#๐จโask-the-devs-not-support-no-bugs
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100 is insane...I can't even imagine the changes we're in for when compared to the poe team (20 people (8
) ) that did the last leagues
9 months from 1.1 and 6 months from Event Cycle launch
really hoping for big changes and a new campaign to bring in new players 
Any news on a PS5 port?
Having to go through the dungeon again is not quick.
We generally lean away from things like that with necromancer skeletons because it leaves a completely dead button on your bar. However, it's not impossible and if we did it, we would likely put it on an item.
Both of the examples shown above are specifically not on skills that create a dead button on your bar.
No new campaign chapters in 1.2
We are updating controller targeting system in 1.2 so that each ability will use a unique targeting method that adapts to your situation and which nodes you've taken. This is a key step that is required before we can create a console version.
#๐จโask-the-devs-not-support-no-bugs message
May I ask this again?
Never planned and misunderstood. New Lich ability is the one that got cut.
A paladin skill is getting renamed. Maybe that's it?
Thank you for the reply. What other steps do you have to Take to bring LE to console? We talking about 2025 or 2026?
Respawn right before the boss room if die/option to reattempt julra after Eternity Cache?
.
Prolly consume another key for both options ๐ค
Also, option to skip majasa cutscene is "quick" too 
yes, but like, huge grain of salt because I would have answered yes to that question 6 months ago and it has changed.
We have not started console specific development yet. I do not have any ETA at all yet.
You could kinda call the work we have been doing on Steamdeck as a prelude to console development. I expect that team will likely be the ones spearheading the effort.
Oh and the engine update actually was a required step.
We are still finalizing some of the details for exactly how the flow will work. You seem to have a good grasp of the situation in general though.
Any changes to julra itself though? It seems like there are some extreme opinions on the mechanic/difficulty spectrum. Some players breeze through, some struggle hard, some thinking it is 300c "threshold".
Dont think you can release this kinda info until like near Mar 2025 or something but 
I think the time between attempts and the quality of the time spent between those attempts was causing a pretty big problem in the difficulty for players. I'm expecting it to feel pretty significantly easier without much in the way of actual changes. We are always looking to refine boss fights so it's not like we are never going to improve it though.
I guess Mike pass act 1's last boss in poe 2?
Want to ask how are you think in this combat.
I preach to a lot of players about the early power of Discovery runes. On an early level ill snag a white item, craft my best stat on it then hit it with a discovery rune for an instant rare.
What crafting material or strategy do you think gets overlooked?
Upgrading rare items with nemesis can create exalted items with very low item requirements. Now imagine getting a t6 at lvl 20 ๐ณ
are there any plans to adding buff indicators to nodes that give you short-lived buffs? (things like javelin's forceful hurl, shield throw's throwing arm? I think hammer's throw's guardian zeal and forge strike's reinforce weapon/reinforce armor/fan the flames also don't have any indicators)
No. I haven't beat it yet. I've got a weird problem that I've been trying to solve but it's making progress be very slow. I have been unsuccessful at the fight many times now.
I think for alts, creating a legendary stat stick in a random 3-4LP low level unique gets overlooked a lot. Like, the base unique doesn't have to give you anything, doesn't even have to be for the right class. Having T7 mods at level 1 is silly strong.
Terek's answer is better for season start though.
hah that's odd that your experience is as same as mine when I saw that boss for the first time...Don't give up!
STOP SPOILING THE GAME FOR ME
- I know this seems like an overreaction, but the above post did have a spoiler in it. I might not bother trying to beat it any more because of it. I'm in a situation where I have to "beat an RNG boss" just to have a shot at killing any boss in the game because most boss fights cause a crash to desktop for me.
I ended up with a T7 mana on a helmet at level 20ish on my forgeguard run. With the build im working on its been very helpful
We are conservative when it comes to adding buff bar icons. I think we are sometimes too conservative with it. However, I think that Runemaster kinda shows what happens when you get too many so it's a balancing act. Most of the time, if the effect is consistent and pretty natural to have reliably and you don't change your play pattern for it, we won't show it.
If there is a specific effect that you think should be shown because you change your attack pattern to trigger it or you change you attack pattern when it has triggered, drop it in #1210282176680169562. As for Shield Throw's Throwing Arm node and Forge Strike's Reinforce Weapon/Reinforce Armor/Fan the Flames, it is a consistently applied buff that is just some increased damage. A good node for sure but it's not something that's going to change your play pattern moment to moment. Hammer Throw's Guardian's Zeal node does have stacks so I'm a little surprised that one doesn't have an icon. Forceful Hurl is a really consistent setup, like you're either standing still or not, once you have committed to standing still, it's generally not super important information to know when it hits max and once it is max'd it is really useless information.
There is also an argument for having buffs like these applying on your buff bar for other reasons but usually that just boils down to needing the systems to be more reliable as a solution.
I think some of them could have a visual indicator on the character, like sigils of hope, vengeance and void essences that could work and wouldn't need a buff on the bar
4LP Vow axes were available for 10k on Bazaar. Slamming a T22 exalted axe onto it did make leveling ez.
I come from guild wars 2 which errs too much on the side of throwing everything on the buff bar, so I know what happens when you're not conservative with the buffs haha
Oh yeah still the same. My game was crashed once I killed last boss in act 1 too... But I lose nothing fortunately because the game is auto-saved. Anyways always crash the pc is a big issue for playing a new game
yea, been there.
Does it let you rejoin? I had this happen in my last attempt at that boss, and when I logged back in to that character, I spawned into the middle of the boss fight right where it crashed me (assuming you'd need to get back before the instance reset time).
Haven't tried, I just can't bring myself to turn it back on at that point.
I'm really struggling in general. My character is very under powered and it always happens at sub 10% so I'm normally into 20+ attempts and just so drained already.
Worth a try! The demoralizing bit for me at least is having to redo everything again up to that point, I was surprised that I didn't need to in that one instance. But I definitely feel the drain... I am thankful that in LE, when I die I usually feel like it's my own fault. ๐
oh they are almost all my fault for making a crap character and just being bad. It's just when I get on that one magical attempt and it crashes, I crumble.
Understand it deeply due to the same experience I have... Almost give up this game because of that damn wolf (But I don't know this game can use controller to play at that time too so yeah most of them is my fault)
ok, back on topic I think
How does your design team come up with these insane skill synergies? Are there a lot of happy accidents or are you guys playing 4D chess?
With the season 2 teaser of Javelin's Siege Barrage no longer preventing Devine fury and Kain mentioning That FG is getting 2h and shield combo that means in season 2 i can run a shield and turanis bident to not only fulfill the spartan fantasy but also rain lightning from the gods.
Seriously who comes up with this?
It's a mix of both most of the time. Meetings often have conversations that look something like.
A: Hey wouldn't it be cool if...
B: Yea, and then you could...
A: And if you combined it with...
B: But I don't think we could make that work though eh?
C: I can do that.
Then C spends the next week regretting they said that because it caused a bunch of knock-on problems.
But for every sweet "what if" idea that makes it in, a dozen don't get there for one reason or another. Pitching nodes and items are often a bit of a numbers game.
The whole aesthetic you're thinking of was part of the reason to do 2H + shield as an option in the first place. Just how well it fell into place was a bit lucky.
I think the moment LE ever adds a monk that uses arm gauntlets and a quarterstaff is the moment I stop playing other arpgs. But speaking of new weapon types, is that something you think you guys would add as part of a season drop just on its own, or would it make more sense to drop a new weapon type with another base class/mastery faaaar into the future?
Now that I'm thinking about it, I imagine it might depend on the class fantasy you're going for. ๐ค
It depends for what type of weapon it is but I think that "fist weapons" are most likely to appear with a new class or mastery.
Will there ever be some sort of post of ideas that wouldnt work for one reason or another would be interesting to see some of the things that you wanted to put in and the reasons as to why it wasnt or couldnt
The latter part sounds abit like a peggle/bagatelle game..
I thought it would be 1h spear along with the sentinel overhaul since it was suggested alot
(am aware we are not getting new class/mastery in 1.2 heh). Then one day some can play something like Amazon from D2.
this way they dont have to create and balance an entirely new weapon set and make a bunch of uniques for it.
They don't really get recorded very well. I have a very large document that I've been working on for post-1.2 stuff that will have a big collection of rejected things in it. I've recorded a few reasons why some of them have been rejected. I'll try and record more as we are going through the approval process so I might be able to do this in the future.
I would still like to see 1H spears added to the game. I wouldn't be surprised if that does come with a new class or mastery. Could happen without too. Most of the Javazon tools are in Javelin already. I'd love to do a more amazon aesthetic class but I'm not sure where it fits at the moment. I don't know if it's big enough to be a base class and I don't think it fits great with any of our existing base classes so in order to get the spear and shield playstyle in, this was the most logical.
Yeah, make sense. Unless there is substantial demand for "female warriors/female sentinels", then amazon, valkyrie, shield-maiden could come into play. Though, this seems like a sensitive topic ๐
I'd prefer to just add a gender option really
On that note what is the most dissapointing thing youve been unable to add
@low summit @frail sentinel I suppose maybe... wouldn't it be cool if we reveal many of them as a new developer blog series?
More behind stories = more cool the blog is!
I have a very intentionally short memory when it comes to rejected ideas. It happens a lot and I've gotten pretty good at moving on so I don't have a good example off the top of my head. I had to go look these two rejected ideas up.
- Manifest Armor uses your Rive and Shield Bash abilities if it has a Sword or Shield respectively.
- When you directly use Serpent Strike while you have a Primal Scorpion Companion, that Scorpion has a 5% chance to use their own Level 15 Serpent Strike ability which is specialized with Poisoned Tipped, Serpent Venom, Dread Fang, Spirit Viper, Shattered Immunity and Fast Acting Toxins.
Are we able to still access harbinger of ruin on legacy characters also did that content carry over to this internim league?
Yes, it's all permanent additions to the game
Quick question - In the Gathering Storm tree, the Tempest Weapon node gives +1/+2 spell damage per 3 melee damage on equipped axe or mace. If I'm dual wielding axes, do both axes count or just the main hand?
It does count your off hand weapon. The node works how you want it to. Both Axes count.
Thanks.
is there any plan to allow more lanes on CoF?
Technically no but effectively yes.

i guess each lane will have more effect or some crafting thingy for them
Do you expect to have to change that rank in CoF when you make those changes to set items in the future?
another question, any plans on making "special" stach tabs?
like bigger one and one for the keys\harbinger eyes\special idol that break?
nope
keys and eyes won't need a stash tab
We don't have any special tabs in the works at the moment but it is an option if we need it.
Hello, i donโt have follow the news. Are-there some for the set item pls?
Eventually. There is no public eta on updating the sets
We both know you'd never approve a stach tab without also approving a beard tab
I just don't think those tabs will go well in the stash...
as a fellow bearded man, i wholeheartedly agree!
Hey Mike and EHG. just want to say Merry early Christmas.
And a happy new year ๐ just wish I could combine all the family gatherings into one.
If Heorot participated in christmas would he dress as Santa or one of the Reindeers?
Or both
It's my dream too...
Hi. Are there any plans to make the endgame less one-shotty (both for players and monsters)?
What part of the end game are u at? Regular monoliths or empowered?
Empowered, Corruption 200+
Oh ok, hmm, I don't have enough experience to provide advice then
200 corr shouldn't be one-shotty for any build with decent defenses unless you are specifically standing in big telegraphd attacks
(@ me in #โโask-the-community if you want to continue the convo)
Do we have any file for community translations? simillar to what grim dawn do? Where palyers was able to create translation of the game?
No, it's done by EHG (most likely they are paying someone to do it)
Do EHG is funded by TGIF from Tencent in 2020?
(I'm watching a video about how game funders find games to fund and gain the return)
I don't know what TGIF is in this context but probably not.
The Full House theme just played in my head tho...
https://tgif.tencent.com/index_en.htm Oh yeah this one
Tencent Gameplay Innovation Fund
no idea, never heard of it before
๐ซก Ok i guess Judd never mention this thing with you so you have no idea too
I was part of the meetings for it and I don't think it was mentioned.
๐ค I want to know where people who in Tencent come from... I mean the identity of funders.
- How are they find this game?
- Which fund are they represent for?
- Have you came Tencent's Headquarters to join that meeting 2 years ago?
Can't help ya there
ok, need to ask Kody to ask Judd again hhh
None of us have been to Tencent's headquarters and I don't know who Kody is.
Edit: sorry Kody, I thought they were talking about a Kody at Tencent.
I just know Kody is the employee in EHG who works on player support... Oh ok glad to know
Hey im new to the game and wanted to ask if it is possible to re-enable the trade between players in the merchants guild. Because it is currently disabled because of gold duping ?
Hi Mike, final stream of the year tonight?
Most of the office has gone on holiday and PoE2 is still going really strong. I'll be back in the new year on the 3rd.
It is a feature that we want to bring back. I don't have an ETA for it but it won't be before 1.2
Happy holidays then
Can I ask which post are you see on reddit to bring you to EHG team please?
https://www.reddit.com/r/Fantasy/comments/6cdujw/help_us_name_our_arpg_like_diablopath_of_exile/, https://www.reddit.com/r/gamedev/comments/6bxo00/help_designdecide_the_perfect_arpg_diablo_poe/, https://www.reddit.com/r/Diablo/comments/6btb4o/what_classes_would_you_like_to_see_most_in_a_new/ or anything I missed?
Appreciated it so much!
new season data ?
Hello Travelers, Today, weโre sharing our updated Roadmap, letting you take your first look at whatโs coming for Last Epoch, including what big features to look forward to in Season 2. Letโs look at whatโs on the board with an updated Roadmap graphic before jumping into more information about Season 2. As mentioned in our last update concer...
Trying once again - Mike said he thinks it's 12% but I didn't got a sure answer on that one. If you got the time, I would still appreciate if you look up the exact number. :)
I answered last time, it's 12%
#๐จโask-the-devs-not-support-no-bugs message
Can you explain what relationship between artifact system of wow and skill tree system of le? I have no idea how early EHG inspired from this artifact system because I never play wow
Update: @crude plover helped me solved it. Thank for his help so much.
Can I think skill system/passive tree system in le inspired from wow, campaign rhythm/endgame system inspired from poe?
Then there's a question, where EHG get inspired from to create the own crafting system?
do le don't have special UI for consoles/needs lots of money and time-consuming to verify games so le don't release console version yet?
To be honest, I like the way of GGG on this area so much. I just need to switch my control way to controller then I can get different UI designed for experience on controller immediately.
Hi mike, no questions just want to say sorry i've been harsh in my criticism of necromancer minion ai in last epoch. Poe2 minion ai taught me that theres unoptimised and inconvenient minion behaviour, and then theres outright gamebreaking and unplayable minion behaviour.
Ups, that's totally my bad. I missed that one completely. nod | Thanks
Nothing specifically came from any one game.
The passive system was originally way way way more complicated. And that was a simplified version of the original idea which was inspired by a level in a 3D maze runner game that I made with a friend a decade ago.
You can't really look at how it is now too see the spark, you have to consider the original version for the system.
Hundreds of games provide inspiration for each one of us.
No need to apologize but it is appreciated regardless. It does help us improve the game.
That's what we do already. When you switch to controller, the UI switches to controller mode. The UI is very similar overall in both but you get the selection focus indicators, console button prompts and the radial menu.
what have EHG learned from poe?
How to consider the original version for the system?
... I think I should ask this question instead after thinking how to ask my question for a while.
Where can I get the full info about how le develop from a demo to a cycle-based game, what happened during this progress...Or any public information available for introducing le?
... How EHG introduce le while they joined in PAX 2023 except let new player play the game by themselves and answer their questions? I mean promoted videos, promoted guides or something like that.
... Due to my conclusions here always go to wrong directions, I'd better to use official info instead of personal conclusions
Translation: they are asking if there is like, a behind the scenes for how the game was made like conception>advertising>publishing. They think their own conclusions/assumptions tend to be incorrect so they would like some sort of "official" in depth answer if possible.
I'm off doing family Christmas stuff and don't think I can give a satisfying in depth answer right now.
Is it possible to be able to roll back a character? My little brother dropped all of my gear when I was cooking and now I have barely anything 
I'm sorry, I don't think that's something we are able to do. You can contact support to check. I just don't want you to get your hopes up.
!support
Need a hand? Just head on down to https://support.lastepoch.com/ for support articles or to reach out to us directly.
@placid plinth on the next cycle will we be able to play it on season 2 on offline mode and will there be a cycle exclusive content in season 2 that offline players such as myself won't be able to play? I can't play online anymore since I moved places and my ping is around 150+ lags me out so I switched yo offline mode
Also is it true that you guys are switching game engines for the game? Hope in the new engine I can still run LE I have Ryzen 5 3600 and 1050ti please I played back in beta
Ok thank you 
They are switching to a newer version of the same engine, I would think that you should still be able to run it
I'm already playing the game at very low graphics and still get fps drops on certain areas idk man
Yes, you can play seasons in offline mode. You can either continue with your existing characters/stash in legacy or start fresh in the new cycle, just like you would in online mode. There's no difference in content.
They have not (yet?) announced any content being time-gated, but last season they introduced a new pinnacle boss that was only available on "online cycle" until shortly after the first person killed it, which was like a day in to the update, so it didn't stay locked long enough for most people to even reach it. It's likely they'll continue that trend if they lock anything at all.
The engine update will not increase the system requirements at all.
thank you and I hope it smoothens the graphics in lower spec systems like mine hope you guys improve it on lower systems too โค๏ธ
No worries... I figure out the best way--- Streaming.
Introduce all basic knowledge of le I know when I'm playing and displaying the screen
That's what Jonathan did hhhh
(sorry I suppose maybe imagine I'm the dev of le will better on performance when I'm promoting le)
Unrelated to you're pc, some areas and mobs are weird and making you lag hard, i have a new laptop with intel cpu i7 13 gen
And NVIDIA GeForce RTX 4070 8G GPU.
And i still get fps drops going down to like 20-25 fps ish
I have flamereave as a circle with sunwreath unique and NOT the world fire node. I was wondering what would make the circle bigger, the increased width or the increased range, or both as they are two different nodes. Also I guess seperately the presise destruction node says it doesnt effect world fire, would that also not affect sunwreath casue they do the same thing? or is it just the circle from worldfire
The circle shape doesn't have a width, so only range applies. Sunwreath and Worldfire do exactly the same thing, just with potentially a lower mana cost on Sunwreath. The helper text would probably be more accurate if it specified the circle area of effect rather than the Worldfire node.
Ok the platform side agree with this way too. Then next step is figure out how to introduce as more contents as possible in 15 mins
Mike, do you have any tips for optimizing that? (I'm curious about what will you say at first when you introduce le to a new player)
Hi. Just looking for a clarification on the Primalist's Scorpion basic attack. It always inflicts 2 stacks of poison on the first hit, but subsequent hits add no additional stacks until around 5 or 6 when it puts 2 more on. Is this as designed? The text doesn't say anything about it. I've put 3/5 points in Noxious Carapace and 5/5 in Miasma so far. Thanks.
According to LE tools, it has a melee hit that does 2 stacks of poison and a 2 hit-melee combo that doesn't, so it might be every 3 attacks.
Ok thanks. The text description on mouseover could be better ๐
Are you guys confident that the engine change will fix the game breaking problems the current engine has?
I think currently the huge fps drops that come with skill spamming and tons of mobs needs to be fixed or else the game becomes unplayable for some builds.
They are only updating the game engine to a newer version. That will have some effect immediately, but it's not going to fix underlying issues that need to be fixed on individual enemies, maps, game systems, etc. Those need to be fixed individually, which is why it does take a while. The engine update should give them some better tools to fix stuff going forward.
Please use the in game bug reporting tool to report issues when they occur, it seems to provide them the best info for diagnosing and fixing stuff. I've noticed some of the things I've reported that way get fixed already (though things have obviously slowed down with the update cadence until the engine update is released).
any update on the replacement for masochist mode?
Veteran's boots are already in the game
I'll be happy to go more in depth in a few days.
Ive helped a lot of people with their game frame drops and crashes through discord. 90% of the time their CPU is overloaded with background apps. LE is CPU hungry for sure but having Mobalytics, overwolf, 10 tabs of Google chrome, spotify, RIOT game client and a dozen other things running doesn't help.
Shutting down those apps has helped most people with performance. Also alt tabbing a lot will give the game a screen flicker. I assume the frames just desync
has there been a new class added yet if not are there anyplans to release one?
No new classes or masteries yet. They do want to do some, but nothing on a radar soon
Wasnt a new class added in 1.0
any plans to WASD on LE?
https://discord.com/channels/368953963267096586/1230529134443364422
it would require an entire overhaul of all skill animations.

New subclasses, no new classes. "Masteries"
Not really a question but I just got into LE recently and it has taken me over haha. Just wanted to say kudos to the devs this game is awesome and I'm so excited for the future of it come April
got a quick question, coming from 6 years playing POE, how many character slots can i have and is my stash "sharable" between characters?
online is 25 total across all gamemodes. idk if offline has a limit...since its just stored on your pc.
stashes are sharable in the same game mode.
That'll depend on how many characters it uses to store the file name, I've got at least 85 so it's probably something like 255 or 65k, etc.
offline is just how much storage you have
Do you have any plans to introduce new characters eventually or are you going to expand on the current classes further allowing for more diversity and allowing for more builds to do well? Also do you plan on allowing us to unlock pets as we progress through the game ourselves and will the pets provide anything or just be cosmetic?
We plan to introduce new base and mastery classes and expand current base and mastery classes with new skills and passives. 1.2 in April will not include any new classes but it will add new skills, passives and rework some existing ones too. (Along with a bunch of other stuff that will be shared as we get closer.)
The cosmetic pets are not currently planned to gain functional abilities. There have been ways to unlock free cosmetic pets and we do plan to add more as we go. If we did ever give the cosmetic pets functional abilities, everyone would start with at least 1 so everyone had the same functionality. We don't want to lock functionality behind a paywall.
Thanks ๐ I'm glad you're having fun with it. 1.2 is going to be a big one and I'm really looking forward to it.
I just wish there was a way we could tell what level of "jank" would be accepted. It's one of those things that I'd be so afraid of implementing without proper animations and have it just get roasted.
Since the FAQ post is kinda old here's some more recent information, according to judd (game director) they have a prototype for WASD movement already. So it might be planned and in the works but not announced, that's just speculation though.
Only 10 tabs of chrome? I'm probably at 2000 at least rn
this is where beta branches/test realms come in, but I assume that's a lot of work to get working
Ask for a detail.
How does EHG figure out the fact that 4-7 prophecies per reroll is the best range to show available prophecies?
hello this made be a bit of an odd question but I'm curious if the spawn rate of the enemy "diamond matron" has been reduced recently. i ask because i have been amassing many prophecies to kill them and no exaggeration in the last two weeks of playing have found one quest in "reign of dragons" timeline to kill them and have only seen that one spawn. or am i just having a case of real bad luck.
they only spawn in certain zones so you might have been accidentally avoiding those zones. I haven't noticed any difference between the spawn rate if I focus on they zones the spawn in
We actually have a test realm that we send early versions out to. We call it the community tester program. The CTs currently have access to an early version of 1.2.
A combination of math and feel, we looked at the chance to find a specific prophecy and asked for feedback on what we thought was a good rate and adjusted from there.
It is getting adjusted in 1.2
Bulbbis is spot on. I don't think the spawn rate of them has been adjusted since 1.1 came out at least. I was playing the hearts of fire timeline 2 nights ago and I know I killed a dozen of them at least. I don't know which timelines they show up in the most but maybe give that one a go?
any chance to spoiler the change of cof in 1.2?
thank you for the tip/reply
I want to ask Mike's progress in poe 2 btw if it's possible
Haven't played at all since you asked last. I've beaten act 1.
And no spoilers
i know the office is off for the holidays, but since mike is active in here i'll ask - is there a dev stream planned for today?
You skip the last question directly :)
No, I'm on vacation still. My computer is remaining off.
enjoy your vacation! ๐
can u like go and enjoy them? ๐น
Chatting in here while I'm frying some eggs on a lazy morning is enjoying my vacation ๐
I guess Mike had want outside to take a trip or he will
I guess I use the terms holiday and vacation interchangeably.
Is the weaver faction tree similar to poe atlas tree?๐โโ๏ธ
I'm sorry, I don't have any specific details that I can share on it just yet.
(Answers like this hurt me a little to have to say.)
how does one become a community tester?
I don't think the intake for it is open at the moment but when it is we usually have an application process on the FAQ I think.
are there any plans to re-open applications for CT? or is the team happy with the current size of the program? applications have been closed since before 1.0 from what I can tell
Yes. I don't really have much info on it though. There have been spots of intake for it that have happened since then. Foton runs the program (and is on vacation at the moment).
om nom nom
hi there, bought the game via website in 2020 and wanted to play...now the website wants me to connect via steam, but sadly its not working somehow, and im trapped in an endless loop...any suggestions how to fix this?
Contacting support is the only way now. !support
https://forum.lastepoch.com/t/migration-to-steam/52234 this should have the steps to migrate your account
Hello Travelers, Over the last few development cycles, weโve been working on merging both our single-player and multiplayer builds of Last Epoch into a single game on Steam. Starting with 0.9, creating an account with an e-mail and password will no longer be necessary, as the client will be able to log-in using your Steam information. Beginnin...
if you need further help, yes, open a support ticket
got it....thx a lot!
hello i couldn't decide if this question was an ask the dev or a suggestion thread topic so i hope i choose the right one. is it possible to have one of the dummies in champion gate area to have the same defensive layers as a rare mob in empowered echo's. without any additional defensive layers such as echo modifiers like additional 20% endurance or rare mob area modifiers like less damage from distant enemies. or is that not possible because of area restrictions and champions gate is too low of an area level.?
A rare mob does not gain more defenses all because it's a rare mob. It just gains more health and damage.
Arena dummies are hard coded to be treated as area level 0 mobs, while area level 100 mobs gain 90% generic DR. Dividing the damage you do to a dummy by 10 works as a basic average.
Have you ever deep fried a burger?
Hi, Im not even sure if its a bug or not, if it is, I will put it on the bug report site :
I'm just returning not playing for a while (played last before Harbingers of Ruin) and I was just wondering, if its normal that all my mats and my stash didnt switch to my Legacy stash. Thanks ๐
https://discord.com/channels/368953963267096586/1260279433772662854 did you do this?
nope, but now I did, thank you ๐
I've never personally deep fried anything but I do want to try one day.
It makes the burger very juicy
Where can I get the full info about how le develop from a demo to a cycle-based game, what happened during this progress...Or any public information available for introducing le?
So I'm actually going to be doing the monthly blog interview for December (releasing right at the start of January because of holiday closures) and I'll be talking about some of this in there. We started out as a passion project of just a few people doing stuff on evenings and weekends and then about a year later, went to kickstarter. The plan was always from day 1 to be what we are today. I'm not sure we quite expected the volume of players that we are at now and we didn't really give ourselves the time we needed with our initial predictions to get here properly. I'm not really sure which details you're most interested in but it was a lot of late nights and frantic last second work. Just before the kickstarter campaign, 6 of us officially formed the company EHG and we didn't actually have anyone "on payroll" until a couple months after kickstarter. Trasochi was the first person to actually work at EHG as their job. Over the next few years we would go to several conventions, some small local things, some big events. I think PAX Prime 2019 was our first big convention. We only had 3 staff there and were stuck in a weird corner. That was a very tiring weekend. I'm the only one of those 3 left actually. Most conventions, our booths are pretty straight forward, 2-5 computers with the game going and a TV looping the trailer with a bunch of posters and flyers.
How EHG introduce le while they joined in PAX 2023 except let new player play the game by themselves and answer their questions? I mean promoted videos, promoted guides or something like that.
Did we go to PAX in 2023? I seem to remember that the last PAX event we went to was South 2020 just before the pandemic hit. We went to Gamescomm in 2023 and it was a blast. Is that what you're talking about? The Gamescomm booth was epic by comparison to the others. We had professional booth designers make it and you can actually see part of the booth wall covering if you watch any of Aaron ActionRPG's videos as he took part of it home with him and uses it as a backdrop (he asked first). That was also the event that Judd got up on stage and showed the launch trailer for the first time. Watching that with the group from the hotel room was pretty epic.
I've done a donut shaped burger with a fried egg dropped in the ring and sealed with cheese before. That was many years ago and I had to work very hard to undo damage like that haha.
If you do it a single time is fine just dont make it a habit
ive been noticing some similarities to LE and and another game. was corruption inspired by PoEs mapping system? i kind of realized that crafting maps to increase rarity, drops, and xp is just corruption with extra steps. im probably reading to much into it it feels like you just boiled it down to its base and made a system from it.
We didn't start from maps and say "ok how do we improve this?" or anything like that. We are both solving the same problems with access to similar tools. PoE and all the other great ARPGs out there are all inspirations for us as we've played them all a ton. Lots of other games come up as examples in the design discussions when we are deciding how to approach a feature. Even older games like Dungeon Seige, Ultima, Runescape, Titan Quest or D1/D2 (yes it's timeless but it's "older" at this point) come up a surprisingly large amount. All of them as things to consider and as things to avoid in their own ways.
I think because PoE is such a current giant and they probably took inspiration from similar titles that it's easy to see the similarities between us and them.
It's funny, a surprisingly large number of times, we will be in a design meeting and one person will pitch an idea that they have clearly thought out in depth, even sometimes have a small presentation on with mockups and everything. Then someone will speak up and say something like "that's exactly the same as game XYZ" and the first person will invariably get deflated because they didn't play that game and had no idea that it was a straight copy. However, sometimes it's used in enough games that it's ok and we use it anyways. That's how we got the runemaster.
oh... That's it yeah hhhhh no idea why I remember it as pax 2023
You're the developer who interviewed by Wick? hhhhh That's the most interesting interview I'll see....
No, I haven't actually done it yet, I will do it tomorrow.
and no idea what "hhhhh" is
frantic last-second work
hhhhh Very realistic.
hhhh = Xdddd
Oh I thought monthly interview is done... Ok it's not start until tomorrow
Mike, one thing that I sometimes wonder is: how do you think D2 would do if it were released today (of course, neglecting that it totally shaped the genre)? It has many good qualities, but also is missing so many that people demand in 2024. It also has very antiquated design choices, like early mana balance/skill usage, stamina, and accuracy. Do you think it would find success?
That's such a hard hypothetical because D2 has evolved so much over the course of its life. If it were a AAA title with big marketing and expectations, I think it would be labeled a flop. I do still think that it would gather a fervent base that would cherish it for decades.
Go on monthly interview topic.
#๐โoff-topic message
I had thought I have to wait next month due to that. Glad to see Wick have changed his idea later :)
I'm having a conversation with another player that leaves me scratching my head. Did EHG receive significant negative feedback about restricting trade to not allow items to be resellable? I've always seen overwhelmingly positive feedback on that front, but I recognize my exposure could be pretty biased. Did you at EHG ever see a large amount of negative feedback on that front?
Not that I know of. There were definitely some people that were extremely negative about it but that's true of just about every design decision. In general I think most people were pleased. I don't have the numbers to back that up, just the vibe I got from reading forums, Reddit, discord, YouTube, in game, steam, etc.
I'll curious about
why EHG prohibit reselling items with faction tags?
There is a more detailed explanation in the devblog where we introduced the faction system but the short version is that we didn't want to make playing the market a thing.
oh let me scroll the dev blog...
https://forum.lastepoch.com/t/trade-item-factions/61722#heading--mg
I guess you mean this post?
I don't find any info about explaining why players can't resell items unfortunately... But I get a new info is... COF and MG release on 1.0... Holy god, so everyone tried this new feature---item faction for the first time since 1.0 is out
So I can get this conclusion:
1.0 - Item faction
1.1 - harbinger of ruin
๐ I can't imagine how le looks like without item faction. This is an important evolution.
Speak to item faction, will my reputation go back to 1 and I must level up the rank from 1 in legacy?
And how items on my legacy stash going, can I move all of them by one-click this time?
I have no idea why EHG let players to move their items in stash from 1.0 to legacy manually and all stash tabs must be purchased again 
Gave feedback about that before.
Yes, item factions started with 1.0 and harbinger was added in 1.1.
Reputation is stash linked, you can transfer your seasonal reputation to legacy when the rotation happens, just like when 1.1 launched. It keeps the highest reputation in each category.
As for why the tabs must be purchased individually in each stash, what happens when season 2 ends? How about season 3 and 4? If you've already hit the max, those can't be transferred so we need a system for this to happen gracefully. The vast majority of players will stick to one style or the other and not do both. Not to mention that you don't lose the items, they are just in a remove only tab so you can get the items as you actually need them. There is no need to repurchase all the tabs immediately in Legacy. So they have to be purchased 1 time in Legacy, if you're planning on playing Legacy but start in a season, that's a total of 2 times purchasing the tabs and the second time around you have the advantage of very powerful characters who can farm gold at a very significantly accelerated rate from a normal season starter.
The only major missing inconvenience that I'm really interested in adding to the system at the moment is that the organization system for next season's tabs needs to be recreated each season. That would be ideal to be able to auto populate as you purchased them.
How well is the system equipped to handling multiple seasons worth of remove only tabs? I plan on playing mostly on seasons but if I decide to go check something out in legacy after few seasons do I need to be worried about crashing my game with the amount remove only tabs I've accrued?
It is set up the way it is specifically to accommodate that situation. It only loads the stash from 1 at a time via the dropdown menu.
Any advanced elaborations available for this question?
I'm not sure what are you saying on stash tabs... My main issue is purchased tabs with items under these tabs can't be delivered by merge button, I must purchase these tabs and move these items to original tabs again.
Having reselling be a thing allows for market manipulation. This way the most manipulative thing people can do is to just list things cheaper which gives new players a cheaper way of getting their items.
I understand your confusion with regards to needing to purchase tabs in each game mode. I don't know how else to explain it. It is necessary for the system to function smoothly as the seasons progress. Maybe you are unaware but there is a stash tab limit for each season and the same for legacy.
? Isn't a good thing that give new players a cheaper way to get their items?
I'm sorry, I don't understand what relationship between the stash tab limit and I can't deliver my items and tabs automatically...
You don't have to buy the tabs to gain access to the items. You don't need to remove the items all at once. They are still just sitting there, just like they were.
Oh your meaning is I don't need to build a new stash in legacy under the new season or EHG don't know why player have this requirement...
It's relevant to the sense of remove-items-only stash.
My problem to use the stash is I can't put my items back once I grab them and I don't need them later. These items in my inventory and nowhere to go, then I must rebuild my stash in the new reason by purchasing stash again followed the past layout. I don't know why I leave these items in that special stash instead of building a new stash in cycle... I still need these items, I just don't need them temporarily ๐
Once you buy a stash tab in Legacy, you do not need to re-buy that stash tab in Legacy.
Is the volume of items that you're using temporarily really that high that you can't afford to buy tabs at the same rate via normal play with your already supercharged characters?
Yeah I don't need to buy tabs in legacy(1.0 cycle), but I need to rebuy tabs in cycle(1.1 legacy).
1.0 Legacy is the same thing as 1.1 Legacy and 1.2 Legacy and 1.3 Legacy and so on. You need to buy Legacy tabs 1 time.
๐ค I guess I need to capture screenshots to explain my meaning. Sorry I still no idea what are you saying...
You have to buy your Legacy tabs. Once you have bought them, you don't need to buy them again.
#โโask-the-community message
This is not my point I'm confused lol
Then I need to switch my stash from 1.0 to legacy
Why? Why do you need to switch all your items from 1.0 to legacy? If you want to play Legacy, just play Legacy and if you want an item from your 1.0 stash then grab it when you need it.
I want to expand my stash based on the old one instead of owning double stashes and always switching for grabbing items... ๐
Ok, sorry, that's not how it works.
So yeah I guess EHG want players to switch stashes to grab items instead of integrating all of them on the same page. That's not what I want.
... odd question:
If you take the Falconers Mark node in falconry, and the giant slayer node (shotgun node) in Multishot, how do they interact?
Specifically, does the falconer's mark get triggered and grant the increased damage only on a single arrow, or on every arrow shot by the same instance of Multishot?
Falconer's Mark only triggers 1 time per application.
Giant Slayer allows multiple arrows from a single multishot ability use to each individually hit a single target.
This means that when the 1st arrow hits the target, Falconer's Mark triggers and is consumed. When the second arrow hits the target, it no longer has the Mark on it so it can't trigger again.
TL:DR it doesn't work the way you want it to.
regrettable, but thank you for letting me know ^^
Hi Mike, are you allowed to talk about the interaction between Titan Heart and ForgeMaster Might ?
(This is the spoiler you gave)
I'm not 100% sure without looking it up but I think it should work as written. If not, I'll make sure it has an explicit detail on the node explaining it.
The node doesn't say that you aren't using a 2H any more or to treat the 2H as a 1H but you are equipping a 2H weapon. If things that scale off using a 2H weapon don't work with Forgemaster's Might, that would get crazy confusing.
So 2H + Titan Heart + Shield

I will point out that the node's description does cut off mid sentence so don't get your hopes too far up.
Oo
Also, Titan Heart could have changed too. (I don't actually know if it has or not).
I was expecting "Less AS/CS" but it could be "Less Block Chance" or both
I expect it to be a popular option but it is designed to not be the obvious clear choice in every situation
Can you tell if its Forge Guard only ? (2nd half of the tree)
I'm sorry, I don't know if that information is public yet and I can't reveal new stuff like that without the OK.
It's one of those things that does get heavily debated in design meetings.
Thx anyway, I hope you had a nice Christmas.
I wont bother you any longer.
no bother, it was quite nice, hope you did too ๐
Want to know something about which stuff are debated heavily in past design meetings in monthly interview by Mike's one if it's possible.
Always interesting to hear how everyone in EHG work on their jobs
But I can imagine the hilarious scene is Wick and Mike always need to ask Judd can they spoil this thing but Judd always offline lol
why were the voice channel on this server deleted?
They can't moderate that efficiently
Mike, I appreciate Fury Leap more after playing PoE2 
Mike: Glad to hear that, but don't spoiler anything for me
Mike, in your opinion, what are the main benefits and tradeoffs in preventing reselling in Last Epoch? And if you're interested, the main detriments?
I've been thinking about this question all morning and I don't really know how to answer it. It's one of those things that when I think of an answer I realize that someone is going to think that I've mixed up "benefit" and "detriment". It's a very subjective topic.
The main reason that I like it are that it preserves the value of drops. One thing we want is for people to still be able to enter the market "late" and still enjoy a gear progression. Resellable gear also opens up "renting" a gearset as a viable option. I'm not personally a huge fan of that. The trading system for me is more about having the good stuff I find hold value even if it isn't something that I personally want to use. I want to get excited about a 2LP Herald even if I'm playing a Rogue and don't feel like making a Beastmaster this season. Playing the market isn't and enjoyable thing for me.
Now, anyone who likes those things will probably think that I've just given a great set of reasons why we should allow gear to be resellable. So I guess the detriment is that people who don't like it, don't like it.
do you have an estimate of the internal split between CoF & MG?
Not one that could be even remotely relied upon. I think I know 2% of the data.
I got two questions:
- Will there be a PvP battleground/map at some point?
- WIll there be a "Pause" feature like how it works in PoE2?
If it's a random sampling, that's plenty!
But I'm sure it's not
well it would mean that the split was 100%-0% soooooo
We would love to do PvP at some point. It's not something that is in active development at the moment and I don't know what style of PvP we would do yet.
Pause is a whole can of worms. It's one of those things we would love to have and we do have it working in offline mode but there are a few things that mean pause in online mode is a bit of a pipe dream for us at the moment.
That makes it seem moderately not random
yea, it's just 3 designers
I think Diablo 4 has a good PvP zone. Killing mobs there gains some kind of "currency" to purchase items. And on death, players drop all of that currency. (Though I know in LE, once we clear the areas, mobs don't spawn back there again)
Speaking of persistent maps, I'm curious. Is the fact that maps aren't saved when we leave them a "bug", or a "feature" due to wanting to maintain acceptable game performance? Or something in between?
Let's call it a missing feature. It's not something we are happy with but it's not something that we expect to work so I don't think it's a full on bug really. If I could wave a magic wand and have full persistence, I would.
Something tells me that's less than 2% of the data. Even with current player count!
question was about the internal split, not the playerbase ๐
Oooh! Thank you! In that case, 2% wouldn't be a representative sample even if it were random.
Are there going to be any changes to MG/COF in the upcoming patch, both in core design and qol stuff. Do you think they need to be polished more or are you already satisfied with then and wont make any changes in the near future
Also have you guys already make some measure to prepare for a MG market crisis if it happens(gold glitches/duping etc). I'm sure a lot of MG players want to know about this before starting a new season after what happened in the past
I can't really go into details yet so I'm sorry for the vagueness of this answer.
There are polish changes coming to both. There are more things we are planning to do with it in the future given other plans and the feedback we will get on each wave of changes too. We are very pleased with the overall idea and structure of the system but we are not satisfied with it yet. After the last market issue 2 resets ago, we have made many changes to the security and response tools for the future.
๐ Well I hope the boss can agree Mike to spoiler more details about upcoming changes in mg and cof...
I don't see any issue on current cof's frame so I'm curious about what new changes for giving it more favours.
To be honest, I want poe 2 can copy parts of cof so my loots can be more :(
Loot filters - I was using a loot filter from a build, and was surprised to see it as XML. I'm curious as to why XML over something like JSON or YAML? (I suppose TOML was too new to have been really considered when you first started). I literally do everything I can to stop my clients at work from insisting that my web APIs accept XML ๐
Id like to ask a question on this. What would be a possible CoF mechanic if MG would get to re-trade gear?
With there being such a long wait til the next major patch I'd love to see some big changes. Here's my wishlist that I hope you're working on.
-
Optimisation. The game is currently so demanding on even top end PC's
-
Achievements - gives the game a lot replayability, for me personally anyway
-
a more polished endgame, monolith grinding is just tedious to the point that I just end up playing something else
-
Steam Deck verification (this is very low priority but with you being so close to SD verification at the last major patch then hopefully it's now ready)
that's very good to hear! this answer alone makes the long waiting time worth it for me already
-
always being worked on. even if there are no specific call outs in the patch notes.
-
its on the list to do, there really isnt an eta on it specifically
-
also being worked on. one of the reasons for the 1.2 delay, was the feedback for a better endgame, so they switched design goals for 1.2
-
also, still being worked on (or at least working on it when back from holidays)
Also, this isn't really a question. A good post for #1210282176680169562
Happy New Year EHG and Team, hope for the best of Last Epoch on 2025.
Hey ! This question probably get asked before but didnt see on the Search fonction :
- There Will be steam achievement in near futur?
Just need that to come back in game ๐ thanks
Devs want to add them, no eta
Happy new year to you too ๐
Vlad is correct, it's on the todo list for sure. I'm personally a big fan of the achievements in civ games. I love seeing one pop up when I'm not expecting it. Like getting the 4 art masters in a city with sewers.
Obscure achievements are more fun for sure compared to regular things like finish campaign/beat X boss (well achi for pinnacle is still nice as badge of honor)
Those achievements are only interesting in that steam tells you what % of players have completed them
Yeah, it's the "easiest" way for devs to see what percentage of players have progressed in the game without explicitly making the client report back
And players get to see it, too!
I agree, however I think one of my favorite achievements is the first one in Deadpool from like 10 years ago. You get it from standing up right at the start and he comments on it.
what is the "intended" use of the campaign skip system? is it intended to be reasonable to use all three dungeons or is it intended to only be used once or twice in any given campaign? Is this going to be a part of all new dungeons going forward?
We intend to add several more dungeons, each with their own campaign sections to skip. We plan to have players pick some of them to do while leveling as an optional advanced player challenge. As we add more, some of their entrances will be in sections skipped by others, this will make it impractical to do all of them on a single character as it goes through the campaign.
is it intended that you will be able to complete the dungeon at the time when you encounter it in the campaign?
That is a hotly debated topic for us at the moment.
It depends a bit if we are taking about season starters or alts. Currently it's expected that an experienced player on an alt should be able to use them as they arrive at them naturally.
Currently dungeon keys do not drop until after each dungeon.
I personally like the idea of being able to enter T1 without a key, not get the dungeon specific reward or get a reduced version of it so that it can be used as a campaign alternate route on season starters.
got it, thanks - been doing an alt run and I normally just go through the campaign up until morditas and then dungeon skip after ~normal monos and then skip to the last act to get my faction but I've been taking the earlier dungeons and have some feedback but it's helpful knowing the dev goals before giving it. Will leave that feedback in the proper channel so it isn't lost
Happy new year Mike! 
Happy new year to you too 
Happy new year everyone!
why is eternity cache so dumb
why would you have a quest indicator telling you to explore deeper at the eternity cache, and when you go to the next room the dungeon is closed and you can't get your item
Thank you for your feedback. Just so you're aware, the item is not lost. You can go back through the dungeon and it will still be there at the end. So all you've lost is the time it takes and a key.
What's your 2025 resolution? do #news have like 2025 roadmap? because most of my time here are in #๐โoff-topic
the last #news post has a link to the current roadmap...
when can we expect the next eterra monthly? i'm excited for this interview mike has been mentioning
I still haven't finished writing it, I was told I had until tomorrow to finish it. I assume it will need a little time to proof and I don't know where the rest of the post is at.
Writing? You're writing that? Hah?....
I thought it was held as Wick asked you questions, you answered them and Wick recorded these answers with a recorder pen or maybe like a meeting...Then he wrote these amswers on his post
๐ฎ
Tomorrow is the deadline i guess lol
I just gave the WASD autohotkey script a try and its actually really good. I don't understand all the talk about new animations needing to be made that were discussed previously? If this was made natively its giving me exactly what I want. If the animations being referred to is having the character keep facing to where the mouse is pointing to like in PoE 2 then that's fine, don't worry about that. Its ok for the character model to turn when you move. Not having to constantly flick the mouse all over the screen is all i want.
Hell I didn't even notice that as an issue when i initially started typing this, life thats not important, the majority of us asking for WASD just want it as a quality of life to ease strain on our poor hand having to flick everywhere and clickclickclickclickclickclickclickclickclick
This is just feedback. It seems that EHG internally feels that the character constantly turning is not up to their standards. Besides, how does it work in edge cases? Very high attack speed, for example?
what does attack speed have to do with this? Well their standards seem to be leading them to doing nothing with WASD so id rather they lower it and deliver something like the script
WASD in POE2 is a huge game changer , i think it should be implemented here too
thats great #1210281911872786482
Will this be the year we get a hardcore only channel on discord? Yes I know this is better suited to #1210282176680169562 but I've already mentioned it there......several times..... As have others ๐ have a great year EHG
I pass on the request when it gets asked but I don't think it's something we have planned to do .
In theory isnt our character power capped? Once you get your BiS gear, Bis stats forged accordingly, There isnt anymore room to gain power?? Or am i missing something and player power somehow has the potential to keep scaling?
You are correct. There is a theoretical limit to the power that a character could possibly achieve. I do not believe that it is reasonable to expect any player to actually get to that point though. It is reasonable to get a character to the point where it has very little improvements available as once you have achieved very high rolls on the most important pieces, the power percentage difference per upgrade does slow down considerably. This point is extremely deep in the character progression process. So you've kinda just gotta decide what "finished" looks like to you. For most people it's related to achieving specific goals in the content like completing the campaign or normal monoliths or killing Abberoth.
are items in chests calculated when the chest is opened or are they already fixed as soon as the chest appears on the screen?
do EHG you think high-difficulty bosses cause players to find boss-pass service then use special item as the currency is a good thing or not and why, Mike?
When they are opened.
It has good and bad things about it. I think that if the fight is the pinnacle boss and it is carryable to the degree that the payer doesn't need to do anything at all then it indicates the existence of OP builds. It does promote community engagement and party play which is a good thing. It also can give players who are struggling with the fight the opportunity to learn the fight with a bit of a safety net.
I hope a new op build of runemaster exist in 1.2 then I can go on enjoying the rune pattern system 
It's relevant to weapon balance.
I hope new wands can influence wrongwrap's status ๐ค
The experience on playing runemaster is the best one for me but it's ruined after I realized the balance issue on wands and sceptres...
Is there another way to fix bugs other then the support forum it's not helpful the issue I have hasn't been resolved and multiple others had the same issue
use the forums, or ingame bug reports, to report issues with the game. there are also a wide variety of faq's here in the discord that might solve whatever issue you are having. asking in multiple channels is also not going to help things either.
What other faqs I look in the forums for fixes and found nothing just a string of people with the same issue
here in the discord. there are 3 seperate sections on faqs
all under the information section. like 3 channels up from here
Also is the bug with having an infinite loading screen common like I haven't been able to load in the game at all
I went to my VPN and saw it was auto enabling when my pc turned on
No but I have heard of people having issues with a VPN before. If you would like 1 on 1 support, please contact our support team through our support site.
!support
Let's work together to get it sorted! We've support articles and a contact form here: https://support.lastepoch.com/.
Are there any plans to release a pinnacle boss that is harder than Abberoth (or the same), and if so will it be in 1.2, or is it an unspecified time?
We do have plans to make harder bosses than Abberoth. I'm sorry, don't have specifics on them that I can share.
Harder than Abberoth means itโs so so hard lol
Aberroth with a fancy hat and
coaching from the sidelines, can't be beaten.
(I am also glad to see I'm not the only one who accidentally goes for the incorrect two Bs one R spelling) ๐
It went back and forth intervals for a while and I never remember which is right.
Is there way to see when in skill tree path isn't two way thing? Apart from just pathing and then getting blocked.
in Aura of Decay tree if I go right and take one point in rot weaver, seeping wounds and mana blight I cannot select icarian poison even though mana blight and icarian poison shows 1 point needed between them
same thing in Death Seal if I want to get to desperate shroud node and path it long way taking two points in pustulent presence it doesn't allow me to put points in desperate shroud despite it showing two points needed between them
the reverse works in both cases (so taking icarian poison and going to mana blight and taking desperate shroud and going to pustulent presence)
Since this is already second time I see this I'm going to assume it is not bug, though I did submit report on the aura of decay one just in case.
I'm just wondering how can I tell apart pathways that don't let you go both way on the skill trees
they are always supposed to be two ways. if you find it, bug report it
Is Heorot an insect?
the giant elk dude?
Yeah. 6 limbs, a head, a thorax, and an abdomen. Pretty sure hes an insect
I think he isn't an invertebrate though
Seemed pretty spineless when he got smoked by Rahyeh. JS
Idk about that one, hard to say he didn't stand up for himself
Any 3D models for unique armor pieces coming any time or those will be limited to the cosmetics shop?
eventually, all the unique armor pieces will have 3d art to match its 2d art.
the issue is with armor specifically, it needs to be adjusted for 5 different models, so, its like making 5 animations instead of just 1. so its pretty time intensive and not a huge priority over other bugs and games things. but it is on the table
I've been playing victor vran and really enjoying the ASDW movement. Will ASDW be added to LE?
Are there plans to improve co-op progression in the monolith corruption system for endgame?
https://forum.lastepoch.com/t/co-op-monolith-lack-of-combined-progression/66391/3
Any insight into why? Iโll stop asking now that I know itโs not in the cards but curious to the logic and reasoning.
will the waypoint unlocks for the observatory and the bazaar discussed in the Eterra Monthly be available for season starters or only for alternate characters?
Is posting the latest Vod of the dev stream on yt allowed ?
I'm not sure I understand but I don't think so. We will post it on youtube.
You have to be a member of the faction to get the waypoint. If no characters associated with the current stash are a member of an item faction, you don't get the option to join the faction until you reach it in the campaign. So you could get someone to warp you there on your first character but right at the start of the season, nobody will be that far yet.
If you're on an alt, you get offered to join when you first make it to the keeper's camp.
I think it's just a matter of not enough category specific discussions. Maybe if things were bussier around here?
I usually download the replay and watch it on a different app than the twitch app (because I find it very un pratical). So I was wondering if I could post it on yt and watch it there. But I will keep watching it on VLC ^^
Is there a reason the replays always come with a week or two delay ?
I'm sorry, I don't know. I expect because that's when it gets removed from twitch?
We made some decent adjustments to this in 1.1 which was after that post. Not sure if you've played with it like that or not. There are some more updates to it again. The way monolith progressions works is also getting updates in general.
always
Appreciate the reply Mike. Yes, last played was 1.1.3. The concern is around corruption being only gained for host player, then backtracking for party members. Not sure of the best solution that is also balanced from killing shades together but it makes the endgame driven on solo and not feel multiplayer focused.
It's mostly just an unfortunate side effect of previously not having a good way to lower corruption if a player got it too high from being hard carried.
That is what we assumed. There hasn't been a good enough solution yet plus other roadmap priorities. If party members could even get some portion of it, that might feel better but probably needs a curve and testing. Hope the team can think about longer term solutions for multiplayer progression in monoliths. Thank you!
Will the engine update feature DLSS and Frame generation?
Not initially. I know DLSS is an option in the new version that we will have the option to add.
Thank you!
Is there some hidden effect from the 2nd and 3rd points for Bone Armour node in the Transplant tree? It seems to do the same thing no matter the points invested.
No, it's just a bug that it has extra points to invest.
#โโask-the-community message
Do you mean the early stream had risks to spoiler something shouldn't be spoiled, so working game stream is shut down?
#โโask-the-community message
Me: ?????????
I feel Mike is talking something out of the earth
the photo you chose is excellent anyways, burst me into laughing successfully (except I want to trim the beard)
We were showing full on code being written and we were protective of that. There was an incident which I don't want to go into details on that caused us to pull the plug.
Any chance we could get an option to keep the text chat up at all times? Or maybe extend the time before it gets hidden? I love global chat in the game, but I feel like it disappears to quickly.
Oh my bad
all good. its just where the suggestions need to goto get recorded
So it is not on the roadmap currently? I mean is it in the works at all? Theoretically a full game release happened almost a year ago and I couldn't find anything about this in any forums, except, there will be models, once. And fact is, there are models in the cosmetics shop. On the Steam forum, this thing is not even mentioned in the 1.2 topic and that is coming in April. So is it fair to expect the models in question to arrive at an even later date? Q3, Q4, next year?
There's new 3d models for uniques every major patch. They just only patch like 5-6 every version/small amounts
they arent listing every single thing in the roadmap. it wouldnt be readable at that point. lol. they just list some of the bigger vague themed things on the roadap. its being worked on, its just not a super active thing above making new content, and bug fixing, and things that need to be done for the health of the game. mike just answered this in his dev stream last night. it will be done eventually
Don't know if anyone else has brought this up, but every time I log in with any Legacy character, several of my stash tabs are rearranged. It's a minor thing and easily corrected, but it happens every time and is mildly irritating. It's usually the same tabs that get shuffled around. If it helps, I have 7 Categories and the two that this occurs in have a lot of tabs (16+). However, there is one Category that has 22 tabs that this never occurs in. Yeah, I have a lot of Legacy alts and I'm a packrat.
I'm sorry, I didn't see the dev stream... Anything more specific than "eventually"? ๐
Ah yes, should have put it there ...
Pretty neat changes on ettera monthly. Keep up good work
No. But you didnt need to see the stream. Its been the same answer for a bit now
My game settings reset each time I log in. I just assume It might get fixed in the future.
Steam sync, cloud backup programs or not taking registry access permissions might be causing that.
Well, you said it was answered in the devstream, so don't put this on me. This answer was kinda spikey. Don't get into an angry hedgehog position just because I asked something that might be an uncomfortable question. The game was released as a 1.0 nearly a year ago, with clearly missing parts. I bought it in early access, around 3 weeks before release and left it because of varoius reasons. I came back after about a year and I can see there are a lot of developement went down but I find this aspect, the mentioned models still missing, rather unpleasant to say the least. Also the topic itself is kinda walked around. As you mentioned "eventually" has been the answer "for a bit". That's why I tried to ask it here. Eventually the Sun will turn in to white dwarf, so let's just say this is not an answer, so there is no answer for this question now, if I get it right.
Now this is quite disappointing as this is quite an important aspect of a game like this, in my opinion. I bought the game in early access in the hope of getting a full game in 3-4 weeks, not in something like 1,5-2 years. But the cosmetics shop is up and running, so what could go wrong.
We make new unique items faster than we can make the 3D models for them. We don't want to reduce our rate of development of gameplay elements.
Uniques which don't need to fit a character are way easier to make so we prioritize weapons and shields.
We add both cosmetic and earnable (normal in game) models every patch. We get at least 10x the requests for cosmetic mtx armor than for the uniques.
10 times more people want to buy cosmetics than have models implemented for existing items? Now thinking that I am this dumb is really insulting. I'm gone, good luck with your game in the future. Bye,
That's just statistics.
They're already doing the work to implement the models for uniques.
I think you miss that mtx means you can apply a look to any armour item, while a unique item 3d model is only applied to that one item. It thus indeed makes a lot of sense to me that more people request the former.
Well I'm sorry to hear that but please let me clarify because that's not what I said. The people who want cosmetics are much more vocal. We get more requests for cosmetics, I do not know which group is actually bigger. And still given that feedback from our players, we don't put a proportional amount of time into development. We put more into non-purchased things.
I would love more cosmetics tbh. I just feel all original model sucks XD (including d4 Poes and etc.)
I want more cosmetics because I want to support the game's longevity but none of the current ones do it for me
What would you want to see?
all I need is wasd and floating armor set, so that I float instead of walk 
lets keep the channel to questions and answers please
I was told by support to speak to a dev. Is that at all possible to arrange as a private dialogue?
not here. you can try DM'ing modmail and they will get back to you. but support is literally the devs so its a little weird support told you to come to the discord
Okay, thanks for the tip. It's a little weird that the support and the devs are the same people, when we're literally speaking in a channel named "ask the devs, NOT support" ๐
support people are devs. not all devs are support.
this channel is for not support and actual game/game dev questions (or just questions for mike, since he is normally the only dev here). could you imagine a fully open support channel? nothing would ever get done, it would just be a mad house of constant people asking for support getting flooded and buried.
If skills MTX is going to be introduced, which ones might be introduced first? Is it possible to decide through a community voting survey?
well, we never decide anything through a straight up community vote. It's also too late to change which ones will be first.
Are the skills related in any way to which skills are getting more touch-ups in 1.2 or just based on whichever you guys had inspiration on / happened to be ready to go?
And if they make it to 1.2, would that be something we get a spoiler on pre-update with cool showcase gifs, or we need to wait on?
Gestures towards abberoth survey
what about it?
You decided the time it would be unavailable through community vote
It's a combination of what skills are popular, getting updates, and difficulty.
No we didn't. We planned to have a time delay and then thought that it would be a good idea to take the pulse of the community. We then used the results as though it were another person at the table in the discussion. I can understand that it might look like we're just blindly following the poll when that happens but we don't.
Mike, what's your opinion on Isometric ARPG getting much more popular in the past 3 years? I mean with Last Epoch, POE 2, D4, D2, Grim Dawn, Minecraft Dungeon and Diablo Immortal rules the genre?
hey guys, not sure if this counts as support, but is the content of stash tab sent from server to client only when you click the tab? if so, would you consider preloading the stash on character login or something? I have some tabs with lots of items (rings, amulets, etc) and it always lags when I go to them and it starts to be annoying really fast
this kinda of performance is always being worked on...if/when it happens, in game bug report
That's not actually the cause of the issue but yes it is a problem and we do have a solution for it coming.
It's one of my favorite things of the last few years. I'm sorry, I'm not quite sure I understand the question. I'm thrilled that my favorite type of game is more and more popular and more of them are getting made. Being on a team that makes one has been a dream come true.
is there any appetite from the team to make personal items relevant in the endgame? or are they strictly intended as leveling gear? Some of them have quite interesting effects that just get completely neglected in their current state
we have a lot of major release on Diablo like games. I'm fairly excited that i could shuffle those games without getting burn out. the game is great, and other games are great too.
Is it possible to double convert ignite chance with maehlin to bleed and the bleed chance to poison with Umbral blade tree?
Converts only work once. Once a thing is converted it cannot be converted again.
When crafting in LE i feel like when i shatter an item ive pumped shards into i get most of those shards back. Is it weighted to give more shards on an item you crafted on or am im just lucky?
They are specifically targeting leveling. It's possible that we could use some of the effects again.
Just lucky, it doesn't know how the item got to the point it is.
Well i would rather be lucky than good i guess ๐
Always
Any plans to update spell animations graphically, Poe 2 spoiled me too much lol
Yes, every major patch comes with various vfx updates.
If i use umbral blades recall on shift node, will the recalled blades scale with nodes that would buff shifts damage? for example using flow and trigger with shift or coated blades that will make shift cost more mana (if specced into the melee version) and then deal more damage ?
or rather, will umbral blade inherit damage bonuses that would be granted to shift upon recalling the blades when having the "Nightmare dash" allocated ?
Once the initial blades are sent out, they have their stats. Those stats don't change after that.
Also, just in general triggered specializable abilities don't inherit stats from the triggering ability.
Random: has there ever been any talk around making it so mob placement / density is random vs static in campaign? Or am I dumb and it it already is in some aspect?
Hi, is this the right place to inform bugs, suggestions and issues? I have already submitted via in game ticket but was wondering if i can respond them in here too.
Feedback and suggestions can be posted here: https://discord.com/channels/368953963267096586/1210286422964043896
Bug reports, if you've already submitted an in-game bug report, can be posted here: https://discord.com/channels/368953963267096586/1210283526210191380
Thanks.
i always wanted to ask, to the point im doing it here, why heorot on the loading screen holds his polearm like he's offering a joint
like i mean no offence but it definitely makes it funny enough the fact he's a powerful god goes to a back plan
Because sharing is caring? I have never noticed actually haha.
It does have some minor variation already. Early on it is pretty static. We are adding more procedural elements and I think you will be seeing more and more.
Will the gaining a black arrow from phase point interact with โpicking up a black arrowโ nodes from dark quiver? Or does it bypass that effect? It reads like it shouldnโt but cooler expected behavior would be that it either does or drop one right next to you
Thats music to my ears.
Unlikely but not impossible.
swarmblade form has a node which allows you to attack your hives - are you able to crit while attacking them? no damage numbers show up so my assumption is no
It doesn't register damage, so no.
Which seemingly innocent and tiny feature revealed itself to have a huge amount of work attached to it?
WASD movement
I guess it has to do with making the animations look good for WASD while not messing up mouse movement?
Yup
would love to see that please implement would be a fun easter egg
but then again QWERTZ and QWERTY will be fecked
im immune to all damage and cant attack ? anyway to fix thgis tried to re logg and restart but keeps happpining?
am i crazy or is covenant of dominion very overtuned damage wise? i keep getting oneshot on a character that can tank almost everything else at the same level of content while covenant often does like 150% of my max HP in a single hit
if you think something might be bugged, please do an ingame bug report. even if its something like mob dmg. even if its not bugged, it will still let the devs know its not being telegraphed as something super dangerous
that being said, its explosion is quite powerful. avoid that, should be fine. big expanding circle.
alright, will do
i find it hard to see the circle at times when my screen is full of squirrels tearing everything apart
any chance to get an earlier preview teaser on some 1.2 features/changes? i know big releases get most info 1-2 weeks prior when everything is set in stone but 4 months is still SO far away
all the teasers from the dev streams are in the last few #eterra-monthly posts.
#๐โoff-topic message
I want to ask why we can't wear more than two rings in le lol
Or why double ring slots only is the common rule?
Iโd imagine it would make gearing an absolute nightmare and also youโd have to drastically reduce the stats each ring would provide to balance it out.
arreat summit explained it well
https://classic.battle.net/diablo2exp/items/ringsnamulets.shtml
#๐จโask-the-devs-not-support-no-bugs message
(Basically the D2 answer linked)
arreat summit got that too, you cant have too much jewelry in close proximity
you probably could wear three rings on one hand. Just conventionally its one amulet and ring on each hand
idk how that works with multiple travelers around or them high-fiving though
OMG! I've been saying that for years and I had no idea where I got the idea in my head from. I knew I must have read it somewhere though. I used to read random pages on arreat summit all the time as a kid. That is definately the source. Thank you.
And cyborg with the link to a quote of me basically copying that site.
Does "Cast on X", like Cast Smite on Hit on Palarus's Sacred Light, pull from Smite that you've leveled up, or does it only use a base-level smite and then use modifiers to things like spell damage.
Uses the smite you have specced, if any.
Hi Mike, during the latest dev stream you briefly mentioned the 2h + Shield node, and said it allows for Staff + Shield
But the teaser you gave us a wee while ago clearly doesnt say Staff
Did you mispoke ? Did the node change ?
I'm sorry, I mispoke. It is just the above mentioned weapons.
follow up question, do all passives for two-handed weapons and shield work with this? ( basically does two-handed qualify as two handed weapon when technically being used as 1handed)
It should work. The property of the weapon doesn't change depending on if this is active or not.
My game crashed in a loading screen, and now it doesnt want to start on this character anymore..... i am trapped at the loading screen for the past 25minutes now and nothing pls help
try doing steam verify on your files, that usually helps with issues like these
try and get back to you
it worked thanks
nevermind it does it again....
But this time in the loading screen to the Storerooms
I'm sorry but we don't offer support in this channel. If you'd like some help with the issue, please contact our support team directly.
!support
Need a hand? Just head on down to https://support.lastepoch.com/ for support articles or to reach out to us directly.
One question on the WASD support, you mentioned you guys are working on that.
Will it be possible to use left clicks as moving alternative in between, or would it look in LE rather same as it does in "the other game"?
A friend asked me to play that campaign over there once, and currently I'm really torn on that WASD thing. On the one hand it feels kinda nice sometimes, but I miss that I can't use the mouse for longer moving parts or in towns f.e.
You can say PoE here, you won't get in trouble. We are in early experimentation with WASD. I have no idea if it will actually make it into the game. If it does, I do not know when that would be either. If we do decide to implement it, I hope that click to move would still work at the same time.
Dodging the name was rather a joke. ๐ Playing PoE showed me once again why and how much I love LE!
Great to hear, that you would aim to have both working at a time. Crossing fingers!
If you manage it, once again you would set the highest standard in the genre.
Just to make sure expectations don't run wild. I wouldn't expect it for 1.2.
Easy! I only expect clear communication, nothing else. And mostly you guys are brilliant at that (one exception with the back and forth on the reset/event)
Every feature is a bonus to me, and it comes when it is done.
For the purpose of counting as full life, if I have life draining effects but more life regen than I am being drained will I count as being full life?
Or does life regen stop at full life making me constantly swing between full and not full life ?
Is the numlock autocast thing working as intended and if so why not add an autocast toggle for skills to not have players toggling their numlock(and forgetting it was toggled)?
its not a intended gameplay mechanic inside of LE. its a windows feature. they would rather just design skills to have better qol than have players rely on something outside of the game.
This is not an operating system thing, its a hardware feature of keyboards.
Ayutthaya
Stonehenge
Mesa Verde
Sigiriya
Masada
Hampi
Pompeii
Tulum
Ephesus
Ellora Caves
Terracotta Army
Chichen Itza
Acropolis
Bagan
Tikal
Karnak
Borobudur
Teotihuacan
Moai Statues
Colosseum
Great Wall of China
Petra
Machu Pichu
Angkor
Giza
Question, is temporal sanctum inspired by any ancient ruins on this list? if not, i want to know which ones are the correct answer :)
Laceration node from the spirit plague skill tree gives chance to inflicted by bleed on the enemy, does that 150% bleed coming from the skill effect scale with de more damage from spirit plague or does it scale with the damage multiplier from skill inflicting the bleed.
Have you guys tried PoE2? Anything you see and go "that's cool, we should do our own take on that"? I know GGG has said they took inspiration from LE before
ok yall. im gonna clean this up a bit. this isnt a place for conversations. you just bury the questions for Mike. please talk in the appropriate channels
Given that we've seen new designs around triggered cast cooldowns with palarus' sacred light and dragorath's claw does the team have any plans/thoughts around a rebalance of older triggered casts as a whole? A lot of old item-based triggered casts have incredibly limiting cooldowns and there's a few build defining triggers (advent of the erased's ward on haste trigger, summon bear's retalitory thorns trigger) that have had 1 second cooldowns added which completely removed their ability to perform in builds.
By any chance will we see a sneak peak on sentinel rework?
there have been several sneak peaks - you can see all the leaked nodes in the recent #eterra-monthly posts
There are lots of neat things in PoE2 that I would love to be able to do but just can't. One thing that I really like is the tooltip pinning.
We are always looking at the balance of items like that. I don't know of any specific plans for those items.
is there technical reasons why those previously cooldownless triggers had 1sec cooldowns put on them instead of something lower (fully understand why having no cooldown can cause technical issues) considering ring of the third eye started seeing considerable use after them with no changes?
It'll be affected by spirit plague, not the skill that does the hit.
Not a technical reason, no.
Does the US designation of Tencent as a Chinese military company change how EHG views their relationship with the company?
That one is a little above my level. Our relationship with Tencent is not very active.
PLEASE wave a magic wand on this. I beg.
Question about when can start playing with VPN, atm itโs when VPN is turned on then loading screen is forever?๐
Question when coming lootfilter sounds for dropps so we donโt leave something good behinde, when itโs dropps off screen?๐
Question do we get one day different skill skins?๐
yes
It took me a long time to realize that you don't even need to click the pin (sometimes the tooltips won't stick, which prevents you from doing that anyway), you can Ctrl+click on the keyword to pin its tooltip. Life changing. Or some hotkey combo like that, it has already been several holidays since I played. ๐
what's pin?
Don't think it's a bug per se since it works like it should, but the instant cast of Aerial Assault passive from falconer together with the Storm on the horizon node makes the cast time instant and it does lock you in an animation timer the same length of the intended travel time (i think). But is there a stat that would decrease that timer ?
Is this the "instant cast of Aerial Assault passive from falconer" that you're referring to? I can't find a way to make AA instant.
It's still possible that we might add that. No ETA.
Some VPNs are fine and others don't like our networking. I'm not sure what the root of this issue is.
The way that our tooltips work, this would mean a complete restructuring of how our tooltips are made. For example, currently, when you mouse over different nodes, the tooltip you see on each is the same object which is being moved and changed. In order to have multiple node tooltips on the screen at a time, you need to be able to create and destroy tooltips on the fly. (There are other issues too)
I assume there is no way to play older versions of the game, downgrading thru steam?
Sorry, no. We don't host any old versions of the game.
Why are supporter pack purchases not available offline?
Do you mean that the cosmetics from those packs not being usable in offline mode?
was worth asking! thanks for the reply
Yeah, cosmetics being available offline. I purchases them expecting they would be available but they're not.
I'm not certain of the underlying issue really but I far as I understand it, it's essentially it's a security thing.
Seems odd to worry about the security of an environment that people are free to modify as they please but fair enough. Thanks for the answer.
any idea what the 8g patch today is mike? way too big to be a backend/server thing?
unique design question, was world splitter specifically designed to specifically not work with warpath? or was it just not feasible to make it interact with both mana cost and channel cost?
I'm not 100% sure because I haven't seen an announcement go out yet but once it's in, the auto-generated log file shows the engine version being used at the top...
lol. alright
What is this 7Gigs patch ? 
I'm just guessing but I think it might be the engine update. I'm just running the update myself to check.
Yup, from the log file: Initialize engine version: 2021.3.42f1
So what's new about the engine then ? ๐
It's mostly giving us tools to be able to do cool new stuff in 1.2.
Almost everyone won't be able to notice a difference in the game today. This is a stepping stone.
ok, nice ! thanks Mike
So no DLSS? ๐
Not right now. This lets us add it in the future but doesn't just automatically enable it.
Aah i have a hard time reading apparently. I assumed it counted for all falcon commands. because what ends up happening is that you can aim -> press the key -> instantly your falcon moves -> character gets stuck in animation for about 1 second, while there is a delay before the storm comes out, which can cause the falcon to teleport if you are moving your mouse too quickly from the spot you were aiming at trying to run from a dangerous situation. which left me to wonder if there was a way to lower that cast timer :)
We did notice that it wouldn't work by default and decided not to adapt it to work. It wasn't initially designed with that intention but we aren't mad at it.
I would expect attack speed to lower it.
I've tried +-80% increased melee attack speed, cast speed and my character has over 100% increased throwing attack speed nothing changes me being locked in a 1 second animation. would be really cool to see it scale with throwing attack speed (definitely not biased)
oh I see what you mean, no, that "move duration" doesn't scale with any stats.
And that move duration is being used as a pseudo cast timer for casting the storm because you cut out the traversal part with that node. which actually makes you very vulnerable because now you're stuck in a standing still animation for about a second and you can't animation cancel it with any skill sadly.
WHY I HAVE UPDATE? 7.3GB he he he
aha ok
can we ever expect to be able to see our cosmetics on the character select screen? it's the best view of our character we can get it's a shame we can't see what they actually look like if we've customized
It's on the list. It works in the editor but not in a built version of the game. I'm not sure why.
If i use the runemaster passive that converts armor shred to frostbite for cold spells, will this also work with non hitting cold skills to inflict extra frostbite like glyph of dominion ? i assume not but ..
I dont recognize that bow mike.
It will not work with glyph of dominion. I don't think it works anywhere. I can't think of an exception but it's not necessarily all non-hitting. Like I could make a non-hitting ability that got this conversion but I'd have to jump through some hoops.
Could have sworn that was on live already.
Damn! Missed it
I have no idea what youre talking about.... i didnt see anything
i was pretty sure it was a an old skin, didnt think about inspecting it XD
I'm pretty sure it was very old (2018?) I deleted it just to be safe though.
That could be it. I personally have never seen it and the only bow cosmetic i was aware of is the void looking bow.
Yeah it was definitely this
What happens when you stack over 100% of a "damage taken as" stat? If I spec fully into the upcoming teased VK passive for 50% of elemental damage taken as void and then also equip Bane of Winter which gives 100% of cold damage taken as physical, how does the game decide what to do with incoming cold damage? Is it normalized back down to 100%, some order of precedence, or something else?
It has a distinct order which happens every time. It doesn't do more than 100% and extra is just forgotten about. I believe the order is left to right on your character sheet. I don't know how elemental fits in with cold as a competing factor.
Thank you! So if I'm understanding right, incoming cold damage would be taken as 100% physical in that case and the 50% to void gets dropped off since there is nothing left to covert at that step? (Since physical is farther left than void)
I don't know how elemental is handled in this situation.
If you had 75% of cold damage taken as physical and 75% of cold damage taken as void damage, you would take 75% cold as physical and 25% of cold as void as there is just 25% remaining.
physical > void? alphabetically?
Hey EHG,
Im a software development student, term 3, cohort 12 with keyin college, right now Im learning advanced programming concepts with Java, last term I learned how to use react, vite, and some basic programming concepts with python.
Now we are starting to work on backend development, servers, databases, APIs, etc.
Iโve been an avid arpg lover for a long time and Iโve always wanted to dip my toes into game dev, now that Iโm starting to work in data analytics, what programming language would be the most useful to know? I have foundations in Java, JS, Python and I am aware of SQL for database usage.
Any tips on concepts I could look into learning?
character sheet left to right
that makes sense
If you want to get into game dev specifically, the best thing to do is to start a "just for fun" project. Get a feel for it. It's a very broad category and there are different options for different tasks. Personally, I spend 99% of my time in c# these days but it's different for different engines. Specific individual languages aren't really the most important thing. Code operational efficiency is really important so learning where you can make the biggest efficiency gains is a good thing to get used to.
Sometimes it can be little things like ordering terms in a conditional to check things like a bool before doing a more expensive check like if an object exists or not. Just getting in the habit of these efficiency gains is really good.
Thatโs where I am with learning databases. Learning how to keep data structured efficiently and cleanly.
We are also getting into data normalization with Java.
Simple efficiency for my last QAP was learning arrow functions and elif ( ? : ) shortcuts.
One thing I really fail to understand is that all these employers out there ask for experience but also want a degree in computer science, I have yet to net a job within the tech sector, so I have very limited knowledge and experience when it comes to real life practices of efficiency, but would you say it more about learning how to work with the tools your given by said company? Or would it be more of knowing it all before applying.
Like whereโs that median. As a company, what would you look for in an employee, as an employee of said company, what would you expect from a coworker just hired?
Did the recent patch come with any bug fixes or gameplay changes, or it was purely backend?
It entirely depends on the position and the company. I think most established companies with a live product are looking for people who can hit the ground running. Generally that means people with relevant experience and education. I was in your position in 2018 and found it quite difficult to get my foot in the door. I made a couple apps and managed to find Epoch just as it was starting and were accepting all the free help they could get. I'm not sure what the more "normal" entry path looks like really but I expect that it would be to a position where they expect you to have programming knowledge from education, some minor experience with personal projects and are ready to be taught the specific technologies that the company is using.
Technically neither. There was no backend patch that went out today at all. The engine update didn't change anything about the game either. If it wasn't for the patch being downloaded, nobody would probably have noticed.
Well I have my portfolio online and hosted through GitHub, so Iโm half way in the door hahaha.
Im working on my own simple python text adventure game right now, im also working on compiling VDF for a project im calling SDCCL. It stand for Steam Deck Comprehensive Controller Layouts, right now itโs a working idea that compiles vdf files into injectable entities that can be uploaded into your steam client, hopefully I can get to the point that you can click a button and it can download a layout with the selected options implemented directly into your layout, and it applies it to the selected game.
My hope for this is to bridge the gap entirely between controller and keyboards.
I just wonder if that would be something to display on a portfolio.
I appreciate your realist response too Mike, Im just getting into programming, im almost finished with my schooling, im looking to get work but I have no idea what to do or how to do it.
Itโs a bit daunting not knowing what the future holds, I know EHG was born out of Reddit and a community of coders and programmers, so Im just trying to find that community haha. I donโt mean to be โthat random guyโ
It sounds like you're well on your way. The things in a portfolio that hit the hardest are finished products that have been released. A single tiny little game that sold 5 copies to your friends and family is better than a dozen ambitious and epic projects that almost took off.
I don't recall if I didn't have 2k resolution selected after I got my new monitor or if I had tried it on earlier versions and it did not run good enoungh. I'm running it now with the new patch and.. OMG
Sounds like a good "OMG" to me.
Yep, would the engine update have provided any increasevisuals just by virtue of the update?
It really should not have done anything at all. It is possible that some unknown hidden conflict with some other software could have been causing problems behind the scenes before or something but we didn't do anything to specifically improve this.
Thank for your kind words Mike, really makes me appreciate the work you and the rest of the team put into epoch.
React has been my best friend as of late and Iโve taken a lot of inspiration from RuneScape, as that was coded using JavaScript (the language I use the most) and can see how I can change my python adventure game into a animated web based game. Learning how to make that transfer is the next step.
Again, thanks for your kind and helpful words, if you have any side projects or projects that are open sourced and could use some free help, Iโd be more then happy to attempt to contribute.
(Thatโs not me asking for a job either, im just offering my skill set tho itโs probably not useful)
I wish I had time for stuff on the side haha. You might have success with some modding projects too. I don't know of anything specific but I dabbled in some modding stuff too. It's a neat way to get some small finished projects under your belt.
Interesting you mention that, Iโve been getting really deep into grim dawns modding scene, crate provides a zip tutorial for modding the game included woth the game copy, so Iโve been playing around with the tools they have made, itโs pretty interesting.
And youโre right! I definitely could add mod projects to my portfolio!
that's relevant experience right there
is it intentional that void knight's passive Avatar of Regret's increased mana cost is applied to the channel cost of warpath? I don't think it used to do that
Probably changed when the mana regen started to work during channelling.
i'm pretty sure it didn't... i played warpath that patch and don't remember needing to get mana regen just to sustain the channel
Added/subtracted and increased/reduced mana cost applies to all channel costs, it didn't change any time recently
(Edit to add, you might be feeling the cost increase more now, since it's harder to hit 0 channel cost with +8 being added to the base during the above mentioned change)
guess i'm just mis-remembering becuase i definitely played warpath (multiple times) since the change to channel costs but i guess i must have just taken a single mana regen roll somewhere to sustain... seems a little odd that "increased/decreased mana cost" affects channel cost but channel cost doesn't count as a mana cost for world splitter
Before you probably brought the channel cost to 0, costs are calculated the same as other stuff like damage, added/subtracted costs first, then multipliers like increased/reduced costs. So you got 0 cost increased to 0. Now net zero cost is 8, which can get increased. You can offset it some by lowering the channel cost more, too (it's even still possible to get it to 0 cost with investment).
Shhh Mike, our side projects are what people generally call "Real Life" ๐
I'm sure my wife would love to be called a "side project"
Please please consider adapting it to work with Warpath. This skill could use some love. Being essentially stuck between Apathyโs Maw or ignite Warpath to make the skill feel good is rough. World Splitter is such a cool item.
As long as that project word dosnt get replaced with girl. That's when you get a real problem
Are you going to implement some minor patches before 1.2 so people can test it or everything is saved for aprili?
@marsh birch https://discord.com/channels/368953963267096586/1230892813701349466
You can ask questions here instead of DMing me about it.
The next content patch that we do a wide release on will be 1.2 in April.
We have a community tester program (CTs) that get tester builds. They actually have gotten access to several 1.2 preview builds already.
Are there any plans of implementing player guilds/clans for 1.2? Will ingame achievements be added to the game to give us more stuff to hunt (if you enjoy chasing for that 100% completion)?
Those are things that we are interested in implementing. I don't have an ETA on either.
since skills snap shot their damage does that mean that increased damage while channeling wouldn't affect non-channeling skills with cast time since you cannot be channeling until after you've cast them? As example casting chthonic fissure and then channeling ghostflame wouldn't give the increased damage for the ground dot or the spirits and torment they inflict?
yes and yes.
Hello are you able to help us when we are stuck in offline mode in mainquest ?
like you're not sure where to go or you think you've hit a bug?
a bug the defilled wood map quest for monolith the last ruin i got 0.05 frame/sec on specific caracter i tried everything and nothing change, i've make a report bug
yea, not much I can help with on that, you can try respacing or wearing different gear to try and find the specific thing that is causing the issue
gear can be the problem ? well i try to be naked and nothing change
I saw the community item hunt post. Thats a nice helmet and sword. What do they do? I gotta know.
are you talking about stuff here?
Yes the helmet above the C and the sword in the top left.
Weird question maybe, but is the reduced damage taken cap for DoT also 85. because lets say i have 85% reduced damage taken from armor and i somehow have >100% mitigation from armor works on damage over time could i then reduce more than that 85% cap from armor
It is set so that you can't gain full immunity.
Side question, healing effectiveness only scales the health gain before conversion right? will this healing effectiveness also scale 50% missing health gained from aerial assault on falconer to 100% with 100% increased healing effectiveness?
And how exactly would the ward gain work on rip blood's arcane fortress. as it states the ward gain doesn't scale with healing effectiveness, but both nodes inside rip blood don't specifically mention that they give healing effectiveness, quenching will give 20 extra base health per blood orb and hematology says it will increase the health restored per int but isn't stated as healing effectiveness. So one would assume that those both would scale the ward gain.
might be an unanswerable question but... are the upcoming dungeon changes just focused on the actual dungeon layouts or are the rewards being tweaked as well?
Just wondering if LE will ever come to console? Iโve spent countless house playing LE and itโs my top game on steam. Currently I have transferred to a new line crew at work and have to travel frequently now unable to bring my desktop pc with me. Iโm only able to bring my xbox and wondering yโall will release it on console? If not would steam deck be an option? I donโt know much abt it or how it would handle LE on the go.
at some point in the future, it is wanted. there are no solid planned out timeline for consoles tho.
it is already playable on steamdeck (its just shy of verification on it). thats kinda the first step for console versions
Thank you, iโm unfamiliar with steam deck and how it works. Is it reliable on the go traveling from state to state? Does LE run good on it or do I have to worry about frame drop and lag?
I still don't get it why in LE the endgame mechanics must be so damn punishing for death. Just one try per Boss, One Shots, lose โeverything mentalityโ (Entry Token, Stability, Loot etc.). Rather make the bosses harder, but get rid of almost all death punishments, a good example here would be Elden Ring, die, learn and try (die) again. Or World of Warcraft, die to the boss, walk in โbuffโ and go again ๐
In LE pinnacle/harbingers/dungeons encounters made me quit playing the character (just made a new one) because itโs just not fun, I donโt get the chance โto learnโ the boss, when I must farm x hours again for a try (or farm hours in advance). And on top of that, entering the fight blind leads to being killed in mere seconds without any clue whatโs going on. Also forcing me to fight a boss upfront another boss, just delays my chance to learn the encounter and feels like a chore.
The question I have already had for a long time in my mind is, why did you decide to implement this in LE on different endgame activities?
i dont have a steam deck so i cannot personally attest to it. lots of people play on it tho, pretty reliably as far as i have heard. the biggest issue i have heard of is the control scheme...controller is always worse for arpg's. but it is being worked on.
i do believe there are reddit posts about it. and if oyu do end up needing help, reddit and #โโask-the-community here are normally good spots
perfect! Thank you so much. Iโm gonna do some research on it and if itโs reliable iโll save up a paycheck and purchase it. iโve been grinding Diablo 3, 4 and poe2 on xbox. Itโs not horrible to play these games just easier on pc. Thank you for the help
It's a good middle ground to give softcore that hardcore "it really matters" feel
But i would assume a softcore player don't needs/wants this "it really matters"-hardcore feel, otherwise he would play hardcore? Why force it on me in softcore?
The stability loss from timeline bosses is very minor and you can farm up a little more very easily to be able to do multiple attempts straight back to back.
You don't encounter back to back bosses until you've already beaten them once so you should have learned them a little bit the first time around and the second boss shares mechanics from the 1st for even more learning. This is also a deep end game system that we see mostly more experienced players reaching. You can also disable this before starting the fight.
With regards to the entry token being lost on death, we put systems in place to set you up with multiple keys before you try the harder versions of them. Now, the dungeons sending you back to the start of the dungeon is one spot where we agree it's a problem that we are addressing. However, again we expect that a player's first experience with a dungeon will be when they are very significantly over leveled for it and can learn it easier. Those fights also leverage the mechanic we've just spent the entire dungeon hammering into them. The mountain is the least obvious in this regard and his big slam is not 1 shotty when you're overleveled so there is a problem there where people do it on T1 overleveled and don't learn the fight because of it.
I would argue that the stakes you put up to potentially lose from an encounter like this is very minor. The refight time is the biggest issue and one that we are addressing in 1.2.
There are some indirect subtle adjustments to some of the dungeon rewards. The dungeons aren't getting the procedural generation treatment just yet. We are introducing that in its own system first. I would say that it's mostly flow improvements. Like reducing the friction in the system.
it does not affect aerial assault percent current missing health restore.
quenching and hematology both apply to arcane fortress.
Thanks for the detailed answer! I really, really appreciate the feedback you give players as a developer all the time! Thatโs what makes me always keep an eye on you guys. If I may add some more details.
Youโre right about the stability, itโs a minor thing to do. I was more referring to the Abberoth fight. I need to fight 2 Harbingers to try and learn the fight and in the worst case I lose the token without even trying Abberoth. (Which btw. lead me to make a full meta build new character to even go and try him, which I than abandoned because the grind for the proper gear was just a mountain too big for me and Iโm about 500 hours in)
So you mention the harbingers are some kind of deep end game system. Is this something โcasualโ players should encounter? Because disabling them means (which I did in the end) play Cycle 1.0.
Regarding the dungeon experience, I think most players (including me) learn nothing from T1-3, because the first time I went in, the bosses just dropped within seconds. Playing PoE2 lately the campain there is very, very good at teaching boss mechanics, maybe you could get some inspiration from there.
P.S.: I am really looking forward to Cycle 1.2. I can't wait for more details on this ๐
Yea, I kinda left Aberroth out of it because he is the tippy top and I think it's appropriate that it's a difficult fight with stakes. It's possible that it might be too hard. I do think we just need more bosses at different difficulty tiers so that you have more steps on the ladder. We do still make sure that you have at least 10 keys before starting that one so you can do quick iterations to learn the fight and you've been learning the harbingers on the way too.
I don't have exact data on it but I think that most casual players never fight a harbinger. It sounds like you're a more advanced player in general.
I do agree on the dungeon learning front. That's what I was talking about with being overleveled. The dungeons are the biggest place that I think has this issue. We do try to make the big boss mechanics rely very heavily on the ability we've just forced you to use a whole bunch.
Well I wouldn't consider myself an advanced player, since I get way to often oneshotted by harbingers ๐ The thing with punishing deaths like the harbingers/abberot is that the most players will either skip the content entirely or just look up a meta build which is able to "one shot" the bosses (which I did). That's why i wanted to ask you about the intention/vision behind it, because for me LE was always the sweet spot between "hardcore" PoE and "dumbed down" D3/4. Do you plan some kind of "Training Bosses" for the Abberoth fight? (e.g. lesser abilities)
Not really, this is the tippy top pinnacle content. If you're even making it to the fight, you're a very advanced player.
Thanks a lot for your time ๐ I can't wait for 1.2 and the WASD patch. Keep up the work!
Just for the record, WASD is still in a very early internal only experimental status. There is no guarantee that it will be released, let alone a timeline. It is a very hotly requested feature and we like to give our community what they want. We just aren't quite ready to commit to it yet.
AoE doesnโt scale the โrangeโ of flame reave or does it ?
not the range, but the width of it...least it should, it has area tag
Oh I don't mind waiting. With the PoE2 Release I also was sceptical at first, but now I can't go back and playing without it ๐ If you need some testers, I am happy to assist you
is the team interested in adding more varieties of treasure lizards in future patches?
would it be a big pain to allow us to put minion movement in the skill bar?
Are there any plans for another class in the near future? Perhaps a trapper of some kind or tinker?
It's possible. Too many types is problematic.
No, but it would be visual only because minion movement already has a dedicated hotkey.
could you elaborate a bit on what you mean by problematic? that's an interesting answer
define "near". We do have plans to add more classes but near future is very unlikely.
i was thinking maybe season 3
if we had 20 types, one spawns and you have no idea if you should be excited or not until it dies.
I'd be shocked
yeah i just want to bind it to my right click with some builds but i dont want to ACTUALLY bind it to my right click
ok, that's a very different request.
well, we won't be adding it to your bar because that eats a slot on the bar. However, I think the underlying request is to actually be able to have character specific keybindings? In the meantime, you can set it to right click in the menu. Just 1 setting change when you change characters isn't terrible.
Yeah character specific key binds wouldnt be awful. I probably need to just map it to a mouse button and practice more. On steam deck i map it to L4 on the back.
Will the Last Epoch game data API be available in the near future? Noticed a 4 year old post/update where it says itยดs a work in progress but canยดt find anything else.
when you say "game data" do you mean things like the roll ranges of each affix and the info on every item and such?
We don't have an API with that information in it. We do however have an API in preview mode which includes character data and player stats. Things like leaderboards. You can see it in use on LastEpochTools.com
Mike, is there any chance for standalone client ?
It's.. technically possible to swap between character-specific key bindings by backing up and restoring registry data (it's XML data stored as binary under [HKEY_CURRENT_USER\Software\Eleventh Hour Games\Last Epoch]) but it's so obnoxious to actually do I wouldn't recommend it to anyone unless they're prepared to make their own tool to automate the whole process.
It's extremely unlikely. We used to have one and it caused us so many issues. We were spending way too much development time on it that we had to stop using it.
I meant both. Is the API with character data and player stats that LastEpochTools use open and is there documentation for that?
Physical penetration from shurikens doesnโt specify hits nor does it mention ailments, does that also apply to the bleeds shuriken might inflict?
And the more damage from recalling Umbral blades should also apply to inflicted plague for example right ?
1.Yes. Applies to everything shuriken does.
- Assuming you recall the blades (some nodes disable recalling), yes.
If there is one thing you guys are really excited for in Season 2 without spoiling anything what would it be? (ex: crafting!)
My serious question is do you guys plan on doing a special effects/graphics update for moves for both characters and enemies? I guess when the game is in a more solid state with core stuff.
Is minion AI something that is being improved in 1.2? As funny as it is watching skeletons being confused it would probably be even more funny if they spent that time attacking monsters ๐
Only the pieces that LETools uses are planned to be included. So the character data and the ladder stuff only. None of the game data. No ETA and no documentation yet.
End game gameplay.
I'm not quite sure which specific things you're talking about but we are always updating the visuals in the game, so yes I guess.
I don't know of any big overhauls but improving the AI is an ongoing task so probably something. If you have specific bugs that you've encountered, don't forget to make an in game bug report.
How is randomness made in Last Epoch?
Depends on the situation. If it's an important thing, we will sometimes use two rolls to improve the strength of the randomness. Things like picking a random nearby target are fine to be just a basic random.Range call.
https://www.instagram.com/p/DEntJy4voJy/
Which trophies le got?
From left to right, they read "New Release 2024", "Top Seller 2024", and "Most Played 2024 200k+ Peak". (that last one was particularly hard to read lol)
ohhhh then they're matched with results I seen on best of steam 2024 before, thanks 
At what time does the stream start today?
about 25 minutes
its the same time every week
#๐จโask-the-devs-not-support-no-bugs message
To clear this up from dev stream, you have said rogue is getting a skill (at least you say you have said it)
tyvm
yes, rogue is getting a new skill
I've been playing it on my tester character and it's all that I've wanted out of a rogue skill for a long time.
Is it still true that paladin is not getting a new skill? Most sentinel teases so far seem very VK related.
If you click the message i linked right above this, mike answers it (spoiler, he says no)
That was a while ago and we got delayed again since then right? Hence me asking if that is still true
It was less then a month ago?
No new paladin skills in 1.2
And yea, it was like 3 weeks ago
very important question as the proud owner of one (1) lizard tail.
In the screenshot shown in the dev stream today I didn't see a spot for lizard tails in the key tab, currently lizard tails are tagged as keys... are they going to be a different category of item or will they simply not have a spot in the key tab (or some mysterious third option)?
Will there be another faction to join besides the two present currently? Or perhaps more interplay between them?
Presumably you mean item faction, right? There already is a third faction, and current news for 1.2 shows a fourth faction, although it's not an item faction either
What is the third?
I think its called forgotten knights? The harbinger killing faction
yup, albeit keep in mind you are able to join that faction alongside being in either MG or CoF
Just to confirm clearly. The item factions are in a subset of 2 which you must pick between and can't combine. We have no intention of changing this dynamic. There is the Forgotten Knights faction which was added in 1.1 that you can join separately. 1.2 will also add a new (name unreleased) faction that will be again separate from the existing 3 and you can join it regardless of which item faction you have selected.
We will continue to add more factions. Some of those factions may be individual and some of them may be in groups where you need to pick 1 of a set.
The item factions are designed to cater to two different distinct play styles. It is natural to want both but the entire purpose of them is to give similar effects by different paths depending on the type of gameplay you are interested in. If we were going to allow you to join both or use parts from both, we might as well just remove them completely.
Why can we only use Legendary Potential OR Weavers Will for Tab priority? x.x
hey, the question has been a while, and pvp is always a contentious topic.
the biggest issue with pvp is balance but i think with a "pick and ban" system like mobas have, where players could pick and chose a set of skills for their own char while banning key skills of enemy chars, it would greatly help in having a system that would auto regulate itself in terms of balance, when players get the tools to ban op skills.
just some idea if you guys ever decide to tackle the pvp topic
The name is released "weaver faction" was announced
It probably has a different name than "Weaver faction" just like circle of fortune or bazaar has no faction in the name
nor does forgotten knights thingy
it's gonna be Gregory's Grandma Gang - at max rep rank they'll "weave" (knit) you the Sweater of Time which maxes out your contentedness stat and prevents minor chill effects (1.2 in April clearly means an April 1 release with everything that entails, right? ๐ )
The name was just picked yesterday.
Probably just to keep the UI more straight forward and we figured people would want to split them up.
Ok, but then it would be nice to have an indicator that you only could choose one of them. Now it is like u can select both, but the last you selected gets selected as a setting.
If it lets you select both then there is a bug. It's either that it's letting you select both or that it's not working with both.
fwiw, not being able to use both means you can't fully split them up nicely, WW uniques will go into any "0 LP" tabs. Most people with an issue here probably just want the ability to pick 0 LP + 0 WW.
This is a known limitation that we'd like to improve for stash priority. The goal being to make WW and LP function consistently between loot filters and stash priority, optimizing for player agency in specifying which items (WW, LP, or neither) you want matched.
In the mean time, to have separate WW, LP, and neither tabs, you can put any WW tabs before any LP tabs, since stash priority picks the first matching tab following sort order of groups/tabs and WW items cannot have LP.
e.g. in my stash I have:
WW min 1
LP max 0
LP min 1
LP min 2
LP min 3
LP min 4
Legendary
So obviously nobody is going to give out spoilers, so I'll ask as vaguely as possible: With the rework to Sentinel coming, is there anything to look forward to for minion FG compared to now? That seems vague enough ๐
The unfortunate side effect of ultra vague questions is the answers don't really mean much. Yes.
I mean I don't want to ask a specific question that you likely couldn't answer ๐ "Yes" is a perfectly good answer in this case, it means I can look forward to some form of improvement to my favorite spec โค๏ธ
I think my question was missed
wow that's impressive
I want to see how your ranks on legendary items going now
hello :) just wanted to say LE is a really great game, thank you all <3
You are very welcome! I'm glad you're having fun ๐
Will the new bosses in 1.2 have new boss specific unique items and/or set items?
For the purpose of being hit while having concentration from the marksman passive tree. does blocking a hit count as being hit ?
Every major patch comes with new uniques, not sure they've mentioned any new bosses coming in 1.2
yes, blocking a hit still counts as being hit, so does glancing blow and similar mechanics
Says new endgame bosses in the 1.2 timeline thing
charge your phone, that power saving mode won't keep it alive forever 
I never turn it off. Lol
I'm no dev but being able to use a shield with a 2h weapon is sure to change minion builds because a lot of FG passives are built for one or the other and having access to both at once would surely make things better
I don't actually know if any are being assigned as boss specific but I would be pretty surprised if not. I think every non-campaign boss in the game has a boss specific drop.
is there ever a point where EHG would cull some of the uniques in the game? specifically talking about certain uniques that never get used. we can use singularity as an example, but there are plenty of meme-y uniques that arent really used for anything, leveling or endgame. would it be better to just get rid of them, or constantly try to rework them into something useable
hopefully at some point , a certain amount of spare uniques could get recycled to give 1LP, or even clear all the useless affixes from a failed slam, to useful uniques. The nemesis egg imho it's a terrible mechanic
The former (recycle for 1lp) is a horrible idea that will throw LPL under a bus- A LP reset for failed slams seem like a better idea.
quick question about the coated darts node in the cinder strike skill tree.
the node says "oil coating now grants fire throwing damage".
Does this mean "grants fire throwing damage PER STACK OF OIL COATING" or "grants fire throwing damage while you have oil coating" ?
(this might be the difference between 5 flat dmg, or 60+ flat dmg).
do the shades spawned by the corruption catch up mechanic have lower drop rates for the rarer items like axe, belt, and neck?
Technically yes because one of the ways to increase rare drop from shade is the shade's distance from the center. Futher shade=better rates.
#๐ฌโgeneral message
What your opinions for that, Mike?
These questions for "game developer" role in general, not indicate to a special game.
"Oil coating grants X" means each stack gives that bonus. If it was non-stacking, it would be worded something like "X while you have oil coating" (or a minimum number of stacks).
thank you!
I'd be interested to learn a bit of the design thought process around not having affix tiers on idols. Is the team open to having tiers so that we can filter more specifically for good idols? especially in CoF i find myself looking at lots of idols i would never wear simply because i can't restrict my filter any further
I don't really understand either question at all.
I don't think they are quite that useless. Lots of them can suddenly find a home as new content or skills arrive. I didn't think we have anywhere near enough to consider full on removals.
The roll range on them was just so small that they generally just fall in the size of one tier. The tier system also aligns with the crafting shard system and we don't want that for idols. (So eventually want a different way to craft on idols though).
Having said all that, while streaming on Friday, I did make a comment about trying to buy idols from the bazaar and how I just gave up because it was a painful endeavor.
Appreciate that context, I hadn't thought about how tiers are tied to shards
i feel it in CoF as well, I feel like i drop the right amount of idols to find useful upgrades at a similar rate to my gear but i have to look at WAY more than the number of items. The roll range is small, but the bottom of the range is far worse than the top
Unsure if you have any part in this or if it's someone else like agent primarily but how did you guys settle on the Bazaar UI?
And I don't really mean the filter options but more having stuff like drop downs for base types/uniques instead of a text box. Was it in consideration for console players? Although then I'd imagine the LP and WW filters should've gotten some way for controller players to input values into them, unless they change when you're on controller
Is it possible that on character screen we allow double clicking the character to load? Seems I always have to hit the "enter game" button
ha, I do the exact same thing every time. I don't think we have anything in the game that responds to a double click actually. I would like to see it though. Toss it in #1210282176680169562
I can't say I was directly involved with that specific UI but in general, someone does a mockup in Figma, we discuss it a bit and make some adjustments. Then someone takes those shots and recreates it in Unity. We test it out, give feedback, update it. Then we send it out to CTs, get feedback, update it. Then we send it out to the live client, get feedback and update it.
Ok, let me to be more clear....
Do you think fan arts suppose to be transactional or not, why?
I don't understand what transaction you could be talking about with regards to fan art.
exchange in-game MTX/items/steam keys/physical artbooks even
That doesn't really clear things up. Are you saying that people are selling fan art for in game items to other players directly? That's just RMT.
Yeah, but sell fan arts to the dev team instead of other players.
Isn't that just hiring an artist?
oh make sense... hhhhhhh That's the direct way yeah... Why not. Ok I see why my questions looks odd...
Portfolio issues... ๐ Oh congratulations to EHG hire a new environment artist finally
Will there be some rework for the Aura of Decay skill ( or an immune to poison unique)? if you go ham with int scaling and/or poison damage, you just kill yourself. Its a bit sad we can't push this skill besides poison minion builds.
Did the class rebalance happened or it is coming with season 2? I really hope bugs for channeling skills have been fixed...
class rebalance is always happening. sentinel is getting a good bit of attention for 1.2. idk if you have something specific in mind
there will be bug fixes as with every patch.
yes last time i played i went ahead and reported some skills/passives/bugs and how they occurred also i came up with propositions of how to rebalance some skills that underperformed in my opinion (ofc devs can do whatever with rebalance) so before i play again i would like to know if things got better
well idk when you played or what you are specifically talking about...so i would recommend reading the patch notes between when you played till now...or wait for the patch notes for 1.2 in april. or look at some of the teasers in the last couple #eterra-monthly
so i did but i haven't seen anything about skills and skill bugfixes or class rework so i just asked in case i missed it somewhere
If it's not in the patch notes then most likely it hasn't changed. Pretty much all bug fixes and changes are listed, not just major things
oki ty i will be waiting for the fixes i want to make my friend to play LE too but i want him to experience the game in the best state it can be ๐
I'm sorry, I don't have any specific info on potential upcoming changes that is available to share.
Do all the recalled blades from umbral blade converge into 1 attack, or are they still a ton of small attacks but have a shared hit splat ?
now that season 2 is feature locked... is the set rework making it in? blink twice if you can't talk about it
Im not sure where to report chat messeges. Gneral chat right now has a person spamming N word and hating on Indians. Right clicking his name let me block him but not report. Gordo888 Is the username
is there something planned that when u unequip an +X Skill item that it doesnt remove random from a perk?
@jaunty pier but most likely the bot will have picked it up
ingame: press escape and click "support" and then select "reporting & moderation" and provide the username and describe what they sent or whatever description fits
It's not actually random, it'll always remove the same amount of points from the same nodes. they haven't announced any plans of changing it but if you have a change you'd think would be good please post it in the #1210282176680169562
No new projects can be started at this point. Things can be finished or cut still.
Pretty sure they can't shotgun. Should be fairly easy to test on a dummy though. Get as close to 100% chance to apply some ailment as you can with it and see if the dummy gets more than 1 stack or not.
Am I going to see the Mtx of my character on character selection screen soon?
We talking "soon" in a cosmic sense, or...?
is it at least anywhere on the drawing board?
is it on purpose that its only 1 shuriken per mob
Skills don't shotgun(more than one hit per cast) unless stated.
I've noticed that shurikens dont ricochet to a mob if its been hit with a different shuriken
Yes. That's the "They don't shotgun" part.
Each cast of shuriken can only hit an enemy once, even if you have 10 shurikens.
When I trigger the recall I can get like 70 bleeds off with a few throws, and the hit is calculated as a single hit splat. Hence the question
It is a known issue. Mike has said it works internally, not sure why it doesnt work in live
any chance we can get a Dragonfly pet like Keeper Balthas? ๐ฅบ๐
Maybe, toss it in #1210282176680169562
How many bleeds to do you get with 100% chance only and 1 activation?
How close to April will we get an actual date for 1.2? It is important to plan work activities around LE so I can fit in some vacation time ๐
I understand the need all too well. We have a target date set internally. I'm not sure when we will be prepared to make that a public date yet.
It is on the drawing board. If you're expecting it on a cosmic sense, you'll be very pleased ๐บ
holy shit that is any dev nightmare.
i have a question.. if by any chance the next release I will prefer to keep playing out of new cycle, will the new stuff or mechanics be available in legacy?
All mechanics are available in cycle are available in legacy, unless there is a small timegate on bosses(like aberroth did). Which had to get voted on by the community. I would expect some sort of warning if it didnt.
Best me to it.
I just tested it, it works with shuriken blade shield on same target, even though it say it doesn't in tooltip.
32+ bleed on single target on one cast with +600% bleed chance and 5 shurikens
Probably a similar bug Remco has spotted on umbral blade, ailment get apply and not hit damage.
Hello Mike.
Can you say if the release date is still scheduled for April ?
Yes, our target release date has not changed since we initially said April.
Any plans for April 1st?
That feels cruel.
Maybe a bit
Release the public version on Apr. 1st will be the best fool joke :)
I mean, release the real update instead of making a joke.
After playing PoE 2's early access, and experiencing how good more deliberate combat can feel in early campaign, especially on melee mace skills if you guys are familiar with that... and then being immediately met with the same screen clearing 1 button or less input in the endgame like in PoE1 which I find extremely boring and disengaging ... I felt extremely disappointed. And I most certainly wasn't the only one.
Aside from that, the crafting there.. or rather lack of... reminded me of how much more I enjoyed the crafting system in Last Epoch. Which made me come back and check out what you guys have been up to lately. As I was looking through โPatch 1.2โ details I noticed you'll introduce a new type of enemy and you described engaging with it as "challenging combat with moment-to-moment action and active decision making"
With all that said, my question is ... are you guys, perchance, aiming to achieve more meaningful combat in general in time same as the description mentions for those new Champion Enemies?
The ability for players to feel the difference in character power as you progress is a very delicate thing to balance. We have always wanted to have a slightly slower and more tactical battlefield vibe than PoE1 super end game. Having enemies which force the player to change tactics on the fly is an important piece to that puzzle. Champions are going to be some of those enemies.
Also, I've been playing 2H mace warrior too....I am too stubborn to change. Almost through the campaign.
speaking of, there's this unique to LE as arpg bug where melee characters are able to have fun and progress the game, will it be fixed?
I think that if LE had the same level of challenge in the campaign that PoE2 does, in the same ways, I suspect it would fare even better than PoE2. And I think it's because LE's crafting system is very empowering for players. The tools to overcome difficult challenges is very approachable and plentiful. And what is a good game without having fun, creative tools to solve developer created obstacles?
am torn because I generally say that we work to fix all bugs
I tried to make a build that utilized staff physical skills and some mace heavy hitters to swap to after I stunned enemies with them, it was very fun through the campaign. Weapon swapping was a great feature they thought of, not a lot of people have properly experimented with that imo! Despite that I still really missed having proper crafting like in LE, looking forward to that new season! ๐

lmao
my initial throw with 2 blades on average gives me 1-2 bleeds and on the way back they give 4-5 on average with 4 points invested into "slice the legs" which gives 120% bleed chance on recalled blades
also to me something that is weird, is that disembowl in the passive nodes from rogue tree give 5 bleeds on the way in but not on the recall, even though you mentioned that the blades sort of "snap shot" the stats, and they remember what they had on the way in
there is another chronic bug that melee characters(sentinel especially) for some reason do way less damage than spell/ranged builds on average and have less defenses than ranged counterparts for over 4 years at this point ๐ฆ i wonder if itll get partially fixed one day
sounds like a feature
Hey Devs, love the game. Maybe I'm the only one who cares, but when will the campaign/story be finished? This is the first arpg in a long time where I'm actually interested in the plot.
There is no set date. We were supposed to get ch10 in 1.2, but it got moved for more endgame content by player feedback
hey devs, not a question here, just wanna say the in-game loot filter checkmarks and showing which affixes can drop from which item type is an absolute GODSEND thank you so much.
keep up the good work!
Glad you like it! More loot filter upgrades coming down the pipe for season 2 also.
Are you guys planning to make a layout save for Idols or a secondary Idol inventory so we can switch Idols on the fly easier to cover resistances ?
Melee vs. Ranged balance has been a consistent topic of conversation in recent months, and we will be making changes to address it. The tentpole ones may not make it into 1.2, but if they don't you can expect significant alterations after that point.
Don't worry, there are strong advocates for melee builds in the design team, myself included, who are looking out for our tank-loving brethren.
What is the intent behind the seasonal factions (e.g. forgotten knights faction)? Are they temporarily around for the duration of their relevant league and then gone or will they remain in the game as long as their associated content does? If the latter, when we eventually get more league content and there's more of these seasonal factions, is the idea that we keep all of them active always or is it more of a "pick some factions to have active to specialize in the kind of content you want" similar to the PoE atlas?
They will remain in the game as long as their associated content does, which we expect to be a long, long time. Nemesis isn't going anywhere, for example.
We are all fans of PoE1's atlas system, and if we find that systemic bloat hits a point where players struggle to maximize their affiliation with each faction, I'm sure we would be open to discussions about specialization tools.
thats great news, as long time melee player and le player imo 80% of issues could be solved with just numerical changes by comparing for example average sentinel in full yellow gear+0 lp uniques vs mage/rogue in same level gear and then doing the same for op level double exalted+2lp uniques. Cross fingers it gets better in upcoming years
One thing to keep in mind is that we're always looking to address the fantasies of specific archetypes, even relative to each other. This makes the issue often somewhat more complicated than simple numeric adjustments, especially when you consider where those fantasies intersect or are at odds with each other.
Put another way, just making melee skills, on average, the highest DPS skills at most or all itemization breakpoints isn't, in my opinion, fully addressing the ways in which ranged and melee are imbalanced at the moment, and would just lead to difficulties further down the line when we do try to a comprehensive fix.
For example, the propensity to explode into a fine mist wouldn't be changed if we just buffed all the damage of melees skills. If we did so, we would still eventually need to address the mitigation imbalance between the two paradigms, a task which might become even more necessary now that people are trying to play melee builds and dying. Then we run into an issue our first fix didn't even touch: how many ranged builds are also equivalently tanky or more tanky than melee (usually health-based options) at all many key itemization breakpoints.
That also then gets into the fact that "melee" is a simplification of a fantasy. It's an engagement range, that's all. It's common in ARPGs (a fact I blame PoE for a bit) to simplify builds based on this one paradigm, but the reality is that different groupings in that categroy have differeing expectations for where they would like their mititgation/damage balance to lie. I don't mind if my Bladedancer perishes every time I make a mistake (assuming I'm doing appropriate damage)-- that's the class fantasy. Meanwhile, if my Paladin keels over to a white mob, that is an infringement upon the "powerful defender" fantasy that class plays into. Those two groups want totally different things, and we're always trying to make sure we keep that in mind in the discussion.
Sorry for the wall ๐
It's a topic that occupies much of my thinking.
no i get that, i agree on damage its not THAT much of an issue(and more of just outdated skill trees). From my perspective the main issues with melee is enemy mob design and base level of defense sentinel gets(druid is in much better shape purely because of this point). Imagine you are fresh out of campaign jumping into monoliths, you dont really get that much gear until later upgrades and have to rely on passive points, res, endurance and block(unreliable without op gear). the thing is that all classes have base things and the difference comes to passive points/skills. and the reality is that rogues/mages/druids have way higher bonuses from passive tree/skills to their defenses compared to sentinel. And that difference rolls further into endgame, especially for melee. the boss design is great in LE in terms of melee/ranged, but getting blasted by 40 wengari axe throwers that make a circle around you and almost dying to them due to lack of clear speed and base defenses is what makes melee feel worse, because at that moment you know that if you were a mage you could press flame ward and cast 2 glaciers and be safe without even sweating over.
sorry for #368968647114227723 discussions, just wanted to throw last 2 cents
Not a problem ๐
We agree with this conclusion, and hopefully you'll be pleased with a number of the changes in 1.2. I'm not sure exactly what @placid plinth has revealed on this topic, so I'll leave it there.
I personally believe that Sentinel should be considerably more resilient than all other classes as a baseline, and have advocated for much of what you outlined. I tend to enjoy stacking defensive layers in PoE1 and Diablo, and enjoy building unkillable characters who find success via sheer longevity. I've always found it disheartening that there isn't really a mastery in LE that supports that playstyle.
๐ EHG have any plans to extend more builds for casters overall by more different wands, staff and sceptres? It's disappointing to find builds with wrongwrap is the best one at last
I'm the wrong person to get asked ๐
I think all the casters can get bent after them absolutely dominating the game for the entire time I've played it.
I'm not sure what are you mean, but I hope runemaster get some love in 1.2...don't be downrated by sorcerer anymore. They should be equal on status...
Tons of people played sorcerer because its passive tree is better than runemaster on defense (energy shield) by connecting max mana with that... Runemaster don't need stacking mana so it can build the defense by weapons or gears only.
The tricky part is you can use gears for sorcerer on runemaster's builds but you can't do it vice versa. It's the same case on both of weapons and gears... It let runemaster is isolated in mage's masteries which like necromancer in acolyte's masteries.
I guess something behind this design (isolated characters) but I have no idea why.
Nothing of the sort is currently planned but you can add it to #1210282176680169562 if you'd like.
My 1.2 build was Runemaster, actually, and I do agree. I think there's a wide range of improvements are possible there, so would love to hear more thoughts ๐
๐ Interesting....
The same on runemaster fans if you mean that (Shake hands)
Class fantasy is definitely important too, I can confirm that sentiment in relation to PoE2's issues right now with warrior not feeling like a warrior for most people that provide feedback on the forums (aka mainly an armor and hp issue). That being said, I do believe there is a different underlying issue as well when it comes to the melee versus range discussion and it mostly has to do with game objectives and not necessarily with the archetypes themselves. Most of the time played in pretty much all ARPG's nowadays is focused around clearing screens of enemies which, naturally, will result in people wanting to optimize for that. Of course in that case most people would pick the classes or builds that can do that the most efficiently, which will end up being ranged for the most part as a result. So, essentially, if the general game scope would shift from that to something else that doesn't favor one class or the other, it would automatically solve a lot of those issues too. So, for example, if 70% of your time is spent fighting bosses or tougher enemies where aoe clear doesn't matter much, whereas only 30% is spent clearing hordes of enemies... people will feel less inclined to optimize for that part of the gameplay thus making melee immediately a stronger contender. Couple that with the different advantages or disadvantages the different classes have and it should become a much more healthy balance. There is a different conversation to be had when we introduce minions into the discussion as well, which, by way of implementation since forever has been made in a way where player input is almost none compared to other classes, alongside other defensive advantages. PoE2 had a slight idea on where to go with it but fell flat beyond the first two or three minion types, and that was to introduce active skills on minions. Imo, minions should deal very little damage and rather have some sort of effects passively and most of the damage come through more active methods.
Personally, I think there are two main issues for a Runic Invocation (as main damage) build
- lack of variety, the only combos that are really available to me are basically FLF, LFF, LLL, and CCF
- other than CCF, all the other combos are severely lacking in defense
The first point here is actually my biggest point into discussing Runemaster. It's kind of disheartening that on the "Invoker" mastery, you end up just pushing the same buttons over and over again rather that mixing it up based on the situation.
I used to LOVE completing season challenges at the start of each D3 season, are there any plans to introduce tasks to complete throughout the cycles?
As it stands, I would never choose to manually cast multiple runes. A big reason for this is that in online mode, even if it's only 50ms latency, the latency due to using different skills can be very noticeable (relative to offline).
It can feel clunky to me, and combos often go wrong resulting in you not gaining anything for a few seconds. It's amazing how much negative feedback and punishment this kind of
๐คญ That's cool indeed if a gear or a weapon can let me cast Gon Rah Gon automatically regardless of skills I'm casted. I don't like I'm limit by first three skills...
Immutable Order
Rune Gain Depend On Skills On Action Bar
Whenever you gain a Rune, instead of it depending on the type of skill cast, it always results in your sequence of Runes mirroring the first three skills on your action bar from left to right. This effect ignores skills that don't have an elemental tag.
Whatever you do, you can't escape the step that you must remember which skill you should cast at first, on the second and at last.
(โฌ๏ธ That node from runic invocation means I must use 123 or qwe. I can't use 234 or wer)
All I'll say is that achievements are a requirement for porting to most consoles ๐
My only comment would that be, on some level, the dexterity required to play the class effectively is a part of the fantasy. Anything that rewards just casting the same invocation over and over again would be something I, personally, would be resistant to. If left to me, my focus would be on making the dance worth the effort.
The fact that there are only 3-4 good invocations is the issue, to me. Not that you need to work to get an invocation.
Oh boy. ETA on console release then so I can get my Steam Achievements
No can do, friend ๐
My crystal ball says "reply hazy, try again".
i have an idea about CoF circle players: How about a way to remove affixes of failed slams on incredibly rare uniques (the ones that only drop as echo uniques can can't drop in prophecies IE), but only if they have LP1 and LP2 level? Something like you pay an ungodly amount of shards and gold and the unique becomes Cof restricted?
"The next 1/2/3 casts after you cast RI deal less damage, but have more cast speed" ๐ถโ๐ซ๏ธ
not wanna ask anything. just to say congrats on update. assets are more easly distinguishable from each other. we want more ๐. add more "volume". to assets grass tress barrels. example: https://imgur.com/LHA6a0p that expecific yellow grass as no "depth" to it, looks "cheap". This is all great. like what poe2 did with bosses movement and visuals. but what realy mathers is how many i can kill and what they give me that i care with what skills that look cool and have power. Good luck, keep up with the good work.
that's another meaningful point indeed. I want Gon Rah Gon only because this is the skill owns the most basic lightning damage.
Different skills from different patterns owns different basic damage even under the same type is the reason I don't want to try, you're right!
is there a reason for the game to have the following cumbersome "features":
-Switching a +X skill item forces to reallocate the points, no matter if the item switched has the same exact +skill
-removing a +X skill item, instead of removing the LAST X points allocated, takes (almost randomly) X point away from random nodes
-Stash never remembers the last tab on focus before closing. Would be less painful if at least on reopen it goes o the first tab of the stash
For no.2: It isn't random. It's coded to never unspec a node, and to never create an invalid skill spec tree if possible. (Eg: It will remove 3 points from a 5/5 node that would only have a 2/5 requirement for other nodes)
yeah the not invalid makes sense, but it's quite annoying to backtrack and search which node lost points. By every ARPG logic, it should have removed points backtracking from last points added and even remove nodes. I don't get why the algorithm enforcement on preserving any node, also because the last nodes added should also be the less important. And backtracking also guarantees that the tree nodes requirements are always valid
To my knowledge of the previous time it was answered, it's because the game does not remember what you allocated last at all, so it has no info.
The reason it does that is so that +level items are not free respecs. Giving the ability to freely respec all your points above 20 causes an unfun "burden of optimal play", where you are effectively punished by not fiddling with your gear and speccing to whatever is best for your content (e.g., swapping single target setup and clear setup).
Ok TY. Still so weird no game state is preserved. I get deleting maps for efficience, but even skills and stash?
They would have to create something to actually save that data and add it to your save file, it's not being deleted, it's just not being created
Does the exsanguination node in spirit plague interact with laceration node? because when i proc a bleed on hit i don't seem to get another bleed stack on me
What was your theory of data normalization of the item statics? How did split your pile of data and remove transitive dependencies?
is there any chance of getting into CT program these days? ๐ฅบ
my guess is not much has changed since i asked last month
#๐จโask-the-devs-not-support-no-bugs message
Could corruption be something added to campaign zones as like a random encounter where the whole zone is corrupted for as long as you're there? It'll introduce new players to the system before endgame to learn but would just make regular zones a little more dynamic considering the map layouts are fixed but also challenging which campaign zones should be anyway imo, especially for bosses that you can just burn through, but maybe corruption can also be optionally pushed and next time you encounter a corrupted zone it remembers where you left off
I just checked and we aren't doing intake right now. No ETA on it at the moment.
it is technically possible to increase the difficulty of campaign zones the same way we do for corruption in the monolith. I think that there would probably need to be some serious hand waving to make it work in the narrative.
Orobyss be doing some Orobyss things or can't his shades affect the 'main' timeline?
lore is my biggest blindspot for sure so I frequently get those details wrong. That's why I put so many "maybe" type words in the answer haha. I just seem to remember not doing corruption in the dungeons for a similar reason.
Not my strongsuit either ๐ I just like to kill hordes of things and make damage number bigger
Season 2 ETA?
April
why many EHG members added EHG in front of their nicknames but Ave, olam and Vidaru don't need to do this thing?
So my previous question wasnโt answered; hereโs a new question, as I primarily play offline, is there a way I can export my character data into a JSON-esque format file?
I donโt wish to edit data, actually Im looking to display data in different ways and having a format such as a self build character would be interesting.
They are next to your log files in app data. I don't have the exact path off the top of my head but you can find the path to the log files on the support site.
!support
Let's work together to get it sorted! We've support articles and a contact form here: https://support.lastepoch.com/.
Do I need to decompile these files or are they text readable?
Usually when someone doesn't have the tag, they joined as a contractor and probably just never changed it
It's just text (I should warn you that there are ints that don't have labels)
Are they array styles? Basic integers dont scare me, unlabelled integers however are chaos.
But even if I can build something from the data.
We don't recommend opening your save files as there is a risk of corruption and I can't help with specifics of what everything means in it.
contractor = commissions, not a full time job?
Similar, can be full time.
hah fine that's what i don't know... What the difference between full-time job as a official member and part-time job as a non-official member for community manager?
Is there any ETA for the game engine update? Last I checked Mike mentioned that it will launch at some point after the Christmas break.
7 hours ago?
techincally we already got onea few days ago, came with no patch notes as nothing on the player view changed.
A contractor usually has a fixed end date. Employees and contractors can both be full time or part time.
April is season 2, engine upgrade already went out.
Good days are ended once Ave and Olam ended their jobs...
Sometimes contractors turn into employees. Sometimes we just forget to change the names.
Mox is a contractor, noted
Out of curiosity, is LE developed using windows / directx / vulkan specific code or is it all behind a framework?
I work with contractors. Fixed end date change as much as women clothing. Especially when the business requirements are discovered or added on the fly ๐คฃ
Just wanted to let you know that I can finally see the beam after the engine update.
When skill with duration casts another skill, will the secondary skill snapshot stats you have when it is cast or does it use same snapshot as the skill with the duration?
For example when you cast black hole it snapshots your current stats and then floats around dealing damage, if I have the armageddon node that makes it cast meteor every second will each of those meteors snapshot my stats at the moments they are cast or do they inherit the snapshot black hole is using?
Will EHG show the result of reworking on set items in 1.2 update?
If the secondary skill inherits the stats of the primary skill, then it was effectively snapshotted at the time the primary skill was cast, otherwise the secondary skill snapshots at the time it is cast itself. Meteor does not inherit its stats from black hole, so each meteor proc calculates its stats at the time it procs (which is slightly before it deals damage due to the falling time).
Using chthonic fissure as an example: The fissure and the spirits it shoots out over its duration are subskills that inherit stats, so they are all snapshot when chthonic fissure is cast. If you've specced into it occasionally replacing spirits with chaos bolts (a non-subskill / does not inherit stats), each chaos bolt snapshots at the moment it is cast.
little bump on this one, i've been testing to see if i could find out but to no avail
It does not. Hilariously, it isn't even considered to be spirit plague's bleed, so it gains no attribute bonus.
but somehow it does scale with spirit plagues damage and duration hmmm
Are there any plans to add more minions/minion builds to the game?
Isn't there like a million of them already? O_o
Minions are a major archetype in the genre as a whole. Possibly the most popular one. The answer to that question will always be yes.
Didn't realize minions were that popular in LE, that's kinda nuts tbh
I've never considered it but are BM shadow and VK echo clones considered minions?
no, they are extensions of the player.
health bars are the way to test most of the time. (Falcon being the primary exception)
ohh gotcha that's right minions have hp
Last Epoch on Switch 2 please? I kid I kid j/k ๐
Have you guys considered changing the animation of how DoT damage is represented on the life bar to be smoother, instead of deducting it every 0.5 seconds?
If it has not been considered, is it due to performance issues?
DoTs actually calculate far more frequently than the health bar indicates. The reason for the display is both visual clarity and performance, particularly with damage numbers. As each stack of a DoT has its own damage that gets calculated, it could be a considerable number of calls, potentially thousands per second to update the UI if it were to do "real time". There have been discussions to smooth it a bit, but in the past we decided to go against 'predictive' as some games do to smooth it, or delayed which doesn't feel the best either over interval updates. Though this is certainly not a settled discussion, it's certainly something we'll continue to look at.
Pop quiz Mike! Can you name all the uniques in this picture? Will you be the first? ๐ค๐คญ
where is this from?
Technically from vlad, but it was an announcement from twitter about the community unique item hunt event
The spear is just plague dragon's tounge but red and the bow is longshot
feel like i've seen the top left sword, if so it's just a really old item that's no longer in the game, but maybe not ๐
any plans to allow customization of the objectives in echoes endgame? like if I wanna play a char that's much better for one type of objective but worse for another?
Yup
The two up top are both new.
Sometimes i dig too deep into my memories and start making stuff up i guess ๐
never forget though 
#๐จโask-the-devs-not-support-no-bugs message
oh hell yeah, do you know the degree of customization we can go to, like can we get it down to every echo being a single objective type like idk spire? and any idea when? ๐
Sorry, no details available.
all good, thank u!
What is your guysโ opinion on luxury stats?
I feel like when gearing I always get stats that will improve my character sheet, which is positive. but in some cases I feel like the class specific or skill specific affixes are negligible. ie AoE with dancing strikes. They are luxury stats but then come in the most bland form and are additive with the skill tree itself making it actually one of the worse stats you could find on an exalted item while being one of the most rare affixes.
I don't know if this is the right place to ask but, is it intended that the ricochets from shield throw hit the same target only once? I've made a test with exactly 100% poison chance and I only get 1 poison stack per throw with all the ricochets node https://youtu.be/ypXEIEiBPPc
Yes, each instance of skill cast can hit only once per target
it depends. while part of what you say it's true, most builds do not use +specific skill, but + one type of skills, i would not underestimate the secondary affix that comes with the skill (ie: +%damage, +% mana regen etc). depends on the skill and what real benefits will give you the additional nodes.
I also think that most give up on the + specific skill because it's like a 20k faces dice...the chances are too low. And if you also have to slam it on a ultra rare LP1 and LP2 with a 50% to lose a T7+skill?
A damn russian roulette indeed
So this is actually an interaction that is supposed to work. If you have the node that makes Shield throw richocht to allies it will richochet between your ally and the enemy. You can reproduce this with any minion currently and its actually how the current version of shield throw I play with ring of shields functions.
I actually played your build, in this case I have the node that ricochets to minions and max number of ricochets, I have a mercenary minion just for testing and it seems like it is only ricocheting once per target, or that's what it seems like since I'm only getting one poison stack per cast
Maybe you didn't notice it cause the main dps of your build is smite by far.
But the fact that it can proc smite multiple time but not ailment and can bounce multiple time on the same target is very inconsistent.
Especially when other skills like shuriken or umbral blade return can apply multiple time ailment while the description of skill states the opposite...
Grats on upgrade, my graphics card is 100% and 70 degrees, but able to play on ultra with 4K resolution on stable 60-70fps. Previously it was slideshow.
Will there ever be a way to sell things directly from stash? ๐
Never say never, but it's not something they've announced they're doing currently so if you'd like to see it added please post a suggestion on the #1210282176680169562
I did a few days ago but unfortunately they don't respond on that channel so I hoped to get a bit of direct dev input ๐ฅน
is a lock feature for items to prevent deleting them by accident in the works or planned?
No but I do see the appeal. Toss it in #1210282176680169562 if you'd like to see one.
We don't have anything in the works to that effect.
Hi Mike, Had a question from the subreddit. Was the imperial uprising event poorly received? Did a poor reception influence EHG's decision to not do additional events either before 1.2 or in the future?
Question. Would it be feasible to display the corruption level above the map (high right corner) in the HUD when someone is running an echo?
You can guestimate someones corruption pretty well via looking at the bonus hp and damage modifier that the mobs have. But a straight up number would obviously be better at that. If you want something added to the game please post a suggestion in the #1210282176680169562. Yes it's possible if that's your question, but there are no currently announced plans for it.
I think it was overall a pretty mediocre reception. I think it was generally positive but very largely overlooked. So much so that it doesn't even register as a thing that exists as a thing we did in many discussions. It probably didn't help more events getting created. I think it would have had to have been a mega massive super huge epic overwhelming success for us to consider doing another one pre-1.2.
loot lizards and the nemesii (nemesises?) were a crazy addition though
nemesis did not come out with the event
came with 1.1
but they were added together, no?
nope, loot lizards came with the event, nemesis came on 1.1 launch
oooh oh yeah
I feel like getting ambushed by a stronger-than-usual pack of undead at random could've been interesting but most of the time it was just "what the those hit harder than usual" and that's kind of it
I feel like im being gaslighted, the imperial uprising special mobs had some interesting modifiers/monster abilities and dropped an excess ton of crafting mats and gear, so much so that i thought devs were using the event as an excuse to test new rare monster mods for next season. Its not just "what the those hit harder than usual".
People can perceive things differently ^^. Also depending on your playstyle/build the modifiers could have anywhere from practically no impact to making you play around them.
I have no idea what you're talking about. ๐ ๐
Im curious what the design/philosophy behind being able to auction house idols but not being able to trade them in cof with resonance. I play mostly COF and always assumed idols were just non-tradeable across all factions. I was really suprised to find out I could buy and sell them in Merchants guild
You are able to get some idols with prophecies, so it would make sense you can buy them in MG
I was just curious on what makes idols different from other items from a design percpective. Like I can get all the other items with prophocies as well. And I can gift them to someone im playing with, or trade them with resonances if I got them when the person was not playing with me. Why are idols excluded from this? Icould also I guess flip the question and ask why its okay to include them in merchants auction house when they are purposefully excluded from COF.
But you can pass Idols to a teammate as CoF player? I'm certain we exchanged Idols in my party
If we compare Faction to Faction, they are "equal" regarding Idols.
MG can spend Favors (and Gold) to buy them.
CoF can spend Favors to drop them.
As for Gifting (and that's not trading because everyone, no matter the faction can do it) I can't say for sure because I always play by myself but I would be shocked if you could not gift idols.
You can not gift or trade idols in cof
If you are in a party you can't gift an idol you droped while being in the same zone? And they are not affected by any type of resonances?
(let's keep Trade and the Trade System out of the discussion because thats specific to MG)
You can not gift idols. I assume it is because they were annoying to apply resonance grade to
You can gift them, needs a golden Resonace. I'm certain I shared Idols with @crude shard this cycle. Can you confirm that Wis?
Yep confirming...best use for golden resonance is gifting idols or i am completely confused๐
This just has nothing to do with CoF.
Yeah gifting is not a CoF function, it's a general system you can use even if you're in neither faction, but that's not really the point either.
Sorry if someone has asked recently (which I am sure has happened and I know is annoying). But are there any plans for a release on console? Can't find anything online. And I have a few friends who don't have PCs that want to get into this game really bad. Not saying I have huge numbers but I think it would be a massive miss to not bring the game to console. Also, not sure if I'm in the right chat to ask this question. Please excuse me and point me in the right direction if that is the case.
It's something they want to do but (as far as we know) haven't started yet since it's a pretty big undertaking.
#๐จโask-the-devs-not-support-no-bugs message
Thanks
Is there any chance of getting sorting options for affixes in the crafting menu? It's useful to do things like set a filter for affixes you don't have many of, but it's obnoxious to actually figure that information out because of no sorting options (and to the same extent, it would be useful to have options for window placement, if they don't already exist outside of my knowledge)
pretty much always a chance. putting it in #1210282176680169562 or #1210281911872786482 makes sure it gets to the right dev
wanted to make sure cause I don't follow future plans that closely. will put it there as wel
Ok so turns out I can't do that due to permissions. Can you tell I dont use the discord often? lol
you can. you just cant make a new thread. the pinned post says this. have to add to an existing thread
the headers should already be different types of sorting and you can filter that list with the search.
are there plans to increase golden/obsidian resonance drop rate?
I don't think we've looked at the drop rates of those for 1.2 yet. Personal experience playing with some friends, they do feel quite low.
Can you add steam achievements ?
- #1210282176680169562
- If you use the search fonction you will get the answer
TLDR: Work in progress because :
- They want to add them
- Achievements are mandatory for consoles
Using the previous question as an example. Do you guys ever do any spontaneous changes based on a feeling, like the one you described, or you just strongly feel like โWOAH that mob is way overtunedโ whether in damage or hp compared to any other basic monster, and just spontaneously make an adjustment yourself instead of โlooking into itโ and I assume having discussions and some testing and so on.
there was an event?
the reset on sept 19th had a 1 month event ingame
Not really. Looking into something is frequently triggered by a feeling but we try to back up decisions like that with data. This is partially because you could get into a situation where some bug is causing the drop rate to be way too long. So you change the droprate to compensate for the feeling. Then the bug gets incidentally fixed and the drop rate goes back to where it should be based on the numbers. Now it's got double-buffed by mistake and we have to nerf it.
any buffs to arena stability planned ?
I don't have specific details on upcoming balance changes. We are adding more player control to the monolith activities and rewards.
Do the weapon Corey used in last week stream is a new one and what skills he casted are new too, which will be revealed in 1.2 update?
Not sure skills he casted just frostwall + runebolt + glyph of dominion or something new.
or maybe I'm overthinking... At least your weapons are old
We were both playing on the live servers with legacy characters. Nothing was new.
oh I see... I never use exalted staff in le so I thought his weapon is new XD
Is there any information you can give me on what scales penance, the only thing i see is the profane veil tree, but does it also benefit from flat spell damage to curses?, i assume % curse damage and % fire damage work but i cannot really believe that just 20% base damage is any good lol for a maximum of 1 stack
it has spell tag...so yes. but i believe its more for just having a curse on it, than actual dmg.
if you want to see an ailments tag...easiest way is lastepochtools.
i love to explore whacky stuff, i have lastepochtools open but when i dont see a % added damage effectiveness i just assume it doesnt scale hence why i asked :)
For spell-tagged things that don't specify it somewhere, it's usually safe to assume the effectiveness of added damage is base_damage * 5%. So, 100% for Penance if it follows the usual way of things (which I'm not completely sure it does).
Hi, I wonder what game engine is using Last Epoch?
unity 2021
So you had the unity surprise when they changed their pricing plans?
Is it hard to upgrade Unity?
LE was using unity when that situation happened...i dont think it effected LE much, but, i dont really know for sure. i assume its not much different than any other engine...just gotta learn the language