#👨┃ask-the-devs-not-support-no-bugs
1 messages · Page 67 of 1
I'll put it this way, the loremaster's profile image used to be the macho man himself.
What Next Fest demos have EHG devs been playing? has anyone gained some inspiration? i recommend To Kill a God.
We've been pretty heads down working hard lately. I didn't even know it was going on right now.
When Rogue's Puncture consumes Bleeds(Mutilate Puncture passive), does it apply its physical penetration on that damage when doing so? or does each bleed "registers" their respective post-phys pen value, as in the phys pen at the time of bleed application is the only one that matters?
It doesn't change the damage that would be done in any way. If you allowed the bleeds to run their course or consume now, the damage is identical. The bleeds are still the thing doing the damage.
The only way that the damage dealt can change is if the target has a defensive change. So gaining or losing phys res shred stacks in relation to consumption timing could alter the damage.
I just checked the wording to make sure it was precise and it does say that it causes "them to deal damage". "them" being the bleed stacks.
hello, when is new cycle?
Q1 2025
Would the Acolyte in one timeline be part of the Immortal Empire 🤔 ?
something something infinite timelines infinite possibilities? but it's probably a pretty low chance thing. They tap into similar types of magic but don't really see eye to eye
Which makes me wonder. Was the Acolyte a noble before she was admitted into the College of Welryn? Or is magic anyone could figure out on their own with enough time?
She was an apprentice to the mage character. Who tossed her out for practicing necromancy
The attribute that goes with acolyte and mage spell casting being intelligence instead of attunement is meant to evoke that this is a skill learned from study rather than an innate ability to be tamed.
Question about spellblade "bladeweave" passive and Surge's Pyroclasm passive, bladeweave says it apply to melee attack AND spells triggered by it, but Flame Reave is not a spell, does it benefit prom bladeweave when procced by surge?
I can go have a look but just checking, Flame Reave might not be a spell but it is a melee attack so does that answer your question?
not really, cause it coud be just wording on bladeweave passive and it still apply to any kind of skill triggered by mele attack
it says "excluding equippable spells" in the description of bladeweave
if flame reave wasn't an ability that you could specialize in, it would work because surge would pass the stats down but because flame reave is its own thing when triggered
lol, so it does
well, above is why
What's the idea behind Abyssal Echoes passive called Void Purifier?
It converts damage to fire and adds healing. The Abyssal Decay applicaton gets disabled from another node that's on the path to Void Purifier. The spell fire damage from the initial hit seems very weak on paper. And as direct cast healing, Healing Hands is far better 🤔
it was created pre-healing hands having a tree and sometimes it's nice to have options, one of them has to be better at it
What is the difference between shock chance and shock on hit? Does shock on hit count toward Fuligrative core node in storm totem?
same thing
Why were the classes personal stories removed from the game?
when will the new season be?
thanks
Hi Mike, I just realised Bleeding Heart self Bleeds get converted to Ignite if you are wearing Maehlin Hubris
I could not find anything about that but I thought this was not supposed to happen
Was I wrong and it was always like this ?
Sounds like "hey dude do you like to spend 2 slots instead of one (Oblation) including super valuable amulet slot to to the same?". I mean, even if it wasn't supposed to happen why it might be a problem ever? Opportunity cost for this combo is too high for most builds using self-ignite, no build require both BH and these gloves simultaneously while being needed to apply bleed on yourself so this 'problem' kinda pulled out of thin air.
No offence, you've found a really unusual interaction, just a bit strange question for me tbh.
Is it the same guy that talked to me in game that said "I walk around the office all the time saying BONESAW IS READY and nobody gets the reference"???????
that was me haha - I never said people dont get it, just that I saw it all the time lmao
and no - not the same person lol
It used to not work but was changed around 1.0 to work, it's Intentional iirc
now that was a search
It was "changed" in 1.1
How do I know when I've killed the event skeleton in monoliths for the event reward? is there a checkmark or is the skeleton named something specific?
Have you killed any skeletons at all yet?
I have a question, how do you use the built in Ctrl+f function on your forums lol, feels like 90% of the time I find what I'm looking for in the popup but when I click on it, it just goes to the very top of the post Instead of where the thing I searched and clicked for is in the post
I'm totally not asking because I tried using it like 5 times and gave up for the answer I gave above lmao
Even more reason for it to be in the game baby!!!!!! LOL. Also hi hope things are going splendidly. xD
they are indeed haha
The forum forums have a search function that works great for small posts but I find you have to do Ctrl+f x2 to use the normal browser search after getting to the close spot on super big posts.
Thank you for your unwanted opinion
I think this changed in 1.1.0 to be the way it is now.
Question about walock, Chtonic Fissue , Pyroclasm node commet reads "This hit can be converted... to necrotic by Valley of Defiliment" but Valley of Defiliment converts damage to poison, not necrotic. How does this interaction actually work?
Yes
Does the 'Shard explosion' subskill from Umbral blades inherit the shadow dagger application from the 'Lethal Darkness' node? The bladestorm subskill explicitly states it has less % chance to inflict shadow daggers from that node, but the explosion subskill doesn't mention SD at all, and I wouldn't have expected a subskill to inherit ailment application in the first place. The wording from Bladestorm makes it seem like the subskills would naturally get the SD application (since it specifies less chance to apply from a node that says umbral blades has a % chance)
It does work
Thank you!
https://www.lastepochtools.com/planner/QqpegVkA
Does anyone know if this is still viable?
This is a better question to ask in #❔┃ask-the-community
Yeah most people not answering
you asked 10 min ago....
it's just a hard question to answer unless the person has played that specific build, from a glance i don't see why it wouldn't still be viable if it was before, nothing in it has really changed in recent times afaik
Thats all i wanted to know
I just dont wanna waste time and money
Also good to know what line for viable you're interested in. There are several breakpoints that you could be going for.
Are plate tectonics a thing in Eterra? Heck is there even a planet core?
There has to be a core because there's life & the planet isn't a radiation scarred hellhole. Therefore it has a magnetic field to protected it from solar & extra-solar radiation therefore it has a core like Earth does. Or you could just go with " 'cus mahjic" but I feel that's a copout.
I prefer to believe it's held on the backs of four Eterran elephants that stand on the back of a massive void turtle.
Question about walock, Chtonic Fissue , Pyroclasm node commet reads "This hit can be converted... to necrotic by Valley of Defiliment" but Valley of Defiliment converts damage to poison, not necrotic. How does this interaction actually work?
It works as stated. Since hit damage is not allowed to be poison damage, it converts that hit part to something else (usually, poison conversions convert hit damage to physical, but they opted for necrotic in this case since there's already a physical conversion).
Does the lightning Tempest that appears around storm totem scales with player stats or the storm totem?
Based on the wording, your stats: "you also cast it around your nearest Storm Totem."
Thanks so it's worth it for dual storm tempest casting
<@&1161418687471956101>
about falconry "Go for the Eyes" and rogue "Critical Precision" , does Falcon gets crit all his attacks while i wear a bow or bow crit "useless on him"
useless, it only does throwing and melee damage
@crude plover i mean how is it coded? it "while wielding a bow" a modifier itself or trigger for global crit modifier while you wiled bow?
are you asking if "increased critical stike multiplier while wielding a bow" is the same as "increased critical strike multiplier" if you have a bow equipped?
when it comes to pretty much all conditional stats like that you can almost always just look at your character sheet, whatever it says on there is what your "global" of that stat is
Yes 👍
Just to be clear, the event mob packs only spawn in the monolith and all share a modifier that generally gives them an obviously visible small circle aura thing around each. The rare in the pack has "loyalist" somewhere in its name. If you've run more than 2 echoes, you've almost definitely killed some already.
Aight ty sir! been running Monos for 6 hours now still didnt know the "Loyalist" in any name of any mob, but it sounds like i like i prolly killed him for sure 🙂
So are there any reward for participating in the event ?
There'll be a prize for those who have participated in the current event. What the prize is though, we'll find out soon... 🙂
Thanks. That's what @elder coral was asking a few days ago.
How much time left before the event closes?
Today/tomorrow. Normally patches are 11am cst during the week. But it was originally said to be today so 🤷♂️.
I thought that maybe it was that the event ran through today. ie. today is the last day and it ends tomorrow
Sadge! Don't think I'll be able to complete the event without sacrificing my sleep. I missed out 😭
I know it's a long shot but I would like to request the devs to extend the event maybe by 2 days or atleast 24 hours please! 😭
I would be very grateful! Thank you!
Got an Acolyte question, not sure if this is the right place but I will ask here anyway. Feel free to direct me to the proper page if this isn't the right place.
In the Chaos Bolts tree there's the node Cursed Blood which refreshes curses on enemies.
The Acute Infliction node from the Bone Curse tree states that Bone Curse falls off after 4 hits.
Will Cursed Blood refresh Bone Curse with Acute Infliction activated?
Thank you.
Have you managed to log in and kill anything at all?
Like, literally the first mob of the game.
The fall off will happen. The refresh just refreshes the duration for natural fall off.
hello Mike , wanna ask if the rework of Set items is coming at 1.2 or 1.3 ? if u have any information when will be worked on them ?
also how do i get my supporter color name ? 🙂
Not 1.2, no more info than that I'm afraid.
You can message modmail here to get your Kickstarter colour still.
I just found out that we can kill the skeletons on our legacy character. I'll log in right now and kill 😅
Sorry, just to be clear, I didn't ask if you killed an event skeleton. If you have successfully killed any 1 enemy, you're good.
I am searching for it on my legacy character in low level normal monoliths. Haven't found one yet I think 😅😅😅
I just killed units called imperial deadeye of the ox and Imerial Scout, imperial deadeye of haste and imperial deadete of loathing. Are these the ones?
Here is how you can tell really easily. Did you kill them? If yes, you're good. I know this sounds too simple. It's not. If you have successfully killed any enemy at all. You're good. Literally anything. Doesn't need to be a skeleton. Doesn't need to be a special event skeleton. Anything.
Will we have skin for minion like wraithlord/abomination ? we're ready the dollars
We are in the process of getting skill cosmetics into the game right now. I'm not sure which abilities are top of the list at the moment but we do intend to build up the library of options for every skill.
lol well I even never touch skill skin. Offline player 🤷♀️
When will shop go on sale? I intend to buy the entire cash shop 😵💫😵💫😵💫😵💫
cough void squirrels cough
Oh yeah I wonder what void squirrels do, the only thing I know about them is their sounds as same as loots lizards.
They're small and move fast so hard to find their trace.
is there an update for end of event ? or is it just gone?
there will be a patch cuz its gotta fix the favor gain and stuff. maybe some bug fixes 🙏 . hopefully in like 3-4 hours, their normal patch time
ty
just take my money and give me all the acolyte skills VFXs
So I just heard something inresting many ex-devs talked about recently, which was begging companies to stop using placeholders, because they kept having to be bugfixed at every launch. Knowing the EDG dev team, use placeholders a lot, do you feel the same way about placeholders?
What are the odds that there will be another event or mini event between now and the next season? I know i won't get a concrete answer but maybe some vague hope? 😉
Just catching up on the patch notes and man, I love EHG so much. I knew the event was ending but I was really hoping most of the other balance changes and features (like loot lizards) would stick around. The team is so attentive and responsive to player experience and player feedback. These changes moving forward are exactly how I was hoping the default game state would be. What a game game with a great company behind it ^-^
Yo, I can't buy points from the store - I click and nothing happens. Is it down or...?
If that doesn't solve the issue, please let us know.
Do you have Steam Overlay enabled?
Nope - I'll enable it now >.>
Please do so, this should solve the issue.
All good, thanks hun
Mike, what will change on your side with unity engine upgrade ?
What new tools etc you will get ?
Do you guys support the ROG ALLY
Mr. Devs, can you please confirm that Lizard Tails are not filtered out by loot filters?
The rog ally just uses windows 11. It's pretty much a PC with a controller always plugged in so while there's no official support for it specifically, LE does have official controller support (and works on windows 11) so it should work fine.
They're not, they're classified as keys which aren't something we can filter
When will mike do another q&a stream
Every friday at 3pm cst Mike streams on the LEgame channel
He answers tons of questions every week
Does item rarity influence the chance of unqiues having LP/higher LP? Or does item rarity only scale chance of finding uniques and the LP rolls outside of item rarity?
the latter, tho corruption itself does give a minor LP chance increase, we're talking <2x chance even at very high degrees of corruption
ooo interesting, finally playing a meta build i think i can push to 2k corruption, hope theres some juicy loot along the way lol
IIRC corruption LP bonus is hard capped at 56.25% (asymptomatically, "reached" on like 10^9 corruption). But realistic one it is like 25-28% at 3k corruption for the most builds, even imbalanced damage-wise like ballistae.
Also rarity scales chance to find several exalted affixes on one item or have them T7 instead so it is double worth to push corruption as much as you can.
Amazing thank you for the info. And the rarity applies to both the loot that drops inside the monolith and the loot outside in the orange diamond and chest? I got to 1400 corruption so far, I’ll see how much higher I can push it 🙂 appreciate the info
Correct. Your echo rewards affected by corruption (for the chest number of enemies you've killed in mono has a value too).
in dread shade the lone watcher node makes increase health decay turn into increased damage taken. does the reduced health decay from lingering doom have the minion take less damage? or if not at least counteract the increased damage taken?
Yes, it decreases the "increased damage taken"
about falconer's dive bomb talent "Featherfall" it says "Shadow falcons do not use featherfall, does it mean it doesn't work if i get "Birds not real" along with it?
or is it only related to "on wings of shadow"
MTX Question:
Do I need to buy the Katana Of Sunken Light Bundle 2 times in order to be able to use the 1handed Katana xmog on both my weapons while dual wielding?
And if yes, isn't that silly since I will then get 2 x 2handed Katanas, but I can only ever use one?
Thanks for answer in advance.
I've only played through the story a couple of times now, but is there a way to skip the story all together to get to end game content?
Not all of it, no.
The only workaround I have seen is having keys for the dungeons. Is that correct?
Correct
You only need to buy it once
Sorry I've been afk for a couple days. I'm back tonight. Thanks for answering the questions veterans.
The not real node makes all of the impacts shadow falcons so it won't work.
The quantity (and quality) of things that gets added now is substantially more than before per patch but I do understand what you mean. We have been focusing much more on the end game systems in general and I think that lines up pretty well with the feedback we've been getting.
Why random gear drops consist of other classes gears? What's the point of receiving them?
Store gear for reroll/create alt character, or get valuable gear to sell to merchant guild.
You do get more drops for the class you are currently playing but some gear for other classes too
Greetings, dear friends. From one dev to another, I wanted to ask about community management - from which platform do you think the feedback you get brings the most benefits? Discord, Reddit, or Forums? If you had to pick and choose only 1, deleting the other 2, which one would you choose for this purpose? Thank you ❤️
you forgot the ingame bug report tool (it can also be used for feedback)
In need of clarification:
so my explosive traps on my rogue currently costs 3,6 mana to cast, and when I’m equpping a ring that has “minus 3 mana for throwing skills” it only brings it to 2,6 mana and not 0,6 mana cost as you would think. Is this intentionel?
I’m trying to bring traps mana cost to 0.
There’s a good chance there’s a % cost that’s being funny there that makes it hard to send it to 0 mana.
I’m really curious if its supposed to act this way, or if it’s a bug though. 🤔
what do you mean "used for feedback"? So I can just use the "Report a Bug" tool to tell them I don't like something?
If you hit the 'Support' button, you can leave feedback for the team 😁
whoa, I am about to send some thoughts, thanks 😄
oh ok i got told that the ingame bug report too can also be used for feedback
specifically for feedback, I would keep the forums only
Hello, for the skill "summon volatile zombie" and its sub-skill "explosion" on minion death. i am curious which of the damage modifiers affect the explosion damage. is it all the ones in the skill's tree that increase damage or just the ones that specifically state the explosion. i ask because from past experience I've been told sub-skills generally do not benefit from the skill tree unless stated. i should state to prevent possible confusion I'm am not using sacrifice or referring to the case when sacrifice kills the zombies, instead i am combining the zombies with more damage summoned from profane veil and the explosion cause by being hit from chaos bolts. Additionally if i have a weapon with added minion spell damage would that apply to the damage that the explosion deals or just be applied to the minions themselves. i hope this message is clear and makes sense.
I prefer not getting them. They are adding extra useless chance. Having specific classs farm specific better judge item worth
if you think it's a bug, please report it as such
Given the numbers, I think you've got mana efficiency somewhere though (all the flat happens first and then percentages are applied after)
well, this is certainly appropriate for the rest of the conversation that's happening, if you've got feedback, please use #1210281911872786482 or the feedback section of our web forums.
The zombie itself gets the ability "Explosion".
So this isn't what people generally call a "sub-skill" really but it does effectively behave the same way in this situation.
Just to make things even more complicated, what you've heard about sub-skills is actually backwards, they generally do inherit non-target conditional effects unless otherwise stated, as long as the sub-skill isn't something that the player can specialize in and it's not one of the hand full of exceptions like fire aura for example.
The Apocalypse node in Profane Veil gives the zombies themselves more damage. So when they use explosion, that explosion deals more damage.
The Chaos Bolt nodes Volatile Kindling and Sudden Putrescence also give the zombies themselves more damage. So when they use explosion, that explosion deals more damage.
So because the zombie itself is what is casting the ability explosion and explosion is a spell, it does benefit from you having minion spell damage. So the answer to your last "or" question is the very confusing inclusive or, "yes".
TL:DR everything you said works, go nuts.
awesome amazing answer thank you
I can't accept Mike would like to delete discord
I never use forum to post anything
one of us misread the question, I was answering if I had to only get specifically feedback from one place, this isn't a feedback channel
Alright I'd better to stop teasing because we always not on the same channel XDDDD
I notice no dev stream on the steam page of le ever. Oh...So Mike do this thing on twitch instead of on steam. Any reasons (stories) for you to choose twitch at last?
I had no idea that the streams were not going to steam also
ah? You're the host of dev stream for years so I thought that's your idea 😅
something probably just broke and I don't check that it's actually working every stream, the settings are all set right on my end still. I'll have to figure out why.
most players want an actual campaign skip but there's a vocal minority who argues tooth and nail against it for some reason.
You missed the part where the devs don't want to implement one.
I'm fine with being called a vocal minority haha
Is there any intent to add roll range filter support, or to allow for mods to interact with the loot filters? I feel like most of my downtime in this game is digging through idols and stuff that make it through the filter with middling/low rolls that end up just sitting on the ground
No plans currently but if that's something you would like to see please post a suggestion in the #1210282176680169562.
Will do - would it be gameplay or items and loot? Or does it not matter that much
Would most likely fall under loot
Hello, Mike. I couldn't watch last dev stream, but a friend told me you spoke of something about stash tabs being able to hold more items. Is it true? If yes, is it possible to share a bit of more information?
Only thing I can think of is that I mentioned that we are getting keys out of your stashes so you'll have slightly more room in your stash after that.
#👨┃ask-the-devs-not-support-no-bugs message
Remind of one of his answers
that's a different topic
The key word: Hold more items
(my logic always jump too fast, maybe it's the reason why we don't under the same channel always 😂)
I guess, but you can just organize differently to fit the same number of items anyways with rotation so it's really a different topic.
Last time I used the Sacrifice skill it did the same damage regardless of minion type or health. (Not sure how its now) Is it one of the skills that are going to be reworked in the future to make it more interesting?
Every skill is always on "the list". I can't say it's very high on the list at the moment though.
Eventually shatter strike will have its turn and the 100 health kill threshold might get buffed to 150 
haha, I think that might have been the very first "culling" style node we ever made?
What determines loot lizard spawn rate in monolith?
when next cycle characters wipe is expected?
Quarter 1 of 2025
what are sources of "damage dealt to mana before ward" stats? can't find any but it's on character sheet
Mostly only Mages can access that stat, in their uniques and rare affixes.
i understood it's mages but i can't even find any uniques of affixes on db
A bunch of skills have nodes that take like 3-5 points for increased chances to apply slow/chill/shock/shred/etc., debuffs that have a low stack limit so that they'll be maxed out very quickly if you just have a single point in one of those nodes. Why do those nodes have so many points then? Do the devs really expect people to sink 3+ points into them? Or are they intended to be superfluous point sinks if you run out of nodes you want to put points into?
https://www.lastepochtools.com/db/prefixes/AAwVgzEA
You mean these? (There's no such thing as damage dealt to mana before WARD, as damage dealt to mana before health is the same thing)
Not true, the node in flame ward gives damage taken to mana before ward/health :p
is there a reason to end the imperial uprising event without adding in a new event? as someone who plays over a more spread out time frame it feels horrible, especially seeing that loot lizards got nerfed, i was enjoying the event but now im just not gonna come back to play, isnt the whole point of cycles is that you dont need to nerf loot after a month im getting punished and getting 50% less stuff than people who grinded the first month.
There is separate line of character sheet which reads "damage to mana before ward" , its right after "damage to mana before health" .
anyway, now i want to know if "damage to mana before health" apply to warded damage or no? cause endurance doesn't
upd: seems like does not
Ah, on that topic, will it include harbinger eyes and harbinger's needles?
The only source is from the flame ward specialization tree
Corruption
Sometimes you want them to stack faster. It's good if it's a decision to go to Max points or not.
also: don't overestimate how easy it is to cap stacks of ailments with a 10.
even with 100% ailment application that still needs a hit every 0.4 seconds, and often you won't have 100% ailment application
you usually dont do a single hit either 😁
The really short version of this is that we are in the middle of an engine upgrade and nobody is actively developing on the version of the game that is patchable to live at the moment. It takes very extensive testing to upgrade the engine version so we have had to move over to it shortly after 1.1 came out. Events are events if they go on forever, they are just a patch. I'm glad you were enjoying the event itself. The current loot rate is also still pretty significantly above what it was before the event. The lizards were nerfed and buffed too eh.
Maybe
Does the "Shadow Cascade deals more damage (multiplicative with other modifiers) per 1% of increased melee attack speed you have."
node care about the base attack speed of the weapon i.e. if you use a slow 1-h mace with 50% IAS versus a katana with 50% IAS is it getting the same amount of damage there?
It does also take more/less attack speed modifiers into account. Weapon attack speed is just a more/less attack speed affix in disguise. So yes it does use the base attack speed of a weapon. A fast Katana will get a bigger bonus than a slow mace.
When would the campaign be complete?
We don't have a fixed ETA available on when the campaign content will be finished. We are taking our time with the remaining parts of the campaign. From what I've seen of the next chapter, it's going to be a good one though.
Is the new Champaign going to add more skill/att points and is the plus 1 all att going to be moved from end of 9 to end of 10
I don't know. I think it's unlikely to add more passive points but maybe it could add more opportunities to get them? I'd like to see the +1 all attribute reward to stay where it is and have a new reward for completing the next chapter instead. It's quite a ways out still though so plenty of time to figure that out.
Will Mike summarize what EHG learnt from the undead event in the stream this week?
Druid, Toxic Reach node's 8-point extra (chance to summon a vine on kill): just to double-check, does it only trigger on player's killing blow, or do their minions qualify as well?
adding to this conversation about the campaign; we currently reach the end of the campaign at roughly 55~60 and then it's all monos. What's the rough level goal for reaching the same point in 1.2, if there is one?
You'll be on the same pace in 1.2.
Will you dress up as a bee tomorrow? 
oh crap, it's the last stream before Halloween
if I can find one easily nearby, the old costume has been destroyed
:d
who cares what the devs want? its about what the players want, bootlicker.
Please don't argue in this channel and stay respectful towards others.
You DO know it’s their game, right?
I can understand a certain sense of ownership by players to some degree. However, I think the devs generally should hold more opinion sway than the players. It's often very hard to see all the angles at a glance.
and it's the developers responsibility to cater to the customers in order to keep the product competitive, especially since so many of us went out on a limb to fund a game in early access. "NEW: Favor Gain Bonus (Community Requested)" by the devs on the steam page, along with polls asking what everyone thinks about everything. The story is a major issue for many players, and after hundreds of hours and dozens of playthroughs i'm tired of doing the story for every character every season when a story skip has been successfully implemented in other arpgs.
If you have a question about the game, I will be happy to answer it. If you would like to submit feedback, please use #1210281911872786482. If you would like to have a discussion with another community member, please use #💬┃general.
under what circumstances will a story skip be implemented?
We currently don't have plans to implement a story skip.
I don't know what could change to change that.
is it deceptively super hard to code or patch into the game? what exactly is the problem with adding it?
It's not something we currently want to add to the game. It feels like this question comes from a belief that the only correct line of thinking is that a story skip is good for the game.
how would it not be good?
Problem: What can we do to level up as the alt else 👀
monoliths and bounties and arena and dungeons and other stuff.
As I said above, if you would like to have a discussion about this with each other, please use #💬┃general
Ok
I don't think it would be more fun than just going straight into monoliths at level 1 and taking the same time to level up. The story at least has a progression of content. Adding some level scaling monolith system would be in my opinion a waste of resources for a worse time.
okay and i respect your opinion, you think monoliths are worse than the story which fair enough monotonous grind. BUT, what about catering to the players who feel the exact opposite and making both sides happy in one fell swoop? over half the player base wants a skip, that's a pretty large percentage to ignore.
But I guess he prefer to talk with you because he want to ask dev's opinions
I'd honestly like to see where you get your "majority" and "over half the player base" that you keep referring to
can i post images or do i have to send a link?
as long as it's appropreate, go ahead. I don't think it won't be, but just want to be clear. I'm expecting a screenshot of some social post which will prove nothing but I'm ready to be surprised.
alright i cant find the button. https://www.reddit.com/r/LastEpoch/comments/1fmu169/unofficial_community_poll_skippable_campaign_do/ i was wrong, 70%
1.4k votes hardly gives accurate presentation of the community as a whole
its a decent enough sample size, no?
and if I walk into a computer science classroom at a university and poll how many people will be able to reverse a binary tree I'll get vastly different results as if I walked into a english lit classroom.
when we do polls, it's on topics that if the responses come from more enfranchised players, the results will still be useful to be extrapolated to the community as a whole. This topic, timing and location of the poll and wording all very naturally skew the results in the way you are hoping for.
It's an ok sample size but hardly representative and full of issues.
Also, when we do use polls, it's to be a "seat at the table" in the design meeting discussion, not as a rule to be followed.
here is a hypothetical graph to display the relative work to value ratios of doing what you're suggesting.
Yellow: dev hours required
Green: how much it will improve the game
campaign skip is number 5
We're gonna focus on 1-4 way before we look at 5.
and for the record, I voted in that poll and I can guarantee it's not which one you think.
so it's actually hard to implement? because ill buy that. if its a tremendous amount of coding and man hours i get it. but it feels more like everyone who responds helped write the story and theyre mad at me for not liking it.
I said the graph was hypothetical. I'm not trying to give exact values. It was to illustrate the point that the effort to return ratio was bad. Who knows, 2 could have been as small as adding a new affix to the game. It has no scale very intentionally.
Having said that. I think you're very dramatically underestimating how much work this actually is to do properly.
#💬┃general message This is the reason why this change hardly can improve the game?
That's a contributing factor sure
And also to be clear, we aren't saying that the story is perfect. Not liking the campaign is perfectly valid feedback. Given that feedback though, the response that I'm more interested in leaning towards is making the campaign more fun to play and replay rather than building some skip.
I don't know how much work they made on Nenesis but it's an achievement belong to 2's green side
Yea, that's probably right
i am not being dramatic. im not underestimating the work coding can be either, its potentially tens or hundreds of thousands of lines. ive taken a few coding courses, IT is not for me. with that being said if such a large percentage of players seem to want a skip, how is it 5 and not 3 or 4?
Because I think you're underestimating how much work it really is. It's not just the coding side of things either.
We can disagree on this and that's fine.
Which stuff will be relevanted else
Even with significant experience and knowledge of game development, it would be very difficult to estimate the dev-hours needed without knowing how the game is set up.
Oh the essence is it's hard to estimate how much time they need without knowing how to adjust the game so it's why it's belong to 5's yellow side
maybe i am underestimating it, but what about a barebones rudimentary all idol slots by default being unlocked? maybe you still need to beat majasa for the +1 to attributes. what would you estimate?
No, I'm saying that as a player looking at the game, it's hard to tell how long things will take to do in reality because you don't know how everything is connected.
yeah so I asked it
I think this is an adjacent topic that I've talked about on stream recently actually. Having a way to earn these unlocks in the mid end game would probably be a really good way of improving the leveling experience for experienced players. The more optimized your build is during the leveling process, the more you could skip these and pick them up later. I think that would make for an interesting routing decision down the road.
Personally, I think the issue isn't actually about a campaign skip or not. I think the issue is that leveling your 20th character isn't exceptionally fun at the moment. I don't think doing a lvl 1-55 auto-scaling monolith would be any more fun at all. I actually think it would be pretty significantly worse.
I think there are better ways to solve the issue which would help experienced and new players alike. That's the big issue I really have with that poll. It is going to be taken by people who have done the campaign a dozen times, not by the person who only did it once.
PLEASE. it would be fun for me i assure you. i grind for hours until my eyes burn and i stop for a few weeks but i HATE having to repeat the story. and it could be optional so everyone who likes the story doesn't get hurt, maybe as a time being kind of fix in the meantime. PLEASE
I feel like we are kinda going around in circles here. If you want to make a suggestion, please use #1210282176680169562.
The time to implement what you are asking for, even a small scale version, would take significantly longer than you expect. We do not believe that it would have a good rate on return for the game right now and therefore aren't currently working on it. I understand that you don't believe me. I don't know what else to say.
Yeah I agree with that. Get it...The issue of why this poll is invalid under dev's eyes is it can't represent opinions from new players. I had thought the issue is happened on players who joined in the poll isn't experienced enough on dev's side 😅
leveling your 20th character isn't exceptionally fun at the moment
That's what I expect EHG can change indeed
To er, add to this, a LOT of vet players/alts do not go grab the +1 all attribute reward.
Most vet players just start doing monoliths after getting all passive and idol slots (right before lagon's zone) and ignore snake lady.
I don't have the ability to post to that channel. I dont mind waiting i know its not a simple button press but it cant be more complicated than adding a new area right? kirra:is there really a way to get more players other than doing a casual diablo 4 treatment? wouldnt catering to the current small hard base be the best bet?
https://discord.com/channels/368953963267096586/1210288551313281044
Relevant instructions for suggestion posting
You need comments under the corresponding posts instead of posting your posts,
...I wonder why many players have issued with that post way
It's miles and miles more complicated than adding a new area.
This is exactly what I'm talking about
Like not even close to the same order of magnitude of dev hours required
is it because it basically creates an entire second tree at the base of the first tree if that makes sense?
That's why D4 still be popular to stream even it's not a good game for small hard base 🤷♀️ New players are more important than old players because the market of old players are limited
Yea but it's also all the other stuff that goes with it. All the secondary stuff that you don't think about and the tech debt that it incurs for future updates. Now we have to add info about it in the game guide. We have to pick a set of requirements for it to unlock. Is it beating Majasa? Does your leveling process now become, warp to someone who can kill majasa for you, go make a second character that is your actual starter and level in the monolith? That's a bad play pattern from a burden of optimal play. This is really bad for new players who watch guides and have no idea why they are doing it. These is just the tip of the iceberg that you have to consider when implementing a system like this. Oh and then if you add new features to the game like nemesis, you now have to make it work in the new game mode that you've created. This slows down the release of new systems and features in the future. This is potentially bad debt that will build up and make the game actively worse because it missed out on a big feature a year for 5 years.
no, new players aren't more important than old players but they also aren't less important either.
i understand. that puts me at ease and i feel less resentful. thank you for explaining.
Your meaning: Skip the campaign maybe cause more confusion from new players because they don't know which one is right to do when too many options are available?
Kinda, I'm actually just saying what I said.
I think anyone having to go through that weird convoluted path in the name of efficiency that ARPG players hold so dear, it would be a bad thing.
Or some other, weird system like that.
It's to show that you have to design around that or put some way to prevent it in the game. So it adds to the total dev hours in an unpredictable way.
Skip the campaign is one of ways to avoid these cases indeed
Advantage and risk are existed together yeah, that's how the thing works
Unrelated.. but isn't that monolith map background? Mike, didja just Paint it?
it's my desktop background, I will often just use the snipping tool on the dark part and then draw on it quick.
This image would be helluva treat as a game's loading screen.
Hi will u add something like price metter? Checking whole market is anoing with full EQ
Do the echoes of skills benefit from the WORLD SPLITTER's mana cost and mana mods?
Why is there such a huge disparity between damage on training dummies vs real mobs? Its in the real of a factor of 10. Also, it seems penetration still has zero effect? For example. on the dummies my attack does 30k, go out and fight a real monster, even in the VERY FIRST area and it does sub 3k. Slap on 40% penetration and the damage doesnt change AT ALL. What gives?
is there a known bug where items dissapear? logged in and my quiver is mia. i checked, the crafting tab. buyback and my stash
The dummy has no level DR like mobs do in the world (and no res/end w.e you migbt have monoliths modifier). Doing about 10% of the dummies damage is about right
Not that I know of, though if you find or think you found a bug - please submit an In Game Bug Report!
submitted.
Thank you! It's also worth checking your 'Gifting' Inventory just in case, as well as every Stash tab
A price checking tool would be cool. Making an inaccurate one might be worse than not having one at all though. No details available.
i double checked i dont see it. thank you
should do
Yeah but im talking the very first area of the game, not even monoliths. Theres literally no difference between the damage i do in monos vs regular world first map enemies. And penetration doesnt do anything either
For the pen: Are you sure the pen is working as intended? (Eg. Void pen for a skill that does void damage)
is there some kind of XP penalty if I am running Soulfire Bastion 75lvl (Tier 2), while I am 66lvl ?
yes, same as all zones, you'll get xp as though the zone is lvl 71
I actually did not expect there to be a pentalty at all... like, I am running something harder, shouldn't I bet getting MORE XP, since it is harder and therefore more rewarding?
"hey josh, can you take me into a lvl 100 zone so I lvl to 80 instantly?"
(no idea who josh is, just a random name)
yes, but I am soloing it, Josh is god knows where atm
"welcome back to the pro solo leveling guide. So what you want to do is go to the absolute highest level zone you can get in and kill stuff there to level"
"I die thousands of times while following this guide" - noob jack
Ok, I cant argue with that... 😄
ok cool, but there should at least be an indicator about it... on the minimap it just says 75lvl... off to the suggestions I guess
Because they still are lv 75, it's just your xp gain that's lowered (As if the mobs are lv 71)
I thought 75 is still low enough to get full xp at level 66. Did the +10 levels thing change?
pretty sure it's 5 max now?
No, I'm saying its NOT working as intended. 40% lightning penetration, use lightning skill or spell and no change with or without it equipped. I asked awhile back about the penetration in the elemental nova tree and was told there was a bug where you needed to make sure you took nodes x, y, and z (forget exactly) and it will work. It in fact did not. I'm certain I have seen zero benefit from penetration other than the increased damage on the tool tip, but in practice there is no change at all. With the elemental nova it was 85% penetration which would SURELY be noticable, heck, even the current one at 40 should be noticeable as well.
Penetration makes you deal more damage of the associated damage type in all situations. If you think you've found a bug relating to this, please use the in game bug reporting tool.
I just tested it, penetration is working as intended.
The only thing I can think of that would make any sense is that the penetration calculation is done prior to any other modifier. only only goes off th ebase damage then the modfiers kick in which would result in an almost unnoticable increase.
Nope, it's globally multiplicative like any other more modifier so the order doesn't matter. (also it's last anyways)
and I just tested it and it's working
Hrmm, i dunno what the heck is going on then, cause it should be blatantly obvious its working and in both my cases you cant notice a thing. What are you using for a test case if you dont mind me asking?
lvl 1 character starting gear Lightning blast 22-29 damage
lvl 1 character starting gear 100% lightning penetration Lightning blast 45-56 damage.
the ranges don't line up perfectly because I only did a dozen hits each time
Hrmm, ok well thanks for looking at it. Ill screw around some more tonight and see if I can get a situation where it is working. Maybe theres something going on with a certain item i dont know.
Does "melee damage leeched as health" work for dot damage caused by melee skills? (e.g., earthquake aftershocks converted to dots)
Detailed mod explanation in game suggests so as there is no mention of this being constrained to hits only, but its not super clear and I've no obvious way to test.
#🐺┃primalist message <== I see this relevant reply from a while ago in the primalist channel, but I'm not sure if this is authentic information (who is Edd...)
It doesn't matter if it's a dot or not, it is required to be melee damage, so, sometimes. Edd looks like they know what they are talking about. Those answers are correct.
great, thank you.
on the topic; would be great to have "show healing numbers" as an addition to "show damage numbers", and maybe checkboxes for all 3 (healing, damage to self, damage to monsters) or some such. thanks 🙂
BTW, I have over 1000 hours in LE, well over 15k hours in POE, a ridiculous amount in d2 back in the 00's, and probably 2-3k in d3/d4. I play only HC in LE and d3/d4, HC and SC in POE. I'd like to provide a collection of feedback on what I consider must-address down to nice-to-have features/characteristics of LE. Where's the best place to do that?
These would be things that -- in my opinion as a very long term arpg player -- LE has to address to be able to compete.
The question is, is Mike going to have his controller ready for today's dev stream.
Unless it's changed since patch 0.9, which I personally can't find, then it should be;
If you are playing alone or are the highest level party member, you will gain reduced XP from enemies if you are more than 10 levels below the zone’s level, gaining XP as if the zone was your level plus 10.
Source: https://forum.lastepoch.com/t/the-convergence-update-beta-0-9-patch-notes/51975/3#xp-gain-and-zone-level-scaling-8
Would be nice to know if this has changed though.
I also can't find any evidence of it actually changing. I think I might have gotten confused with something that was planned and scrapped before it was released.
Is The End of Time a constant in the timelines or are there infinite variations of that too 🤔 ?
I like to think that there are always a different number of infinite variations of them that merge and split constantly.
Is there a picture/icon/wallpaper of the epoch like how it appears as the 'O' in the Last Epoch title design available? Sorry if that's hard to understand, I am not sure how to better phrase it lol
not really, probably just a cropped version of a wallpaper would be your best bet
this one though
oh ya i can work with that i think
lol third time I've just taken a screenshot of my desktop background to answer a question recently
I think the press materials has a nice image of it
Edit: https://lastepoch.com/media has good stuff, too
this might be more useful, thanks toast
oh yes, thanks
Okay but the real question is why one half needs to be connected (at the eleventh hour mark, very nice) while the other one doesn't and can just float along 
I don't have a great answer for that one. Best I could do is some hand wavy "magic" answer.
How does Unvar's Exile work?
That's just a nice stylization, the actual epoch is like a neat lil pocket watch: https://youtu.be/esrO1CocQ9w?t=28
(but also the whole thing can fly apparently, no clue why other than "magic" still lol)
the 'per intelligence' wording can be interpreted different ways, and different things stack or cap percentages differently
it's also hard to test
Take your int, multiply it by 3, that's the chance for 33% increased elemental damage with 3 rune invocations.
do chances above 100% stack?
No, fixed effects like this is just a chance for that effect to happen. Above 100% is wasted.
thanks for the clarification
why do dot ticks sometimes render in yellow as if they were crits
DoTs should not be yellow as they cannot crit
Hi all, I have a couple of questions for Warlock:
1: The Fell Fire node on the Cthonic Fissure will spread all stacks of ailment from one target when they Torment them to a number of surrounding enemies. Is there a limit to that? If there are 2 enemies for example with 100 stacks of ignite on each, will they transfer from one to the other to become 200, and then 300 etc?
2: The Duskbringer node on the Warlock passive tree: At 3 nodes, will it deal Anguish damage to bosses every time they are damaged? Also, at what % effectiveness does added damage apply?
Thank you!
Cuz dmg is grouped together...so if you happen to crit on hit while applying when a dot tick goes off, itll show yellow
can you do something with the game to make it less painful agony boring waiting experience before we get 1.2 in like 3 months?
Mike, will you be wearing the
costume every time 
Will the new content in 1.2 follow the same route of 1.1, live on online mode at first then synchronize in offine mode?
Are you referring to how some of it was delayed? That wasn't just for offline, that was for legacy online as well.
And that wasn't for all of 1.1, just aberroth specifically. And it was released for the general playerbase before most had reached endgame, let alone attempted aberroth
if you proc abyssal echoes via void cleave, does that count as you directly casting it since it costs mana? as opposed to that 2h weapon that also procs it but doesn't cost any mana.
Directly casting always means you cast it yourself, no proc
hah...oh Forget most of details already. I just remember I can't play 1.1 for the first time as a offline player 😅
Oh...remind of them. Yeah I can try Nemesis, I can kill harbinger, just lack of ~~forgotten knight faction and ~~Abboerth
(I still can't get why the most players want that boss live on cycle at first, then live on legacy once it's slain)
Another bad impression left by 1.1 is I know I must deliver the whole 1.0 stash to legacy manually for the first time
is there a technical reason why dots in the game are discretized?
we have various character effects like drain, decay, leech, regen which is continuously applied, but importantly mob dot dmg is not and this leads to having to treat dots as if they were hits which in combination with the way dots outscale hits in how much damage they deal over time (I think its safe to say but tell me if im factually wrong here, all dots in the game from a given class/level/type of mob massively outstrips hits from same mob class/level/type as measured by damage output over time). this leads to constant surprises as a player, dot effects that could be more managable or at least more easily observed are presented as surprisingly large hits.
long story short, i dont know anyone who has played LE for serious amounts of time that doesn't constantly experience "wtf" moments regarding the way dots are applied
Imagine you work on a boss fight that's meant to be the most challenging fight you ever made. And want to make an event out of it. And within 1h of its release it get obliterated by Josh (fictional player) who has been farming on the same character for months. It's a huge feels bad moment for the devs but also for the community.
Josh is appeared again XDDDDD Thanks for the elaboration
Good'ol Josh
I'm glad EHG have this stance, its one of the worst aspects of POE over the years is a massive new challenge being fully figured out/tested/trialed in permanent leagues by lackeys of 'racers' (populists) who use this for an unbeatable competitive advantage.
The decision could also be a design choice (aside from player's want) where new contents are usually in league-only like many other ARPG which we might start to see more in Season 4 or 5 (considering the changes to 1.3) onwards for LE
Just to clarify smth, me (and all the purples nicknames) are not working for EHG. We are just volunteering to help moderating the different chats, discords etc...
ok corrected my comment 😄
Then which types of contents should EHG release to reduce the gap as much as possible is the key
This is the upgraded version of my question:
Will the new content in 1.2 follow the same route of 1.1, include a new boss so parts of new contents will available on online cycle only at first?
They have explained this clearly several times, so I don't feel like this explanation will help if you don't already know. But here goes, anyway.
They didn't release it on offline or legacy for spoilers. They wanted players racing to be the first kill to not have access to the boss fight with edited, complete characters in offline, or just complete characters in legacy.
It was unlocked less than 48 hours after release, so this affected essentially no one
lol I get why you can become top commenter on reddit now. You're good at this job indeed...No topic you can't comment a bunch of opinions
In this case, I'm only repeating what EHG said in their own blog posts. I wouldn't be answering in this channel unless that were the case.
Also, this is one of the few times where EHG put out a community poll to see what we wanted to do. The community voted on this, and this was the majority opinion in the community - release pinnacle boss only on cycle server until it was killed or until 1 week passed.
the nature of a game that is not completely continuous means that dots have to be chunked up like that. However, the discrete chunks are WAY smaller than what damage numbers show. They actually happen 10/s in almost every case and then because seeing 10 numbers pop up every second would be completely useless, the damage display of several are bundled together.
when using aberroth helmet with lets say a 50% roll on the endurance applies to mana affix, if i have a total of 120% endurance will i have a 60% endurance applied to mana? or it only uses the capped 60% on health and halves that to 30% endurance applied to mana as max? sorry i tried to explain myself as good as i can im not english speaker and its hard to explain what i mean haha, thx in advance
probably the later, as normally other things which work similarly say uncapped
there was a bug before where ppl were stacking 200% endurance and 100% dmg dealt to mana so they were immortal, i know thats fixed, but i dont know how they fixed that, if now it takes the health endurance cap and halves that or u can have 60% endurance on mana as maximum, would like to have and answer from a dev to that ❤️
the maw?
Max sorry, fat finger😅
xD np
but normally it says if its capped or uncapped, and the helmet doesnt say anything of that, thats why i have my doubts, more when i see that ppl were doing the immortal sorcerer by applying 100% endurance to mana before
Update on arachnophobia mode?
Used to use Uncapped. Now doesn't. Implies it's using Capped Endurance
not really implies it, its just saying the endurance applied to mana was not capped at all, since ppl were getting 200% total endurance with a 50% roll helmet, which means 100% endurance applied to mana that with 100% dmg dealt to mana means immortality, but it can actually still working the way i think it works, addind a cap to endurance applied to mana on 60% so if u get 120% endurance with a 50% roll helmet u reach that cap
Just checked, Vlad is right
The max DR you can get is 56% of 60% (33.6% DR)
And that applies to the dmg to mana of course
When am I not?

Remember like 9 years ago when you picked that thing instead of that other thing?
ok so stacking 120% endurance is useless, nice to know xD
I will always miss that thing
i asked to u the other day in stream mike, sorry to bother u here too LMAO, thx both ❤️ @placid plinth @pine dome
Yup 🙂
No news regarding it, doesn't seem to be planned for 1.2. if it's something you'd like to see feel free to post it in the #1210282176680169562 ^^
yes
Not fully set in stone on how that is going to operate yet. I doubt it will work quite the same.
Hi, I have three questions for Warlock:
1: The Fell Fire node on the Cthonic Fissure will spread all stacks of ailment from one target when they Torment them to a number of surrounding enemies. Is there a limit to that? If there are 2 enemies for example with 100 stacks of ignite on each, will they transfer from one to the other to become 200, and then 300 etc?
2: The Duskbringer node on the Warlock passive tree: At 3 nodes, will it deal Anguish damage to bosses every time they are damaged, if the boss is afflicted with Anguish? Also, at what % effectiveness does added damage apply?
3: Ailment damage is also affected by the skill which applies it. Will the Chaotic Strikes node in the Warlock passive tree affect ailment damage applied by hits? Do critical strikes affect ailment damage applied by hits?
Thank you!
- No, since it specify "Your hits", it only affects hit damage. Crits do not affect ailment damage as it only applies the crit multiplier to the "hit" portion.
Ailment damage is affected by things that would generically modifiy a skill's damage, as it "inherits" the damage modifiers. Both chaotic strike and crits are inherited but will not do anything as they only affect "hit" damage.
- Spreading doesn't create new stacks. So if you have 2 mobs with 100 Ignites each, when you spread you get 2 mobs with 200.
- It should trigger for every hit. I cant find Dmg Effectiveness anywhere.
So when I spread them again it should be 400 (assuming they live and stacks last forever)
You can't spread them again
That's what I meant by you can create stacks
I made a drawing because I feel I can't explain it properly
lmao, I like how they're just chilling with the neutral mouths while probably burning or something
Nice, thank you
hey on wrong way warp does it effect work on all teleport skills or just teleport and transplant only?
Just those 2
surprising since there are several skills that become teleports
But only one is called Teleport
We know that rune of ascendance has a lower chance to give LP. Does it also have a reduced chance to give high WW?
i ascendanced my 20 ww relics early this league
no
Is there a way to skip lagon 2 phase if you one shot him in his first face?,honestly having to wait for his tentacles to die instantly afterwards is a waste of time.
There is not.
Ty in any case,maybe a potential suggestion then.
You used to be able to but it caused issues with the harbinger spawning afterwards, that's why you can't anymore
Is there any plan to implementing adding the ability to show drops with max implicits in the loot filter? I've been wanting to do this since I started playing.
Hello! I'd say this is more of a hardware question. I play several games like League of Legends, D4, WoW and LE. All games except LE my PC fans are quiet but the moment I start to play LE and am doing any combat at all and sometimes just sitting in town my fans ramp up to max speed like my PC is getting hot and they need to cool it down. If I alt+tab fans quiet back down, go back to LE and max RPM's again. Any idea what would cause this? Apologies if this should be asked elsewhere
No plans as of right now but feel free to post a suggestion in the #1210282176680169562 if you'd like them to consider adding it.
Do you maybe not have your fps capped?
if so capping it to a reasonable amount (60, maybe 90 or higher if your pc is super beefy) should help if so
I rarely get much more than 40 fps and changing graphics settings to lowest it goes doesn't help too much, only game I have that issue with as well. I don't have a super computer by any means but my rtx 3070 should run it MUCH better than it does 😦 I'm desperately hoping the engine upgrade coming helps!
Yeah that definitely doesn't sound right, please reach out to support as that's most likely your best shot for help. (For reference I can get a pretty consistent 60 fps on a 4 year old laptop with a 2070)
!support
Need a hand? Just head on down to https://support.lastepoch.com/ for support articles or to reach out to us directly.
Hey EHG ! Wanted to know, is there before january/february any update planned that is not bugfixes, events or QOL ? Or before Q1 of 2025 no major change will occur ?
correct no content patch until 1.2 (season 2)
Thanks for the answer, same for a balance patch ?
most likely yes, it's a long wait but hopefully it'll be worth it ^^
I really can't get why they've abandonned the players like this. But yes let's hope it's because the wait will be worth it
https://steamcharts.com/app/899770#1y to be fair it's really frightening to think it's not going to be better if there is no more balance / build diversity / Renew of gameplay or not that much like in 1.1 for like 4 more months
I loved this game and I don't want to see it die after 1,5 seasons
they have not abbandoned the players. they are updating the engine so they cant add more content as it would be needed to be remade to work in the new engine version
Game has been lauched 10 months ago, content and balance have been made O.N.C.E since. After 7months. It's an abandon, even tho there is reasons it doesn't change the result.
- I would argue with my thin dev knowledge that you don't need a new engine to tweak number to spells to create a new build diversity and some changes in 1.7. Anyway nobody is playing it so why not try some things/possible builds with the 127 players that stayed after the reset
++ What was the point to do a balance mid-patch poll if between the 1.1 in JULY and 1.2 maybe in march, 8 months later nothing has changed. For my part, i'm clearly feeling abandonned as a player and I really can't understand why they did it.
The game launched from early access 8 months ago, and the developers have kept an open line of communication in this channel and on other socials constantly. They have been very transparent about their plans for the future, and when taking into account player feedback they decided to delay patch 1.2 to pull some planned things from 1.3 into it to make it a larger and more substantial update.
The game is being actively worked on. If you are feeling "abandoned" by the devs or feel the game is "dead" then I do not think you are paying attention. What does "dead game" even mean anymore. There are players, there are updates being worked on.
Play the game if you want. Stop playing when you are done with it. Come back when new updates drop if you want. It is that simple
I hear you that you would like more regular updates. The situation is a little more complex than just tweaking numbers. There is a good argument to be made that we should have done more balance adjustments when we did the ladder reset last month. A lot of the feedback we got from 1.1 that it wasn't big enough. We want 1.2 to be big enough so we're taking a little more time with it than we initially intended to do. We are still in the early days here and are finding our footing in the ARPG landscape. Active development of new content has never been higher for us. I understand that it's frustrating to not get super substantial changes. Personally, I'd like to be a little more agile with balance changes but we do need to be careful about invalidating lots of hard work that people put into their characters with too frequent changes too. It is possible that we have erred too much on the side of caution on this front.
Couldn't expect more from you. Thanks for answering on every field. It is talking about everything I had question to.
I'm pretty sure all you just said is already written somewhere but when i'm googling EHG or the game and spent 10minutes exploring the results nothing came close to this explaination about why no "super substantial changes" occured. Thanks for still write it there.
My messages could have been rough. But it's because I love your game that i'm frustrated to not have a real reason to come back. For now.
Wish you the best + luck + strengh for the next months. See you back for sure in Q1 of 2025.
thanks 🙂 I am really excited to share what's coming down the pipe and I know it's going to feel like a long wait. I think it's going to be really good long term.
Hi Mike! Even with Dodge/traversal skills and movement speed gear, melee positioning still feels like a problem (i play mainly melee characters with over 2k hours on the game)
Can we get a few buffs for movement speed on melee classes? Sentinel MS on tree could be improved and other classes could get new bonuses that gives % movement speed Ty
(while playing melee there's a huge pressure on boots as well, usually legendaries(high MS base boots) with T7 Movement speed + haste to feel good and that usualy narrows down the options when making a build)
It's possible, I can't really keep track of requests like that here. If you'd like us to consider a change, please use #1210282176680169562. Sentinel in general does have a bit of a shakeup coming.
And to add my pov in the mid patch balance topic that is maybe naïve
Invalidating lots of hard work that people put into their character could be not that bad if the meta is frozen for 2 or 3 months
And this is if you don't consider doing tweaks only on season launch and maybe only buff some numbers mid season. In that case my build i spent months/ weeks to make is not invalidated but I have now better options to farm for, the loop is fed again and the ladder roof is now higher
And it could lead spellblade to have a build playing with swordS that is not shredding his own defense, just throwing that randomly (PLEASE MAKE SPELLBLADE HAVE A NICE AND BALANCED BUILD USING TWO BLADES NO MORE PIECE OF CHEESE + TOOTH BRUSH BEST BUILD)
you can't really do only buff patches because you quickly end up in a power sprint or you have an almost all nerf patch right as you are releasing new content at the exact moment when you're trying to convince people to come back and play.
In my own experience, I don't really care if things are nerfed between seasons if there is still at least two good options to chose
I'm not talking for anyone else but me there. But the reason i come back to a game like LE each season is because i wanna try the new builds / the old builds but improved and the new content / systems.
The reason I could come back during a season I already played for 200 hours is when there is new or improved build I could try and revisit the season I liked
and Season 2 will have a bunch of balance changes to try new things in for sure
Thanks, I tried but I dont have permissions to post in that channel. 🤔
read the instructions in the pinned post, you have to pick a channel (everyone has permissions to post there)
Could you tell quickly if Spellblade will have their blade fantasy buffed/viable ? It'll be our secret
I'm sorry, I can't share any information about upcoming potential balance changes.
Had to try.
Thanks for your responses throughout the night for me. Wish you the best and to all the EHG team.
Guys anyone also experience stutters, freezes when a loot filter is enabled? It all goes away if I use No Filter.
Relaunched the game and no issue now
Read the top post, you're not supposed to make your own topic but instead post under an existing one (the forum style channels get filled too quickly with individual posts)
Does anyone have the same latency problem on any map? I get like 19ms on EU West, and all of the sudden out of nowhere it goes to like 70 latency for a few seconds and back to normal.
It happens only for Last Epoch so nothing to do with my internet it seems. Any ideas? Maybe its a steam only issue?
Sorry you most likely won't get an answer here as this channel specifically isn't for support, please contact support as they might be able to help you out ^^
!support
Anything we can help with? We've support articles and a contact form at https://support.lastepoch.com/.
what version of Unity are you guys upgrading to? i dodnt rememebr the specific year.
Unity 2021 😊
thank you! as always extremely helpful.
did you consider releasing something in november, now that poe2 is delayed and poe1 players are bored by the current league
and LE players are bored of 6 months long cycle without much content
I haven't heard anything about changing our plans based on the PoE2 delay.
I hope Mike release more costumes by himself in Friday's stream, I want to laugh once I see the bee Mike 😆
My game crashed 2 times today w/o any error. Anyone knows about this?
If you encounter bugs, crashes, and other things that shouldnt happen, please submit in game bug reports.
Lich will get more love by unique items from the update of 1.2? (Any classes else will be bonus by more unique items or adjustment for passive trees?)
I don't have specifics on what is coming for 1.2 available. We will be making new unique items that could be interesting for each class.
will the update include changes and additions
yes
Who's responsible for saying that this does "moderate damage"? 
Probably me but that tooltip was probably never intended to be displayed (as evidenced by the lack of icon). It probably did much more damage initially.
Yeah LE tools is the only place i can find where you can even see that this exists, it doesn't get mentioned at all in-game
have i missed something or did the way empowered monos were unlocked change again ? i did both the last ruin and the age of winter and no harbinger spawned after the boss
Did you also do spirits of fire or whatever it's called? There are 3 timelines you need to complete
just doing it now but it wasnt like that, it was just one of the last 3 90's then a harbinger would spawn
on secondary characters, yea
guess thats what i get for dragging my feet this cycle XD
who do i talk to about a game concept/idea?
if you have suggestions... #1210282176680169562
it isnt a suggestion for this game tho. it is a suggestion for a potential future game. Therefore, i did not feel it was appropriate for that channel.
Furthermore, While i expect no credit or compensation for my idea, i do not wish for it to be public as people tend to steal ideas and claim credit.
Basically. I wish to share my idea with EGH themselves and let them do with it what they will.
Specifically them, because i trust them over a company like Blizzard who tends to abuse the players with egregious microtransactions and/or poorly managed games.
!support Is the way to get in private contact with EHG
Need a hand? Just head on down to https://support.lastepoch.com/ for support articles or to reach out to us directly.
yea, you can send it to support. All emails that go through that get routed to the right people.
Cool
Marksman question:
Exactly how does the Ethereal Arrows passive node's 3rd bonus works? For example, with 1 point invested, how much more damage will the 8 mana cost Detonating Arrow deal? The wording is not clear to me.
Also, I want to write a more comprehensive proposal for the Traveler class. Where should I send it?
#1210282176680169562 or the suggestions channel on our forums.
At 10 points, 8% more damage.
At 1 point, 0.8% more damage.
Posted, I hope you enjoy and implement! Feel free to ask anything which I may or may not answer (I will if I can).
Would it be possible to make a set of weapons that can be bridge type. Like a scepter and axe like if you have both equip they would be considered a staff?
It is technically possible to do this yes. I think that it is more likely to be just explicitly described on nodes which we would want the effect to happen. For example: 10% increased attack speed if you are wielding a staff or a scepter and an axe.
I was thinking of asking for a storm set weapons for the primalist who would make their build with the gathering storm in mind. There is staff node in gathering storm called lagonian diplomacy makes it a range skill. Another nod called two eyed storm when dual wielding you cast two bolts. the reason for the axe is the passive called elder branch that maybe it boosts the passive or give us access to the passive itself with out preceding passives. A wand seems more like for the mages and necromancers, so I would say scepter would be what a primalist would use. make you gather gather storm stack or auto cast them every so often. Set effect maybe allows for power of the storm node in maelstrom to be cast on on the enemy and allows for tempest strike to be cast at range?
Sounds cool but the conditional would still probably have to be on the nodes themselves, not on the weapons.
what suggestions then should I make?
Wait I think i know make the lagonian diplomacy work with scepters/wands as well and maybe change the placement of elder branch passive to one of the sub class's and more points. Then change the maelstrom strong tides to something else gives range if using a staff, scepter, or wand. Maybe still getting an specialized axe for the use with gathering storm and tempest strike that is more like storm bringer from marvel movies?
While using wands be nice wrong way warp is and make a lightning shaman crazy strong with all the speed they can stack. Add blood of the exile boots non upgraded would be another 40% add a top affix shard 30%. we are looking 140% added speed boost with max 70 from boots 40% from storm totem tree and maelstrom hast effect 30%. That is 420% increase in damage from speed alone
Ask the devs:"Mike answers only". Rofl
Mike is the entire dev team

Shhhhh 🤫 Don't tell them that! It's a secret... ||Next you'll be telling everyone Mike is just Gregory in a Human costume||
What if ||gregory is mike in a grole costume?||
i do like mike, he is kinda relaxing to talk to and always happy
Because it's where his passion on
🙏
Hey how should I word things not like as in a list form or something else?
I'm not really sure what you mean. You can format your ideas for #1210282176680169562 however you'd like. The effect you mentioned above is a cool one. Just having the weapon property count as something different isn't really a fully integrated process that we have. You need to get creative with it (e.g. the axe that's a shield).
Also, just because we can't do it the way you suggest, doesn't mean we can't do it at all. It's best to just throw stuff out there and let us figure out the how.
Do you want me to name each point numbered and why I fill the change would be good do you want it is paragraph format?
Like this before suggesting another point. where it would be clear to read.
whichever way you want, just toss it in #1210282176680169562 however you like.
Is it planned to ever release the cosmetic mtx stuff for offline mode? Mostly playing on the go with offline mode 😦
would have to redefine what true offline mode is
Hey is gathering storm: Node Lagonian Diplomacy: supposed to keep the storm around us or around the cursor?
It seems to be auto casting the storm bolt stacks? Should the stacks actually cast around the cursor or auto cast over the screen if the lagonian Diplomacy is taken?
We aren't against the idea but don't currently have a good way to do it.
I'm sorry, I don't really understand the question and I think it's a terminology issue.
Gathering Storm grants you a Storm Stack when you use it.
Lagonian Diplomacy causes Gathering Storm to be replaced by a direct spell cast of Storm Bolt.
When using Gathering Storm with that node, you should cast a direct Storm Bolt at you cursor and then also be granted a Storm Stack.
Every second, a Storm Stack is converted into an indirect cast of Storm Bolt as it normally is.
The lagonian diplomacy lets you cast ranged storm bolts; but the stacks of Gathering Storm are casted around the player. Now should the stacks be casted around the cursor or be auto casted around the screen?
Lagonian Diplomacy does not affect the normal default Storm Bolts that are created as a result of decaying Storm Stacks.
your answer was good too, didn't have to delete
Why Mike keep offline status all the time 👀
Because I like to be very very sneaky.
Oh Mike like to be very very very very sneaky, Mike is the enitre dev team, so the whole dev team likes to be veryyyyyy sneaky
Being sneaky is nice, I do it too because otherwise discord likes to keep my status as online when I haven't touched my computer or opened the app for hours lol
I don't mind that personally...Online means I'm waked and offline means I'm sleeping (Once your screen is closed by sleeping, your status will switch to idle if you want)
On Tempest strike with Sky Opener, would it work with the node Looming Gale? Personally I couldn't quite tell. also do these totems work off of cast speed or attack speed?
No. Sky opener requires you to hit with the melee portion of tempest strike. Looming gale removes that component and replaces it with summoning a totem
Okay odd since I knew that Gladiator of Lagon worked with lightning aspect of the looming gale set so I thought it would be the same oh well or per strike
whats the point in relics that increase bow dmg, but also shred armor on melee? it just seems like an items that has no purpose at all to effect melee and bow
Is there any plans to let up on void cleaves restriction of axe and sword? So it's usable with maces and polearms too for example..
I guess items have implicits but the rng for the affixes they get do not take said implicits into account
just weird to get a relic of bow mastery, and then it has an effect on melee hit. just doesnt make sense to me. i know its rng but it shouldnt be that much rng.almost feels like a bug in the game
Exalted item or unique?
Affixes on items are pure RNG. You can get "Increased melee damage" and "Increased spell damage" on the same item. Rogue is also not a pure bow class, they're just the only class that can wield bows.
I know they aren't pure bow class. Just seems silly to be that rng
#❔┃ask-the-community message
What the slay harbingers to upgrade chance means?
It's a over 100% type of rate so I'm confused how is it work (Why this rate over 100% in default)
it's just so it always does it.
I've already submitted a bug report on the issue (being about to aerial assault out of the bounds of the mono map). However, since then i've been curious and trying to do so on every mono. In most cases I sorta make it out of bounds before being teleported back inbounds but i'm finding some areas where I still make it out of bounds. Would it be helpful to submit addition bug reports when I find such places? Or is the one report enough?
all the reports
Is tonight the night Mad Mike is unleashed? 
weirdly similar energy
Isn't that his default state of being?
The chance shows the roll on the affix. So 100% would be min roll and 355% would be max roll (affixes roll from 0-255 in the backend)
not currently. polearms are actually a spear class for us, most more polearm-y like things are classified as an axe for us. Spears, staves and maces just don't fit the theming, style or make much sense to be attacking with as a "cleave". It's not impossible but we don't currently have any plans to do so.
just to echo what was already said, RNG is RNG.
kinda question i know it should've been rather a bug report but wanna ask first.
So my friendlist has never ever displayed correctly online users i ve added
in fact it NEVER displays anyone who is online (tested) unless u restart the game, then maybe if youre lucky its gonna show 1 person until first map switch.
It seems to be pretty common issue for players that hasnt been adressed much and i feel like its being slept on by devs?
Not really sure what the question is but it's very much something we've been working on for a long time now. We're working on our 3rd or 4th fresh solution to it in as many years now.
oh i forgot to ask the question LMAO, ye is it a bug, my account bug or something u need to fix
It's an underlying chat hosting bug.
Which is why we are moving to another another another new system.
sounds like pain. thanks for bringing that up
You forgot 1 another
do you all have plans to make a fifth skill for shaman sub class?
This is why crafting exists so you can throw out the bad affixes.
craft a idol?
Oh, an IDOL. May RNG not screw you. (Relic is it's own craftable equipment)
Not saying that all rng needs to be good but getting bow and melee modifiers on a single item just seems silly
Oh, it only gets worse. RNG has no eyes, no restrictions, no rules.
Can someone explain the interaction between totemic heart and Juggernaut in Warcry? am i really invulnerable for 3 seconds
Sometimes the nodes can be a little confusing. We try to make them as precise and literal as possible. Sometimes we have mistakes but I think this one is worded right.
You now place down a totem for 3 seconds that repeatedly uses Warcry instead of you, but Warcry costs more mana.
OK, so the ability is replaced with Warcry Totem and the totem "uses Warcry instead of you".
You are invulnerable for 1 second after using Warcry.
So your totem is now using Warcry instead of you and when it uses Warcry, it is invulnerable for 1s each time it uses Warcry. Which is once a second for 3 seconds. So your totem is invulnerable which is nice.
needs explained that the instance of a warcry is different than a personal cast
I think that's covered by it saying that it uses Warcry instead of you
Is there a known bug with Tether on Frenzy totem? half the time it doesnt cast the tether, or the tether is attached to a fixed point other than me.
I don't have any information on the status of potential bugs. If you think you've found one, please use the in game bug reporting tool to report it and we can add it to our queue to fix.
The visual representation of the tether has little to do with the actual effect.
I guess there's a way to convert it to 100% type of rate?
I'm sorry I don't understand your question. It should probably just not say a rate at all because it's always 100%.
Yeah I know this is part of the formula of calculating the final rate of how much possibility this weapon will be converted after using it to slay harbingers, I want to know the formula itself so I can calculate the final rate by the roll value on the item I get by myself to understand how this implicit work.
It should just keep the roll range, so the base uses 100-355 or effectively a 256 value range as there are 256 numbers between 100-355 inclusive. So this translates to the roll that you'll get when it upgrades.
You'll have to do the math on what each value translates to but it's super easy.
(((Upgrade chance - 100) / 255) x (72-47)) + 47 = final health gained on kill
Generic Formula:
(((upgradeChance - 100) / 255) x (maxValue-minValue)) + minValue= finalValue
So the value of the special implicit is relevant to the value of chance to upgrade as 1:1 ratio because this is how this formula work
Well I just derived the formula from the fact that the implicit roll just doesn't change when it upgrades but yea sure.
The only thing that changes is the subTypeID
Yeah different weapons have different range on this implicit
I had thought this implicit is influenced how much chance this weapon will be upgraded. lol completely wrong
No, each weapon that uses this implicit should use the same range.
You mean 100%-355% is the same in all weapons?
All weapons that have the implicit that we are discussing all have the range 100%-355% yes. That is what "each weapon that uses this implicit should use the same range" means.
When you said "Yeah different weapons have different range on this implicit" I expect that you meant to say "Yeah different weapons have different rolls on this implicit"
the range is 100-355, the roll is which number in that rage that you pick
Yeah you're right, I mean different weapons have different roll range on this implicit
sorry, I'm going to be clear on this, that is still wrong. They all have the same roll range but pick different specific rolls within that range.
roll range = range
same thing
I think you understand and we are running into problems with translation
... I need to give examples then. Such as
(13% to 18%) more Damage to Frozen Enemies - one handed axe
(36% to 60%) of Mana Spent Gained as Ward - wand
+(16 to 21) Spell Damage - Sceptre
13% to 18%, 36% to 60%, +(16 to 21) is different range of rolls
But they're using the same range too, that's 100% to 355%.
every single one of those is a value from 0-255. If the range is smaller, multiple values can translate into a single display number. so in 13-18, only 6 values can show, so
0-42 = 13%
43 - 84 = 14%
85-126 = 15%
which is why you can just figure out that the formula is:
(((upgradeChance - 100) / 255) x (maxValue-minValue)) + minValue= finalValue
...Wait. Where are you get 0-42, 42-84 and 85-126?
just try it, pretend you had 150% upgrade chance for (13% to 18%) more Damage to Frozen Enemies
What final % more Damage to Frozen Enemies would you end up with?
256/6
there are 6 values from 13-18
13
14
15
16
17
18
the roll range of 256 is spread out over those 6 options. it's about 42.66666
it's all just math on the info that is available, I'm not grabbing anything from the code here
....But the question is different weapons have different ranges so it's not 6 options only all the time so I don't get what are you try to say
just trying to give a practical example
(((upgradeChance - 100) / 255) x (maxValue-minValue)) + minValue= finalValu
try it
If it says 100% chance, that turns into a minimum roll implicit. If it says 355% it's a perfect roll implicit. In between there might be some rounding.
Yeah then what can I do with the value, 42.6666?
XDDD I get how to calculate the final value with this fromula yeah, thanks for the help. But I don't get what the relationship between your example and this formula 😅
it was a ill advised attempt to explain how roll ranges work in the general case by using a specific example
in the case of the specific implicit more Damage to Frozen Enemies, there are only 6 possible values. The underlying roll range on all affixes and implicit's is 0-255 that is translated into a display number in the affix's specific roll range. In that specific case, it only has 6 possible values which means that if the underlying roll is in the first 42.6666 values, it shows the lowest number. If it is in the next 42.66666 values, it shows the second lowest number and so on.
In situations where the quantity of possible values is quite small (in this case 6) you can use this as a quick way to do the math in your head to figure out what the final value will be. 150% chance? easy, that's a 14% final roll because 50 is in the second chunk.
if you're still confused, it's best to just use the formula and ignore all of this extra stuff
Still don't get what are you done with 42.6 but here's my progress: #📚┃off-topic message
oh, I replied there by mistake
I'm just about to hit the rack here anyways
looks like you've got it, not sure why you used 256 and 300 as you example rolls each time but it works.
🫡 Go on this topic after you waks up
Hit the rack, new phrase +1
i mean id asume i still get the invulnerability when the totem uses it
Warlock Q:
Does Chains of the Betrayer node in the Chaos Bolts tree affect the damage of the ailments applied?
It's generic damage increase, so yes.
Just a quick question nemesis chances to get lp is based on the item , corruption doesn't affect it?, corruption just makes nemesis spawn more and the egg appears more often?
Another Warlock Q:
Does the Bones of the Accursed node in Soul Feast affect the damage of ailments applied?
It specifies "hits", so my guess is that it doesn't but Grim Affliction does.
More Warlock Q:
What is teh damage effectiveness for Anguish?
No, it specify hits.
(You can also realistically ask these questions in #💀┃acolyte and someone might answer)
Corruption does not affect egg rate of LP. The actual egg spawn rate doesn't change but yes you do find more nemesis encounters at higher corruption.
Not so much about theme of this channel but your patience is impressive. I'd gave up explain something to him after second iteration of questions but you've managed to do it like five times in the same manner. As well as you do with similar odd and sometimes silly questions on your weekly streams. I wish everyone had such a tolerance to humans' flaws as you have, thank you.
Do you all have plans for a fifth shaman skill? reason I ask is got an idea
We've got a few options for most masteries sitting in the wings. 5 isn't a limit for the number of skills per mastery.
I see thank you
Will the cycle release date be moved up due to Poe not dropping anything till early next year i assume EHG didnt want to have competing content
Does the falcon´s "Toxic Airdrop" flask cooldown scale with the players increased cooldown recovery stats?
No, it scales with the falcon's cooldown stats and throw speed, everything else is your stats afaik, with the added ability to apply the falcon's mark.
I'm sorry, I don't have any information on the timing of our next major content release Patch 1.2 other than Q1 2025 as previously announced.
We make plans for our release windows based on known and expected information in the genre as to avoid other big releases as best we can. Moving up a release is a risky prospect. Is it worth releasing a lower quality and more buggy product because time wasn't taken to test it properly? Generally I wouldn't say so.
We are working hard to get it out as soon as possible at a high quality standard.
We appreciate the honesty and effort
Is the community tester program still a thing, do they help with testing these days? I read an article from like 2022.
Please post suggestions / feedback in the #1210282176680169562 / #1210281911872786482
It is and we do, basically every major patch gets tested
How does Arena wave scale compared to monoliths? Is there a known ratio to compare to monoliths? like if it was 1:1 wave 1000 would be like 1000 corruption?
More like 1:2 or a bit more (arena:corr)
It's not something they've shared
Give us a Reimerh stream? 
Can there be a spider shrine ( assasinates all other players or attempts to assasinate players with an ambush of spiders) for cycle 3. I think it would be funny in co op hardcore games just sayin.
We tend to avoid griefer moments with most of our mechanics but I would love to do a special event or a dungeon where it's almost pvp through pve methods. Sounds really cool to me.
#📚┃off-topic message
(want to go on asking)
what should I do with these values...Such as 66.6 is the value I get, then it count as 66 or 67?
What the sense of 256/(the amount of values in this range)?
I don't know how to explain it any better than I already have. Just use the formula to get how much it's going to be.
😅 😂 Oh sorry for my question is out of your box... Alright. Appreciate the elaboration before! Communication is harder than expected sometimes... 🐸
Maybe the only thing to figure out how to grab the value is upgrade a weapon by using it to slain a harbinger (yeah pretty challenging for a player who get used to use the best legendary weapons)
Can be upgraded to Avenged Crystal Core when you slay a Harbinger.
Wait, I need to equip it to kill a harbinger or it can be upgraded even it just in my inventory?
equipped
👌 the final result I calculated is 38.5, it's 39 in game (Such a pity that I slain by that harbinger)
Double Avenged crystal core is 143% and 221% chance to upgrade, final result is +33 and +39 mana
True HC spirit 🤦♂️
"+1 spell physical damage per 3 attunement" Does it add spell dmg to non physical spell ?
I refer to "Hazelroot" unique sceptre, and ask if it apply on Storm Bolt hit.
Hazelroot is a Sceptre and Yes it add Flat Phys Spell to all Spells
regarding auto-loot (for shards), i know this has been discussed in the past already, but can i get a reminder why having autoloot be an option that defaults to off in the game settings, is not considered a good idea/compromise by the dev team?
From dev streams and other tidbits here and there it seems like they might be giving into automating the shard pickup process a little more. But I think that's more about not having to click the transfer shards button than it is about having to pick them up in the first place if I've interpreted their cryptic comments correctly
thank you. personally i feel like a big reason why shards "don't feel like items anymore" also has to do a lot with drop rate. past the early stages of the game you have so many more shards than you need, there is no reason to waste time looting them anymore, they just become screen clutter. if they really want to make them feel more like items i think they should look into cutting their drop rates (not saying that i would want them to do that, i'm on the autoloot team)
That's my gripe with the system. Shards in your bag suggests they can be traded, which is confusing to new players.
I've seen this exact same notion raised numerous times in blind let's plays of LE, which suggests it's a philosophical problem with shards. They are only itemized because of the vacuum button. Them being aoe manual looted is fine, IMO.
something in the same vein as the shards but a little different, is there a design reason why items take up more then one square. mass piles of loot dont equate to gold or crafting components like other arpgs and filters already distill down what you find. just curious because from my perspective its just tedious. curious the reasoning behind it. (also on the shards, def click to pick them up but they should go right into the shard inventory not the item inventory.)
devs would be obviously be able to offer more insight on that one, but i think it's mostly tradition (and tradition probably comes from a place of realism and immersion, a greatsword obviously takes more space in your bag than a wand)
totally makes sense, ran into a thing yesterday where a loot lizard shrine popped a dozen + lizards and it was hella fun, but the clean up side was..a thing. prior to loot lizards it wasnt really much of an thing i thought of but now it kinda popped up. didnt know if there was something more to it or other perspectives.
Mike could probably clear this up, but to my understanding, itemized shards are this way only because "it feels good to hit the vacuum button."
This is at odds with how they should intuitively function, and are arguably causing needless friction with lizards RE: ground loot clutter and temporary inventory tension. Inventory tension is fine if it actually means something, but since you can vacuum shards anywhere, it's only a source of annoyance in this case.
It feels like they're pulling from opposite directions, but I don't know if he and the dev team feel it's enough to warrant considering a change to shards.
"it feels good to hit the vacuum button."
i mean kind of, i guess it's somewhat satisfying for the brain, my wrist hates it though
good catch
Yeah, easy since I know I had this conversation with them earlier. I have the same concerns. Shards are mostly just ground clutter
and the funny thing is that the shards that actually aren't clutter and that you would actually want to pick up (like class specific affixes), don't drop nearly enough and you instead get them from setting up a loot filter rule and shattering items
There are lots of good points from all angles here. I don't think there is a "right" answer. It's a very frequent debate topic internally too.
here is where you're going to be glad I have nothing to do with the audio of this game. I don't really know how to tell what the khz of the audio files are. I looked at the soundtrack files that get downloaded through steam and audacity tells me it's 44100Hz (which I assume is just 44khz) and I think this is the right thing because that scale does appear to go up to 192khz.
I don't know off hand if any higher quality versions are available. I expect that it was compressed in some way for publishing to make the files a more reasonable size.
I've put a message in our music channel internally to ask.
Warlock Q:
Regarding Spine of Malatros and the Fissure of Wrath node on Cthonic Fissure: Spine of Malatros says that Flame Whip benefits from the Fissure nodes on the Cthonic FIssure tree. Fissure of Wrath specifies that it gives increased spell damage to the Fissure's initial hit. Does that node affect Flame Whip?
Is there a way to make viable the node in gathering storm the use mana each time a storm bolt expand?
No matter what I try, I always ends up being stuck at 0 mana.
Being forced to take it to unlock the dual wielding node is so sadistic.
Besides getting your mana regen north of 25, I'd try limiting the storm stacks
Will new classes be added ? Something more eldritch, more fantasy, arcanic...
Actual classes are pretty basic, common and already seen before. Some weirder and more strange classes would be nice😁
Acolyte Q:
Does Harrowing Blade shred Phys Res if Harvest has been converted to Physical?
Eventually maybe, but they've said that if anything we're more likely to get additional masteries for existing classes. If there's something you'd like to see added or if you want to share your thoughts about the current masteries and classes please post in the #1210282176680169562 or #1210281911872786482
Do EHG add extra sound affects for switching eras and enter the arena in temporal sanctum recently? Sounds different
Does Mana Strike's Mana Spark node get converted to cold via the node Frigid Grasp? I'm unsure if the tooltip is correct but it seems like it's still lightning despite Mana Spark specifying base damage.
It stays lightning
Base damage simply means base to the skill, instead of added damage which gets affected by added damage scaling
when do you hit xp cap when you're killing above your own lvl? +5lvls or +10lvls or?
10, any higher level mobs will give xp as if it's only 10 level higher.
I want to ask which character is the most popular one/ the most unpopular one due to the latest data from all servers (1.1)
I don't have live data but recently acolyte is number 1 and primalist is last.
If it doesn't say so on the alt tooltip, probably not but I can check tomorrow if you remind me. Probably easier to just test it though.
Yes. We will add more classes to the game. With the base classes, they need to be general enough that they can have multiple masteries and I think we've managed to delve into some niche themes with masteries and specific abilities. Like for example, swarmblade form is pretty far from typical.
Tested, doesn't seem to convert according to the skill. Also, Traveler class!
Cool
Ohhhh... Sorry. I want to ask mastery. Forget characters means 5 only.
Necromancer 1
Shaman 15
It would be nice to see some of these data, are you considering releasing some in the future?
Hi Mike, quick question about Vines
When you make them Ranged, are they using the "regular" thorns from Spirit Thorns ?
The one you get while in Spriggan Form
Acolyte Q:
In the Spirit Plague tree does the Exsanguination node phys pen also apply to bleed applied by the Laceration node?
Yes
This is pretty interesting 😂
Necromancer is the first mastery I played yeah, no doubt on how much fun for a new player even it's retired now
...Shaman is the last one?! Need to try that one day hhh
I'm surprised that druid isn't on the last one hhh
I'm pretty sure it's this one
https://www.lastepochtools.com/skills/thorn_volley
This is my memory of looking at an internal infographic from shortly after 1.0 released. I don't know what it is today and I'm not sure where to even look for it really. I know necromancer was so far out in front that it pretty well single handedly drove acolyte to the top of the base classes though.
Yes, always great to see some global stats ❤️
Then I hope Mike can find the way soon...To be honest, this is a good asset for daily media posts! (But then it's CM'side)
Thx!
Any update on Steam Deck verification and game optimisation?
Nothing specific, another round of it is being worked on though.
Do different skills scale differently with "Increased area of effect"? Because the scaling on Upheaval is absolutely trash compared to Meteor.
"Increased AoE" takes into account the base area of effect, so when a skill has a small base AoE it will scale less than one which has a larger base AoE (I'd guess)
is the shield rush bug where you get stuck during channeling still in the game?
havent heard about it in a while
Yeah i was hoping to make Dr3ads Shield rush build Just for fun and the video is nearly 3 Months old
Would be awesome if someone knows an answer to this
would crit chance in excess of 100% peel back a mob's crit avoidance?
Stuck? I do believe that was fixed however if you do run into any issues please submit an In Game Bug Report for us as the data attached is super helpful! 😊
No
Also unless you give them some through Echo Mod they dont have any
Ty ☺️
Do the logic of three masteries from the same character is
If this is a caster, one of them must melee type.
If this is a melee fighter, one of them must caster type.
?
no, not at all. Rogue for example
Yeah I'm expected that. Rogue is the exception.
They are all kinda exceptions in their own right, which I think is intentional. Like mage has no minion theme, acolyte no melee theme, or sentinel no caster theme (though they may all be able to make off-theme builds). Also it's not a guarantee that classes will always have 3 masteries.
😮 Lich isn't a melee character? (Melee + transformed as like as durid)
I mean, none of them are exceptions because there is no rule
Design them without rules is better for adding more fun on trying different masteries of different characters is the reason EHG do that?
Sorry, I don't really know how to answer the question. There just isn't a reason to do it so we never came up with a reason not to do it.
lol I always can provide wrong directions for you then you correct my opinions....Quite interesting
If Bone Curse has been converted into necrotic, are bleed and bone eruption converted along as well? The conversion node's tooltip only mentions physical→necrotic and nothing else.
Only what the node explicitly says is converted. We are going back through some older conversion nodes to increase the depth of their conversions.
Thank you.
yeah the bug is still there
tested it myself u use it and sometimes your stuck in the animation
If you haven't already, please report it using the ingame bug reporting tool instead of posting it here so that it gets into the queue properly.
i did
what are the odds BM gets a cool new melee phys attack. Upheaval's pretty bland
ever? fantastic
sad Swipe noise
swipe and upheaval will get cool new stuff way before that
Hi, i have send 2 times ticket about a progression problem to one of my characters questline and none ever answer in order to fix it
so i ask here maybe someone see. Main questline ''Liath and Thetima'' does not open the road for the ''Isle of Storms'' travel location
from ''Thetima Town'' The NPC its like not respont when i press ready over and over again...
You can contact modmail for support if you'd like. Unless you sent the ticket within the last 20mins, something went wrong in the communication process in one direction as I just checked and all open tickets have been responded to. So the usual things of check your junk mail might apply but as usual, unlikely. If you're playing online you can get someone else to just go slightly past that and warp to them so you get around the blocker to progress.
We won't go find your character in the database and manually edit the story progression for it.
If you haven't done so already, please report the bug using the in game bug reporting tool. (if this is what you were referring to by opening a ticket, these are not responded to and are for telling us what needs to be fixed)
!support
Need a hand? Just head on down to https://support.lastepoch.com/ for support articles or to reach out to us directly.
the 2 tickets i've send its long time ago, the problem remain over a year, 5 min ago i send a 3rd one
The way that we would fix an issue like this is through changing how it happens at the time that you progress at that stage so it wouldn't work retroactively for old characters. This is not a common thing that I've heard of so I'm not sure if you're experiencing it with 1 character in which case you'll probably need to get some help to get past it or doing a very unique sequence to get into a special state. Either way, we probably need more info in a bug report to fix it as it doesn't sound like we're getting the same report from elsewhere.
Besides send a in game ticket and the description i wright above i cannot do anything else in my hand if i do not know what more info do you need, i cannot post screenshots here anyway.
Yea, this isn't a bug reporting or support place. It might take having more people hit it and getting more reports that we can find what is common about them. I don't know what is holding it up.
In PoE, Skill modifiers like "lesser Multiple Projectiles" Or "Faster Attacks" have mana increases of x1.2, 1.5, 1.8 etc. How did EHG come to the decision that quadrupling the mana cost would make sense for casting two extra fissures on Upheaval? "+16 Mana? I mean that seems really unreasonable
the modifiers in PoE need to work generically across all skills that it's eligible for. Because there are a lot of other nodes and items that are specific to the upheaval skill, we have to balance each node with those in mind. It means that you don't have a consistent mana cost rate for specific changes across multiple skills.
items specific to upheaval? What are they? I dont think i've seen any
only one I can think of is the Chance to create a Shockwave on hit with Upheaval affix
oh your talking about affixes. kk sry thought u meant uniques or something. Yea ok, so Upheaval mana cost had to be exhorbitantly high with added fissures because you have the possibility to take affixes like shockwave or +upheaval skill.
I don't mean to be so specific with why that particular node costs that particular amount. I just mean that we look at all of those things and passives and interactions with other skills too.
like there are ways to get a discount on it if you trigger it from avalanche instead for example
the seed bursts from entangling roots are easier to trigger with more upheavals
It's triggered in werebear for too and there might be some crazy mana cheating synergy there. I can't remember all of it off the top of my head.
It also scales off of attunement which lets you stack crazy mana very easily
also the base cost is 10, not 4
so it's a 160% increased mana cost (from base)
so it's a 2.6 multiplier from base. sorry, I should have used the same terminology, still not 4x though.
@real temple I think that's the biggest point, it's just not 4x from base.
Is there going to be a fix for lag when switching between stash tabs, or even just opening stash?
yup, it is a back end architectural fix that is being worked on with the intention of releasing it in 1.2
@placid plinth Hey just read that, so if base cost is 10. And fissures adds +16 Mana. wouldnt that be a multiplier of 2.6? im not the greatest mather but 10x1.6 is 16, not 26.
Do skills in LE have hidden hit caps? For example if you pull large enough crowd can warpath only hit up to 50 enemies simultaneously per attack?
Just for clarity, I have not run into a case where I thought this might be happening, it was just something that popped into my head and I wanted to ask.
alrighty then, hey is Time dilation on Event Horizon meant to be permanent? it doesnt go away unless i remove the weapon.
Thanks for the quick response. I was beyond annoyed today while going through my stash box sometimes the tab would drag after i click or it would just take like 3-4 seconds before it opened
yes it is multiplier of 2.6, same as mike said. 160% increase means you add that to the base 100%, so 1 + 1.6.
1.6 multiplier you mention is only 60% increase
Yea. I should have used the same terminology, no idea why I changed it. Actually probably because we tend to do stuff as increases and not as multipliers when it comes to mana costs so I just reverted to how it's normally handled.
I can't think of any examples of something like this. We try really hard not to have hidden things like that.
yup, it's rough on bigger stashes right now. You can blame me for that actually. It's a very old issue that I didn't forsee.
There is a node for 30% Inc Frenzy Effect
Att gives 4% Frenzy Effect
any plans to make it so we can reskin items to look like other items that are in the game? like use a Glaive to reskin an spear? hope that makes sense
THey have it as part of their roadmap, around 1.4
Awesome. Thank you
no, it is additive with the regular increased frenzy effect node in the tree and with attunement scaling.
emmm Mike, can you tell me how to calculate how much crit strike chance and spell crit strike chance I get from my gears and passive trees in total, please?
For example, the total amount I get is 324% crit strike chance, 138% spell crit strike chance
same as every other stat
you add all the relevant increases together so if you have 324 INCREASED critical strike chance and 138 INCREASED spell critical strike chance then a spell would have 5 x (1 + 3.24 + 1.38) = 28.1% critical strike chance for spells.
emmmmmmmmmmmm
what the value will show on character panel is then, for spell crit chance and crit chance?
The character panel shows your total generic critical strike chance of that type. As in it doesn't take into account anything that's inside of a skills tree or anything like "x% increased critical strike chance for lightning skills"
If your spell crit says 100% on your character sheet then all spells will guaranteed crit unless you've taken something in their skill tree that would change that
if you have any modifiers to crit in your skills tree then you'll have to calculate the crit chance manually
emmmmmmmmmmmm...
- Then what the sense of showing crit strike chance and spell crit strike chance?
- How the game calculate the total value of crit strike chance from my gears and passive trees only (Ones shows on character panel)?
- 5 x ( 1 + critical strike chance + spell critical chance) = critical strike chance of all spells which can deal crit chance (Let's call it CCA) and if special skills which owns exclusive nodes for extra crit chance (let's call it ECC), the final crit chance from this skill is CCA + ECC?
-
Because if you don't have any special modifiers to crit nor anything in your skill tree that affects crit chance, which isn't as uncommon as you might think. Then you don't have to do any extra math to know your crit chance (the build i play is an example, the crit chance shown on the sheet is my actual crit chance)
-
It takes your base flat critical strike chance (5%) adds any additional flat critical strike chance (such as on your weapons). And then multiplies it by your increased critical strike chance. It would look something like this:
(Base + added) * (1+increased).
Let's say i have a character with 3% flat critical strike chance on my weapon, as well as 500% increased critical strike chance, it would look something like this:
(5+3) * (1+5) = 8*6 = 48% critical strike chance
- No. You need to pretty much calculate it from the very beginning by hand.
You can make use of your total generic crit to find out stuff like your total generic increased critical strike chance or total generic flat critical strike chance if you know one of the two since it's just an a*b=c equation but i'd recommend just doing it from scratch.
Hopefully with the fabled character sheet rework or maybe even earlier we'll be able to just hover over our skills and have it show the crit chance for that specific skill 
Do whiskey and rum exist in Eterra? It would be a shame if such lovely beverages didn't 🤤 .
Beer does
Warlock Q:
Regarding the Infernal Lash node on the Warlock tree. It says that Ignite Overload grants more fire damage (...) per 20% global ignite chance with fire skills. The node itself gives simple ignite chance, so I am guessing that it does not affect Ignite Overload damage.
Also, the Calamity unique helmet grands ignite chance on hit with fire skills. Does "on hit" count for the Ignite Overload bonus?
All of that should work
In that case the Soulfire unique relic should also count with its chance to ignite on hit with fire and necrotic skills
😅 Alright then I'm confused the value show on character panel isn't the same with the result I'm calculated now... Yeah I can follow this formula to calculate the result but I don't know what the relationship with the ones... Sigh
Critical strike chance and spell critical strike chance from my gears + passive tress is 244% (supposed to 24%) and 138% (supposed 14%), no flat critical strike chance.
But the value on my character panel is 20% and 27%.
I don't know what happened...
5 x (1 + 2.44 + 1.38)= 24, so yeah my critical strike chance for spells is 24%
Crit strike multiplier is more simple... Just plus all rolls from my gears and values from passive tree with 200 is done. I can calculate the same result with the one on character panel but I don't get how critical strike chance coming
You probably just missed one (otherwise, your math appeared right). If you import your character into LE Tools you can mouse over the stat and it'll break down all your sources. The calc for crit chance is the same as most stat calcs in the game, follows "added", "increased", and "more" rules as explained in the in-game guide.
Can't post pictures is too troublesome, Let's move to #❔┃ask-the-community
Plus #❔┃ask-the-community message
So I asked how to calculated crit strike chance here. 🤔 Do you have any ideas, Mike?
hey guys, When will the next cycle release ?
Q1 2025
can it be extended to march 2025?
I believe March is in the first quarter of the year
wow have to wait almost half a year 😦
I think I got muted in chat in-game. Every word I say it gets blocked by a warning. How do I approach this?
!support
Need a hand? Just head on down to https://support.lastepoch.com/ for support articles or to reach out to us directly.
Or you can dm @jaunty pier
Thanks!
Is there some office or is the team 100% working from home. Also is there an official pet for the company
100% remote
Global company
If there isn't an official pet, then I nominate Mike's beard, or Judd's secret bee collection.
I thought it was Gregory
That's a mascot
I am sure Mike has a Grole in his back garden
Figured it out, I has thought your answer is the real answer but it's not. I need to plus extra crit chance from passive trees and another gears like....MY RING 😂
Thanks for the help!
Well, the code will not forget these things forever but my brain will hhh
Which stuff determine how much gold a item worth?
#❔┃ask-the-community message Yeah I'm confused why it worth 8 golds only
I have a permit I swear.
looks like a bug to me
Does Nemesis affect the gold cost?
Let me confirm... #❔┃ask-the-community message Is it bugged too?
A few types of idols worth 3 golds only 😂
That would make a lot of sense if the nemesis version was just the base item cost
maybe, I don't know
It does not change the lvl requirement so I imagine it doesn't change the gold cost
gold cost on items is kinda trivial anyways
The most value item in game is amulets. I remember I had crafted an amulet over 2000+ golds. Helmets and gloves always on the other side, super cheap
I feel EHG could not say any better: Don't even think about vendoring trash!
I realized that concept already in the first hours, and still think it was an amazing choice and is great design
I fully agree, but wonder what the justification is in having a sale price at all if that's the intended design. If the intention is to not have people vendor trash, why allow them to vendor trash? Maybe the think that it feels better to vendor than to throw it on the ground, even if the sale price is trivial
Asked myself the same question before. Perhaps we're in the right place to be enlightened 🙂
HEY MIKE ENLIGHTEN US (please and thank you)
I think it just started out as the default, expected thing to do. Like almost all games that are even kinda similar have a global currency like gold (or gil or gols or credits or latinum or whatever variant). In the early days of the game it was actually kinda relevant because you could gamble. Then as we progressed, we were adding more reasons why gold was useful through things like passive respecs and the vaults and eventually the bazaar. However all throughout that time, we didn't (and sadly still don't) have a good way to stasis a zone while it's empty. This puts a really natural maximum on the usable space that you have in your inventory. In order to keep the gameplay flow moving, we needed to relieve some of that pressure and started dropping the value of items that you pick up.
@steady spindle for visibility
Hi Mike. Is there anything in the damage formula that adds range? A skill with 100% crit (always yellow) that has fixed damage (according to LETools) still shows variance on the dummies. Is this part of the attack formula? Maybe part of the defence formula?
All damage has the same built in variance that just happens no matter what.
Ok, so it's part of the formula itself, even if the visible stats in the skill and gear have no variance. Is there a way to know what this variance is?
it's in here somewhere, I can't remember what it is off the top of my head. I think it's 5% but I'm not confident.
past me has it - looks like 20%
#👨┃ask-the-devs-not-support-no-bugs message
do you recall if that variance is weighted? do all rolls from -20 to +20 have same weight or does it favour the numbers closer to 0?
no weighting and no way to affect it
Posted another class suggestion on the forums - the Warrior. Will post link on Ask the Community
You dont have to mention it here
They are always log and transfered to the devs team
Sorry, won't do it anymore. I'm out of ideas for classes anyway 🙂
So with season 2 being 1.3 content moved up will we still be getting 1.2 stuff like the campaign and primordial content as well or is that pushed farther down the line?
I'm sorry, I can't go into details on exactly what content is included in 1.2 just yet.
How does Manifest Armor's Node "Titan Sword" interact with unique modifiers that trigger on hit?
E.g. Volcanus' 10% chance to cast magma shards? Firestarter Torch's Chance to inflict spreading flames? Does it grant a chance get Eye of Reen's "Reen's ire" stacks?
(asking specifically, bc the wording of the node seems to have changed with the forge guard rework, and i cant find any up to date answers on it in the discord)
#👨┃ask-the-devs-not-support-no-bugs message
Based on this it doesn't get the stacks
Thank you!
I am just specifically wondering about Volcanus right now. Would love to know whether or not the armor could make use of that chance to trigger magma shards.
But i agree with mike, forged weapons and manifest armor really feel lacking in unique support.
#👨┃ask-the-devs-not-support-no-bugs message
so that's a "no" on Volcanus and all other procs
bleh. There goes my funny idea. Thanks for letting me know ❤️
Bruh I've been walking around with a Last Laugh on and thinking that I insta-execute everything
well, your attacks still do, just not your minions'
can volatile zombies kill themselves if they are under damage immunity effect, for example from scales of lemniscate (casting infernal shade grants your minions damage immunity for 3 seconds). I don't know if zombies self explosion is just coded in as them doing massive damage to themselves.
nevermind I found the skill from lastepochtools and it says they lose 200% of their health, which shouldnt count as taking damage
Do you plan on easing the censorship in the chat, so I can write the name of the new president without being banned?
I don't fully understand why it picks some words that it picks. I think it's been generally improving but I know it's still being worked on pretty heavily too.
I hope so, because I hope you realize what it looks like
Mike, is there a rework planned for Dark Quiver skill ?
or some QoL improvements.
As a Marksman the skill feels so bad to use... pickup area is small, only 1 arrow stack, random spawn location makes it annoying to use when trying to go forward
Edit : Just increasing pickup area by 50% would be far enough to make it feels smooth to use, in my opinion 
I don't have an ETA on specific skills but they are all on the list. Dark Quiver is probably getting a little stale though.
if I had to guess it might be rump which is slang for butt
wth, that is so niche... I am no native speaker, but I've never heard of that
From what I understand about the system, this is not the case at all.
Fun fact: You can actually stack arrows (tested with dusk shroud node) when you pick them up simultaneously after using Shift.
The arrows needs to be very close to each other though.
Even considering this trick DQ is a skill in a garbage tier nevertheless. I see no reason for it not being like Enchant weapon considering that latter provides more bonuses per use overall. Numbers might be shuffled for a bit for the balance sake tho.
À twitter conspiracy?
It looks like we are on the verge of proving why it is there. Let's keep things on-topic please.
#💬┃general message Which font in this sticker? It's applying on many different places in game
custom Last Epoch font
looks like the semi-bold variant 1 version
ah? You mean the font on the logo/ on the sticker/ on the title of items designed by EHG themselves?!
yes, we collaborated with a prolific font designer to make one that fit the game. It was actually a really cool process to be a very very small part of myself.
a very small part of yourself?
it's not perfect grammar
😅 No, not relevant to grammar, just not sure what are you mean
🤔 By the way I want to know what EHG had done on selection of Chinese font in game (Designed by the same font designer too or something else)
picked an existing one I think
Not use Chinese to play le over half of year...I need to check out
oh remind of it. Chinese font ( #📚┃off-topic message) like the... Microsoft YaHei font so I always feel the font don't look as elegant as English one. 🤔
Is there anything done in LE's randomization processes to avoid unlucky/lucky streaks? There is a claim on reddit that using glyphs of hope on dummy items until a high FP loss is achieved can reduce the FP loss on the item you actually want to craft on.
Sounds like BS to me, but thought I'd ask
Hi. Is Flame Burst (Holy Aura tree) working? I don't see any Fiery Inquisition stacks being applied to the target. Nothing lives much more than 2 or 3 hits so I can't determine if the stacks are just not being displayed.
No, there is nothing in randomization or luck smoothing at all in any way ever. I will go post on that thread also.
It's a pretty popular one so I feel like we would have a lot of reports if it wasn't working. If you think it isn't, can't hurt to make a bug report. Lots of guaranteed effects don't use valuable UI display space.
Someone in the community thread said it does work but doesn't display the stacks which to me is puzzling.
many times the display is separate from the actual effect and we use a dummy display to show what is happening. They don't necessarily break at the same time.
I can't find it, what's the thread called?
Efficient crafting?, the topic in question is in the comments
ty
Fair warning, sumbom's description is not clear. But they're claiming the best way to craft is to use hundreds of glyphs of hope. Probably some misinformation worth heading off
Yea, I saw it, just left a reply with detailed explanations as to why it doesn't work with sources to other explanations.
If you are flipping a coin a million times, you would reasonably expect to get approximately 500,000 heads and 500,000 tails. Now, let's say that you're 200,000 flips into the experiment and you have 150,000 heads and only 50,000 tails. You're somehow flipping heads at a 3:1 rate and you're surely due for some tails right? Well, even in this extreme example, with the remaining 800,000 flips, you can reasonably expect them to still end up at 1:1 and get 400,000 of each from that point on. just because you're down 100,000 tails flips at that point, it doesn't change the odds from 50% from that point onward. It's just one possible outcome of the set of flips up to that point.
You can also look at it from the other side too. If you did those first 200,000 flips enough times, one of them will eventually get to the 3:1 skewed results state. Here is a good video explaining it in 1 min: https://www.youtube.com/watch?v=FfF7R8qclLE
There are tons of books written on the topic for casino games that work in a similar fashion. Just to be clear, this is different than card games because with card games you actually take possible options out of the data set with each hand so this is a different situation than counting cards in blackjack with a fixed shoe.```
Source: I'm one of the people that made the system.
TL:DR Each roll is independent and you can't influence a roll but priming the system.```
for posterity
Beautiful. And, of course, the correct choice for the design. Stochastic systems have to be implemented very carefully because it leads to really unusual optimal play strategies that are so lame. I remember in League of Legends where you would purposefully look for non-crit streaks on minions to try to get a lucky crit against enemy players. And it was actually theoretically very effective as a strategy for play.
When players say things like this, I don't know if it stems from the belief that you have smoothing systems inherent to your RNG, or if it's just from a misunderstanding of probability. The second possibility doesn't even occur to me, though, in lots of cases, because it's just....so insane, to me.
I'm not sure which one it is in this case. I think this is a common misconception of how probability works. "It's hit on black 4 spins in a row, red has got to come up now" is an extremely common gambling fallacy.
Yes, I'm aware of that. For some stupid reason, I assume the people I'm interacting with don't have these inherent misconceptions. Gamers aren't gamblers? Right? RIGHT?!?!
I also teach high-level math stuff for a living, so I think I'm just very sheltered when it comes to the public's take on probability
lol yea, you've got an extremely skewed view from the general public (in a good way). It's why casinos are so profitable. People in general don't understand them. I briefly was a card dealer at a casino so I use it for examples a lot when dealing with probability things.
Actually ended up getting some decent follow up questions from them. I think they might be coming around.
Reading that was pretty enlightening for me. Definitely someone engaging with you in good-faith, which is awesome to see, even if they're a bit misguided. As you said, it's a common misconception, and hopefully we can all admit that this is a bit of an inherent human bias
How dare you go against the gamblers fallacy that we all preach 
I am the great ruiner.
What about desire censor 
I cant seem to find the thread would it be possible to get a link to it
It's called efficient crafting.
Is it the 1 called crafting efficiency (no QQ Here)?
I cant find a thread called efficient crafting when searching
Oh its on reddit. I was looking through the ehg forums. That would explain why it didn't show up
Dont know how hard it is but I kinda love Steam's workshop system. It enables people to create in game cosmetics etc. and once approved, they share a portion of income from the sales of that cosmetic. It enriches the in game shop w/o investing in staff.
For bugs, I should only use in game Bug report?
That is the best way
Good morning, i have a question about the skill "dread shade" and two of it's skill nodes. The two skill nodes are "Final Grasp" and "Beyond Death". Currently as of right now these two skill nodes will proc and not cost the players mana pool anything. So for one cast cost of "dread shade" you get a free "sacrifice" cast and a single free zombie. Is this the intended way for the skill nodes to function or is it an oversite due for eventually change.
Apologies for the second message i accidently hit enter last time. I have a follow up question to my previous one in regards to the indirect cast of "sacrifice". If "dread shade" casts "sacrifice" will the indirect cast benefit from the "sacrifice" skill tree. The reason i ask is because the zombie summoned from dread shade is limited to just one. Additionally, as the zombie is not summoned from the "summon volatile zombie" skill and is just limited to one would it still benefit from the "summon volatile zombie" skill tree. If the answer is yes, does that mean it will gain all properties of nodes selected in the tree outside of the extra zombies on summon. I'm referring to benefits such as the large zombies from the skill node "giant zombie", or parasites on death from the "vile force" skill node. Apologies again for the long message, I'm just curious as the combo of the skill "sacrifice" and the army of fodder from "summon volatile zombie" is one of my favorite skill combo's in the game because it is just sheer AOE chaos. And i would love to make a sustainable build that can utilize these two skills and not be constantly at zero mana from the enormous mana requirements to play this combo. Although i would just start leveling a new acolyte (necromancer) to answer some of these questions, i am discouraged to do this of fear of the mentioned skill interactions not working our being a unintended bug leading to a "nerf" of the skill/build. i understand that this is game is essentially an alive growing entity subject to constant and both beneficial and negative changes in the players eyes, i just don't want to "waste" my time leveling a new character and investing "valuable" gear just to find out it is a bug.
Yeah, generally skill procs don't consume mana unless they specifically say they do. When you proc a skill that has a specialization skill tree, it always uses that skill tree's effects that are still applicable.
That is pretty much how skill procs work, see “Chaos Bolts”
I brought this up because of the previous zombie sacrifice combo build. When the skill “summon volatile zombie” used the skill tree node to proc sacrifice on zombie death, it consumed mana. It also had the bug of allowing the skill to cast in negative mana which lead to a bunch of drama and the end result of skill changes. So with that previous president I am Leary of free costing skills being bugs.
I need a clarification on Uncommon Affixes. Found a table online and Level of Swipe is level 6, Primalist, Relic. I've got all three but it doesn't appear on the Forge screen for the Relic. What does the level 6 mean? My Primalist is Level 18. I cannot find an answer in the Guide. Thanks in advance.
Iirc lvl 6 means it can start dropping from area lvl 6
Not showing on your Crafting screen can means you don't have the shard
Okay but I already have the affix. Many of them from a billion hours of playtime.
Can you share a screen shot?
How exactly do I get a SS? I tried F12 but it doesn't work.
Window + Shift + S
Or PrintScreen key
I'm not much of a Discord user. How do I get the SS here?
Right click in the chat box
Paste
Already tried that. Did not work.
Try in #❔┃ask-the-community
Yup, it works over there for some reason.
The answer is that it has to be a Primalist-specific relic. Something like that should be in the tooltip and the Guide.
We don't have image perms in this channel for some reason
Because I rule with an iron first! Muahahqhhahahaha
I have magnets
It's ok, I've also got a stone first.
And autocorrect nailed me twice the same way. I'm leaving it.
I already start to imagine people coming here to send screenshot of their bugs in-game... 
Warlock Q:
When you have 5 points in the Scorched Earth node in the passive tree, can the extra whip hit a boss when it comes from a hit against the same boss?
Yes it can
#💀┃acolyte message
So a while ago, whenever you would summon a volatile zombie it would summon at your feet even if your cursor was far from your character. Now they summon on top of your cursor. Is this a bug, intended change or?
Isn't there a node that changes that?
No, there's node that states that. Its just the generic behavior of them now
like if you unspec them they also have the same behavior of casting at your cursor
What is going to be next hottest QoL?
I dont know what is wrong but this is the 4th crash in 1 hour. Yesterday I had 0. Are they server related or what?
Do Mike is testing lich again to figure out how to bonus her status on all masteries (the most unpopular one)?
I'm curious about why he playing lich recently
🤭 ... Yeah I suppose I only can leave the game If EHG change the setting of the same content available in both of cycle and legacy. So I hope it's never change.
You won't get any answers regarding upcoming balance changes on here, best you can hope for is a teaser during the weekly developer stream or something ^^
You won't get any bug/crash info in the Channel called No bug no support
😌 Ok I'm right then
why double nodes in mage's passive trees share the same name...Arcane current? I suppose it should be fixed 👀
Please post wording mistakes and the likes in #tooltip-hunt ^^
Do echoed hammer throws also cast disintegrating aura?
Yes
I'm curious do I read le in a wrong way again
An extremely long time requested feature that we are finally doing
Sounds like a bug to me
You mean, like very old auto pick shard requested feature?
That would be an example of what I mean but no.
I think we should just keep guessing
Eventually I'll probably catch on to that tactic.
Weapon swap 
fixing camera smoothing setting so it actually stays set to off?
That's not a feature that's a bug
No, I'm the only one who wants that.
Bet it's Respec all even though we already have that 
I'd guess shards going into the forge directly. Maybe someday we can get weapon swap if it goes along with a new class/mastery... could be neat
Is it adding cats to towns
Mac version
My guess/hope is a "show on minimap" loot filter toggle!
I've been waiting months, probably not only me, for the family sharing to return and still nothing.
some news, because I've been waiting with friends for almost a year....
I don't think they planned to reenable it.
#👨┃ask-the-devs-not-support-no-bugs message
but there was sharing in the beta when I bought the game and they said they were bringing back sharing
They had to disable family sharing after launch.
#👨┃ask-the-devs-not-support-no-bugs message
If they are indeed doing anything then they haven't said anything. This is their latest messeage about it:
#👨┃ask-the-devs-not-support-no-bugs message
which means I understand that I waited a year for nothing.... and that I can say goodbye to this game for good?
Would be a shame to buy a copy of this already super cheap game, for every person that wants to play it, indeed
Well, yeah. Did they ever say they planned to re enable it?
As far as I know I don't think I've ever given any indication that it was a planned feature.
i think they are going on that it was stated it MIGHT be reenabled in the future
Ahh, that old chestnut. I have giving out false hope so I wouldn't hold your breath on it. Anything is possible really and I really dislike answering with never. It's not a topic I've ever heard even discussed internally. I mean, even back when it did work I remember telling people it didn't because I assumed it was impossible for us to do.
Is there a way to retrieve an item from temporal sanctum when you upgraded it?
I left the room without grabbing it
Afaik it will be there next run, I think I once read sth like that
Would also match other things like "leaving a key in the door" or having an item on the curser when you log out. These things are not lost, but can be found when logging in back, where you left them
Thanks Heh good still a half bad upgrade wish it had the double minion affix on the sword >.<
(Sorry for the wall of text) I'm running a cold mage, and have about a 500% chance, give or take, to inflict Frostbite based on eyeball observation and questionable math based on a combination of nodes and affixes. But the character sheet show 0% chance. I thought maybe it's because Frostbite can only be applied via cold spells unlike other ailments which say "On Hit". But nodes that convert Shock Chance to Frostbite Chance (e.g. Static Orb -> Biting Force) I would assume do not require cold spells. I would expect that Frostbite Chance to reflect total Frostbite Chance or why is it there? I understand that "XXX Chance" are global, but it never shows anything but 0 so I'm not sure what the purpose of it is.
Also, Frostbite Damage in the sheet shows as 376 which means that much damage over the lifetime of a stack. I can see maybe 100-200 per tick even on targets with double digit Frostbite stacks. Seems low unless I'm misunderstanding something (wouldn't be the first nor the last time).
Thanks in advance.
Who can I sell my soul to so that LE can get a console release….. jk but not really.
The character sheet only shows global stats. If you had generic chance to apply frostbite on hit (such as from the blessing), it would show in the character sheet. Most sources of frostbite chance are specific to something, though.
Ticks shown are the sum of the damage your frostbites dealt in the last 0.5s, and that takes enemy damage reduction into account (at level 100, enemies take 89% less damage) so it'll usually be much less than you see in the char sheet or tooltip.
Thanks. Just seems odd that it's in the character sheet but never shows anything other than 0. Are there ways of inflicting Frostbite that would count as global?
Nobody, it's something they already want and are slowly working towards but there's no timeline or date for it right now afaik
They already gave an example in the form of the blessing, there's a few others but not very many
Sorry, what blessing?
Oh okay, nowhere near high enough level. Thanks.
There's a level 90 one if you're still doing un-empowered, but yeah I wouldn't bother honestly
Can I ask which meteor build is Judd's favourite one?
ofc yes
This is what was said at the time when it got disabled, they simply said they'd look into it but did not say they planned to re-enable it.
#💬┃general message