#👨┃ask-the-devs-not-support-no-bugs
1 messages · Page 68 of 1
I never saw that
"We have unfortunately had to disable family sharing on Steam for Last Epoch.
This feature enabled the use of significant RMT (Real Money Trading) and Botting options, and was removing our ability to ban/remove accounts, faster than they could share them with their entire networks. This resulted in a significant amount of spam, RMT abuse, Gold Selling, and Botting, all within less than two weeks.
Disabling Family Sharing was necessary to combat these RMT services abusing this feature hurting the in-game experience for all players. We continue to prioritize player experience, from quality of life features in game design, to incorporating feedback, to social interactions within Last Epoch. With that, we want to ensure you that we will continue to explore options for how we might be able to support this feature, as well as ban these offending accounts to help keep Last Epoch a welcoming community for everyone."
That doesn't say they're planning to reenable it
Just look into it
We hit a wall almost immediately. No progress has been made at all and at this point I don't think anybody is actively investigating it any more.
If a magical solution becomes available or people decide to not exploit things any more then it is a desirable feature to have. The downsides are too dramatic to ignore though.
The problem is that the system is not something we have control over and it opens holes that we don't have a way to close.
I can't drink milk
...but I do like to dress up
Avarielle better get knitting that Grole outfit for you then
Since we had the mid-season reset and the event, is there a schedule for the next season/content patch, or is that still unknown?
Q1 2025 is the only.known information
Lactose free milk
is the lich passive bonus of "spells and melee attacks deal increased damage equal to your missing health" a percent thing or a flat number thing? I assumed at first it was percent because flat seems overpowered but the way it's worded makes it sound like flat. And I'm really not sure if missing health number is the only calculation going into the equation so I can't answer the question myself on target dummies.
damage increases are always listed as percentages. +400 increased damage isn't ever a stat so it can't be flat.
the most that the bonus can give is 99.99999999% increased damage.
hah? Lactose intolerance?
Also if it any chance to know the answer for that #👨┃ask-the-devs-not-support-no-bugs message ?
smell makes me hurl
and no, I don't have any information on any other staff member's favorite anything in the game
😅 Interesting, I never know milk has smell...
Do you eat cheese and yogurt?
Hi, I wanted to know if the Italian language will be available in 1.2?
We have no additional information since this statement afaik
Why mana spent gained as ward has a cap value?
it doesn't, that's only a visual bug in the character sheet
Are you gonna nerf enemies anytime soon? DoT especially because that thing is so overturned that it doesn't make any sense
They make balance changes every major patch
we have no information regarding what's getting changed in the upcoming patch
"With that, we want to ensure you that we will continue to explore options for how we might be able to support this feature"
next time read carefully
might be able to support this feature
idk seems like nub's assessment is pretty correct
Well to my knowledge they DID explore options, but all came up short, and so it stopped.
We hit a wall almost immediately. No progress has been made at all and at this point I don't think anybody is actively investigating it any more.
Hello everyone,
I would like to know how the little “2” that appears in the positive echo afflixes works.
Sometimes I come across 40% arenas with the little 2 but I can't figure it out and I've had several explanations, all different, on this subject... Can anyone help me?
Probably the duration
If you can share a screenshot in #❔┃ask-the-community i will tell you for sure
Done! 🙂
I have been looking for a new project to get me back into knitting 🤔 
While I don't have a hard yes/no for you, I can say that we are looking at expanding which languages we support in the not too distant future. I think Italian would be fairly high up that list as it probably doesn't have any special considerations above what we've already done for similar-ish languages like Spanish and French.
- How much cast speed I need for fireballs if I want to cast that as fast as I cast frost claw under I max cast speed on fireballs' skill tree already?
- If I can't reach the cast speed of frost claw by gears and passives, why fireballs suppose to be casted so slow?
1: fireball and frost claw have the same base cast speed, If you're including the recast nodes in frostclaw then frostclaw recasts multiple times per cast which makes it seem like it's casting a lot faster than it actually is, if you have the same amount of cast speed in both the fireball and frostclaw tree then you're casting them at the same rate, it's just that frostclaw recasts a lot.
2: it's not, frostclaw just seemingly casts extremely quickly with all the recast nodes.
Q1. If I have 80% mitigation from armor for phys dmg, and I have 110% of armor mitigation applies to DoT dmg, is my mitigation for phys DoTs 80% or 85% or 88% ?
Q2. If I have over 100% of some dmg type taken as another, eg. Orian's Eye (100% of void taken as fire) + Decayed Skull (20% of void taken as phys), what happens when I take an incoming hit of 100 void dmg? Is there a scaling down of the percentages, no scaling down, or one of the items takes priority?
88%
There is a conversion priority order, I'm not entirely certain of the order but I seem to remember that it is left to right in the character sheet as to keep it in a somewhat intuitive order that can be referenced. So I think what should happen is you take it all as fire damage because fire is before physical. I'd really have to double check the order though to be sure.
I'm curious about that too since most ARPGs that do conversions divvy up the total proportionately if you go over 100%. For example, 75% phys to cold and 50% phys to fire would result in 60/40 cold/fire taken, respectively.
It goes it priority order, I'm just not perfectly confident in the priority order.
#❔┃ask-the-community message
Ohhhhhhh I realize why I need to active these nodes now. Fireballs just single cast per time without these complex bonus so...Yeah more recasts in the same time, more damage you can output.
Thanks 
😵 😢 So this is the thing I can't change by more cast speed. I can reduce the difference the best only
well with fireball you can cast extra projectiles up to 5 with the skill tree alone and anathor 2 with the cinder song wand for 7 fireballs per cast, that's kinda like casting fireball 7 times per cast
if you pick the embers node it'll go down to a max of 6 fireballs per cast but they can all hit the same target
since disintegrating aura scales off of throwing attack damage, does it also scale off of voidcleave's 'Voidfused projectiles' node? it states 'Void damage for next throwing: +20 per point.' to me, it should but maybe i'm just not seeing the damage?
it says 'added damage applies at 200%' so i assume flat throwing attack damage should work because there is no such thing as specific-disintegrate flat damage.
It should, pretty sure it does
can rune of removal remove sealed affixes?
No
Do multiple sources of Axe Throw share a cooldown? (e.g. Riverbend Grasp, Vortex Pennant, Axe Thrower passive)
Does DoT count as a "hit" for the purpose of triggering Axe Throw?
DoTs do not hit, so no on the 2nd question.
No, each of those procs has an independent cooldown. (This is the usual behavior, only time procs don't have independent cooldowns is when they specifically say otherwise or are really the same proc where their proc chances add together like smite idols.)
Hi all, i received an invitation to join hall of fame, but i dont know how
I think you're playing MU : Dark Epoch, this is the Last Epoch server 😊
#❔┃ask-the-community message
Is it the only node which come from passive trees of single mastery and relevant to multiplayer games? Never see "allied party member" so I'm not sure what it means, but no minions/companies for mage is true.
Pretty well. Technically mage does have 1 way to make minions in the teleport tree.
Well, discord ate a detailed reply I had. The short version is that I think it might actually be spell damage.
You've said previously that it's not a sub-skill but an added damage component to hammer throw, if it scaled with spell damage shouldn't it add the spell tag to hammer throw? (It might i have no clue I'm asking lol)
oh...Ohhhhhhh!!!!! Yeah that's the part of skill branch I never try. Good reminder. OK let's see if anything interesting with that minion and this bonus will be happened
How much min crit multiplier you need to pass T4 Julra safely kill T4 Julra under 1 minute/ Over 300 corruption without being one shot if you're playing a caster with crit-based spells? My guessing is 350%?
The answer depends on your build and how much damage you do without critting
Basically it's not something anyone can answer without knowing all the details of your build
It's like saying "how many years older do I need to be to be 50 years old" without telling us your age
Sounds funny even though I'm not sure I get this joke
X + Y = 50, you ask for Y without telling us X
Is there a modifications for shades and infernal dread shades to work on the picture of the summon creature in the top left?
There's no setting for it no, a third party mod isn't something you'll get answers about in this discord, and note that they'd most likely be against ToS if used in online mode
It would also have to be pretty sophisticated to be able to parse through each of the minions in a stack and find the location of the one that is there given that the image doesn't actually have a reference back to the object that it is representing.
Harbinger of Stars mana strike build
Mike, do you know what's it?
No harbinger calls this name, I checked out just now.
Note: I mean I want to know which skills combine together to craft this build.
The origin: Judd
Harbinger of stars is a belt. Casts meteor on crit
So at least meteor & mana strike. This also isnt a build guide channel. #❔┃ask-the-community or #🧙┃mage is best
How many copies of last epoch has sold in total?
Very Late into Diablo 2 they introduced special gems that had cool things like "lvl qudrillion chain lightning on level up" and "level 100 billion poison nova on death". Can Last Epoch add these? Mostly because I want the stupid jumping rat that just killed me to die a poisonous death
I don't actually know off the top of my head. We've announced a couple benchmarks and I think there is some website that guesses at that and it's generally pretty decent.
Love me some rainbow facets. They also had level up versions too. It is technically possible for us to do that.
Posted, just still no idea
can we expect any variety or additions to current cycle in form of time limited events or community challenges or anything really to just keep us entertained. Because reality of being stuck with one cycle for more than 5 months is just exhausting.
If I remember correctly (correct me if I'm not please) they've stated that there will be an update before the next season that will include the engine update and potentially some other things. But when it comes to gameplay elements we haven't gotten any information regarding anything coming out before 1.2
Yea and regarding that. 1.2 is probably coming end of January or Mid February so its hard to swallow
LE 1.1 start july 9th, end q1 2025.
Poe 3.25 start july 26th, end q1 2025.
Arpg players dying right now.
dont forget D4 s6 Oct 8th, end q1 2025
😅 That's... Quite competitive in q1 2025
good thing most diablo season can be completed in a week 😅
Poe and poe 2 is the powerful opponent even D4 isn't
d4 is fighting against itself still
Oh Titan quest 2 maybe release early access in Q1 2025 too
Please move to #💬┃general to continue this chat, otherwise it can be difficult to track down player questions 😊 Thank you!
I forgot D4 the day it launched
The engine upgrade that we have just done makes it quite inefficient to release content for the live version pre-1.2.
You remembered correctly, it was in the end of event wrap-up post (no mention of anything other than the engine upgrade coming before 1.2 though):
The engine upgrade will be releasing before 1.2, however with such a significant code change, this means the end of the event patch will be the last patch for a short while. To be clear, today’s patch will not be the last patch before 1.2. Patches will be on hold until we can release the engine upgrade...
You ve done it? Is it good for performance ? And yeah so understandable that it makes it difficult
It's deployed internally for development and testing servers. We have switched everything internally over to it. It's not a magical performance spell. We've just got some new tools we can use to improve the game in new ways now.
thats so cool, you guys out performing everyone atm ❤️
Hi Mike, do you know if Shield Throw procc by the Shield (that ST doesnt cost us mana) is affected by Crushing Blows ?
based on a quick check in the code and not an exhaustive in game test of just trying to see if it is working through practical means, yes it should get that bonus. Crushing blows does not care if the ability was directly cast or not. It checks what the mana cost of the ability is, not what the mana you spent on the ability is. (this applies to all melee and throwing abilities for crushing blow)
I would have to check this one but I think it even applies to abilities that are triggered only like Axe Throw. That only has a mana cost of 4 though so it's not a big deal.
Would it be possible to add a unique shield, with the function of %retaliation damage is converted to mana gained? This would help a lot of builds with mana retention. May make mana stacking and damage to mana before health more competitively viable.
Thanks
Thx for the answer.
For Axe Throw you could juice the mana cost with Shield Breaker
What was the hardest bug to fix that you tought would be a very easy fix?
(Not a question about current bugs)
I'm not a tech guy at all: If I download the game via Steam, do I download from a Steam Server (that's what I would assume), or from an EHG Server?
I just ask out of curiosity, cause just had the, by many factors, fastest download in my life ^^
steam servers
I see, was not sure where to ask, thanks
any chance of having dueling added? kinda like what was in Diablo 2? just friendly duels?
in 1.2, no
in a future patch, oh yea
nice! would be fun for guild events or just for playing around with a few friends
Will we be able to satisfy the fantasy of a missile massacre in Last Epoch in the future? Basically just unloading a zillion low damage homing projectiles at once across the screen.
frost claw kinda does that, not a zillion but definitely a bunch
Anyone able to let me know when about a new cycle will start?
Q1 2025 is all that's been announced so far
okay thankyou that's a while to wait yet for me anyways
Anybody ever jokingly suggest a house feature you can fill up with mannequins of full armor sets and a hearth by the fire or something? 😏
No.
I want to ask Mike how to think this question as a game developer.
Personal build is fireball + runic invocation + flame rush + flame ward + mana strike (so focus or mana strike is fine)
Neither is intrinsically better. Each plays a different role in a build. Focus is generally better for most casters and mana strike is generally better for most melee characters.
Kinda feels like you just did. But yes.
One that held up procedural generation for years.
But if my weapon is a sceptre, both of melee and spell damage it can do?
If a caster build use mana strike to recover mana or a melee build use focus to recover mana, do it mean this build can't solid enough to kill T4 julra compare with caster builds and melee builds which follow your words?
The issue here is that we don't really do percent retaliation because the damage that enemies do vs players is on a different scale.
AIl weapons other than bows can deal melee damage (even wands). My statement is the same for scepters.
I said "most" and "generally". You have to figure out which is better for your build. Spellblades can use focus and kill T4 Julra.
😢 ...How am I know which one is better for my build?
I mean how to judge the process and the result is good or bad.
Try them out and see
Or ask for advice in #🧙┃mage
How do runes "work" in Last Epoch? Are they just a way for a mage to focus their magic efficently like doing rote learning. When a rune pops up in their mind its basically muscle memory but for magic. Or are runes affected by the "rules" of the world that Eterra made.
These sort of ideas come from the amount of trashy isekais I read when I was unemployed where each author tried to justify how magic works.
Magic can work two ways in eterra, any int based magic is studied and learned while attunement based magic requires innate abilities.
I like to think of runes like flash cards for mages.
In theory could a Heorot tribesman study magic in Welryn and mix innate and learned magic. Probably to disastrous results.
yup, the player characters can use bits of both
Makes me wonder what innate magic humans have that are not tied to any gods.
or maybe the magic is coming from the gods and we just can't tell the difference
🤷
You think we might discover other worlds that aren't Eterra one day, or is that off the table?
Does "mind piercer" from Puncture, the physical pen from the mana part needs to be direct use?
I imagine alternate worlds where groles are replaced by cows.
Does anyone knows if fury of the elements in the earthquake tree expand a storm stack ?
secret cow level?
@desert sleet sorry if this isn't the forum for this but i started back after a few weeks off and enjoying the game a ton... i placed a unique in the nemesis egg and finished the echo... logged off to tend to the kids.. logged back on and got another nenmesis excited to get my unique back and it's not there
is there a trick with the kermodes armor to get white fur, cause its not working for me
Can I ask any examples about how to make The Confluence of Fate don't work in the build even this build is relevant to spell damage?
No, it's just bugged right now. (Might work in offline?)
Ah okay. Ty
do you mean this node which says that it expends storm stacks?
If this is in online mode, that shouldn't happen. The server you were connected to might possibly not have saved correctly. If it's in offline mode, it's maybe possible that steam sync got out of sync and it overwrote your offline save file. Either way, please use the in game bug reporting tool to help us solve the problem. I don't believe we can do anything to get it back for you. In the future, if you're looking for direct support, please contact us through our support site as this channel is more for questions about the gameplay side of things.
!support
Need a hand? Just head on down to https://support.lastepoch.com/ for support articles or to reach out to us directly.
I'm sorry, I don't understand the question. I read a few posts from the other channel and it seems like it's being explained really well.
Hi all, Warlock Q:
Regarding the Rekindled Graves node in the Chthonic Fissure tree, "Chance for no additional zombies: 70%".
At the Summon Zombie tree, on the Dreadful Horde node it says "Chance for additional zombies from indirect cast: 10%".
So how do these two nodes work together?
You'll have a 7% 3% chance of having additional zombies.
So each chaos bolt from a fissure has a 7% chance?
So they work together, I thought maybe the node in the Summon Zombie tree referred to summoning from potion use while the Chthonic Fissure node referred to specifically summoning from the fissure
It's Fissure itself, every 2 seconds.
The Summon Zombie tree applies to ALL zombie summons. (Note that both are downsides.)
Fr? I guess I interpreted the "indirect cast" poorly. I figured each bolt would count since it's indirectly cast from the fissures every so often
Question is about indirect Zombie cast from fissures, not Chaos Bolts
Oh I am aware, I was thinking about other interactions
I got no clue what your specific interaction is about.
That's okay, I just had what I thought was an epiphany. It happens
Hey sorry for the question but are you planning Last Epoch for Xbox or Playstation?
consoles are somewhere in the future, but nothing anytime soon.
#❔┃ask-the-community message
Mike, do you know it?
Dpad
press black pad on the middle? No action it can do
Dpad is the 4 buttons that are on the left side of the controller
like up, left, down, right
Make a bug report then.
The ".onslaught" and "fight in shadow" nodes of shadow cascade should only work if the skill is used directly? What if my shadows use it? Or is it a bug.? Like, mirage’s node „A Gloomy End“ I‘m not sure.
Onslaught doesn't do anything for you when cast indirectly because there's no mana cost to refund. The other one works for indirect casts.
Where's it coming from in the imperial and ruined eras though?
Hey dev! can melee have some love with the build possibilities...
ok so hubby ran me thru empowered monoliths to level when i try to go thru normal monoliths to unlock empowered i see somehow i have some areas with empowered unlocked. when i try to run normal mono and glyph of envy that area it envys the empowered version. is this a bug?
I got the item, it was in my inventory lol it was a twisted hearts. Thanks for the reply. Game is great!! I love you guys. Looking forward to the next step on the roadmap!
im running an i7-1400HX but game keeps trigger high cpu usage alert is this normal? considering its one of the latest cpu's to come out
Is there any reason why cosmetics are not available in offline mode? I bought supporter packs when the game came out and played online with my friends, but now that all of them quit the game I switched to offline due to faster loading, being able to pause and using skills in cities, sucks I don't get to play with my acquired cosmetics
kinda, I suspect that we just didn't account for the situation where someone would want to envy normal with empowered unlocked.
That can happen on high end systems. Try capping your frame rate.
yes, however I'm not super firm on what that exactly is because I only worked on the front end of the cosmetics system. It's a fairly frequently requested feature to have.
The infographic roadmap is pretty stale at this point. 1.2 will look more like what 1.3 says than 1.2 for tentpole features.
ok thanks for replying
hello i wanna do some story videos for last epoch and i wanna use some of the music is it possible ? is there any copy rights ?
If you're making a video to post on youtube for example, if it's about Last Epoch and you put a music attribution to us in the description, you're good to go.
It is copywritten so we wouldn't like it if people were taking it for like a review of breeds of monkies as pets or something completely unrelated. But people use it all the time for Last Epoch content. Also don't have to be positive about Last Epoch, like you can have criticisms of the game if you want. I hope it's positive but it's not a requirement to use it from a legal standpoint.
i wanna make a video that tells last epoch story in my language. and post it in youtube.
If i had access to the test servers but accidently deleted the test discord it is there a way to get back access to it
sounds awesome! yea all you need to do is put in the description that the music is from the game itself and you're all set. 🙂
yes, message modmail and they can get you sorted, might email your account to confirm you are you.
thank you sooo muuuuch ❤️
you can also link it in #🎥┃video-shoutout when you're done if you want
I don't know if you are allowed to stay it Mike, but the Sentinel changes on a scale from 1 to 10, 1 being a small balance pass 10 being a complete rework of everything but the theme. How would you rate them?
4...ish? only 1 skill is getting a complete overhaul and if you've seen the stream teasers, it shouldn't be hard to figure out which one. I'm not just saying it in case people want to be surprised by it I guess. It has a lot of domino effects that have caused changes in other skills too but they aren't getting overhauls. I think there are a few really impactful nodes sprinkled here and there, notably the new conversion nodes we've spoiled for a couple skills already.
I don't want people to get their expectations up too high on the scope of this, some people might think it's only a 2/10 in changes scope. I think for me personally, it will feel more like a 5-6 though. Might just be because I really like the new functionality for the 1 skill that did get an overhaul.
oh yeah sure ❤️ btw I have a small request you should have more photos of key characters. wallpapers,gods tumbnails,places etc.. so we can use them maybe... 🥹
about how long does it take modmail to respond?
Acolyte Q:
When we get the Cursed Limbs node from the Bone Curse tree and use it with Soul Feast which hits simultaneously every enemy withing range, how does the system decide where to apply the next Bone Curse on hit?
yea, it would be good to have more up, there is this resource if you haven't found it yet
https://lastepoch.com/media
not sure, I wouldn't expect too long. You can also contact support instead if you'd like.
!support
Anything we can help with? We've support articles and a contact form at https://support.lastepoch.com/.
ty
Nothing actually happens simultaneously. It goes in the order that they are hit. How does that order get decided in this particular situation? I have no idea but they do have to technically happen in an order. It's probably non-deterministic because it is all happening on the same frame.
thanx a lot i couldnt find this ❤️
Question about static shell: If a monster is shocked that deploys a dot that may outlast its own life, and the player is wearing armour mitigation -> dot mitigation gear, does this:
a) Mitigate the dot at all?
b) Mitigate the dot only during the monster's life?
c) Continue to mitigate the dot after the monster's death so long as it was shocked when it died.
Example: Hulking Overgrowth Acid Spit -> Acid Pool
b) Mitigate the dot only during the monster's life
damnit
Huh I would've assumed the armour mitigation applies to dot wouldn't even take into account static shells armour effect, that's interesting
so it seems javelins sub skill holy trail inherits strength scaling from javelin, even though holy trail does not have the strength tag itself. is it intended like this?
so which of these is true? players are supposed to know that sub skills inherit attribute scaling, holy trail shouldnt scale with strength or holy trail should have the strength tag. or maybe i just missed something lol
Yes its intended like this.
okay so if it is intended that holy trail inherits the scaling, why doesnt it have the strength tag itself? how are player supposed to know that it inherits that tag, but not for example the physical or throwing attack tags?
Ideally holy trail should have both strength and dexterity tags. They try to have subskills display the correct info (basically copy its parent skill's attribute/level scaling), but they don't always.
Probably good targets for using the in game bug report tool.
That's a good point actually, I just checked what happens with conditional defenses when the enemy dies.
So really technically speaking, holy trail doesn't have any attribute scaling at all. No triggered abilities have attribute scaling. (Couple exceptions like fire aura)
When you cast an ability and it casts another ability, all the stats it has gets passed down. This makes the damage of an ability which is a chain of effects have consistent stats. For example, default unspec'd meteor uses 2 sub skills in a chain to actually deal damage. We hide these sub skills a lot.
When a node adds the skill, it becomes much more visible. The attribute scaling you see on a sub skill is what would be used if that skill were placed directly on your bar and you manually cast it.
When an ability is cast by the player, the skill's attribute scaling is used to grant it stats that get passed down. Any ability which CAN go on the player's bar always uses its own attribute scaling, even when triggered.
So if you have 10 strength, javelin gets 40% increased damage. Now that javelin has that increased damage stat, any ailments or sub skills it creates will have that stat, just as if you had an item equipped with it on it.
This means that holy trail effectively gets the strength attribute scaling but doesn't need to say it on the tooltip.
We try to make them match up so this confusion doesn't happen but it's just for show
Is the unique sword from exiled mages (forgot the name) not supposed to reflect the tooltip dps of your skills when buffed by a shattered sword? The tooltip always remain the same for me
it should, if it doesn't then that's a bug, but make sure that the stats it gained would actually change the tooltip dps
I have done that, no matter what I shatter onto it it stays the same
Just tried it again. Swapped from attack speed and flat phys damage to attack speed and melee damage % for harvest lich and still same tooltip, even when unequipping and reequipping
Sounds like you may have found a bug. Maybe try relogging and submitting an in game bug report.
I'd guess that Anguish also doesn't have any attribute scaling but that it does scale from Spell Damage for Curses and Necrotic Damage. Do we know the effectiveness? Or just assume that if it isn't stated it's 100%?
added damage effectiveness for anguish is 200%
How much echo types in le in total?
just over 100
You mean map types right? (just make sure we're on the same channel)
Can you provide the accurate number please 🙏
Yes. I don't have a way to check quickly.
I counted 71 but i might have missed something
115 maps on poe's altas so I'm curious how many map types in le
these are the 71 i found/counted, but since mike said there's more i might have missed some, not sure. Usually there's spaces in the names but i had to remove them to count them easier.
there's 86 zones total since I only counted normal echoes, not arena echoes and boss arenas. https://lastepoch.tunklab.com/zones
I might have got a lot of false positives or things that aren't in the live game yet.
I've noticed there is a lot of cat representation in Dev/CM profiles (I was bored clicking on people). Can you please confirm if there is discrimination towards dogs? (This is a joke btw)
Our resident doggo profile picture is offline, but funnily enough, we have the same name and he has a dog picture and I a cat picture, so that made differentiating us in meetings easier XD. We love all the floofs tho 
Mike, will all nodes behind of being fire/cold/lightning nova in elemental nova's skill tree will not work after wearing crest of unity because this helmet means shut down most nodes except arcana elementorum?
These nodes connect with "being a lightning/fire/ice nova" base nodes at first so these buff base on it being a lightning/fire/ice nova, but #❔┃ask-the-community message means I'll lose all base nodes, so... I guess only that node can still work.
Want to confirm my logic is right or wrong.
Not exactly, the majority of nodes on the tree don't specify that they only apply to one kind of nova, so most of the tree works fine despite being behind enabling specific elements
When wearing the Decayed Skull unique helmet does it mean that you need to get necrotic and void resistances to 55% for them to be effectively capped? Or is it a "less-reduced" situation where we get a different number?
Before Mitigation , 20% of the dmg is converted to Phys
The way i understood it. Say you take 100 damage
80 would still be taken as necro/void and and the up to 75% of those resistance applies there.
The last 20 is beeing taken as physical. Wich would then use physical resistance to mitage damage taken.
So the main benefit of the conversion comes in form of armor. As armor applies its effect at 100% efficiency for physical damage compared to its reduced effect on magical.
So 55%?
55 what?
He wants to cap necro and void at 55% (with Decayed).
Which still caps at 75, right? I mean you basically already confirmed that
Read Sparkyro, they went into great depth and effort to make it clear
It's a seperate DR%, and is not equal to X% res, it's an additional layer.
When is the next major patch?
Q1 2025 is all that has been announced.
Is summon necro good here?
yeah, it can be. if you are looking for build advice tho, #💀┃acolyte for necro is best.
Thank you!
👀 Looks like Mike isn't available today
no, your question was just answered right after by someone else
🤔 Then maybe this question from this skill can be solved by more clear on node connections... Separate them by connecting with skill icons directly nor connect with nova base node.
I disagree but you are welcome to put it in #1210282176680169562 though. The nodes don't say they won't work and do say that they will work, which they do. I don't know how much more clear it can be. Just don't make assumptions on how you think it should work.
Also, just a refresher but the word "nor" is extremely rare in English. You want to use "not" instead.
Oh it's extreme rare in Canadian English, American English and British English? No idea why it's extreme rare
Yes, extremely rare in all 3. It's because you need a "not" or a "neither" before the "nor" with an additional term. For example: "It was neither easy nor cheap" which can also be written as "It was not easy, nor was it cheap either."
Both of those examples have multiple things that you are applying "not" to. It's almost like a combination of "not" and "or". Most of the time you can just replace "nor" with "or".
You don't really ever need to use "nor" but it is technically correct in some select situations. However, the way you use it in "...connecting with skill icons directly nor connect with nova..." is not correct.
Oh simple conclusion:
If I want to use nor, I must combine it with neither so neither...nor... is a regular combo. Otherwise, not is the right choice especially I want to say something is right and another things are wrong?
Basically yea, but you don't technically need to have "neither" every time. For example, one of the two examples I put above where it can be correct doesn't use "neither" but rather it uses "not" and "either" in different parts of the sentence.
"It was not easy, nor was it cheap either." - It's a little clunky but it works and doesn't use neither.
Oh ok learnt a new way to apply double negative is not...nor...either or neither...nor. I mixed double negative with single negative.
Nope, going backwards now, "nor" is not a double negative. A double negative means that the negation applies twice and cancels itself out to make a positive. "Nor" is to describe multiple things which are each negative.
oh I guess you mean just use "nor" =/= double negative, only when it combine with "not" and "neither" (so it become not...nor...either) is double negative
Nope, nothing to do with double negatives.
Some examples of a double negative are:
"I can't eat nothing."
"I won't go nowhere."
"You can't get no satisfaction."
ask the devs no support (grammar is A-okay)
You know I'm tired when....
...Alright then we're not on the same channel again 😅
Maybe your meaning is...Alright I don't get it exactly
Is the 1.2 patch going to follow the features from the 1.2 and 1.3 roadmap that was posted many months ago? Or has it changed?
We haven't given too much information on it yet. I'm really hoping for a new roadmap soon. My advice is to ignore the roadmap entirely until new info is out.
1.2 will focus mostly on things we previously talked about for 1.3. It will also include many features that we had originally planned for 1.2. Don't focus on the roadmap though.
Is the next campaign chapter included on 1.2?
We need a good single target skill or item that scales with reflect damage for primalist. Currently you need 20 mins to kill a boss with that build.
Not sure I would #1210281911872786482 #1210282176680169562
Can't you do it with stacking Thorn Shields?
We are very hesitant to unleash the thorns build too much. It has very slowly been getting toys.
I don't have specific details on what is or isn't going to be in 1.2 just yet. There is a blurb about it in the last monthly newsletter and I expect that there will be more in the November one too.
I guess Mike will go to watch poe 2's announcement stream so no stream this week?
Mike stream is on Fridays
the poe2 announcement is today on thursday
oh, ohhhhh lol Friday in my time already then I messed up the time, sorry
how does it feel knowing path of exile 2 is literally just last epoch 2? they totally ripped off your game, their endgame is literally a carbon copy of LE's echoes 😅
shhh, I'm in a meeting and haven't watched it yet
but it sound awesome
honestly? you guys should be incredibly honored. I've always said LE has incredibly good ideas, and now PoE has taken a note straight from it. bravo. you guys really moved the ARPG genre forward. much, much love. thank you all.
You know what is going to grind my gears? (pun super intended): people will now be saying that LE monoliths are boring compared to PoE2. Mike you gotta do the Orobyss strategy thingy like yesterday
Is the OST stream-friendly or are there DMCA concerns?
is there a way someone fix my friendlist 😄 i have one friend whos never show online for me. same thing he cant see me online nver
will quivers ever show up on the character? its like the only item you get that doesn't actually show on the character model.😭
They do
We are in the process of switching to a new chat provider which will give it a jumpstart. Don't have anything for you to try really.
i dont see a quiver on my rogue when i put it on
Someday...
Hello i was thinking like we as the community can do translate for other languages ? like me and my friends would like to transalte this game to turkhis.
Will relics also be included?
One thing that can cause this is if only one of you added the other. If you haven't already, both of you should add each other to your friends lists and accept 😊
How come there are no +x necrotic melee damage affix shards? 😦
will there ever be an option to not show party members damage. get confussing to know whos damage is whos and id rather not see their numbers. might help with optimization too maybe, idk
unlikely
We don't have plans to facilitate a process like that. We are currently expanding the number of languages that the game is translated into. I don't think Turkish is on the next wave though.
Harvest is just about the only ability in the game that benefits from it and taking a whole prefix option for 1 skill seemed a little odd.
Funny enough it's actually worse for optimization in some ways and better in others so it's not a clear win on that axis. I would like to have it but I don't think we are currently working on it.
why?
High cost, low impact.
Understandable. Thanks for the reply
mike, you got juicy teasers for the stream today? 🙂
Not yet but I just asked for some so we'll see.
gonna get some spicy ones with more than 5 minute notice 😛
Pistol crossbows when? 😏
don't get your hopes up, nothing yet
I feel like it would need to come with a new class. Could go well with falconer though
Do you guys decide on an archetype with a lot of room for growth before making a new class? Or does that branch out from something as simple as a weapon, for example? Mostly asking as a thought experiment for myself. Toying with unreal engine as a first timer.
Sometimes a mastery can have a theme tied very closely to a single weapon type (Marksman). Usually we try to work from the general class fantasy and playstyle archetype first for a whole base class though.
With this being said, have there been discussion on some wild new class/type? Something not "traditional" and would wholly be in Last Epoch?
One thing that comes to mind is the time shifting aspect for Julra. Since the void knight has skills that deals with time, maybe something like a shifted version of the void night that would have a "younger and older" version that would allow different skills? Sounds like it might be difficult to implement but you already have transform classes in the game already. 😉
Well, when we initially decided on the next classes that we will likely be doing, some were going to be Last Epoch exclusive ARPG classes. However the genre marches on and there have been some new games on the market since then. So we will be looking to the less typical as time goes on.
Do all weaver's will items have the same odds when it comes to ww?
currently, yes
What vpns (if any) work with Last Epoch? I am in a situation where having a vpn is really the only way to play online
I personally use NordVPN
Hello i got accepted into the content creator program via Lurkit, theres no info on whats next to do after gettin in to it
WHAT IS THIS MIKE?!?
Is this Mike's final form?
if he keeps losing weight maybe, lol
extra little art teaser that I decided to slip in
it's going to be important....
guessing something to do with the weaver from the 1.3 roadmap? got them spider webs on the hat
Devs I play on steam deck havnt in a while now cause of the monos kicking me out after a few of them this was on an online character does this do it in offline character as well?
I'm not aware of any consistent bug with regards to failing monoliths. You can try to use cryoutilities to improve stability. I don't have any details on it but I've heard others suggest it in the past.
😂 What is this +1
Yeah when I am running monos after like 4-5 it will freeze the whole steam deck and have to force shut down has been that way since launch and havnt been able to play almost at all
I reported a bug a while ago in-game and have since realized it was a steam thing not a last epoch thing. Is there a way I can somehow update my bug report or flag it as resolved/user error?
Not really. It's still a good thing for us to be aware of as a possibility so we can help people with it in the future anyways.
Hii anyone know what to do next after gettin invited to the creator program?
@real night
Foton is busy recently lol
what are the chance we will get a auto pick up option for shards, glyphs and runes? we have infinite storage for them so would be nice imo
I'm working on getting auto stash approved. Auto pickup has been recently rejected.
Seems silly when gold is already auto pick up but what ever
High cost, low effort?
No, removes gameplay.
auto pickup is rejected so it's removed before we can check out?
Not sure what you mean by that.
You'll still need to click the shards etc
but at least you don't need to lcick again to move them from your inventory to stash
👌 Fine, not on the same channel again hhhh no worries
I mean I don't know whaat the meaning of "removes gameplay"
Clicking something = part of the gameplay
You actively decide to pick them up. You can decide to not take them and that would be the other choice
😂 ... This is my logic:
Mike: Auto pickup has been recently rejected
Me: ? Why is it rejected? High cost, low effort?
Mike: No, removes gameplay.
Me: ? removes gameplay = this gameplay is removed -> Mike mentioned it has been recently rejected -> Auto pick up is rejected -> It's rejected so it must disappear in initial testing before we can try that -> Ask my question
Not really what I said. I said I'm trying to get that to be the case.
Nub's interpretation of what "removes gameplay" means is correct.
yeah, sorry
I meant that if that happens. Wasn't clear enough with that
Just didn't want to get people's hopes up if it doesn't get in.
then why dont we have to click to pick up gold. feels like im missing out on some great game play there
Then I still confused....You mean removes gameplay = it's your choice to pick them up to your inventory or not?
also why i said an option to enable auto shard pick up. if you want to be selective then keep the option off. if you dont and just want to pick them all up then you can enable it. i dont feel like that "removes gameplay". not like its a auto cast spells option. its more QoL imo
what does auto stash mean exactly tho? we already have the auto sort option so how would it be different, if it was added?
Auto stash would mean crafting materials go directly to your stash upon pickup instead of your inventory.
when will the Beer potions be a usable item in game or will they?
They just act like normal potions...they already are used in game
i should rephrase, will they ever be their own unique item with its own properties, or will they always just be a left over place hold type item?
They arent a hold over place holder anything. Its a very much on purpose easter egg. There is also another potion variant thats even rarer than that.
They have expanded what potions can do ingame, based on certain uniques so i dont think there are any plans to add like, a second potion cuz they just add that type of thing on uniques. But if you have a specific idea can always throw it in #1210282176680169562
Eagles is spot on with this. It's possible that we could add more potions to the game but we very intentionally tied the potion mods to belts and passives. We considered a D3 style potion system and a PoE style potion system but we like what we have and aren't really planning major changes
ah. i must have heard wrong about the beer thing then. i thought it was kind of a joke thing added in during development/ early access and was just left in there after wards. and i agree with to potion system, i dont think it needs any major changes. was more just curious if there were plans for it. tho now thinking about it, it could be cool if it just gave a minor movement speed buff kinda like a shrine( just thinking out loud). but thanks for the answer
Yup, it was a joke that was added. That's kinda what easter eggs are in a game right? It's just a fun little thing to add some unexpected moment.
fair enough lol
so, who's beer are we holding anyway? 🙂
So no auto pick up material for us?
Just started playing again since the beta. Have only played Rogue Marksman the last few days. lvl 90 Solo Character found on live server, current league/season.
I don't know whats going on with the movement delays, ice skating, something is very off with the movement/camera movement in this game. Micro input delay or something. Its so incredibly bad that im getting legit motion sickness from it. I don't know how to describe what's going on, I have never felt this in any game I have played. But its so bad I joined the discord solely for this reason to see if this was a known issue and possible fix. I have tried everything I can to make it stop. I really am enjoying the game. But I don't know if I can continue to play the game if this is how it is. Is this a known issue/problem?
Same with stash tab and lag after a period of playing the stash tabs become glitchy and unresponsive. If I relaunch the game it sorta fixes it until it starts again. micro delays, lag poor ui interactions.
The stash becoming laggy when you have about 20+ full tabs is a known issue that we have a fix for coming down the pipe.
It does however sound like there is something else going on. The only skating issue I know of happens when you try to move to the point 1cm behind you and you do a little moonwalk.
This part is going to sound weird. The last time I heard someone describing the micro stuttering kinda similar to this was caused by their bios time being off.
I wouldn't call what you're experiencing normal or expected. The stash thing almost doesn't even sound like the normal stash thing because it isn't affected by restarting the game.
!support
Let's work together to get it sorted! We've support articles and a contact form here: https://support.lastepoch.com/.
The stash being laggy with 20 full tabs sounds about right. I have about 27 tabs pretty full. So hopefully the fix coming down the road will fix. It is odd that it fixes it when I restart but will quickly go back to being laggy after a little bit.
Its almost like the input to the character and camera are desynced or have some sort of micro delay/lag. Its not fluid for me at all. I have played a ton of Lost Ark/Warframe/POE/Diablo and have never had any sort of issues with timings/delays like I am experiencing.
I am def open to looking into the bios thing or trying to figure out some sort of solution, as I would like to enjoy the game.
What Tech Support issue would this fall under, I am looking at the links now
if you are playing solo exclusively, then i see no reason to play on online mode -- try offline characters and see if that resolves your issues (this will remedy anything related to internet lag/server communications)
I tried this as well, I googled if others were having the same issues and found a few others as well. I logged in a solo character offline and still appeared to have the same issues. I could play test it a little more. As I only got to lvl 10 or something. I also don't exclusively want to play solo/offline.
freeze chance calculation - is there any minimum value below which chance is discarded here like POE? or is there still a chance with low freeze rate vs high health boss even if vanishingly small (0.001% kind of thing) that can occur?
It feels really bad that Legacy Characters can be locked out of the gear they were using in Cycle. Are there any plans to make it so Item Faction Rank doesn't cause characters to lose all their gear on being sent to legacy?
There is always a chance.
If that happened to you, is a bug, please report it using the in game bug reporting tool.
When your character rolls over, your highest rank of source and target is used so this should never happen.
If you haven't already done so, you have to merge your cycle stash to your legacy stash, to move over the faction ranks.
thanks, that fixed it! :)
Totally forgot about that step
You uh, might have some bug reports from our friend group about that, we reported as soon as this was sent. Before we knew how to transfer.
Yeahhh
That's fine
It's actually good because it communicates that the instructions aren't good enough
is there any reason it couldn't just happen automatically on season finish or is it more "some people might not want it"
Can, anyone update, me on what's happening with LE? I love the game sooo much. But feel it's just dropped off the face of the earth in the past 4 months. Haven't heard any updates or cycles or anything. So keen and happy to wait if I know it's coming. Just haven't heard a thing for a long time. Was he'd a good portion of the stream yesterday, though I seemed to have missed the drama or something. But I love the game and want to see if succeed, just need some coms.
We had a cycle reset 1-2 months ago and 1.2 is stated for Q1 2025
Hi Mike,
I've noticed that you've posted in a giveaway thread for Path of Exile 2 EA. I have spare key if you are interested.
Didn't 1.1 come out in Aug?
Correct.
We got a cycle reset that came along with a month long event, which was effectively a 1.1.2
So your saying from Aug to maybe February, they'll have done one cycle?
They made the decision to push 1.2 into Q1 2025 so they could add more content to the update as well as make a very large background change in upgrading the engine.
More like 2 cycles, as the cycle reset brought nice new stuff and that event also had a bit of a fresh spirit. But yeah, we're having a single cycle from Sep to Q1 2025 now
Wait one more week, then you'll see they're live with monthly interview with EHG members.
Be seriously, you will not want to see new contents you prepared for a long time is flooded by another games (December will the highlight duration of poe 2 EA) and any accidents will happen again (like big bugs and crashes) and any unbalanced stuff in the new content (like a new weapon is overpwoered for this character).
So... Be quiet is the best choice.
If Acid Flask is converted into a trap, it disables quite a lot of nodes both in Shift (specifically the one which throws an acid flask on departure) and in Acid Flask itself (the one after fire conversion which creates secondary explosions when thrown directly). None of the affected nodes mention breaking if such interaction is in effect. Should I report it as a bug, or is it intended to be this way?
The reason some nodes stop working is because converting acid flask to a trap changes it to a different skill. It becomes "acid trap", so a lot of things that specifically work with acid flask will stop working. So it's not really a bug but maybe an oversight if not just intentional
There's also some slight wording differences between nodes that work and ones that don't, but it's not very clear at all tbh.
Wouldn't it make sense for them to add a new tag "Trap" and elaborate further where needed with that in mind?
That's basically it yea, when we were initially setting it up, we had people requesting that it not happen automatically. I'm not sure it was the right decision.
I has been thinking of low level uniques like weapons that have build defining effects. (Like the sword that let you cast Smite on hit) Are there any plans to let you bring them on par with late game without needing to use the Legendary Potential system?
Like Empowered uniques and Legendaries in Grim Dawn.
Ha, guess I need to be more careful where I post eh? I thought it was a kinda weird thing for me to do in the first place. Figured it was a huge thread. I probably shouldn't but thank you for the offer.
Touch more background to add to what happened if you're interested. I'm not sure I'd call it drama really.
We were planning a much earlier 1.2 release. It was going to have a very different focus from the 1.2 we are going to release in Q1. We got a lot of very clear feedback on what our community actually wanted out of the next patch and we pivoted to include a lot of features that we had initially planned for 1.3 and even some from 1.4.
We are still figuring out the best way to improve the game. We've got a massive set of things we want to do.
We've been trying to find a window to upgrade our engine in since launch and given the other ARPG content that was scheduled to drop this fall, we were very confident that a mediocre received patch going into a crowded space wasn't a great strategy.
However, the fall cleared up and we are going to end up fighting for a spot anyways. The big difference now is that it will be with a great patch instead.
We are also starting to develop content for future patches, I've been working on a feature for the next one after 1.2 for months now.
I know it's been a long wait. As others said, we did introduce a mid cycle patch that included some new content and a temporary event. It wasn't marketed heavily so I'm not surprised that it went unnoticed.
Yes, it's a bug. The tooltip should call out major incompatibilities.
Not really, that's one of the main jobs of the legendary system.
anyone know why i cant dm the modmail bot?
can you slam items from Mg with items from CoF?
no
are you getting a specific error code or anything?
no it says i dont have them as a friend or in a server with them, modmail bot
make sure you are sending it to the correct server then. there should be an emote react to change the server you are trying to send to. modmail is a bot for many different servers
where do i see that? when i dm the bot or somewhere else?
yeah when you dm the bot, should ask you if its sending to the right server
doesnt for me
it does tho. its literally the first thing that happens
i get this ,Your message could not be delivered. This is usually because you don't share a server with the recipient or the recipient is only accepting direct messages from friends.
because you have to change the srver to last epoch. modmail goes to multiple servers.
Glad you got it working, in the future you can just email support instead if you want. Goes to the same place.
!support
Anything we can help with? We've support articles and a contact form at https://support.lastepoch.com/.
alr thanks! appreciate it
How does the Keen Outlook node in Javelin work? What's the distance required to get 100% bonus on it? Is there a minimum distance to have the bonus?
It's pretty far, almost to the side edge of the screen. No minimum but really close targets will have an insignificant effect. I can make an accurate screenshot with a ring if you remind me during the week.
Why is the linux version of the game removed from steam? You made us pay in kickstarter to have it only to ditch it some months after release
Native version is not available and with proton it freezes constantly even before getting into the game
thanks for scamming us
Hi devs, just checking on something I remmeber seeing. Iirc an engine update is coming relatively soon! Is that post 1.2 or pre 1.2. What benefits will the engine update bring to players?!
Pre 1.2 last we've heard.
They haven't specified any exact features that it'll enable outside of maybe stuff like dlss (not confirmed to be in 1.2 or anything). All they've said is that it'll help future development by giving them more tools to work with.
if glancing blow chance is over 100% does that mean all hits are reduced by 35%
Yes, at or over 100% GB chance, all hits against you will be "glancing". No direct benefit for going over 100%.
Does the humming bee sword stacks? The last paragraph on the sword does it stack?
I understand that it can be frustrating for it to not work the way you would like it to but please do not apply malice where there is none. In the testing that we have done and the feedback that we had been getting, the proton version was significantly better than the native version. We are still interested in having a positive linux experience available and it has not gone away. If you would like to send us feedback on it, you can do so in #1210281911872786482 or directly to our support email.
!support
Let's work together to get it sorted! We've support articles and a contact form here: https://support.lastepoch.com/.
and apparently I need to click on the links before replying again, my bad. Didn't see it was answered already.
Yes, it would give 2% per 200 ward.
It doesn't hurt to have a fresh stance on it
The wording is comically similar
Any Christmas theme events, I mean costumes for twitch drop will be coming soon?
#❔┃ask-the-community message
Want to ask do it right and which reason cause warlock is impossible to finish
Hi Mike, I had a question about Bane of Winter and could not find the answer.
Does the Flat Melee on the implicit get transfered as Flat Spell ? ( meaning it is still untyped)
What do you mean by transfered?
It had to do with interacting with enemy corpses
You know how the last line of the item gives you Spell Dmg per Melee Dmg
yes it's still dynamic
Hah? You mean EHG want to do warlock as a mystery can interact with corpses but they can't do that, so they made lich at first, turned their direction on necrotic and fire skills later then they can release warlock finally?
I mean the reason is the direction they thought is wrong so they spent a bit time to figure out how warlock is going
If I pick Acid Fumes in the Decoy tree and my acid flask is converted into fire, does Acid Fumes still cause Decoy to deal poison damage?
Acid fumes doesn't change decoys damage, it swaps the small explosion that you get from example explosive charges into acid flasks. If your acid flasks are fire then it'll throw fire acid flasks
Don't think so
I want to verify my logic is right or not, Mike
Any new ETA on when and if we get Skill MTX ?
They are in active development. Not specific ETA yet.
It's hard to tell. When we originally designed Warlock in pre-Alpha, it was centered around corpse interaction. We were unable to make that work well so we sidelined the class for a while and when we did make it, we changed the design to what we have today.
Dear Developers,
I purchased your game at release and, despite the significant number of connection issues, challenges with difficulty balance, and the complete absence of PvP, I still found it enjoyable.
I really appreciate how the classes function and how visually appealing the game is overall.
Recently, I conducted a bit of research and wanted to ask a few questions based on my findings.
Unfortunately I can't put links to your forum, cause it's forbidden. So you can just search it yourself if you interested in context.
I started by asking around on Steam and Reddit why the campaign feels so easy and why there is no PvP.
Most of the responses I received were along the lines of: "It’s an ARPG, no PvP!" and "The difficulty will increase in future content".
Well, okay, maybe that’s only for me.
However, looking at the current player statistics, it's 3-4k daily.
Then I found forum thread from February where players who started playing at the same time as me discussed the low difficulty as a major issue.
That thread saw significant activity until May.
According to SteamDB, the player base dropped dramatically:
- From February to May, player counts fell from 226k to 39k.
- Between May and the end of April, the numbers dropped again, from 39k to 10k.
- After the last post in the thread, it dropped further, from 10k to 5k players.
Since then, the thread has been inactive, and it seems like player engagement is minimal—aside from a small spike in June, which I’ll address later.
Regarding PvP:
There are two other forum threads (one from May and one from April) where PvP is discussed.
There was some comments in april and may. But in June following the release of new PvE content, these threads saw increased engagement in PvP.
This brings me to my question:
Don’t you think that adding more difficulty levels to the campaign and introducing PvP content would benefit the game?
If not, could you please explain why?
Thank you for your time and consideration!
😢 Emmmmmmmm Isn't harbingers and aboerrth is what EHG have done on increasing difficulty?
(Don't intertested in pvp personally because I know I never can win but I'm interested in how EHG think on pvp too)
id say the main campaign is more for learning how to play your class, then you have corruption to test and push higher difficulty. i have like 300 hours in the game and still not confident in beating aboerrth. as far as pvp, i believe some form of it is in the works. and for player base, we are kind of in an extended season so a lot of people have finished the current content and are waiting for 1.2 to drop before they come back. this is just my opinion mostly so take it for what its worth
I have like 300 hours in the game and still not confident in beating aboerrth
😂 🤭 I'll say me too even I played this game over 1000h
Last time Mike talked about it there was no pvp in development but it's smth they would like to add at some point. But it takes time, a lot but the sound of it
i asked about Dueling, similar to D2 and was told it was planned. idk if that counts as PvP for everyone
And it sounds like a horrible time with the current stuff we have, imagine being frozen all the time by a mage or chain stunned by a sentinel...
I'm thinking why le needs PVP and how to keep PVP to be fair for everyone
Well, as for me, pvp is what on last epoch site since 26 may of 2018.
Duels
2v2
3v3
5v5
With pvp with your own team and match making system.
And that's all. You don't need to spend a lot of time in balance. Just adequate mmr system.
Regarding why - there is 4-5 forums threads about why
usually effects are reduced or changed slightly when effecting player vs mobs. or players would have gear focused on reducing effects of those types of abilitys. like stun may only slow a player
Being planned and being actively develop is very different
Currently there's no such thing. Stun and Freeze against the player are the same against the enemies. And the ones I mentioned have guaranteed versions if they so choose to build into them.
Don't need to spend time on balance
Then we'll go into SNap Freeze/Shield Slam/Falconner insta pop meta and no one will have fun.
ocf theres no such thing, pvp isnt in the game, my point was the in games like this ive seen where the effect change when effecting player. also why would you say the effects are the same against players when nothing effects player at all
Enemies have stun.
Anyway, I wouldn't really trust them balancing PvP well considering... our meta right now.
yes mobs have stun, thats not a player, so why would it be the same
I advise you to read up on stun as the current formula for getting stunned, as enemy or as player, is the exact same.
https://www.lastepochtools.com/guide/section/stun
thats referring to a mob stunning a player, not a player stunning another player. which is why there would most likely be balancing around pvp. you cant use in game stuff for pvp when pvp isnt in game. its all speculation at this point anyway
It also refers to players stunning a mob, so it wouldn't be surprising if they use the same formula for PvP.
🤭 talking about pvp then go to discuess how to use stun... Maybe this discussion can move to #💬┃general
I'll address each of the difficulty curve and PvP individually.
I do think that introducing PvP content would benefit the game. I think the list of things that would benefit the game more with less development time is long enough that you won't see PvP in 1.2. PvP is something we've been on record many times saying that we want to add it to the game and I expect that we will at some point. I think that bad PvP would be worse than no PvP so we do need to spend some considerable time making it fun. Slapping a "hostile mode" button in the social panel would technically work but it would be a terrible play experience as it would probably boil down to a lot of simultaneous off-screen kills. There are solutions to these problems, it just takes a lot more development time. Given the requests we recieve for the game PvP is not one of the top requested features. It's creeping up as we add things but from what we can see, it doesn't have enough interest to justify that significant of a development investment for 1.2.
The difficulty curve is such a funny thing. The campaign used to be much harder and people were very vocal about it taking too long to get through the campaign because they died too much. Ideally you want everyone to be progressing through the campaign at a reasonable rate and coming very close to getting killed every 15-20mins or so. The goal is that the difficulty is adjusted per player based on how far over/under leveled you are. Experienced players need more and better ways to get ahead of the difficulty curve without letting new players accidentally finding themselves in those alternate paths. We have been doing considerable work on the dungeon system to make it fit this role better. The dungeons themselves being in this pseudo-procedural generation state and not allowing entry on first characters per reset has been their downfall. We are addressing dungeons in 1.2. I don't have any details to share on how yet.
Sorry for the delay there, busy morning.
and players can't be chain stunned by anything.
Hey Zewro - PM Incoming.
alr
Experienced players need more and better ways to get ahead of the difficulty curve without letting new players accidentally finding themselves in those alternate paths.
What is it mean?
(Don't let new players died too much... 😂 Remind of the experience on first time to face Lagon and Mijasa... Holy God 100% a chaos, no physical resistance + zero skill so died lots of times)
Ever play wow and wander into an area that is 40 levels above you by mistake, not see any enemies for a few mins because someone else was killing them and then need to corpse hop back to safety because you are in WAY over your head and suddenly you've lost 3 hours and have accomplished nothing?
because I have
? ...Oh wow. Sorry I never play this game so... No idea what are you saying 😅
We just want players to be challenged but not be in over their heads.
I have a question for your question about difficulty....
Which part do you mean, the campaign overall or the normal timelines or the leap of empowered timelines?
Just campaign overall?
(Then maybe my response above is wrong... 😅)
Well... I don't want campaign like poe yeah... Too long on progess and too hard for beginners 😑
Why EHG choose unity instead of UE4 to develop le at the beginning and never plan to switch to UE5?
I'm curious about what the advantage of unity for EHG
Everyone who started the project had Unity experience. Unity was free. UE5 was also years away from even being announced when we started.
Hi Mike, I was wondering what you think about the poe 2 weapon swap passive swap thing, where some passive points can be tied to a weapon swap. And if you finally got your long lived wish to get weapon swap in LE, would you want to have something similar or would you just want it to be regular weapon swap with no additional bells and whistles?
Yep, I'm talking about campaign.
I don't think I need to repeat something here.
In the thread that I've mentioned in big post everything written with different sides of view.
The main idea is - some people want fast campaign. Some of them (like I am) - not.
Why don't developers let me chose, what I want. Why don't let me select the difficulty?
I (and people in thread) wants super long campaign that will makes me go to 1000 of dungeons to kill the final boss. On the other thing, I don't see the reason to play.
First of all, thanks for answering.
Regarding PvP it's sad, but hope you'll have time in future. Good luck in development!
And regarding campaign curve.
Do you have and ideas to add difficulty selection before pass the campaign? And ability to visit dungeons and so on before finishing campaign?
I literally cheered and clapped when I saw it. My wife texted me to ask if everything was ok because apparently I was kinda loud. I have pitched an identical system before.
Yeah I really like the idea too. In poe 1 I rarely used the weapon swap system, maybe to get a buff at the start of a map or something but nothing tactical, while now because you can make it swap automatically it's a lot more enticing and i can see myself actually building around it
Yea, we are working to implement some of them sooner than later. Some are probably not going to make the cut for 1.2 but some will. I can't really talk about the specifics of it just yet.
My goal for getting a weapon swap mechanic in is still going to be around a specific class mechanic I think.
Ohh a weaponmaster / man at arms type class would be really cool. Or maybe a melee/range hybrid class
Could also build it into one of the existing classes, or a new mastery or a whole new base class. I just think it's a fun mechanic to use.
I do just want to mention, there is a secret item in the first game zone that you can choose to equip to make the game significantly more difficult. (Veteran's Boots)
I think the issue there is that it doesn't actually speed up the campaign duration.
I know, but first of all, it doesn't make it difficult. Just a bit harder, I tried.
And second - it makes me build character around it, but not the one I would like to have.
When we kill an enemy with ailments applied by hungering souls, does it count as "on kill with hungering souls"?
Yes
In the Bone Armor node in Transplant, what do the extra points do now?
Weapon part swap like in Lies of P is cool but thats entirely different system and more suited for ARPG that is not isometric
Nothing at all. It’s a bug.
yea, not quite the same thing but I agree very cool
Warlock Q:
Regarding the Unholy Torment passive node and Ghostflame. Unholy Torment gives increased area for curses. Now, when picking the Decrepit Mortals node in Ghost Flame, it says that Ghostflame gains the Curse tag (which it doesn't actually gain on the skill bar). Now Decrepit Mortals states that Ghostflame's damage does not scale with curse damage despite this node, but shouldn't it get increased range from Unholy Torment? Because it does not.
It doesn't gain the tag on the skill bar and is thus, not affected.
Shouldn't it with Decrepit Mortals?
Yes. If it doesn't, then that's definitely a bug. Curse area should increase the area of the "screech" that applies decrepify, but probably not of the ghostflame DOT itself. (Not sure if any of this is correct in game though.)
is it against tos to save edit an offline character?/ can you get banned for it?
It is against TOS to modify anything from the game
However they won't track you, and it's very unlikely you will get ban for it. However if you happen to brick your character/game by doing such things you won't get any help.
so if i wanna be able to play offline ill have to make and level a character from scratch?
That's what the rules say
The only way we could catch you if we wanted to is if you came in here and told us. I will caution you that modifying save files is a slipery slope to no-fun town though.
Which art style EHG aiming on in-game environment design? Fantasy & realistic?
yea
Are offline saves backed-up to Steam cloud or should I be manually backing them up?
Steam cloud save does backup the saves by default. I always recommend backing up important information in multiple places though. This is not specific to the game, just a good practice.
Will do, thanks
What do you think of the hit from poe 2 in ARPG community, Mike?
I'm not really sure what you mean. I'm seeing a generally positive impact from the renewed discussion.
😂 Alright I asked to the air again...
What do you think of the hit from poe 2 in ARPG community, Mike? What do you think of the influence from upcoming poe 2 ea will bring to this game genre?
A ton of people are going to be playing and be interested in ARPGs.
🫡 Thanks, your angle is as same as Byteflux, ok
PoE 2 will be amazing for the arpg genre, I think the genre has been stagnant for a long time. Never forget that D4 only added WASD after PoE 2 announced they were doing it. It's flabbergasting how both players and studios for a such a long were dismissive of the most common movement scheme in gaming because 'Well D2 didn't have WASD, arpgs just don't do that'.
I'm excited for not just PoE 2 but also how it will influence other studios to get more creative.
Not to beat a dead horse, I pop in every few weeks to search whether there has been a change for this specific thing 😂
The argument that it removes gameplay always falls flat with this:
You can decide to not take them and that would be the other choice
Is there ever, any scenario where you would choose not to pick up a shard?
When it is simply no longer worth your time.
If we add a way for the shards to be used in some way other than their normal use such that shards which you don't have use for become useful, then this argument is solid. With the current state of the game, it is not always correct to go pick up every shard if your goal is to min/max the optimization.
Personally I'm very interested in adding both of those things together but until then, it does remove a gameplay element.
I also think that the reason for not adding WASD support gets just completely ignored because it's not something you can really understand until you go to do it or you are an animator.
Our animations for lower body and upper body are linked. There are so many animations that in order to implement WASD controls while not having some nightmare fueled animation monstrosity, we would need to devote our entire animation pipeline to it for months. That means no new weapon types, skills, MTX that moves, skill nodes that change animations (surprisingly large number of them) and a ton of other stuff I'm just forgetting because I'm not an animator. Or some split and they all just happen slower and the WASD controls takes longer.
So if you're looking at features and are assigning a "bang for your buck" ratio to each of them, while WASD is very high "bang", it's also extremely high "buck". Partially because you have to consider which other pipelines become partially blocked by it.
This isn't even considering all the dev and design work on the skills team front. You'd get fewer balance changes, bug fixes, new skills and updates to old skills.
There is a huge cost to adding WASD support and while it's not out of the realm of possibility, this isn't being not done because 'D2 didn't have WASD, arpgs just don't do that' as you suggested.
D4 and PoE2 sound to me like they had their animations designed to work this way from day 1 which was quite smart of them. We just didn't have the capacity to do this from the start. One of the several early compromises that we needed to do in order to get the ball rolling.
My comment about WASD was my experience from mentioning on any gaming subreddit or steam forum, most of the responses (from players) would be either:
"It has always been this way"
"It's less efficient cause you can only go in 4 directions"
"How will you trigger skills?"
And I guess also the fact that every arpg out in the last decade not having considered WASD (Wolcen, Grimdawn, Lost Ark sorta maybe?)
All of them ridiculous, and you're right the whole animation thing is going over my head. I can read the words but not imagine it lmao. I work as a software but mostly web/backend dev the whole animation stuff didn't really click
But shards don't have a cap on how many you collect, I just think that not picking up currency/materials because it's not worth clicking on as you walk past is not very engaging you know?
If there is literally no reason aside from it being tedious, then I think the argument that it removes gameplay isn't super valid
Yup, and none of those are the reason why we've not done it.
I didn't mean to aim that comment at you guys specifically, I was expressing my joy that someone is pushing to change the status quo, I really, really, really don't like click to move.
Makes my wrist really stiff after a while, constantly going back and forth on aiming and moving
I just want to add more control options in general. Personally, I won't switch to WASD (as I have tried it with the janky animations) and I won't switch to controller either. Both just feel terrible to me. Even with the massive updates to controller targeting update coming down the pipe, which is also needed for WASD to work properly and we had a very successful test of this morning, I won't consider switching.
Yup, and I think that picking up my items that I want to keep is engaging. They have slowly drifted more and more towards a resource and when they eventually get a few more nudges in that direction, I think there will be a valid argument for and auto-pickup.
Id say it's valid to auto pickup now but seems like you guys are thinking about it which is good, all in good time hopefully. They are basically a resource in all but name.
what ailments are considered physical ailments? i know bleed and maybe slow but what about stun and poison
Ailments that do physical damage. So bleed. (Stun isn't even an ailment.)
if its only bleed then why not just say bleed
Because there's a few others that are 'specific' and are uncommon/locked to a class.
Bone Curse, Decrepify, Laceration
well that was my question is, what are physical ailments. i even said i knew bleed was one
These minus the shred and Aberroth one
So
Bleed
Bone curse
Decrepify
Laceration
Okay. Thank you
Why Liath's Machinations can 100% of Ignite Chance Converted to Shock Chance for Fireball but 50% of Fireball Base Damage Converted to Lightning only?
The other 50% of conversion is inside of Fireball's skill tree
oh.... I see, my question don't ask in a correct way.
Why base fire damage from fireballs can't convert to lightning damage completely?
It can. You just need to use the skill tree as well. Building requires choices, and the choice of building lightning Fireball is using the gloves.
oh... I mean why fireballs can't swap fire tag to lightning tag, it just add lightning tag so both of fire and lightning tag it own after equip this unique gloves. It's a bit specific hhh
I want to know the behind of this gloves
Because variety is the spice of life and restrictions breed creativity.
I want to give this answer 1000/100
I have a "not sure if a bug or a feature" situation. This is regarding the Beacon of Torment node on the Chthonic Fissure tree.
Here's my issue with it: it basically only works if you stay still or move very slowly. The Torment projectiles aim for where you were standing when the projectile was fired and if you try and move around a bit faster or Transplant you just don't get hit and don't get the benefits. I presume that this was done for balancing reasons but I thought I'd ask anyway. Is this intended or should I bug report?
I cant remember if this was announced already but will there be the usual Friday dev stream tomorrow or are will there be a break for the holiday weekend?
I will stream, not a holiday for me.
It is intentional that they don't "live" track you while they are in flight. It's part of the chaoticky nature of warlock in general
Got a question
Primalist
When you convert Earthquake to a spell, it says aftershocks gain spell damage
However the tags and damage estimates for aftershock remain unchanged, and it continues to scale melee damage instead
Also aftershocks tag doesn’t change if you take the node to make it DOT
Is this intentional? I would’ve guessed the conversion would also make it spell and not melee
NVM, someone let me know sub skills tag don’t update on the tool tip but the conversion still happens,’just not displayed
so i have some idols that are adding a total of +30 dodge rating but when i look at my character sheet it show 0 dodge. am i missing something, or shouldnt that number change?
If you have something that disables your dodge or converts it to something else, your dodge will be 0.
ah shit, thats it. new boots. ty
Is there anyways to view the non-compressed data archive to edit things like skills damage/inv images within the offline mode?
You won't get answers regarding modding here, even if it's offline.
I am confused at why there is such hate for modding. I absolutely love this game and just wanted to add some new items or modify a few affix tiers. I'll even pay extra to get access.
It's not that there's hate, it's just that it's a slippery slope to talk about and it's technically against the terms of use for the game. But they've stated that they don't plan on pursuing/punishing offline modding.
But if everyone that did and somehow bricked their save or game came to the devs to ask for help and stuff it'd just be trouble
Here's the snippets from the terms of use.
Of course. If you brick your own stuff - that's on you. It's not like I expect them to help me with bugs during modding. I just am looking for some info on what type of archive they use, D2 uses MPQ, D3R uses CASC.
So, when we getting cosmetics tab for offline?
I see no reason why I shouldn't be able to use the cosmetics I paid for in the offline mode.
Thanks anyways. Just was looking for a reason to keep enjoying my favourite game after playing all the classes 5 times. Back to Grim Dawn it seems.
They're not against the idea but there was a problem that I can't remember they needed to find a solution for first.
I assume it'd be a problem like "if it's launching in full offline, it can't check what cosmetics your account owns"
So I'd understand "full offline" not having cosmetics but laucnhing online to play offline should have minimal if not no issues
Also adding a way to "skip campaign" would be very nice. Get's old after the first few runs
Ok let me put it another way. The Devs do not care if you do modding offline, they will not tell you yes or no as it's a slippery slope because if they tell you "Yes go do it" and something goes wrong they don't want to or will try to help you fix whatever modding issues you run into. So mod all you want, the devs can't stop you from modding but they will also not help you modding. So if you want to mod, do the research yourself they will not give you any tools to mod the game, do whatever reverse engineering you need to do in offline. But no dev will give you any tools, any hints, or anything of the sort.
Are the devs considering adding some deterministic crafting options to LE? I do like the current crafting system but only when it comes to normal exalted items, when I would like to try a new build using an avenged weapon I realize that the chances are extremely low to craft a decent avenged weapon that you find into something usable for a build. I really think the idea of avenged weapons is really cool but you kinda never get to play with them
We have several new axis that we are adding for crafting items that each sit at a different point on the determinism spectrum. One in particular has been a very long time coming.
That is what we initially had intended but we hit a bit of a snag that caused it to be the way it is. I still have hope though.
Variety in the leveling process, primarily aimed at experienced players is something we are working towards. A flat, "skip campaign" button isn't something we are currently working on. The monolith doesn't really work great just plopping you in at level 1 and the arena is unbelievably slow and boring to do all the way up.
I assume it's not something that's a huge priority for you guys but happy to hear that it's at least "in the works" sorta!
In retrospect yeah I can see how it'd be hard to just skip it overall since the campaign progression is fairly linear in difficulty and it helps to "ease" the player in. So yeah fair enough, glad to know that the leveling process is getting looked at since imo, the point where you have all quest based bonuses done (passive points and idol slots) is a fairly fun experience. Getting those bonuses are honestly just a big of a "slog" imo currently. Mostly for doing multiple characters.
Really appreciate how you are actively communicating with the community like this, more companies really need to take a page from your book.
(also sorry for the double ping, forgot to turn off the ping on reply option)
Also another thing I want to bring up is shards/materials going to main inventory first instead of just going straight to the dedicated one for them. Why does it do that and is there any chance it'll change in the future?
(Not a huge gripe but it just slows looting a bit)
Idol crafting? :0
The very short version is basically that items go to your inventory when you pick them up. They are items.
It's on the table.
Alternate methods of acquiring required side quest rewards is being worked on.
I still hold that this is an ideal dungeon reward and we still have to fix dungeons first.
Ok, good to know, thanks.
Now that is something I am very happy to hear!
Random question though, what is currently something you would consider top priority for the games development?
Like fixing anything specific, reworking, etc. I'm curious to know.
Does the Descent Into Madness node on the Hungering Souls tree apply to ailments inflicted by Hungering Souls?
Yes, Souls deal more damage, does it apply to ailments?
If the ailment does damage over time, yes.
its not rly a question but i like the november edition style; a summary of mikes stream/leaks is perfect if you dont have sometimes the time to watch the VOD 👏 , so if you could keep that up in further eterra monthyl that would be awesome :) tanks
Hi Mike. Does the teased Fire Conversion for Veng also convert Iron blades to fire? I hope it does. Sorry if that's already been asked, I couldn't find that
I'm not sure off the top of my head but we have been trying to make conversions more intuitive and affect sub-skills were possible. It's a pretty low lift extra so I think so.
it was actually really useful for me too, I was able to recheck what I had already said.
idk if it was a thing before but is there any chance of the devs considering to allow MG and CoF to be allowed to slam together? and if not what are the main reasons for not allowing it? it seems like most everyone goes for CoF so i feel like it could make MG more widely used and help the economy
is there a lore primer anywhere? What is "AG"? what is "BE"? -12 BE? What does taht mean? Before Everythingwenttoshit? lmao
Before emperor. After gods.
so the gods all died 12 years later?
It would completely ruin the economy and make the choice of picking a faction pointless. MG is entirely based on rarity...imagine it being flooded with crazy LP drops from CoF. Everything would be so cheap, it would be pointless. Way too much supply.
im not saying to sell LP itsem im talking exalteds
"Allowed to slam together" requires LP items, does it not?
i guess i worded it wrong. i mean being able to buy exalted items that you can then slam on to a CoF unique
I mean you watched Heorot die and killed Majasa. Wouldnt be too hard to pick off the other two and fill that power vaccuum. Dont know who actually killed the 2 left, but, someone had to take their power...Emperor seems a likely choice. Also his "life" giving powers are similar to that of the gods as well
There was a lore video made a bit ago that covered a bit of this lore last time we got to question the loremaster
Same issue. MG would get flooded with crazy exalt drops from prophecies. Doesnt really matter which one is mg and cof. The sheer amount of supply would crash any semblance of economy and make it basicly an ssf game
but you wouldnt be able to sell items that drop Cof in Mg. only use them to slam. then it wouldnt flood the market, only increase demand. plus gold is nearly useless for Cof players other then buying stash tabs
oh... woops, well thats accidently spoiled for me lmao (i'm in my first playthru) 😅 i should have clarified, dont feel bad
Oops
They'd have to nerf CoF quite hard to make up for it, and the reason the factions exist is so you can choose not to trade if you don't want to. Letting people buy stuff and then slam it on CoF uniques would make it optimal to play both factions instead of just CoF, which defeats the entire purpose
there can be no cross-over between the factions. As soon as there's any advantage to playing both at the same time the entire reason the system was made in the first place goes out the window
and what is that reason, i dont see why having characters in each faction is a bad thing. it opens up some options for people who cant put 100 hours a week into the game farming. and makes it so all the gold collected by CoF members can acctually be used for something useful.
The reason the factions were made was to enable people to choose between either trading, or having higher droprate. Being able to do both instills fomo into people who choose to do only one, which is literally what the faction system was made to avoid. Not making two characters and doing both factions would automatically put you at a disadvantage even if you hate trading/don't want to do CoF. I play plenty to level both factions to 10 in one cycle but i simply don't want to, but if i would gain an advantage from doing so then i would do it even though i'd prefer not to. The entire system's point is to prevent people from feeling like they're missing out on an advantage by not trading, this would make that point null.
There should be absolutely 0 reason for you to feel compelled to level both item factions outside of just wanting to try them. As in they should be completely independent of each other
no one is saying you have to level a character to lvl 100 to be able to buy a few exalted items. and currently there is almost no purpose for gold for players who choose CoF. they could even add in some sort of Token items as dungeon rewards for player who choose CoF to be allowed to purchase a few items from MG with out being part of the faction. theres ways to do it with out triggering your fomo
Lightless arbour exists to drain millions of your gold for drops and crafting materials.
Also, even if you allow the slam, which factionr requirement would the legendary have?
You're welcome to leave suggestions in the #1210282176680169562 . I've just explained the reasoning why it's not a thing right now, the system was designed to let people chose one or the other without feeling left out, maybe there's a clever way of combining them that works, if you think you know of a way please post it as a suggestion.
jsut make it a Cannot Be Traded item
I'm sorry but we have no intention of combining MG and CoF (or even blurring the lines). As Cyborg, Kzb and Eagle have accurately pointed out, it would completely defeat the purpose of having CoF in the first place.
I have a space-related question:
In Warlock we have the following effeccts:
Fell Fire in Chthonic Fissure spreads all ailments from an enemy it torments to nearby enemies;
Mark of the Rat in Profane Veil does something similar;
Then the nodes in the Warlock passive tree which grand an ailment Overload have a 15 meters condition.
How much is 15 meters in game, and what is the "nearby" distance?
If you go to the arena and check the dummies, there is a ring on the ground around them. This is Nearby (6m iirc)
Damn them devs thought of everything
Or if you equip a Bastion of Honor, you will see a 4m ring around you
Do EHG consider to translate announcements and patch notes in Chinese and find someone to do that as an official job? (I noticed announcements on steam is still English even steam is in Chinese)
Update:
Oh they've updated them on bilibili all the time, ok... But the first monthly interview and the latest interview is missed
I remember EHG have official account on bilibili 🤔
100%. Combat is weightless. That's such a big problem for this type of game. I always feel i am attacking the air. Do you guys realize this ?
Please post feedback in the #1210281911872786482
@placid plinth I think yall should prioritize a fix for this: #1216759707860078753 message
Please don't ping EHG members, it's #rules 10. Also this channel is for questions. If you want a bug to be fixed posting in here does absolutely nothing for it, if it's been reported then all that's left to do is wait and hope it gets fixed. Making in-game bug reports are the most effective method as they provide more context such as player logs.
Done both. This is a pk bug so I think it deserves immediate attention. I mean if you want this game to actually survive or anything.
I understand that but like i said posting in this channel does nothing for that, this is just a channel where Mike (one member of EHG) answers questions, nothing gets logged or anything in this channel
lore question: what's happening in the temporal sanctum in the imperial era? we completely skip this time period when time traveling back and forth to navigate the dungeon
It's almost like it says that in the channel name...
Yes, but this is important
Nobody is suggesting otherwise. And given the seriousness of the issue, it is important that it gets fixed. So in order to facilitate fixing important bugs as soon as possible, we have set up very specific ways for players to communicate bugs to us effectively and efficiently with minimal player effort.
I know it feels like bringing it here will fast track it but it really doesn't. We collect bugs from the bug reports. My job doesn't even include fixing bugs any more and I'm probably the only staff that has seen it here.
Sorry Mike, I was stupid and being sarcastic on the internet.
I like to think it was laying empty and uninhabited by anyone with delusions of grandeur.
We try to translate as much of our stuff as possible. It's not a cheap thing to do so we don't do it for every piece of communication that goes out. I'd like to see things like the eterra monthly regularly get all the transitions. I'm not sure it's going to happen any time soon.
I think that some skills feel way weightier than others. Certain settings also have a big impact on the impact. Werebear with screen shake turned up doesn't feel weightless to me personally. Some skills aren't so blessed. We've been working on refining the vfx, sfx, animations, and timings to improve this across the board for a while now.
You got some good answers already 15m is quite big, it's basically the screen. Nearby can vary if it is defined on the node. I think the default value is 6m for nearby.
I would need to double check that but it did used to be bigger.
How much US dollars need to pay on per translation of monthly interview?
#❔┃ask-the-community message
Mike, what are you mean by this teaser? I still don't understand even 1.1 is live for a few months now
I have no idea.
It never ended up in 1.1. Thus is the danger of doing early teasers, sometimes things don't make it into the patch.
So what is it supposed to be at the beginning
at the beginning of what?
When EHG created that, what is it suppose to be? This is an idol?
I'm sorry, I can't give you any more details as to what it is.
😅 ......... lol Seems that I always ask questions near on the prohibited area then Mike can't spoil more details
Hi Mike, I was catching up on last stream (always a pleasure to watch them), I noticed you said about Boss Ward, if there was no Boss Ward bosses would have significantly more hp. Also Nemeses and Exiled Mages won't be getting Boss Ward in 1.2. Should we expect them to have significantly more hp?
Each will have their hp balanced individually. I was more talking about the big bosses at that point.
Thx
Hello. Any chance to get a gog release of the game ? @placid plinth
Hello, had a question, this may of been asked before so excuse me if thats the case.
but when in terms of using the home teleport to return to the last visited town, i've noticed that the previous area you was in resets.
I was curious if this was by design, or just a limitation at the time & future plans to change this?
its a known "issue", it will be fixed eventually, but in the meantime I get it as if I leave the game and enter back, as long as I receive/complete what I was supposed to do in the map, its fine.
Nothing has changed with the status of a potential gog release. We like gog and like the idea of using it. We unfortunately can't comply with their requirements at this time.
It's a side effect of early limitations. We have built a lot of systems around this fact though so as to limit the impact it has. We are adding more things next patch to reduce the impact it has again.
If you're finding yourself needing to go back to town to sell or stash stuff, I would suggest that you might want to increase the restrictions on your loot filter.
Yeah i like to loot alot on my blind playthroughs.
but thanks for the response 🫡
"Your minions cannot be crit" ? mean minions dont take crit hit, or minion never hit critically
You minions cannot take crit damage.
🫡 I understand your meaning finally. Keep fireballs as a fire skill is the base for it to interact with runic invocation. I can't gain gon runic if fireballs become a pure lightning skill too after I switch flame rush to a lightning skill 🤭
when friendlist fix comes ?
#🧙┃mage message
Mike, do "after" in change I mentioned is what the max bonus from cycle of shattered suppose to work?
Or I miss something?
I don't see any buff nodes shows "+96 flat spell damage and 48% increased area" and I want to know how to trigger it if there's one.
#🧙┃mage message
This is how my runic invocation working now.
Or #🧙┃mage message
that area cover with mysterious clock-like skill vfx is what the bonus (+96 flat spell damage and 48% increased area) come from?
(A little easter egg?)
No bugs
my friendlist shows online players last time half year ago.
He meant that this channel #👨┃ask-the-devs-not-support-no-bugs is not for bugs
The friends list functions on top of the chat system. We are in the process of switching to a new chat provider. This will cause the friends list to have a major speed improvement. It will also fix a bug where some specific links between players just don't work.
no, that's not what I meant
Not all buffs are displayed on the buff bar. If it's consistent, you probably have to look in your character sheet to see the effect updating. I'm not exactly sure what you're talking about though.
I have no idea what the "mysterious clock" thing is
#🧙┃mage message From 0:05
just looks like the invocations are going off?
the sceptre requires you to manually use a 1 -> 2 -> 3 rune invocation pattern
So if I want to active buff from this sceptre, I can't spec prologue and interlude in runic invocation?
no, you can, you just need to manually use a 1 -> 2 -> 3 rune invocation pattern
the auto-triggered versions from those nodes don't help the sceptre activate but they also don't stop it
#🧙┃mage message
The beginning is add 58 spell damage then 66 all the time. Nothing changed?
all I can tell you is how it is supposed to work.
Then I'm confused where "+96 flat spell damage and 48% increased area" is going
OK Figured it out... The only possibility is character panel don't support to show the bonus. But my damage suppose to increase more under more flat spell damage... Alright, can't avoid to go through igbr
Questions for the behind of temporal Sanctum:
- Who developed this dungeon from concept to the final version?
- Any impressive challenges they faced and solved?
- Which historical locations are they referring to create the concept of walls and pillars in this map?
- Any maps else are what are they designed too?
- Which map is the favourite one and why?
Kody ask me to ask these questions here.
Just on this, it is one of my big frustrations with the game currently. I often get real-life things pop up during gaming and port back to town a lot. Coming back, of course, all enemies respawn, loot on the ground is lost, I have to redo any mini-bosses if I come across them again and map progress resets. It also happens if you pop into sub areas of the main map. Are there any plans to make this not happen for future releases?
It's not really a straight forward answer. If I had a magic wand that could fix this, it would be done immediately. Given the scope of the issue, we are exploring alternative methods of improving the situation. You've pointed out some key things that could be addressed much faster which would fix a lot of the problems the current style has. But until we come up with a better way to fix the overall issue, we don't have specific plans in place to fix this yet.
This is an important issue which is an active internal topic right now.
Thanks for letting me know, Mike, that is appreciated 🙂
I don't really have satisfying answers for this.
- 10 people working together
- I think making the two versions the same but different and always force a functional route with the functionality to swap between them was probably the biggest challenge.
- I have no idea.
- The level designers who worked on the temporal sanctum also created every other level in the game.
- Divine era, I just like brighter zones more.
Oh #1 explains why remain questions are hard to answer... Thanks. lol Wick need to communicate with all of them one by one even he want to do a interview the team....
🙏 I figured out why my questions are hard to answer even for EHG CMs now
By the way... Team work is super amazing in EHG's inital indeed. 10 people can work together to build a map only (of course I know they must not builds single map only)... Insane.
do you guys plan to fix the damage over time blood drain mechanism? i don't feel the blood bar decreasing like other arpg games
It's not a bug, it's meant to reduce in "chunks". If you would like to suggest otherwise feel free to do so in the #1210282176680169562
Wait, do you mean who made the level layout? It was the 2 level designers. They have made all the levels.
oh good to know. I mean do these 10 people worked on polishing aesthetic part in another maps, if yeah, can I say another maps = all remain maps
No, I thought you meant the game designers.
oh I'd thought this team works on all maps in le. Ok so it's more than 10 people had worked on aesthetic part on different maps
(The complicated level of EHG team is out of my box 😅 )
I don't understand what you mean. I'm going to go with no though.
There are 2 level designers that do the level designing but there are lots of other people who design other, gameplay elements or write the dialogue or do the art or create effects.
yeah you can say all of my questions are focus on do the art part
When EHG will release a new roadmap? Because I heard the old one is outdated.
Why available max amount of rune of creation per prophecy is 2 only?
For the contrast, rune of ascendence can get 4 or even 14 in single prophecy and prohpecies for collecting rune of creation is the most rare one.
Being able to copy an item can be extremely powerful.
It has more power, so it is more rare to find.
3 or 4 per prophecy still can keep it's rare. Why they choose 2 🤔
Because 2 is less than 3 or 4, and they want it to be rare
oh the extreme one under reasonable range. Fine
The thing is that's what boss ward already is. Forcing us to smash through those periodic blue healthbars is mechanically identical to simply multiplying the boss' HP by X, reducing their total damage taken by X, or implementing scripted refreshes where they refill their HP bar X times. The only difference is in how it feels as a player.
Can't you just decay their normal HP to functionally do the same goal as the last 2 systems
TTK is fundamentally an issue of balance. You have to have bosses that aren't simply deleted on entry by top tier builds, but are also not outrageously rippy for everyone else. This is a problem as old as gaming basically. Warframe for example has tried quantizing damage in such a way that players fall into "tiers" of how fast they can reduce a healthbar. Doesn't matter if you do 40 bajillion dps or 400, you're still only knocking off X% of that enemy's HP per second. The problem with that is you basically turn the fight into a survival timer rather than an active fight.
No, it wouldn't be the same since only a portion of their ehp decays and at certain intervals with the ward system. If their health would decay in the same manner it would just be extremely weird and confusing
let's be real, 90% of the fight time already is against ward, it's basically already how it works besides the visual
The important part isn't what amount of time you spend damaging ward vs hp, it's that the ward bars are independent and that you can't just deal 0 dmg and kill the boss.
For builds that have high enough damage the boss practically has a static amount of ehp, while for lower dps builds the boss has a lower amount of ehp, that's all the system does
Anyway, this isn't the place to have a discussion, we can move to #💬┃general or #❔┃ask-the-community if you want to discuss it further
i get it requires different ways to function but it's just as easy/complex to solve as the old systems, the important part is the visual/visceral feedback even if it's a less perfectionist system route
Having the solve complexity be low is a big plus of the system. That was one of the main reasons to shift to boss ward from the previous Dynamic Boss DR. Both actually have the same 'solution', you can just understand the boss ward without having to go look up how it works.
I don't really understand what you mean by "the important part is the visual/visceral feedback even if it's a less perfectionist system route"
Basically that in the goal of denying top outliers the systems impedes the basic satisfaction of boss HP consistently going down and behaving similarly to as you'd normally expect, i think adding a crutch for bad builds is great but i don't think a heavy hand on the top outliers is needed since you already limited the rewards of going to stupid corruption. I think just a simple HP slow decay triggering for low dps builds is enough and literally nothing else needed
Thanks for the feedback. Only thing I'd mention is that the goal of the system is not to deny top outliers.
May i ask the goal? I could only really make sense of both systems trying to solve the two issues on the opposite sides of the spectrum at the same time
The main goal of the system is to make kill times for lower power builds a little faster.
It just also happens to also make kill times for high power builds a tiny bit faster too. So it helps everyone.
It just helps low power builds more.
I'll just say i'm kind of confused as to how it came to such convoluted innovative solutions if that was the main goal
It is the simplest solution I have heard pitched that accomplishes this goal without causing bad play patters as a result of the burden of optimal play.
(If you have a more simple alternative that also doesn't cause big problems, I'm very interested)
I think it's moreso that the focus should be on the visual gameplay looking mostly normal and working around that for a solution rather than the opposite. I'm almost certain you could work your current system under the hood while keeping the health bar looking normal for players
we used to have that, it's what we switched from because people hated it
🤭 It's sure that always some people don't like current design whatever the visual design is
i mean that was an entirely different system, what i mean is, couldn't you just overlay a normal looking HP bar with the ward system underneath it.. so effectively the first 10% of the HP doesn't have ward decay but then the next 20% is the ward and does decay, all while just looking like a normal HP bar, and repeat
oh, I see what you mean. We tried that and the feedback we got was just confusion. It was visible to the point where you could see something was happening but why health would just go down on its own sometimes and not other times was very weird feeling.
Interesting, maybe i'm in the minority while thinking i'm speaking for the average player being unsatisfied by how it visually looks and feels compared to that alternative. Perhaps a static HP bar that is both red and white signifying ward and health parts lol. Anyway, thanks for insight, have a good day
https://youtu.be/F6HWNeWwviY?si=gLNBYALdDX3N86O0
Can I check out which build Wick was playing in the stream by a planner link?
So how does minion damage stack up? If I have 100% damage in minion, spell, and fire, does that mean my minion who does fire spell damage have 300% boost?
No, only stats prefaced with "minion" apply to minions
I get that. What I am saying is I got minion damage, minion fire, and minion spell at 100%
Holy hell then. Cuz I was looking at my stats and I have 401% minion damage, 401% minion spell, and 669% necrotic. So that makes my skeleton mages do 1470% damage. That's a lot of boosting
Yep
If you're talking about stats you see on character sheet, that might not be true. For example if you wear something with "100% increase minion damage", it will result in a 100% minion damage and 100% minion spell damage. But it doesnt mean your minion spell attack got a 200% increase damage
Because minion damage already includes miniom spell damage
That explains why minion, spell, and melee are all at 401% then
the damage shown for the killing blow when i die is after all the reduction right?. becuase i'm getting killed by 12k damage hit while having 10k ward and around 60% damage reduction
yes, it shows how much damage actually got through
Can't wait 1.2 is out! OHHHHHH give me the new version of dread shadow as soon as possible please!!!
Holy god, then it's much more simple to kill Aberroth. Always must go back near my wraithlord to buff it is the main trouble for me, so easy to be slain by enemies because of this action when I fight with a boss
hy, just wondering about the key inputs not being registered sometimes. i saw it was reported as a bug, but i have been experiencing it quit a lot in the last couple of days... its is really damagining my enjoinment of the game. is there any news on if and how to fix it?
It started as this, but then moved into Puncture and Flurry, instead of Smoke bomb and explosive trap.
https://www.lastepochtools.com/build-guides/umbral-blades-falconer
I'm not familiar with the issue myself. It's possible that they are being eaten in two scenarios I can think of.
The server and client are having timing issues and the server doesn't think you are able to use the ability yet so it stops it.
Or the move to range to use ability setting is flipped the wrong way and it's failing to use abilities.
There could be other reasons. Best way to get it fixed is to make an in game bug report with details to help us reproduce it.
Why is Frozen Citadel the boss area that owns a shrine?
(It's the only boss area that maybe I can find a shrine)
What the plan going forward with cycles, how often they will be?
last anyone said anything, 3-4 months. but that was before this really long delay between 1.1 and 1.2 (for engine upgrades, poe 2, d4 expansion...etc). and even before that, havent really been able to keep to that schedule since 1.0 for various reasons. long answer short, no one knows for sure
Snowblind unique helmet grands more armor against blind and against chilled. Is this either/or, or do they stack?
two completely seperate modifiers. if it was either/or it would be a single modifier that gave "more armor against Blinded or chilled enemies"
Hey so the other day I asked about the Keen Outlook node on Javelin, but it was a weekend and I was told to ask again on a weekday.
What do the distances involved in Keen Outlook look like?
It's a smooth scale up to the max distance that your Javelin can hit at. It just constantly increases the power of the javelin for as long as it exists on a smooth scale.
Hi guys so, I was being a shitter in chat earlier lol (I admit it) and I noticed now I can't send messages in global... Did someone report me? If so, does that mute me for a certain period of time? Do moderators kinda just monitor the in game chat and decide "this person needs a little break lol" or how does that work? Or is it possibly a bug? I'm not mad I just want to know how this kinda thing is enforced. I was being an obnoxious troll so I accept my punishment either way lol
No one here knows anything. Please DM @jaunty pier
ok ty!
Heya, I have a question about Serpent Strike and specifically the Cold Conversion with Frostwyrm's Fury.
Choosing that node not only makes Serpent Strike loose the Phys Tag for Cold but the Poison Tag too, but the Poison Chance I have with it seems to be still the same which makes sense since the node only says it converts Bleed to Frostbite.
But I am a bit confused as to why it looses the Poison Tag too?
Asked this in #❔┃ask-the-community and was asked to throw it here for clarification 🙂
looks like a mistake to me
Hey, any plans to expand fire aura to become it's own skill with its own tree? I am very passionate about microwaving my enemies to death is all
It actually kinda used to have it's own tree in the form of a really old skill called fire shield iirc and they changed it to be how it is now. If you would like to suggest a change please post it in the #1210282176680169562 so it can get logged properly ^^
Here's a really old video with that skill https://www.youtube.com/watch?v=9U8LLSr9T3o
Oh I 100% will, thanks!!! 🙂
Do you guys plan to join poe 2 early access ? I really like the way poe creates mtx, extremely beautiful and creative, hope LE will have mtx like that
What do you mean by join? Like play it?
yes
Yes, most of us on the tam are diehard ARPG fans that play all sorts of games. I will be playing PoE2 tomorrow. I have a lot of other stuff to do so I probably will only get a couple hours in but I'll be there.
Which ascendence you want to play at the first time?
I'm going in blind, I don't even know all their names yet
remember to look at poe's mtx, if LE's mtx is as beautiful and has as many creative effects, I will buy all the your support packs
This is the way! Also my plan. Go in knowing nothing is the best way to have fun
Thank you for that appreciation tweet, that's fantastic feeling when ARPG community is professional and feeling united. I love both LE and PoE, great games, great developers, great time to play ARPG
Dear devs. Will you fix Fury Leap to can play with controller?
Yup, on it
Also, just as a note, I'm not streaming today. On a completely unrelated note, I seem to have come down with a...um, cough, yea, a cough...
Can we get the teasers you had prepared for today anyways? 🙃
that's actually part of it, I had today booked off long before the poe2 release date was announced so it was figured that I wouldn't be streaming so no teasers were ready
I figured I couldn't expect people to come watch me instead of poe2 if I didn't have any teasers
Sadge
Stream poe2 instead 
lol, I feel like I could get away with that on my personal account but not on the official one
ya altho EHG is very cool. probably some contract thing or another
and... poe2 servers down...and after that people rant about LE's launch 🥳
No matter how much you prepare, nothing compares to the real thing. I have faith.
Do you have a class archetype you're most excited to try to make?
My personal top 3 are: (in no particular order)
- Unarmed Martial - Monk
- Pet + Bow + Nature - Ranger
- Mind Mage - Mesmer (ref GW)
Just to be clear, this in no way reflects the classes that may or may not be added to Last Epoch next. These are just my personal ones that I'm most excited by.
I know, I just find people's class choices to be interesting. I'm sure whatever class or mastery LE adds next will be unique and fun, if the last 3 were any future indication.
I do know what the top contender is for the next mastery and I'm very excited about it.
its actually a crime that there is no dragoon class on your list
how more masterys?
we will have another base class?
Can't say it's a personal "must have".
From my limited perspective, I imagine making a new base class is probably more difficult than a new mastery. Is that accurate?
I'd like to do many more. Ideally I think they would be a thing people come to expect on a semi-regular basis.
We do have plans for more base classes also.
Yes, dramatically. Base classes come with the requirement of so much art, animations and voice lines and multiple masteries.
dargon slayer sound like a good mastery with all the primal dragons and such
They are more taking about a character similar to shyvana from LoL
I have no frame of reference for that. When I hear dragoon I think of Final Fantasy. With the polearm/spear, heavy dragon-themed armor and the stabbing jump attacks.
imagine killing abbroth as a friking dragon
must be AP so the breath could kill him tho
If one were making a monk class (Just an example for my own project btw), how do you make animations not look like floaty ice-skating when the character does attacks that heavily involve the feet? Are things like that a concern when making animations for LE? I'm thinking of Dancing Strikes on Rogue.
You have to align the movement in the animation to the movement of the ability action so it lines up. You start with just timing one and implementing the other then tweeking them until they look good.
OK thanks a lot!
Love these picks, what kind of ranger are you thinking of, a GW style one? I feel like LE gets closer than any others in the genre to this theme/fantasy so far (between falconer and beastmaster, though one is missing the nature bit and the other the bow bit).
I think it would lean more heavily towards Primalist than Rogue. We did hit a lot of the same notes on Falconer/Beastmaster already and incorporating a bow onto BM would probably be the best way forward to realistically get that fantasy into the game. GW definitely does continue to be a big inspiration for me personally. I did play R/Me (Bunny Thumper with a 2H Hammer) build in GW for a long time so it's pretty far from the bow functionality.
Sometimes these class fantasies don't need their own mastery to get added in.
any plans for basic pvp feature? or more coop stuff? thanks
Is the current end of the campaign the intended final end of the campaign? I bought the game this patch, and it sounds like the campaign has just abruptly stopped at unsatisfying spots throughout development, so I am unsure if the current unsatisfying ending of the campaign is the intended final one.
Secondarily, why is Iratha notated on the map if we don't travel there?
There are 3 missing chapters to the campaign.
This is huge to me cuz literally I was just thinking "how cool would it be if Anet made an ARPG" mostly imagining how fun a class like revenant or mesmer would feel in an ARPG setting... Cool that u are a fellow guild wars enjoyer 😎 were u referring to the first or second game?
My initial thoughts are LE is a better game than poe2. Good job 11th
:)
But don't forget poe 2 just release "EA" one day. That's a long marathon...
I don't think poe series can give me casual and complex mixed feeling as like as le... Their targets are different
And if you calculate the cost on playing poe and le, le is less a lot, another adventage in my opinion. (Poe series is free to play yeah but the cost on stash can over than le's price easily)
How big actually is EHG as a studio? Asking cuz tbh the game is very impressive all things considered, is it also y'all's first game as a studio? If you guys only have like 20 employees or something and made all THIS, that's incredible 🤯
Last Epoch is EHG first game
Last time they talked about their number, they were just a bit under 100 peoples
Last I heard they had around 70 people or so?
hi mike, i have 3 questions
- are there planes to have more then 3 mastery per base class?
- is there a possibility in the future for unlocking more then 1 mastery for a class or a kind of a "buffed" mastery?
- is it in there a thought of going above level 100at any point?
Bro... That is so cool.... Isn't a game as graphically beautiful and fleshed out as this like, really expensive? I'm pretty sure y'all hired at least a couple well-known voice actors as well, Grael and Yulia's voices in particular are super familiar... Keep meaning to look up their VAs
Last I heard they had over 100 people? 🤭 Mike maybe know that
- Yes
- Not a EHG staff but from they have been saying very unlikely.
- EHG already doesn't want lvl 100 to feel mandatory, so very unlikely again
TBH, questions 2 & 3 kinda connected. if you have another mastery\ "buffed" mastery you will need more passive points 🙈
thanks vlad
i mean 2 monitors. 5 consoles. 3 streams and a cat cam (actually just mike wearing cat ears)
Mostly GW1 but I did play 2 for a couple years on launch. And we are a little over 100 people now. I don't actually know the number.
I think we would need to be very far down the road with like 5 masteries per base class before we considered that
ha, I usually run a big 3x3 multitwich stream during a big launch so I can bounce around
does the glyph drop rate blessing affect glyph of envy drops?
hi Mike, are you guys planning on making background art for each mastery? just icons alone won't be very appealing or distinctive.
I think so, I understand why you would ask though so I'm not sure.
Unless it got removed, each one does have different background art already.
Have you experienced Poe 2 yet? Do you have any comments or lessons learned?
I haven't had much time to play yet. I'm only level 5. Going to put on some more miles tonight though. Nowhere near enough time to really do a deep dive yet. It's really gorgeous.
I have a question, when I summoned minions and change equipment, do minions auto upgdate their power or I have to summon minions again
Why EHG doesn't want lvl 100 to feel mandatory?
It depends on the minion. Generally, they snapshot at the moment you summon them. There are a few things that can trigger them updating their stats depending on minion type. The falcon updates very frequently, other companions tend to update when you change equipment or spec tree, and all other minions need to be resummoned (though I think rezoning might technically resummon).
full marks, rezoning does resummon them too
We really like having the primary progression of character level to be rare to finish. It is a significant achievement to get a character to max level. We like that distinction.
From a more practical and build crafting standpoint, we also like having multiclassing be an option. The short version is that if you expect players to hit max level, you put the highest power things at the top of the passive tree and it makes far less sense to have those things be achievable pre-max level. So you have to make the amount of total points be just enough to get those capstone passives. We don't really like that idea too much.
Also if you make max level expected, you have to make it take WAY less time and be a WAY lower level. If you keep the level still at 100 but just cut the time down by a crazy amount, you'd be getting levels far too fast. You'd also have to then put another level progression style system on the end game and you've effectively just split the leveling process up into 2 phases. This isn't necessarily a bad thing but it does put a pretty clear line in the sand as to where end game starts.
This all adds up to a dynamic that we just aren't a big fan of for our game. We prefer to put more activity based achievements into the game. For example, finishing the campaign, unlocking empowered monoliths, killing specific bosses like Aberroth or T4 Julra or 300c Shade. Having these milestones decoupled from level also gives players the opportunity to challenge these threats at lower levels for added prestige.
The short version is that if you expect players to hit max level, you put the highest power things at the top of the passive tree and it makes far less sense to have those things be achievable pre-max level. So you have to make the amount of total points be just enough to get those capstone passives.
Can you give the long version? I don't understand the short version sorry...
You'd also have to then put another level progression style system on the end game and you've effectively just split the leveling process up into 2 phases.
Do you mean EHG don't like the idea that spilt level up system into 2 phases, before 100 and after 100 because the other way, use killing specific bosses like Aberroth or T4 Julra or 300c Shade as milestones can let players enjoy the fun easier and earlier, also it's a good way to announce the skill level of players?
It's basically the same as in Poe. Level 100 is not something they expect you to get but if you do get there it can unlock some cool and powerful possibilities through the passive system since you can spec into multiple mastery trees.
At level 50 you can only really reach decently far into your main mastery without having enough points to spec into the others. While at level 100 you'll have enough points to put into all 3 trees, unlocking skills and passives from all 3 that otherwise wouldn't be possible.
Splitting the system into 2 would make everything I just said have to happen way faster since hitting level 100 would have to be something you're expected to achieve (for the average player). And then they'd have to make a whole other system that practically achieves the same thing as simply having hitting level 100 be hard
I wish max level was 99 just cuz it's satisfying like old school jrpgs lol
I move the disccussion to #❔┃ask-the-community , they're out of my box indeed so I need to ask more questions
Lol, how is that satisfying I'm pretty sure people would almost all agree that reaching 99 and then stopping is supremely unsatisfying.
Oops, wrong channel
have u never played any of the old final fantasy games? lol. don't think too hard about it was pretty much a joke
This was an issue that deeply divided the team several years back.
I love that. The argument of d2 99 vs. PoE 100
I'm just curious.. Why equipment exclusive for classes that do not have spells drop with spell damage/cast speed? OR all abilities are considered spells?
To allow you to farm for items for other classes/alts/builds. Also all classes have access to spells to some extent, rogue can get some via unique items
The only item that is truly class locked are bows.
Spells are just skills with a spell tag
ah ok i missed the fact that items can unlock spells... then it makes sense to have spells enhancing stuff even for rogue
Any ETA on 1.2?
q1 2025
okay, after playing a bit of PoE2 - is there ever gonna be a lightning monk character in LE? 😅 (I love everything about LE, but Im missing some saucy lightning based martial artist)
animation cancel dodge roll too pls
Well thats not true, there are class locked armor and helm. Can those roll spell damage?
No, it can roll on amulets and rings. (And the rest of the default spell weapons)
One-handed sword has a flat spell damage affix. (So there's 3-4 slots where any class can gain it)
Which class exclusive items are dropping with spell damage?
a monk style class is a pretty glaring gap in class fantasies. We do plan to add more masteries and base classes too. I don't have details available to share on which will be first up. We also don't have any fully new masteries coming next patch. Although a couple are getting a bit of a well earned shakeup.
god bless 🙏 💜
I'm really looking forward to LE season 1.2
Is having the player characters feet locked to the ground when they cast stuff rather than let them all have movement like a Bladedancer's Dancing Strikes an intended design decision, and what are the odds not being feetlocked across all classes a baseline feature?
I can't go back to standing still swinging my weapon after Dancing Strikes entered my hotbar. 
It is intentional that most abilities have a cast time that force you to stand still for. It's not impossible to change. There are also a few others that have similar properties of being able to move while you use them.
And I'll tease that at least 1 more is slated to get that same treatment in the patch after next.
coins, dices and maybe even rogue helms
If it's "X damage type" then that's intentional, those are generic. Spell damage shouldn't appear on relics (coins and dice).
Amount of upcoming content features makes me really hyped for the S2
Do you have a plan how to return playerbase on the launch of S2 to numbers comparable to February? It's kinda pain to see such a fall after severe problems with servers and consequent disappointing from no-core-fan-base after 1.1 launch so I hope you have some marketing plan for S2 launch for having a rebirth 🙏
I don't think any spell specific affixes drop on any of those items. Are you sure it's a spell affix?
Apart from adding a ton of awesome stuff, I don't really know the details of the marketing plans but I know we're going to push Season 2 hard.
I hope you know what you are doing. See you in April, 🙂
Thank you so much for sharing date of Szn 2 and providing details. it looks good.
Could you please consider at least small patch changing few off meta skills, playing with numbers is fine and simple. Just to keep us occupied and keep game interesting ?
There is so much you could do that wouldn't waste much of your very valuable resources including time right now.
Even from CM side, making like a community challenges or events. or trying to engage players into group play would be nice.
Maybe reactivating the Uprising Event, also just would motivate some more players to grind.
as much as i agree, now its not a good time.
poe2 still in the first week of EA, and it hade over 570k player this Sunday (only from steam). you need to let the hype die down a little
with how things are going it will be single play game tbh
good to play once dreadful to play on cadence
Spell crit and cast speed can both roll on all relics. For rogue, spell crit is made useful through item procced spells, but cast speed only affects dark quiver (so arguably the cast speed is a dead stat, but this could change if they ever made ballista scale with cast speed). Minion damage is mostly a dead stat for mage relics as well (currently).
What was the reason an engine upgrade wasnt focused on earlier then now? And what made you decide it was needed
It's a huge undertaking and is just like any other project, cost benefit gives it the priority. We also thought that this was the first window that made sense in a very long time. It's also not going to be a massive change immediately. Lots of the reasons to do it are things that are going to show up later and also just making the next one easier too.
When is the set item rework coming? I couldnt help but notice it wasnt mentioned for Season 2 despite it being said they were going to be reworked before even release...
They have never said when set items will be reworked just that they will
Oh. I know. I just wonder if its actually gonna be done since its beeen talked about for so long.
Set items in the current game feel like a punishment, lol. No chance for them to be worth using.
Yes, its being worked on. Its just more complicated then "make stats bigger". It sounds like they are making some system for them, so that has to be made. Then tetsed. Then all the builds they just buffed also has to be tested. And depending on how they adjust the items, also need testing. Just takes time...and there are and have been bigger fish to fry
And tbh, there are lots of things that keep getting pushed back. Lich. Marksman. Character sheet upgrades.
Speaking of the engine upgrade has the plan to roll it out before, not with, season 2 stayed the same?
Why don't we just do like, incremental updates that contain smaller but more focused fixes/improvements? In between the season updates which add more actual content to the game
they generally do, but atm they have an engine upgrade in the works and as such any fixes they apply require over double the work than applying with/after that patch
I'm trying really hard to make sure I don't give ETA's until I know when it is specifically coming. The set item system rework is in active development but is not finished yet. It's not really big enough to warrant a spot on the roadmap I don't think. It will slot into the existing gearing system very nicely.
Yes. We came very very close to pushing it out before winter break but are giving it the holiday for more stability testing just to be sure.
is there any chance the blessing applies in general to an item class in code and that same item class is used to dictate what items drop from the generic glyph prophecy reward? because if so that'd tell you yes/no because generic glyph reward prophecies don't drop envies
Those are separate functions.
I must have missed it, what happened to calling LE seasons cycles?
We got a bunch of feedback that it was confusing and that making our own name for essentially the same thing was needlessly complicated considering it's a non-diegetic element.
Ah ok, thanks
Are the portal bugs going to be addressed at some point? Just lost a key because my return portal never showed up when I went to sell stuff to clear my inventory.
Bugs that cause gear to go missing are always extremely high priority. Please report them using the in game bug reporting tool.
I'm not quite sure of the context you're asking this but if what is happening is what I think is happening, that's probably not a bug.
Zones do not persist when you portal away from them.
If you're portaling to sell things from your inventory, I'd suggest that you might be picking up too many things, the gold sell price of items is generally not very profitable.
We are also working on the issue of losing out on items that are on the ground nearby when you leave the zone for any reason.
"Portaled to town, return portal did not spawn in town" was the "bug". That is a bug, right?
I know, no bugs here, but now I'm curious!
The losing a key bit hints that they portalled out of a dungeon, which intentionally do not let you return. I think if there is an issue, it's just that the game doesn't make it super clear that portalling out is abandoning your run.
How did I miss that?
That's why I said "if what is happening is what I think is happening". I'm not really clear what the situation is. If it's in a situation where leaving is not expected to be able to return, then it's not a bug. We considered several options for this that would indicate that you were abandoning the activity but we opted to not put some sort of warning because if you're portaling out, it might be urgent.
That's a fun insight.
and the whole "no bugs" thing is a little lax right now given the lower level of engagement. It's more for when there is a big influx of people.
this is also why the base portal turns green after you complete the echo, so you know it's "safe" to go through.
I'd like to know one more thing for specifically season 1.2 - are there any graphics optimization stuff planned?
Will there be a wipe again before season 2 starts in april or can I start now and play until then with one char🤔?
I'm sure I heard somewhere that the upcoming engine upgrade will give you the tools to implement dlss/fsr. Do you think that may include DLAA at some point, because I'm finding more and more that this form of AA helps far more than TAA does in smoothing the clarity of the game without making it appear to be covered in vaseline.
Literally one of the reasons given for 1.2 delay is an engine upgrade. So yes, things will get better
Nothing has been announced. You can start now. Even if there is a 'wipe', it just goes to legacy and there is no content difference between season and legacy
Thanks!
I do not know off the top of my head. These are things that we are going to need to implement after the engine update. The update itself won't do much until we have built things into the game on top of it.
Any plans about Map Reskin (brightness, background, sound, theme,...) ?🤔
I'm seeing a lot, including by mod responses in this channel, that suggests that players think/expect that the engine update will provide an immediate boost to performance in the game, but it seems to me that devs are not suggesting this. Frankly, I'm a bit concerned that people are incorrectly inferring a promise from EHG and will be disappointed when it is not delivered.
I guess that's not really a question. Have you noticed this?
I've recently noticed that a bit. I've tried to discourage it on reddit, forums and here. It is going to have an effect out of the box but it won't be some miracle double fps or something crazy like that. It also will have a wildly different effect on different systems. So some people might not be able to tell at all.
All of these questions are relevant to poe 2:
- Which character you selected as the first one to try and why?
- Which map is the most impressive one for you and why?
- Which boss combat is the most favourite one for you and why?
Monk, it just spoke to me in the moment. I abandoned it at level 3 though.
Of the 10 zones I have visited, I quite like the cemetery.
I don't think I've technically killed a boss yet. Just some minibosses.
Dear Devs,
Been playing PoE 2 the past few days.
Its good.
But there were a few things in it that made me missed Last Epoch.
Trading is so primitive in PoE 2.
Perhaps the Trading Guild in LE go be universal. The system you have designed, the execution of the idea... is amazing.
The skill system in LE is much more coherent with the sprawl in PoE 2...
I can handle it but ...
A map meta/constellation that allows for targeted farming...
Straightforward item filter creation....
Able to flip from using controller to mouse/keyboard without have to restart the game...
Superior coding, superior design.
In a few cycles time, I expect LE to kick PoE 2 in the nuts (that said, the world is big enough for both)
Please do consider in game cosmetics packs for the next patch.... feel I should spent some more.
yup cosmetics in poe and poe 2 are so amazing
Which reason let you giving up monk and which character you're playing for going on the experience?
Oh that grave 👌
You don't think you've kill a boss yet... Do you mean the boss in the end of act is the real boss, another boss in different locations count as minibosses only?
I went Monk3 -> Ranger5 -> Merc9 -> Warrior9 -> Witch3 -> Sorc5 -> Warrior12 -> Witch6. My farthest character is the Warrior who is stuck on Draven, the something Praetor (can't remember his name). I've spent like half my time just grinding in the cemetary and its sub-zones.
Thanks for the kind words and confidence 🙂
I'm very excited for the future of ARPGs in general and am very glad that they each play in their own way. We will be adding a bunch more cosmetics in 1.2.
It is no surprise to me that this is how you play a new arpg
haha, yea, really going to take my time with it this winter break
He need to try all new characters as a ARPG dev?
Are you a controller player or WASD player or km player?
To continue on the Mike's thoughts on PoE2 train:
What are your thoughts on skill interactions like Lightning Rod/Lightning Arrow chaining (or Vine Arrow/Poison Burst)? Is this a type of mechanic you're interested in exploring in LE?
Is there an update on Steam Deck verification for LE? I tried POE2 but theres a lot of QoL features missing and it's just makes me appreciate LE more.
The only issue is that Steam Deck is my only gaming device and the optimisation of the game isn't quite there to deliver a flawless experience.
I wonder do most of EHG members still prefer to play ranger in poe 2 because they're fans of marksman in le 👀
Not a dev but I know they were interested in doing smth similar. Mike has mentioned before they have fiddled with Fireball and Tornado making the Tornado Fire (that's why we have a Fire Conversion for it despite Fire not being very thematic to Shaman)
kbd and mouse but I was playing merc as a WASD.
I actually haven't come across those in PoE2 yet. From vlad's reply though, yes we have considered it and tried to do it. I'd still really like to do it.
I'm not exactly sure what happened to it. Something came up at the last moment that blocked it from going out and I think I'm fixing that the issue ballooned a bit. I'm hoping soon.
ammm i just noticed the wording and the lines arent match on the passive node "ward of malevolence" in the warlock tree
when chanelling you get ward per 2 or 3 int?
When in doubt look at the stat line, not the description.
Do you think skills that consume loot would have place in last epoch.
For example similar to path of exiles animate weapon/guardian where it uses up the loot when you use it.
Or a skill that eats up gold for extra effects
Can also be crafting shrads/glyph on that note
We technically have one of those in Mage's RuneBolt-Efficient Experiment which gives double cast per 5 glyph of chaos.
interesting way to have it scale up lol
When is the next cycle refresh event? (Imperial Uprising 2?)
Will it be even more juiced up than the first one to give players chance to sus out the pinnacle content? ||(Since we're in hibernation until April and certain something has stingy loot drops, I think it'd be a great juxtaposition and might even farm a bunch ActionRPG's "POG POG POG CHECK THESE DROPS" clips to fuel the clip market economy? I'm just looking for a reason to get back into LE, help a brother out!
)||
Inb4 "Stop spoiling everyone, we have to QA and validate the DLSS build? So impatient." 😡
I've been a Diablo and WoW player my entire life, I have 5 thousand hours on D3 and much more on D2/D4. I recently started playing LE out of curiosity and fell in love with the game, congratulations to the devs for the great work. My question is if you think of any cosmetic modification tools (transmog)? In the case other than store appearances 🇧🇷
I can't speak for the devs, but they very often implement good ideas that community suggests. Transmog is a good idea that's not super difficult to implement so make of it what you will
A thread from many years ago, they want it too
https://www.reddit.com/r/LastEpoch/comments/tjc9mc/comment/i1kfpzf/
3 years ago, I hope we have a positive outlook nowadays
OMG
@novel arch I told you, they're player first, it's just a matter of having development resources to make it happen, if it's a good idea then it's being worked on is what I got from joining the community in March
Not for 1.2
Its in the "Future" category
@pine dome spill the beans on the upcoming Cycle refresh
(I'm projecting cause it seems like a good idea to grab feedback from a smaller playerbase)
I think I'll stay in LE for a long time. Since I finally lost the charm on D4 after 1.5k hours
Sorry but I dont know anything
Will a revolution for the balance of wands, sceptres and staff occur in 1.2?
Or like D2's iron golem.
I think it's a fun mechanic. We've got hints of it already as mentioned. Also glyph of envy kinda does similar stuff.
It's not really on the list but it could happen.
We don't have plans right now for another event like that before 1.2.
I'm sorry I don't have any details on specific potential upcoming balance changes. I can't say it's on my personal radar.
Glad to have you with us 😁 as they already pointed out, yea, transmog and dye systems are on the way post 1.2. We are also adding more cosmetics with 1.2 and they just keep getting better.
ok time to send feedback
Thanks for the reply, would be cool to have the multipliers from Uprising back, maybe even more juiced, but I guess you'd need to poll the current active players to make sure it's not gonna mess up their plans. 
Polls are generally reserved for when we don't know what the outcome will be. "Do you want a drop rate buff?" is a bit of a non-poll to run.
Please double all drop rates. I promise the community will universally accept bringing them back down for 1.2 without complaint
Hey ! Since a few weeks i have been having a lot of fps drops like from 120 fps to 20 , do you know if i can do something to fix it? I really want to play LE but this fps drops kills it all..
But what about the poor trade magnates who worked hard to monopolize the market? Why won't anyone think of the poor billionaires 😮💨
But I guess they'd be ok with higher rates it brought new customers 🤔
This really has nothing to do with it. Besides, how can you take over the market without reselling?
I know you're being facetious but just for future reference, yea that's a big part of it.
glad to hear that, looking forward to seeing your better cosmetics 😍
We haven't sent out any updates in the last few weeks so nothing should have changed on the game itself. You can try setting a max fps maybe. Only other things would be to try and isolate the cause. Changing 1 thing at a time to see if it affects things. For example, try playing a different character, different zones, different programs running in the background. I don't really offer troubleshooting here but if you'd like help, you can contact our support team directly from our support site.
!support
Anything we can help with? We've support articles and a contact form at https://support.lastepoch.com/.
Do the framedrops occur when you pop off and hit lots of monsters with a multihit/aoe skill? If it's happening randomly when traversing the map with not much going then try disabling Nvidia Reflex in the Nvidia app, it's been working real weird for me (making framerate unstable instead of what it's supposed to do, I suspect it's some weird freesync interaction, but turning it off works too)
Yeah and i wanted to say months , not weeks.. i will try
I don't know what your computer setup is, but lowering graphics settings to Medium generally helps a ton and it's very often minimal downgrade in graphics if you're zooming through the maps playing the game, the game will look less pretty when pixel peeping, but ain't nobody got time for pixel peeping when you're blasting maps 
rtx3060 , i run poe and poe2 with max settings 😮
What about CPU? That's often bottleneck if you pop 20-30 enemies at once and Unity has to start spawning all the particle effects?
Does the his mean that the framedrops only happen when big number of monster deaths/skill effects trigger? Btw check your CPU usage, have task manager opened on 2nd monitor or in the background, Microsoft messed something few months ago and increasing number of videogames now suffer from sudden CPU spikes - I had it happen in Remnant 2 and PoE2, all the CPU cores would spike up to 100% and the whole PC would freeze and get bricked if I didn't lasso one core out the game's pool. LE might be suffering from a less severe version of that since it's not that resource intensive (PoE/PoE2 aren't that resource intensive unless you pop off big time)
speaking of transmog one thing was on my mind ever since these news dropped, are there plans current unique armors get their models updated? Without that transmog feature seems a little rudimentary which on one hand makes sense as it doesnt touch mtx sales, but on the other hand makes the whole feature rather useless with the small amount of non-unique armors at hand, some of them being just recolors
At some point yea, its just really time consuming, for armors specifically, cuz they need to be adjusted for 5 skeletons. Its just not a high.priority
well makes sense its in the "future" and not 2 season then
I want to see How Mike kill this boss in poe 2 https://youtu.be/Y_SZdCClZLc?si=56EIO6D7VfubX7oD (It's a official video)
Fantastic, epic and fast-paced on difficulty hhhh
Mike can kill her under less failures than me definitely so I'll curious about how many times Mike failed to slain her before done a successful one
(Be careful on ||evading these posioned spears! They're super dealy!||)
I'm not going to watch that because if it's past the manor in A1 I haven't seen it yet.
Yeah, it's close to act 3's ending. Good luck!
The last boss in act 1 isn't easy to deal 🤭
•Hey devs
About the upcoming cycle "dungeon improvement s"
Did you guys do something about the stupid slamming RNG system that wasted tons of our rare uniques or is it still the same thing ?
Well, normally I would debate you on the quality of our Legendary Crafting system all day but I've got stream in 30 and I still haven't eaten lunch yet. However, we are making some adjustments to the system that will be shared in the new year.
well you can always debate it on stream =)
happy to 🙂
Mike do you have personal preference on single vs multi button builds?
single where other skills are automatic or very situational like traversal
vs
multi where you actively use many skills to play
Depends on the day really. I like having both available. I think I generally gravitate towards a more active playstyle but warpath calls for me.
Hopefully next update will go in the right direction 👍🏻
Do any of the ehg team watch anime and if so whats the best youve watched. The funniest and the saddest
Lol, I think there are over 100 at this point. A 4 LP red ring drop is more likely than 0 of 100 game devs watching anime.
@placid plinth Mike, Darkswift here, Amish build requester..cough cough...I noticed a dramatic difference in body weight and I'm doing a welfare check on you sir, are they not feeding you, is Judd starving you??? Just making sure you are ok!
Picture of evidence was added to #📚┃off-topic channel
I am healthier than I have been in almost 20 years.
I'm happy to hear that, you taking Ozempic/Mounjaro or just diet/excercise?
Dude I remember watching the pre-release interviews you done and recently tuned back in and jeeesus. Insanely impressive
Good old fashioned diet and exercise. Not following anything specific.
Thanks 😄 yea, it's a big change
Proud of you man, thats good to hear!
Do yall have any plans to mgake it to where you only have to run through the campaign once per account instead of on every character ? This is the reason why I stopped playing .the story is nice 1 or 2 times max even with the dungeon short cuts. As a player it make me feel like my time is not valued , the best part of making new character is theory crafting a build and starting the monoliths not playing through the story again . I ask this because if yall implemented this is would help LE have a higher player retention (besides pumping out new content ) thanks for taking the time to read this .
That is still requiring to replay the campaign just less campaign via dungeon skips .
it answers your question
"We have no plans for a complete campaign skip"
Hello, will the planned dungeon improvements finally add checkpoint for the boss? So you don't have to run the entire dungeon again if you die in the boss room?
Happy poe 2 weekend! Hope you enjoy the challenge come from the kathbreaker of the beginning of act 2... I can't enjoy it though.
hey there, are there any new skills for next cycle ? I feel like the characters have less skills. Do you guys plan on cross-using skills between different base class?
How many developers are working on the game right now? And I remember it being mentioned that there were a few updates plotted ahead at launch, what happened to them? 
Holy forkbiscuits! What have they done to Mike?!?!?!?! It looks like he's half the man he was!!
dont think they have announced any new ones...and you arent going to get spoilers from mike here. there are a lot of reworks in sentinel skills, so that took most of the skill dev time i'd imagine for 1.2. some classes have less skills, there is no hard rule like 'every class must have 4 skills' or 'every class must have equal skills', but there some glaring holes like in lich, but thats more or a whole rework.
they have talked about having a skill thats cross class, kinda like attached to a unique that has its own skill tree. but that was just mike talking in theory.
right under 100 or so...kinda varies a bit. the roadmap was recently updated...its in the last #news post
Mike said on stream Paladin is getting one for sure. And there might be one for Rogue. We don't know much more
Sorry if I said that by mistake. Paladin is not getting a new still in 1.2. rogue is though. (I have said that before on stream)
We don't have all the details ready to share yet. We will release a full devblog around it though. We are targeting the feedback around dungeons that really frustrate players.
thanks! I'm hopeful then, its kinda dealbreaker for casual player like me and also why I havent really interacted with the legendary system, since mistakes mean lot of time lost and frustration for a result thats probably gonna end up on the ground anyway
Quick retries is a key factor for learning a fight.
define quick 😄 the dungeons are pretty large and can take lot of time to go through... I like the game in general, but dungeons are way too punishing for me, so I hope it gets changed

Did it got cut off or was it never planned (and I misunderstood you)?
I have two lv100 chars but avoid dungeons because they are too punishing and the legendaries are not worth the annoyance from having to go through them again or getting a bad legendary
More of a design question than a suggestion.
What do you think of an item that auto summons minions? Something specific like auto summons minion warriors or something.
Is that something possible in your design vision for necromancer or is that something that would be too "required"?
You mean like this one?
will trade for cookies and milk