like huge hp sponges now
Nah the lvl dr was different from the hidden boss dr
shift+right click really shouldnt have multiple uses.... shift right click banks an item, or adds it to a forge. But guess what it does when you have a nemesis open with a slot to add a unique? it drops the item.... which i promptly lost when i died. thats bad design
Thats some great #1210281911872786482
The idea is to stop high DPS builds from ignoring boss mechanics, and making boss fights meaningless (like in PoE). There is such a huge disparity between damage that some mechanic needs to be in place to allow the bosses to at least get a few attacks off without turning into a massive slog for lesser builds. It's not ideal, but the problem isn't ideal either. If you can think of a better solution feel free to post it in suggestions.
whats wrong with "being able to kill bosses without caring for mechanic" ? boss rushes were literally core part in D2 and one of the reasons the game is still so popular today. right now with the ward system bosses feel like artificially drawn out fights for no reason even compared to the old DR mechanic as skilled players still ignore boss mechanics by just dodging them with skills or not getting hit but still needing significant more time to kill the boss and this even with good gear. i can still remember these videos from julra getting oneshot almost during the beta. the system back then was flawed already but now its become worse in my opinion idk.
I too liked killing bosses in 1 or 2 hits.... for the first 20-30 times. Then It gets really, really sad when you see a boss that took time to create, with some neat boss mechanics and NO ONE gets to see them because it just dies instantly to everyone. PoE has this issue, there is a really cool water boss that floods the arena at a certain point, but no one even knows it does this because it never lives long enough to see. What's the point of a boss if it never provides a challenge or even a slight risk of death? Why even have a boss at all then? (we should move this conversation to general chat or something instead of clogging up dev chat)
I just want to add that I think sometimes you might see the boss ward system and say "that's making the flight take longer than it would if the system didn't exist". This is only the case if you are playing a top tier build.
The health of bosses without the ward system would be very significantly higher.
The ward system reduces the time for low power builds to kill a boss.
We are happy to receive feedback on the system but I don't want this potential misconception to skew that feedback. It sounds to me that you would like the ward system to be more pronounced or to have the bosses just have less health in general.
how can a ward system thats obviously designed to slow the player down be beneficial towards lower geared players with not so well builds that have to go through the same ordeal of putting the boss shields down repeatly (and even slower because of less dmg they deal) as a top tier build with gear? and this with keeping in mind that you most likely need to kill the boss a lot of times to get the desired stuff he might drop
Because the ward decay enable low dps to kill boss in a decent amount of time, as some ward is consumed by time and not by dps. And that make lower dps build not being completely stuck ok bosses, that is good for build diversity.
Imo the ward decay should not reset a each point and start faster depending of how long the fight lasted.
Because the ward decay happens on its own. Essentially the boss does dps to itself, and that matters more the longer the fight goes/the less dps you have. If the ward didn't exist, the ward health would be folded into the bosses normal health, which doesn't decay. Top tier builds that wiped out the ward at high speed would be pretty much the same, but slow builds would no longer have the benefit of ward decay adding to their dps and take significantly longer. The ward decay actually serves as a sort of soft cap on how long the boss fight can take.
I assume they covered it. Tldr, because ward decays.
now thats something i dont get now. even with ward decay the majority of the ward would still need to be dpsed down by the actual player regardless of the decay as for that its way to slow to take actual effect. if the ward would not exist and the player could deal direct damage to boss hp instead which results in killing it faster without having to dps several shields down before you can deal actual damage to the boss hp or even the outcome would be vastly different. the only way to counteract this would be to have something that allows to deal direct hp damage THROUGH ward (if there were something like that). in its current state its just slowing down both kinds of players on purpose the low one and the top one regardless.
Ok, imagine if we removed the ward system.
All that ward is now health.
Did the time to kill for low power builds go up or down?
Is there any new moveset to the new lightning elemental or are they just aesthetically redesigned?
As someone who also saw them for the first time today, no idea.
it would go down. because low power builds would not need to kill 4 shields inbetween before being able to do actual damage to the boss main hp pool
I think you are underestimating how much of an effect the ward decay has. If I'm not mistaken, the ward decay also accelerates, so even if you do 0 dps the decay will speed up and clear the ward, putting a maximum time limit on how long it can take to clear the ward bar.
No, you misunderstand me. Take all that ward and convert it to health. Now, did the time go up or down?
if there is no ward system all the ward is just added to the boss healthpool. because ward decays bosses are cleared faster because of ward
You are assuming that the main hp pool would stay the same if the ward was removed. That is not true, because those ward bars are also part of the boss hp. If they were removed, they would be added directly to the bosses hp bar.
And in reality, it wouldn't be 1:1 but it illustrates the point nicely.
why would you do add the ward to the boss HP pool even ? dont all the monsters ingame already have an actual global DR modifier? isnt that quite enough to compare between low and high geared players and builds? why put in artificially slowdowns into bosses that you might have to kill several 100s of times to get a certain unique with LP above 1 or 2 ? this might be okay if you do this just a few times but once you killed the boss enough times its becoming annoying and unfun to deal with this. and this doesnt just count for high geared players as even low geared players need those items.
Because we took the ward out of their health pool in the first place
We are back to the feedback that I would like to suggest you are trying to make is that you think the bosses are too tanky, not that the ward system is bad.
i know how the bosses were in the beta with the DR system though. and compared to today even when you took the ward out of the HP pool the bosses feel like dmg sponges with a shield that cant be skipped or overcome you have to dmg it down regardless. as said this might be okay if you just do this a few times... when you target farm something this becomes a chore quite fast that you have to deal with shields first before being able to damage the bosses main hp pool so this is still a ward system problem i think.
I would like to point out this is far from the first time I've seen this feedback about the ward system. I think there may be something about the way the ward bars are presented to the player that makes them feel bad even if ttk is unchanged or improved. There may be a feeling of being slowed down even if that's not actually the case
Yup, the focus I was getting was on ttk overall instead of the ward system itself. I could be wrong
Please help me understand how boss ward is supposed to make top tier build engage with boss mechanics? Some outlier builds can already kill Abby in 0.5s.
Unless it is made so that the boss will go invul and doesnt take dmg beyond a certain hp threshold, e.g trigger ward in next 100 dmg and you deal 500, 400 is ignored due to invul (like Kled in LoL) in every ward points, it only helps lower dps build cuz of ward decay? No?
The idea is the boss can have more health, making higher tier builds take longer, because lower tier builds get helped along by decay. Theres only so much you can do against the most outrageous builds though without making build choices irrelevant
But the hidden DR prior to 1.1 would have reduced your dmg number significantly no? If the top tier build can still one shot despite that, then it doesnt matter if it is DR or if we have the ward system now. Broken builds will still skip mechanics.
Or I should put it this way, the current ward system failed to do that but at least it helps the lower dps builds?
Congrats! The latter the WHOLE POINT.
Actually, it is not even a problem. Despite OP builds comes out of the line they require either a lot of money (in MG) or grind and luck (in CoF). Like, even if EHG will nerf everything to the ground someone will invent OP build oneshotting bosses because of complexity of the game that cannot be reasonably calculated and tested for all the aspects. So better to remain these build in their god state but make them really costly IMO. They are capped by corruption anyway (btw there are some builds that cannot die but clearing echoes at lets say 3k corruption would take forever for them).
I have a question too. How Ice Barrage nodes like Intensifying Cold and Looming frost interact with Wintry Blast node? Are they scale 5 times faster (leave fire rate penalty aside) or their values increase per volley of 5 proj rather than per proj fired?
each volly counts as 1
(I'd have to double check in the morning to be certain but if it's done the way I would do it by default, each volly counts as 1)
Thank you! Would be nice to have clarification of it in-game then because it is not clear from descriptions (it specifies "per shard" rather than "per volley")
Don't worry EHG will nerfed these build with a division by a factor 100 to the damage output. Too bad it didn't already happen before 1.1 release nor at 1.1.7, as it was so obvious that mana scaling over infinite mana scaling over mana scaling would be completely broken. But with the division per 100, it could become a 50s boss fight and that seems like a good metric for very high end and over-stuffed build.
Before 1.1 i could oneshot julra T4 and orobys and bosses at corruption 600. It is not a ward vs DR problem, it is a build balance problem.
where can i find the progress on the event?
Hello , i always only get 1 LP when i put a unique in the nemesis and empower it twice , can it roll 2LP? Cuz whats the point of the 2nd empower when it doesnt do anything?
It can, but it follows the usual LP rates of the uniques, which could be very low.
there really isnt a progress thing to check. you just kill one to get the MTX. EHG sometimes will put a number out on twitter or something, but, its not constantly tracked publicly
immediately get the MTX or until end of event ?
they arent going to give the mtx out individually. it will be grouped sent out at some point after
What happened to game edition upgrades being discounted during the event?
What happens if i put on 2 Ashes of mortality rings , do i get 2x bonuses from the rings?
they were discounted thru nexus. the direct steam discount was postponed cuz steamdeck verification was postponed
ah, dang, can I get a steam code on nexus?
yes
pretty sure thats how nexus works. tho not sure if the sale is still on nexus or not.
Its on 15 more days
Doesnt look like edition upgrades are on it
Ye its standard edition
Are there any plans of +Maximum resistances being added to mod pool?
Can u get Glyph of envy targeted nodes in prophecy
It's just one knob to turn. One tool to help the situation. The other part would be better build balance. If some builds can do 10x more damage than others, ward system works. But right now, some builds can do like 100x more damage than others, and can blow through even the ward system
No but you can make a #1210282176680169562 if you'd like.
If you summon forged weapons via warpath, and don't have the forgestrike special skill because you're a paladin, can you still scale forged weapons attack/hp with attunement?
Yes
that would not do much remeber all mosters have 75 all pen in the late game 5 max res is only 5%less damage it would be useless if you did not have multipul powerful sorces
I mean, 5%DR is 5%DR
Is "ward gained each second per wandering spirit" stat on Flames of Midnight ring works the same way as it does on Chronicle of the Damned so it is not considered as ward per second and doesn't count toward any scaling related? I guess "yes" bc wording is the same but there is no the same mod explanation as it is on CotD.
Ward gained each second per wandering spirit != ward per second. If something scales with "ward per second" it won't scale with the wandering spirit ward gain
I guess so and understand the difference. But if it worded in a similar way it doesn't mean that it works the same way both because there is no mod description and because you cannot trust wording in LE: it is inconsistent and may differ from case to case easily despite similar wording, we know it since the beginning. So I ask about it someone who has access to **real **functionality of it.
LETools may contain invalid info btw. Not a perfect source of information.
But nvm, it appeared now. When I've asked this question, my mod description in-game was like that (1). I checked it now and saw this (2). Idk what happened there
#❔┃ask-the-community message
LETools is datamined information, it's only wrong when the ingame information is wrong 99.9% of the time
basically if LETools is wrong then the in-game description is also wrong and it's just a bug / typo
Does the attunement scaling of gathering storm (+1 flat spell damage) apply to ailments it inflicts?
If the ailment was a Spell yes(not Spark Charge, thats a different beast)
But I dont think Primalist has access to one
Yeah that was my understanding as well. Very few, if any, ailments actually have the spell tag though. Thanks 👍
I believe some Curses do
Mike, do y'all have plans for the shard filtering or other mechanics related to shards? They drop SO frequently now, and have a significant impact on screen clutter. It's definitely very different from, say, 0.8. Has EHG's perspective on systems surrounding shards (filtering, transferring, weight, etc.) changed with the changing frequency of shard drops?
We're having some discussions around this yes 🙂 nothing more to say at the moment though 😉
Yeah, I figured. Not looking for any promises, just curious if shard frequency was on your radar
I'm planning on advocating for a new drop type that is a "bundle of shards".
That sounds like it could be real but also could be a joke
I think I might try a "first to 1000 of any shard type challenge" for the cycle 😛
But the bundle of shards don't solve the too-many-shards issue
think it may mean multiple shards compressed into one square of inventory
Oh that's cool but I mean... For example, 1000+ intelligence shards in your shard stash. What can I do with these shards that impossible to consume quickly in forging (overwhelming)?
No, that's not what I mean
They are different issues. Ground clutter and inventory management are linked but can be addressed individually.
Alright then I'm confused which area my question belong to....Seems that none of them lol...The third area.
A shard converter at a loss is possible. Put it in #1210282176680169562 if you'd like us to consider it.
Had posted it yesterday already 👍
Mike, what is your opinion on hybrid health idols being used on nearly every build? Are they too strong/give too much hp? Or just a lack of other comparable offensive power options in idols?
Are we allowed to use mods like Melonmod in offline mode and are there any risk that the use of this mod will carry over to online play in any way?
EHG cannot police mod useage in true offline mode. Its all offline. However there is also no way to help you if something goes wrong with mods. There are always risks when modding games.
Miiiiike, I know that the Falcon recalculates it's stats from time to time, but how do temporary player bonuses (such as the bleed chance from Puncture's Bloodthirst node per stack of Bleeding Fury) interact with the player ailment chance application to Falcon hits from Rending Talons & the idols?
Not at my computer to check but those effects should be checked at the falcon's ability use time.
Also, it recalculates its starts after almost every ability use and a few others if it hasn't used an ability in a while.
Cool! And is that all ailment chance, including ones not mentioned on Rending Talons (eg, blind & chill chance)?
I don't think it's a dramatically out of line thing. I think slight reductions on them and slight increases elsewhere would see a very significant increase in diversity.
I'm not sure how rending talons or the idols are actually worded or set up. Inferring from context, I think it does the check at the start of the ability use.
its been a while since i looked at the LE webpage. and im curious what these big echos are? https://lastepoch.com/_nuxt/img/eab2696.jpg
i have never seen that before is it from much earlier of the developement?
what kind of damage are the blood pools?
In the Emperor of Corpses fight? They remove a % of your current health per tick, which bypasses ward and is not capable of killing you itself. I'm not sure if it technically counts as damage or not.
i mean the ones from blood worms
Oh, it's physical hit damage
given the presence of art for the corrupted dreadnought i imagine they're early development stuff for the monolith
It has other implications as well, there are affixes in the game that say: "X% of phys taken as fire", you could convert some/all phys to fire and benefit from both all fire damage taken -5% and some/all from phys
In most cases *something * is taken as physical because armor is more effective against this damage type. There are only 2 exceptions (RV has unique interaction and it is one of the rarest unique items, for ashen crown it is actually drawback), and one void>fire full conversion on very rare amulet. In most cases it isn't needed and will make your build worse even if we're considering +max.res (armor is 42% more effective for phys compared to other damage types so you'd need +43% max res in order to justify phys to other element conversion, not an option really).
The amount of max res (or specific type DR) you would need to make phys->other beneficial scales with how much armor you have. If you have below 0 armor for some reason (like from armor shred), it's default good to convert away from phys. If you have infinite armor (85% phys DR), you need 63% DR or extra max res on the non-phys type to start getting benefit. (To calculate, you need to account for EHP change, armor effectiveness on phys vs. non-phys on its own is not enough info.)
Well, the phys to fire was just an example, think of some other dmg type to phys then or to another type, (just as an example) poison to cold, then +5% max cold would make you tankier. 5% less cold dmg and then 5% less of % poison to cold. That is what I was thinking. I think it could make sense to have T6 and T7 res to give maybe +1/+3 respectively max res of that type to encourage people to use those T6 and T7 resistance gear (I feel like you never want your T6 and T7 affixes to be resistance affixes but better HP or dmg
Will size changing stats ever be introduced into Last Epoch?
well, minions kinda have this, see eterra's blessing. A lot of things depend on the size of the player game object being consistent though.
I don't know if it's just my problem but it seems a bug to me personally. Once after entering Echo I saw a Nemesis encounter right at the beginning, after using it I saw an egg so I started looking for an item in the chest to my surprise after a 10-15 seconds I died from Freezing Wind. Ok I decided that it might be my mistake, I didn't read what affixes I had on Echo, maybe I didn't notice Engari Spire in the area, ok.
20 min ago on the next character I died the same way again... with the difference that after entering Echo I knew right away that we had Wengari Spire and again I had a Nemesis encounter at the beginning, this time however I ran 5 screens in each direction first and cleared everything, I returned to Nemesis, stood by him for a minute to be sure that I had no combat, I wasn't using skills, I clicked, started selecting an item from the chest and after 5 seconds I was dead for the same reason...
What I noticed is that if I have a skill set on the right mouse button, when I move items from the inventory to the chest using the right mouse button with shift, in the break between the echoes I see that this skill is used even though I click on the items in the inventory, is it possible that when I right-click on the nemesis encounter selection option in the echo, it uses my skills and that activates some Spire from several kilometers away? OFC i play HC 🤣
if you think you found a bug (which yes it sounds like you did) please use the proper bug reporting tools either ingame or in #1210281997591908452
Hello, few questions around Wandering Spirits node "Spectral Putrescence", Spirits have a 30% chance to cast Spectral Put (Poison Spit, not sure why multiple names but..). Once revealed spirits have a 1 time 30% chance to cast it? Or are they attempting to cast it multiple times during their 4 sec life duration at a 30% chance? And the follow up node "Soul of Filth" says they cast it 20% more frequently... is it worded bad and it changes the 30% to 50%? Or do the spirits actually attempt a cast multiple times during their 4 secs of life but 20% faster?
Spirits have a chance to cast Spectral Putrescence at nearby enemies each second. Spectral Putrescence is a projectile with 100% chance to poison on hit.
Yes, right clicking anywhere will try to use your ability.
Hello, so I love listening to the soundtracks in video games as they set the tone for the area or boss fights. I was wondering if there was a reason the Seafloor Colosseum track was move from Lagon to triple dragon encounter? It makes Lagon seem less epic.
sorry, I'm not sure at all, music is way outside my area of expertise
Has EHG ever shared the LP roll mechanics? Like how much less likely is LP2 than LP1? Is it the same as the ratio of LP3 chance to LP2 chance? Is that ratio different per item?
EHG doesnt release certain numbers and info on purpose.
that being said, LEtools has super accurate if not perfectly accurate info on LP chances cuz of their data mining. but it is different per item. iirc it rolls for 1lp if its successful, then again for 2, and so on. the LPL section on letools its based off of 120...the closer the number is to 120, the harder it is to successfully roll lp, with 120 being impossible
I wonder if that data-mining determines the actual mechanics behind the roll? It seems like it must
Yes, data mining is a somewhat inaccurate term - the info on these sites is reverse-engineered.
Like...brute-forced?
That's what I would consider data mining (just pulling tons of data and drawing conclusions from it), vs. reverse engineering from the shipped game's code (which definitely still has some aspects of brute forcing thanks to IL2CPP in this case)
LE tools data is 99.999% accurate. It's been simulated via both copying code and math functions and everything adds up.
And this isn't me just taking someone's word for it, I've verified it myself
everyone tells me that the 'Vaion's chariot' boots only procs once every 3 seconds. so only 1 tick of warpath would get the boost every 3 seconds. it's pretty worthless. is that true?
actually if it works like other next skill effects warpath would only get the tick on the very first tick after you press the key, while you are channeling warpath it wouldnt count as using a skill for modifiers like these. But I'm not 100% sure if chariot works like that too
is the fire damage on hit from skeletal mage's flaming attacks not supposed to proc the effect of the warlocks chaos flames? is it only "skills" of minion's that can proc that?
damn, so definition of Spire is "The property of the projectile depends on the type of the shard. Spires only shoot if the player is in combat, or used an ability recently, and they can release lightning novas to protect themselves." thats means i lose 2 hc chars from that 😅 but now we known 😀 this can be fixed or do i have to be extra careful during nemesis and preferably carry the egg item with me? 😅
skeleton mage's fire attack is a fire skill
we can certainly try, please use the in game bug reporting tool to report a bug
hmm, it doesn't seem to applying the burn. its from the death knight's auto attack.
if you think you found a bug, please use the in game bug reporting tool
will do, just wanted some clarification as the passive states a "skill" while the thing doing the damage is auto attack damage. figured i read it wrong.
auto attacks are skills
everything is
if it's doing fire damage, it's probably just missing the fire tag
ahh, in most arpg's i have played it draws a clear line between skills and auto attacks. thanks for the clarification
Death knight's attack should be a necrotic skill (no way to convert them to fire), so it should apply damned rather than ignite.
I've already done that, good luck with fixing it, thanks for the quick replies... I'm going to bed because the next "problem-free" start of a Blizzard game 🤣
there is a point just past Death knight that adds fire damage to the Death Knights attacks.
That does not give them the fire tag, so it’s not treated as a fire skill.
Hi Mike, do you guys know exactly what you will be doing with sets? Or are you still in the brainstorming phase?
Hi Mike, which mastery is the favourite one for art director and lead gameplay designer?
Would the devs consider adding more ways to get avenged weapons? At the moment you can only get them from the egg and, a) nemesis encounters are not happening every echo and, b) it is rare that they will give an avenged weapon. I find avenged weapons really cool but the way things are it feels like you will never get to play with them. Maybe rank 7 of Forgotten Knights can be changed to give a % chance for harbingers to drop an avenged weapon? Maybe even rank 10 to be changed to give a % chance for each avenged weapon dropped to be exalted?
Did Void Knights exist before Orobyss started influencing Eterra 🤔 ?
That was what i was asking, @placid plinth stated it should give them fire. now im even more confused. because then what is the point of giving them 20 fire damage?
It's still extra damage.
Equipping a sword with +10 melee fire damage doesn't suddenly make your basic melee attack a fire skill.
yea but 20 damage is nothing when my minion's crits are into the 3-4k, and the rescorces to get the 20 damage to increase is not worth compared. This is a talent node of 5 points under the skill of skeletal mages that adds fire damage to the death knights. but i get it, it was a hope and dream to get this build going but i will have to just go to necro damage instead of the chaos build.
I wonder about the Chtonic stuff from the Warlock. Does it mean that the Acolyte is tapping into some eldritch power that is not related to the void? Like some fusion between the Cthulhu mythos and Abrahamic religions hell.
hey mike, is number of prophecies fixed towards a single objective?
for example there is a prophecy granting 14x unique rings (with double reward lense) for Jurla tier 3
it happend that prophecy this exact prophecy spawned twice and i took both, so is two a limit for that objective or if i keep rerolling i can still get 14x rings for jurla t3
It doesn't care what you have already, it's random. It's quite rare to get multiple exactly the same and probably not efficient to try.
Hi, you missed double questions above :)
Hi Mike, do you guys know exactly what you will be doing with sets? Or are you still in the brainstorming phase?
Hi Mike, which mastery is the favourite one for art director and lead gameplay designer?
@pine dome I do confirm my new characters have their knight faction level 1 even though I had a HC character with the faction level 10 that died ... 😦
Does parry chances affected by area level or it's fixed value no matter how high corruption is?
well, nothing really survives contact with implementation completely unchanged but we do have a firm plan designed which we already keep in mind while making other decisions too.
As long as you don't get into a state where no living characters have the rank, it does carry over.
no idea
fixed
The problem is I had other characters in HC when the main one who did the 10 levels died, they were level 10 on the faction, now the yare level 1 if that makes sense :/
yup, as long as you don't get into a state where no living characters have the rank, it does carry over.
The issue is that I had characters that had the 10th rank, they went back to rank 1, as if their progression was linked to my first character, and him dying resulting in loss of progress
Judd's favorite mastery is sorcerer?
I don't know anyone's favorite mastery other than my own
are there considerations to rework the dps display on skills somehow to make it more accurate? additionally to that give all skills a dps value on mouse over? (like chaos bolts which doesnt have one)
it's currently a low priority target but yes we do intend to improve the dps tooltips
does '20-50% void penetration with doom' on the apathy's maw axe mean that you get void penetration if the enemy is doomed? or does it mean that just the DOT of doom gets penetration?
The dot gets the pen
If it was the former it would say "20-30% void penetration against enemies afflicted with doom" or something along those lines
When trying to be "unarmed" can I still use shields and other offhand Gear?
As long as its not a Weapon its good
Shield and Catalyst are good to go
Quivers are safe to use, too
Why can't we change masteries? I find it quite inconvenient to create a new character just to choose a different mastery..
To the devs, each mastery is a different class.
Hi Mike, does this node allows Divine Bolts to heal myself?
I know I am my own Ally, but am I a nearby Ally ?
You are but because it's targeting, I don't think it will look at you as one of them.
Has there been any consideration for a spear/ shield passive node or something like that so we can do a hoplite build of sorts? I ask because I've seen a few people mention wanting this on different forums
1H spears are a clear gap in the base weaopn types that I think would make a good thematic element to build new content around.
This would be amazing. I've been dying for a good spear build. I really like the lunge ability but I don't think there's enough in game to build around it
well like...Javelin?
I new so idk it this will work in the end game, but I'm trying to max my CD to I can spam lunge as often as i want.(i think that's what it's called, it's the sentinels gap closer ability.) Basically just lunge around and melee with rive and holy aura
why "coated blades" passive node in rouge tree (last one) doesnt apply to ballista when it clearly says "when you use melee or bow attack" and ballista has a bow attack scaling tag.
is this intended or not?
like i understand the idea of "bow attack" being like an arrow etc but since it has that exact same scaling tag i think it should work
Ballista isn't a bow attack, it's a skill that summons a minion. Since coated blades doesn't have any minion stats on it, it doesn't apply to the bow attacks the ballista minion uses.
I misunderstood what you were saying i think. I know javelin works with lunge, but there's not really passives for the spear. The sentinel has the passives for sword, mace, and axes at the end of their passive tree but not spears
oh yea im stupid, minion tag has bow attack i forgot there are two different scaling tags rightttttt
Also i was think a passive ability like dual wielding but for spear and shield. Just 1h spears would imply that you could dual wield it with other 1h. My idea was more along a spartan or roman hoplite.
Please post suggestions in the #1210282176680169562 so they can be properly logged and considered ^^
(nothing in this channel gets logged)
What is the plan for power scaling for enemies/content? Is Aberroth going to be the top tier difficulty content in 1.2? How often does EHG plan to address pushing it farther? Are there talks/plans to more difficulty tiers to Aberroth or will those type of pinnacle bosses always be static difficulty?
I posted something similar there too. But no reaction from devs so I have no idea if it was seen or not. I got a response in this channel tho
They don't really respond over there but I can assure you that the suggestions posted get logged and presented to the team
The Falconry has lightning and cold icons next to it indicating it can gain those tags. How can I gain those tags on Falconry please? I can't figure out how to do it.
I have the game open right now and I see the fist, snowflake, and lightning bolt icons. I tried to paste but I guess I don't have paste permissions here.
And thank you for the tip about editing the message to reply! I haven't found other abilities where I couldn't get a tag that was indicated on my interface so I guess Falconry is just bugged. I can submit a bug report.
You can't, not sure why it would have those icons.
This isn't from in-game mind you but it should just be physical afaik
Please do, there have been instances in the past where those icons got messed up.
Report submitted, thank you!
Manifest Armor skill and Null Portent body armour(sic), can the minion get 20 DR, 52 DR, or none becase it doesn't work with Manifest Armor
Almost every mod that's more than a couple words from a unique item doesn't work. That one doesn't work.
is there a list somewhere of the ones that do work so I have no reason to ask piecemeal?
no, if it shows up on magic/rare/exalted items then it works, otherwise it probably doesn't.
does that include class specific affixes?
well, they won't get the +skills because that's useless for them but the generic secondary stats that those mods produce will work.
but those also show up on magic+ items
chance to bleed while wielding an axe? does the MA weapon count as an axe if you have an axe?
No, it takes things very literal and the MA doesn't have a weapon slot to equip anything in ever.
(yes I'm aware of the weapon node and that doesn't count as actually equipping the item)
take X damage as Y? (edit, not chance)
does that show up on magic+?
(stepping into a meeting)
ah, no, bad pick on my part, thanks for the responses
Mike, do you guys view the refresh as a new cycle?
I think that because the ladder reset and we added some stuff that I would call it a new cycle but because it's largely the same "most powerful stuff" in each category, it's kinda hard to call it a new cycle from the standpoint that almost all build guides are largely unchanged.
Hello EDG team. I have a question about bugs that were reported about 9 months ago. Are they still in the work or do I need to fill in a new bug report on something I reported 9 months ago? It has minor frustraction whenever I play in multiplayer you see.
If a bug is persisting through a major patch, I would advise re-reporting it. It lets us know that it's still happening because it's possible that we partially fixed it or something and have maybe scratched it off our list.
should I do it though the discord this time, or does it work equally well for the ingame bug report?
In-game is better since there's more data/logs/etc they can get.
IGBR is 1000000x better
2nd question. What happens if the bug is account bound? So only my account is experiencing it?
If your account is literally the only one then it's almost impossible to solve and it's unlikely that we will spend much time on it
I've never seen a bug that was completely exclusive to one account.
ah. 😦 Well thank you. Lets hope thats not that case.
My friends is able to do the thing Im having issues with you see.
will divine bolts gain the effects of healing hand's consecrated storm and holy winds nodes (the electrify ones) if I take the divine catalyst node?
What is the plan for power scaling for enemies/content? Is Aberroth going to be the top tier difficulty content in 1.2? How often does EHG plan to address pushing it farther? Are there talks/plans to more difficulty tiers to Aberroth or will those type of pinnacle bosses always be static difficulty?
no
could it?
I can't speak to details like that just yet. Aberroth won't be top dog forever though. As with every super hero movie ever, stronger heroes draw stronger villains.
I for one welcome our new lizard (or so I hope) overlords
Hey Mike after this event is there gonna be any new content before the big season next year?
As of right now the answer is no.
If my main goal is to stack poison damage/poison stacks and , rings for example, you can get 120% increased DoT and/or Poison Dmg.....is it the same dmg increase?
The Ailment Poison is a Dot (and also Poison) so it get affected by %Inc Poison and %Inc Dot Dmg
Also all sources of Inc Dmg are additives. So if you have 100%Inc Poison and 100%Inc Dot, you have 200% Inc Dmg
Understood, but I'm just trying to clarify that if it's between one or the other it's the same increase. Meaning I may as well set my filter to look for both t7 DoT dmg or poison dmg because both raise my poison dmg the same amount, if it has both even better but no reason to only look for poison dmg if DoT dmg does the same thing.
I thought it used to be that specific dmg, ie poison, the range was higher than generic DoT dmg range was but now both are the same range
All "increased" damage is additive with eachother. So yes 100% poison damage will have an identical effect to 100% damage over time for the purpose of increasing your poison ailments damage
Any Xmas event planned ? 🥺
I don't know. I don't think I've heard anything about one yet.
Mike, with the event coming to a close soon. How do you think the first event experiment went overall? From both the player engagement side, and from a game dev/adding content side? What other things could you see EHG adding to events to make them more unique between themselves?
Overall quite pleased. Given the scope and almost zero marketing, numbers were decent. I think we've learned a lot about doing events like this and I'm looking forward to what comes next. 1.2 is front and center for me now. I like the big patches more.
Do you have way to track who killed most skeletons, would make fun tidbit at the end
I doubt it. I don't think we tracked things quite that granularly.
Do you interested in sharing more details about what EHG learnt in the Friday stream?
Not really, I don't have any of the numbers on hand other than what is publicly available. It's also not over yet so we haven't had a wrap up meeting yet.
Hi Mike, a few question about Fissure from Avalanche
- Does it inherit the More Dmg from the Big Boulder since its procced by the Big Boulder ?
- Can it be converted to Cold ?
- Does the AoE scaled by AoE inside the tree ?
oh...Sorry, forget to check out the deadline. Do you interested sharing more details about what EHG learnt in the stream which live on Sep.25th?
no, don't think so (easy enough to check), don't know (easy enough to check)
Hello Mike, when you add Elemental Resistance stat in Baazar's searching list?
We didn't have a stream on Sep 25th. The event ends on Oct 20th. It is Oct 11th today.
I don't know what we will share about our internal conclusions regarding the event or not.
All of the affixes that can be shards should be represented the same way in the bazaar. If you've found one that isn't, please use the in game bug reporting tool and we will get to it as soon as we can.
Elemental Resistance does not exist right now, like shred armour in the previous seasons. I Reported many times in the game but still no fixes, sad
hah? lol Sep.25th is Friday so...Usual stream time for you and I guess maybe you can share something about that in that day.
Sep 25, 2026 is a Friday but in 2024 it was a Wednesday
Do you mean Oct 25th?
ohhhhhhhh I must just did a time travel and my brain still not recover from the chaos status.
Yeah. Oct.25th.
🤣 The most silly joke I made in this server... Need to take a sleep actually
elemental resistance for idols was added in the 1.1.7.5 hotfix
If I have an Exalted item with Block Effectiveness and a Unique item with Block Effectiveness and I combine them in the Temporal Dungeon can I seal the Block Effectiveness from the Exalted item?
Hey mods i know im not supposed to tag devs in here but i put Mike and Muffins songs in aarons discord. Mike memtioned looking for it so i put an mp3 he can save.
Yes; item affixes don't conflict with unique stats at all.
Mike! Is that abomination in scorpion form? 
Does the full offline mode have the skeleton event ?
And is there way for full offline mode to edit the droprate of specifics items ? i know we can edit the character directly, that's not what i'am asking.
Yes and yes, if you want a how on the second question you won't get an answer here
It's not allowed to modify files ?
You're not allowed to talk about it and if something breaks then only you can help yourself.
Ok
https://youtu.be/eI5J7FrnXok?si=4fBwJvCidE6cIp_8 All questions are based on this video.
So these're my questions:
- Which thing inspire EHG to add character level icon on the skill bar?
- Which thing inspire EHG to add a series of landscapes just for the beginning? (I mean all lanscapes before enter the ruin era)
- Which thing inspire EHG to switch the regular drop item in ruined era from gambler's fallcay to avarice?
- When will EHG release the demo on steam to let potential new players play before they decide to purchase the game?
For 3, Gambler's Fallacy was an alternative option to Avarice. You could turn the quest in and get either reward per play through.
There was an exploit with turning in the quest to the Gambler that let people amass a lot of gold and so they disabled it, leaving Avarice as the only option.
- Nothing, seemed like a good idea.
- Nothing, seemed like a good idea.
- Nothing, there was a bug that causes infinite gold so we had to fix it.
- No plans to do that.
Great thing about it is, that was the first time I had seen it also. I have a pet good guess what it is for though. It's not an abomination scorpion.
Thanks 🙂 I got it on the other discord
seemed like a good idea
lol...No rules for which idea is good for EHG?
I have no idea what those have to do with each other. No, we don't have rules for which ideas are good for EHG but I guess it's just whatever makes the best game?
Mike, when will we see gregory again ? 
I didnt have the chance to meet him, and today i learned (learnt ?) about him and his story...
Gregory will return...
😆 It's warm and surprised to hear Judd gave the same reason for why he prefers to play minion or totem builds... Because I'm bad at actions too so I must praise Mike own high level of skills
is there ever a plan to buff set items/maybe give them ability to drop with LP? feels like they have been in bad spot for as long as ive played.
We have a plan for set items to get a pretty heavy rework in their role in the game. It won't be too add LP to them.
may i ask at how the priorities are for this? as right now with how "useless" they are they are just additional weight that makes it harder to get other stuff when trying to do farms and stuff or using ascend
What's the most effective way to spotlight a needed big structural change?
Manifest Armor is currently a problem for Sentinel in a insidiously deep way. The clarification I've gotten is that regular affixes that can be put on magic gear should work for Manifest Armor (except there are instances where we know they don't). This means most uniques won't work the way you would expect as a Sentinel player, and the only real way to find that out is to look it up socially because the game doesn't tell you.
Unfortunately this also creates a kind of gotcha for end game Sentinel that wants to specialize in Manifest Armor. The best gear most people are going to get are Legendaries from 1 or 2 LP uniques, but these might be noticably worse for Sentinel if the unique doesn't work for your Manifest Armor. What you think might be an upgrade from your nice Exalt with 4 useful affixes might in reality be a sizable downgrade if your Legendary ends up with only 1 or 2 affixes the Manifest Armor can use.
Combine this with the inability to inspect the Manifest Armor to see what it is benefitting from (especially with defenses), you have a recipe for deep and abiding frustration with a feature I personally really like conceptually.
There are several bugs involved, but a bugfix request doesn't seem comprehensive enough to address the structural problems, and frankly the bugfix system is somewhat opaque as to what gets attention or priority or even scoped.
What's the best way to highlight this issue? Ideally things would just work with Manifest Armor and the UI would be updated to reflect what works with Manifest Armor, and we'd be given the ability to inspect a Manifest Armor 'character sheet' to see how it's working. Where is the best place to make this case?
This request isn't just for Manifest Armor by the by, the way the game uses percentages also has a problem that's bigger than the scope of just 1 bug. Some things go over 100% (notably damage and crit). Some things are capped at 100% naturally (notably reduced bonus crit damage). And some things are ambiguous as to what they should be, and are maybe capped (notably damage conversion, and potion conversion to ward). Some things are just 'who knows' like with Unvar's idols. Some things use the ranges over %100 to apply additional stacks (ailments), while others don't use the ranges over %100 at all that I know of (I'm unaware of crit chance turning into crit multi).
The problem isn't the different usages, the problem is with the presentation of information.
Where would we make a case to update the UI to consistently tell us how the numbers are used and what the caps are, and how the game uses ranges over 100%?
Truly? The vast majority of EHG engagement seems to be in #💬┃general and #❔┃ask-the-community and #👨┃ask-the-devs-not-support-no-bugs
You may not intend it this way, but saying it's most effective for issues of scope bigger than a couple bugs to be put into #1210282176680169562 comes across as a dismissal. There are people there complaining that they get nauseous from the motion blur effect entering monoliths since 1.0 that I don't think have had any response. I think the problems that I bring up are important, but they don't cause me adverse physical affects.
All the forums here on discord and the LE forums are gathered up and sent to the devs in their proper spots (visual fx, sound fx, general gameplay stuff, etc) pretty regularly if not daily.
All the engagement you see in general and such are very limited and sometimes even done by community managers who have no actual say on gameplay decisions at all. Mike is also very clear on this channel is a one way street. He gives answers here, but, he isnt going to take things from here. Thats the point of having the forums. So it is already split up into what goes where in the company and makes that faster and easier.
The devs do not have the time and cannot specifically answer and debate every single forum post in public, or else thatd be all they do. Not everything in the forums can be fixed quickly, and some things are just going to be lumped together with other similar things. Example, we are still waiting for their big accessibility upgrades, which we know are being worked on, its just not done yet.
Long answer short, the forums are the best place to give feedback and suggestions, so the proper group of devs can see it quicker and easier.
fair enough, it might help to highlight suggestions that do get implemented with some fanfare ("top new changes you suggested")as the lack of response in suggestions can give the impression of a black hole, or worse, a crab bucket.
additionally, I'm being directed to suggestions about bigger than bug scope issues, but the suggestions forums says specifically to not post there about bugs, which is one of the reasons I felt I have to ask. I can rattle off dozens of bugs I've encountered, but fixing individual bugs won't address structural issues.
bleh, good communication is hard, thanks for responding
Eagles pretty well covered it. We get so many suggestions across so many disciplines that it doesn't make sense for me to be reading all of the music suggestions or the animation suggestions because I don't really do anything in those areas.
Where I linked is the #1 best place to put "bigger than bug scope issues". It will get passed along to the appropriate people. We've set out a suggestions box and that's where we're going to look for suggestions. If you think it falls more into feedback, you can put it in #1210281911872786482 instead too.
It would take way too long to respond to the suggestions with any sort of regularity from people who are relevant to each one. We just don't have the hours in the day to do that without cutting in to actual dev time.
I do stream every Friday from 3-5 CT which you can sometimes get a ramble or two out of me on a random topic.
How many sub-species of grole have been discovered on Eterra and are all of them edible? Asking for a friend
Eating a grole ?!!!.... 
we already drink their milk
for dungeon bosses the difference between tier 3 and 4 (or other tiers) changes chance for lp3~4 or just drop rate?
Both. LP rates are dependant on the area level, and T3 is a lower level than T4. On top of that, the items that drop from T1/2/3 all have better rates at T4 as well as being able to drop the item from T4 (iirc Sanctum is an exception and the rates of the T1 item actually go down)
I can't handle that. That is an atrocious take.
Any update on Steam Deck performance and verification? I had high hopes for this patch but game is still terribly optimised and I basically can’t play until something is done about it
Most recent info I have is that it should be here soon still. I know we were planning for it to roll out with the event but something got in the way. I'm not sure if it's been cleared up or not yet.
Hello,
I wanted to know when an echo indicates “200% increased critical hit chance” if I'm caped at 100% critical hit reduc damage, can I ignore this malus?
yes, it doesn't matter if they crit more often if crits deal the same damage as regular hits to you.
Ok, perfect!
Hello Devs and Admins. 1 question. Are you going to add Guild Team and PvP in the Future ?
This game needs Action! not only Farm and PvE.... Need team play , Guild , Some PvP etc....
More social elements are on the horizon. Next patch is focusing primarily on end game content, progressions systems, balance, and performance.
Sorry if this isnt released information yet, but I can't find anything in the announcements page. Is the next update the one mentioned in Q1 of 2025? What happens once this cycle/Event ends next week?
Only the skeleton event is ending, the "cycle" is staying until 1.2
The skeletons and temporary boosts will end when the event ends. Shrines, Lizards and any other things that were added stay. The next major content update will be 1.2 in Q1 2025 and will start a new cycle.
"Enemies gain 1% of penetration per area level, capped at 75% in areas level 75 and above. Overcapping resistances above 75% does not help mitigating this penetration"
So basically after 75% we are constantly at 0% resistances? Then what is the point of resistances even existing in the first place?
Guild and pvp are mmos. Farm and pve is arpg.
Because without resistances you’ll be at -75% res, taking that much more damage
I know that. Why do they even exist, if at certain point they will no longer be relevant?
It’s effectively a gear and defenses check.
To add another layer of defense to play/cook with.
You don't need to have every resistance at 75, for exemple poison resistance is mostly useless if you have a frequent source of cleanse.
It's all depending on your build.
Armor is the strongest defense layer in the endgame, until very late game (read Volin message)
I didn't disagree with your first way to say it, but if you say "very endgame" I feel the strongest defense layer would be any kind of dot-protection and direct damage mitigations.
But don't get me wrong, Armor is the most basic defense layer and on a well build char often one of the biggest sources of damage reduction.
Yes i am biased
why i cannot enter game? even in offline, i am stuck on character selection
Try the option "full offline" instead of selecting "play last epoch"
already did that. Thats the option i choose since i play full offline, this is frustrating already submitted a ticket and it will take 5 days for them to reply. So they're telling me i cant play for 5 days? I already restarted my PC and verified steam files nothing changed
If you can't pick a char then maybe your char saves are bugged?
I tried creating a new character as well, and i soon i as click create game / enter game I got stuck on loading screen. Just tried creating online character as well and it is doing the same
what do you mean no longer relevant?
going form -75% to 0% is 43% less damage taken, which about doubles your effective hp
I know you got a lot of replies here already but I think I have the missing piece. Without the system if you have 50% all res, then you're taking 100% more damage as someone with 75% all res. but going the difference between 50% and 25% all res is only taking 50% more damage. So the amount that resistances protect you as it goes up changes.
With our system 1% is 1% so you don't have this relative sliding scale of power that resistances give you.
My problem with this is that it feels like the game is punishing us with no way to overcome it. In other RPGs at certain point you just receive a big minus to your resistances, and you have to work once again towards maxing them, so you can once again be adequately protected. Here it's like "Yeah, no, whatever you do, that's it"
but in our system it literally punishes you less and doesn't even make your numbers go negative
so devs don't care at all? I even reinstalled the game, and no one bothered to ask or give help from the devs team. U just said wait 3-5 days for reply?
No. We care. If I could fix everyone's issues I would. We have our support ticket system set up that you can use to get direct support from us. This channel is explicitly not for support issues though (says so in the name and description). I sorry but I just don't have time to manage a live support channel. You've already been given the initial advice that I would give by some veterans here too. I didn't see you mention that you had tried it already so I figured you were doing that still.
It sounds like you've already contacted support. The reply time is usually much faster than that but is what it can be at very high player count times.
!support
Let's work together to get it sorted! We've support articles and a contact form here: https://support.lastepoch.com/.
Yes, but with the other games' systems, I can overcome the penalty by stacking more resistances. Here I can't overcome the penalty
IMO you're thinking about it the wrong way. Other games have a penalty, this one is balanced around not having a penalty. (Also, the math on res actually works out to be identical to PoE for example, it's just that PoE has a larger "scale" for the system so it appears to be more impactful, ask @crude plover for more details if you wish)
But it's not really a penalty if enemies also just deal less damage (which they do). The only real differences from what you're used to are that you don't have a major negative resistance penalty and under-capping resistances isn't as punishing. If you're going to cap it anyways, just ignore it.
Ye I know that in the end, the math is the same in both games, but maybe the presentation here could be a bit different? Perception is important.
With PoE, I feel like I am overcoming a hard obstacle. With LE it feels like I am being punished, with no way for me to do anything. Perception. Math doesnt matter.
I understand that's how it's coming across. I guess I just prefer less penalties and punishments.
Yeah, whatever the presentation, this system is 4x less punishing than PoE, and also leaves design space for raising the cap without it being bonkers OP.
I made a plea for a different presentation when the system was first presented where players max resistance also started at 1% and went up by 1% per level. In other words, it matched monsters shred. The only downside is then you can't be ungodly tanky early by having high resistance
which is unfortunately a big enough downside to scratch the idea
I agree
I considered just never telling anyone about it. It's just not fair to the minmaxers to hide stuff like that.
Sorry, what are you referring to, here?
The enemy resistance penetration per level. Unless you are considering under capping a resistance, it's not really relevant information.
Thanks to think about us, we have rights too 
You monster
Wait, but what would you have told people? The mechanics were pretty important, I thought, since it means undercapping a resistance is less punishing.
I'm not a minmaxer at all, and this information is still something I use all the time, and try to tell other people, too
Hey, story related. Will we ever get to travel to a point in the ruined era where Balthas is still alive? It would be great to find him, tell him we made it ok, and that Leena continued his work or some such. Also, Minimus is still "sleeping" at the Last Refuge Outskirts, and I am worried about him. Can you send Captain Bavron to wake him up and take him to Last refuge proper now please?
Almost every player doesn't need to know this at all. Anyone who is coming to the forums/discord/reddit is already in the extra effort category.
Balthas not knowing that the fruits of his labor are being tasted is one of his great personal sorrows. I think there could be some eventual room for some compassionate time travel as it were. And don't worry, minimus is fine.
I mean..."need" is obviously a strong word here. And I understand that I'm not a casual by any real definition, but this mechanic has real helpful implications for itemization that unwinds things learned from elsewhere in the genre. Not to mention, it's an improvement. Why not advertise!
I think because for people who like it, they will probably find it out naturally and for those who might be less receptive to it don't need to know.
I think many would discover it far later than they'd like, getting frustrated that they hadn't known sooner
and ultimately that's why we do say something
Will last epoch develop any gameplay like guild in poe to share/trade items(on social)?
And bypass the Merchand Guild ?
oh...Good point that I never think it. Indeed...MG is no sense then...Ok I know the answer
hello for the acolyte and the skill ghostflame, i was wondering what part of the skill is a direct hit. the reason i ask this is the ghostflame node "domain of agony" I've tried using it on ghost flame but i cant see any increase in damage. i know ghostflame has the damage over time skill tag so I'm a bit confused as to what part is increasing. is it something like the initial hit against an enemy when the skill is first cast or something of the sort, if yes how does channeling over time to increase the damage help as its after the initial cast.
Domain of Agony doesnt not refers to Hit but to Direct Dmg
ok thanks, so does that mean the longer you channel ghostflame the more dot dmg it will do. its just the phrasing "direct damage" thats confusing me
Correct
But that doesnt apply to ailments (Bleed, Ignite, Poison etc) applied by Ghostflame
roger that, thank you. i shall continue messing around with the skill then 😄
So does the shrunken on shift only scale with chakram or does it scale with other nodes on the shrunken tree because I thought it would scale with all of them but some nodes don’t work
Why do the Immortal Emperor sound so horrified after you smack down Yulia in the first fight 🤔 ?
It's not considered a direct cast but it's also quite an old ability with no former way to proc it so some nodes might need rewording to say "direct cast", since those wouldn't work. If that's not the case (they're not supposed to say direct cast) then it should work with them, if it doesn't it might be a bug. And if you even just suspect something might be a bug please report it using the in-game bug report tool ^^
Rip blade shield on shift would have been nice
Yeah while it doesn't say direct cast i suspect it's supposed to, but if not then it's a bug and we might get shuriken shield on evade one day!
That is what most people use the shuriken proc on shift for.
The main things that don't work are things that change the projectile count since shift uses its own fixed count.
oh dude i'm totally off-base, i thought we were talking about shuriken on evade lol my bad
Shame on you 
I hadn't noticed, I'll go back and check.
were there any shadow nerfs with cycle reset? or is there possibility of a bug that affects damage scaling on few build? damage really seems off in some cases
There were no shadow nerfs. It is possible that some bug exists in your skill.
Is there any chance the event might be extended? Will feel weird to continue playing in the same cycle without all the boosts.
No. The event will end when it is scheduled to end. We will have a little hotfix patch to finish it out that will be worth keeping an eye on. I'm hoping that we will be able to talk about the specifics of what is happening very soon.
Thats a very sus response Mike. What are y'all cooking? 🤨
I won't tell I swear
Well for lunch I made an epic stir fry with onions, garlic, ginger, celery, carrots, zucchini, broccoli, bok choi and a chicken breast with a soy, rice vinegar and sriracha sauce. It's gigantic and delicious and only 520 calories.
That does sounds pretty good. Continue thy cooking.
That sounds like a very Chinese dish
pls cook something coz i cant imagine playing the same thing for this long its so messy
Welcome to join in the stir fry club :)
It's the same lunch I've made for 98% of the days since March 28th so it's from from my first but thanks 🙂
Super healthy...100% better than my food I admit. It's rare that over 3 vegetables appear on a stir fry I'll say your version is premium one
The other 2% were Grole Grits right?
STOP IT.
No more Grole abuse, i beg you 😭
Some grole cheese on the side 🧀
Easter egg:
Mar. 28th is a special day for me because I started my journey on voxel art since that day 😆
why not implementing the skip story function?
#👨┃ask-the-devs-not-support-no-bugs message
#👨┃ask-the-devs-not-support-no-bugs message
#👨┃ask-the-devs-not-support-no-bugs message
#👨┃ask-the-devs-not-support-no-bugs message
plenty of answers, and these are just some of the most recent. mike has answered the campaign skip question quite a lot, a discord search will get your answer
yea, that
Where is my rotating beam dealing physical damage, EHG?
if I slam Tier 3 and above affixes on a 2LP armor that is for 13lvl, would that change the required level of the unique?
unique levels do not change currently
I also dont see this one. A friend says he sees it
not sure, submit a bug report in game and we'll check it out
not the same guy, but I reported it already
(please don't tell me that you've reported a bug, just report it)
and thank you for reporting it
No BUT if you slam a class specific affix, the item will get the class required too.
So be careful if it's item for alt character.
This will sound like a joke but its not. But genuinely what are the chances of a "Hey Freakshow. You're goin nowhere. I got you for 3 minutes. 3 minutes of playtime!" Easter Egg happening in the game?.........I mean theres an Arena and arena champion im just saying. Macho Man should live on forever.
#1210282176680169562 for things like this.
Huh……..makes sense. Thought ask the devs not support would be good. Thanks boss man
A mechanic where you are locked in a spot for 3mins is a tough pill to swallow. It would probably be avoided at all costs by most players.
In all fairness, the objective of Spiderman fighting Bonesaw was to go PASSED 3 minutes 😛
Is there any way to filter based on roll ranges? Especially for stuff like idols?
No.
Big sad 😦
One day maybe 😄
The event is supposed to end on the 20th. But thats a sunday. Are you all really pushing a hotfix on sunday or is it gonna be a monday morning thing when the 20th is totally over with?
good question, I'm not sure
sadly same problem
What is the base damage and damage effectiveness of Barbed Net for the Net skill? (Net now does physical damage over time?)
8 damage, defualt scaling
Which lizard is your favourite Mike?
just to be clear, default on 8 damage is 0.4 effectiveness
its yellow obviously
blue
Do you know all of that or you check extremly fast?
I checked
Based
Btw info about base damage of Barbed Net is missing on the 146% correct site LETools while being important enough
LEtools is not made by EHG
Time to sleep for me 💤
I know 🙂 I'm saying this not because of it
that's because it's not a skill to be mined like normal but a manual damage component that is added at runtime by the mutator
I came to think about it. Since there are infinite timelines; then there should be one where an alien invasion happens. Flying saucers, rayguns and all. Would such a bizarre occurence be possible?
that's the beauty of doing a multiple timeline approach, the posabilities are endless. We do have quite a few more grounded ideas in the pipe first though.
Grole empire confirmed
Instead of the immortal emperor we'll have the immortal Gregory
because the devs fluctuate between the "dont like it go play diablo casual & nooo please come back now that our players dropped" mentality. hundreds of hours dumped into this game, and i'll continue once they do this simple easy solution that makes everyone happy. the campaign sucks. its an annoying slog. i dont care if its speedrunnable. i want adventure mode.
Adventure mode sucks.
Please have discussions about this elsewhere.
is this game dead yet?
Nope, got at least 10 years of strong life left.
Last Epoch 2 😏? Wonder how the groles be doing. Gregory is gonna appear as the flagship grole in the cover art 
The groles will have gone evil and taken over. Gregory stands alone against the empire and needs you.
Has EHG ever said why they describe ward retention as a percentage?
because increases to a stat are best described as a percentage
with 1.2 are you aiming to rebalance the game with skills changes or new uniques to more redefine the experience and meta completely or are you aiming more to polish current state and put builds onto comparable level of efficiency ?
is all of the above and more an option?
great option
I pick that
I guess the question there is "what stat is being increased by a percentage?" Like..."What base value is this multiplying?"
A follow-up might be "why is ward retention described as a percentage, but stun avoidance is not?" It might be because stun avoidance being described as a percentage might mislead people to think it means something other than what it means. But I feel like that kinda already happens with ward retention?
Like, personally, it seems that if stun avoidance is described as a raw number, that ward percentage probably ought to be as well? Or maybe not, since ward percentage values are small, like 0.04 per int
Well, I guess that's not even true, since stun avoid also works like that. Because the way the stun formula works, you could just convert 50 stun avoidance -> 1% stun avoidance and it's not wrong. Every 50 stun avoidance reduces your chance to be stunned by a flat 1%
increased ward retention is increasing your base ward retention
you don't have a base chance to avoid a stun, it's a part of a larger chance function.
What is your base ward retention? Are we just talking about the 0.5 in the formula?
Yeah, stun avoidance isn't increasing a base value, it's a modification of a flat percentage in a formula. 50 stun avoid is -1% chance to be stunned. Which is to say, I agree with you and see your point. It is different
yea
I guess my issue is that there seems to be no intuitive sense to what the percentage is actually increasing. 100% ward retention makes your ward drain at 2/3rds the normal rate. 200% ward retention makes it drain at 1/2 the normal rate. This isn't really the intuitive progression one would expect based on the name alone.
The reciporocal of that rate one might consider, loosely, "ward retention", the rate expressed in terms of the time it takes to lose 1 ward (in seconds), but that doubles at 200% ward retention rather than 100%, and triples at 400% rather than 200%.
All this together made me wonder if EHG had some sort of internal understanding of that percentage actually intuitively represents in terms of any metric that a player might care about, like drain time, equilibrium ward values, things of that nature.
Ultimately, I think in practice it just becomes a "bigger number = better" situation, which for a system as dynamic and fuzzy as ward generation, is probably all it really needs to be
What is that strange language 🤯
Something that's part of a big rabbit hole that will leave you more confused the deeper you go.
Mike explaining it so well 🤯
( Took this to #1210295271674871869 message with some extra detail as I 100% agree but this feels like the wrong place )
Repoked the team! I went off the day before you asked this and I just got back, sorry!
Why many exclusive skills only be used by them even though it's not good or will be used always... No sense to be an exclusive skill?
Want to ask what Mike think of that.
(Yeah that's the reason why I struggled with why static orb can't be the exclusive skill of sorcerer)
Exclusive skills are balanced around the respective class; sorcerer's meteor for instance plays up to stacking a lot of mana for big mana expenditures.
All skills under that character's passive trees must be balanced around
hey mikey can u pls leak a little bit about "the specifics of what is happening very soon."
like at least one word
The 0.5 in the formula is what makes it unintuitive here, as soon as you divide your Ward retention in half it makes sense. It mattered more with the previous ward formula since 200% ward retention (100% actual) increased your peak ward by 100%. Now with the %drain increasing with higher Ward that is no longer true
Yes, I agree. It's a bit of a head scratcher. Maybe it was easier to throw a 0.5 into the formula rather than half all WR values
the story sucks too even when you havent played more than 1 character
No
Put it in #1210281911872786482 please.