#👨┃ask-the-devs-not-support-no-bugs
1 messages · Page 70 of 1
will there be subfolders for storage in the future?
No, the current live version is the last unaffected version.
Maybe, no plans currently. Drop it in #1210282176680169562
also kinda wondering will there be a way to export/import chest layouts/configs in the future?
Sorry same answer.
Do you have plans to save the configuration in steam cloud? Each time I have to uninstall (short on disk space) and reinstall I have to do all these things again.
The hypothetical config that we don't have plans to make? We can't really have further plans for it without plans for it in the first place.
However, if we did, it would be so tiny that the capability to do it would take up more space than the config itself.
And it would probably just end up in the folder that steam cloud uses by default.
I can change my shortcut, and some preferences. As I'm in colemak, I've to redo all my keybind each time I reinstall.
Settings and keybinds are stored in the registry. You can back that up and restore it.
Not a question persay
But I do hope on s2 we could use the cosmetics of ingame armor sets
I love the designs and im sad i cant use them as a set properly in game just to appreciate the designs of the in game amor sets
fwiw, transmog is on the updated roadmap, but not for Season 2
https://www.reddit.com/r/LastEpoch/comments/1i7gtgr/twitterx_links_are_now_banned/
This post still here and get 1.8k upvotes already.
What do EHG think this post?
Is the API that lastepochtools uses to pull character data public? If so, where can I find details?
Considering 7 of the reddit mods are EHG members, including the developer who answers questions in this channel, I think they feel fine about it? Did you not know that?
There are 4 community mods and 7 EHG mods, although I think 2 of the EHG mods are Mike.
Would like to learn more :)
EHG strongly believes that the sub should be run by the community, so they very intentionally don't make decisions for what happens there
...........
Oh, good to know! So this is a community mod decision that EHG members didn't chime in on? Also, are you one of the mods?
I'm sorry for my answer, then.
So EHG just let these mods relevant le with US politics? I have notified their community managers yesterday
Sorry, it seems like you actually want to provide feedback
The Last Epoch subreddit is moderated and managed by a team of community members outside of EHG's hands in accordance with Reddit's Code of Conduct (A company should not manage their own subreddit). The EHG Team members with 'Mod' roles only have those in order to share our Forum posts and reply to players, they do not moderate or have any say in what our community posts or how the subreddit is managed.
At the current time we are not looking to move away from Twitter; the sole reason we use it is for outreach to players and fans, many of whom at the current time still look to that platform for information and news.
Do mod roles give you a more top-down view that allows responding to players and linking to forums in a more productive way? I respond to players and link to forums there, too, and I'm no mod.
I will say that being reddit mods certainly gives the impression that y'all are part of running the show over there! I made that mistake, at least
My understanding:
- EHG will not do any actions for that announcement because it's running by the community, EHG shouldn't run the forum by themselves
- EHG still post contents on twitter for players who still use X as their social media
Why a company shouldn't run the forum by themselves?
It lets us sticky posts and comments.
We do run our forum.
We don't run our subreddit because that's reddit's policy.
emmm sorry... what's subreddit
..... are you for real? but anyways reddit the website offers people the option to create their own small area called a subreddit. very simply put
oh I just realize forum in Mike's mind is their website, not reddit's one
ok then the question is go to reddit's policy now
Checked out reddit's policy and I don't see anything relevant to EHG will not run any moderation on reddit...
So let me guess... Because their accounts owned by reddit so reddit can delete their accounts even this subreddit if something against the policy, EHG don't want to take these risks so subreddit just for answering questions and sync their announcements and patch notes?
We don't want to break Reddit's rules, so we handed the moderation over to the community.
🤷♀️ Alright.
Yeah what I hate suppose to that mod who posted the announcement, it's not relevant to EHG at all.
Don't use le's subreddit anymore.
To answer "why" reddit's code of conduct outlines that a company shouldn't run their own subreddit:
This is to ensure reddit remains a space "of the community for the community." Having a company run their own subreddit means it can be heavily influenced by the company pushing their own agendas instead of being an unbiased community space - essentially a conflict of interest.
This isn't part of Reddit's Terms of Use, but their Code of Conduct which outlines the ideals of what reddit should be a space for - a community space, not a marketing space. We made the decision to hand it off to uphold that ideal having come from Reddit ourselves.
I see. To protect Judd's dream and memory.
For the upcoming Sentinel rework, will it be a complete overhaul of its skill tree and mechanics, or just adjustments to a few nodes? Personally, I’m hoping for a fully reimagined Sentinel, as minor tweaks to some nodes would feel underwhelming.
The majority will feel familiar. Volatile Reversal is ground up base skill and whole tree from scratch. It ranges all the way to just a couple nodes on the other end of the spectrum.
is there a plan to implement more Skills or maybe Items that benefit Teamplay(kinda like Holy Aura or Sigils work right now)
None of the new skills for 1.2 fall into that category. We haven't looked at what the next skills we will add are yet. So, maybe?
Thanks, but there's no details about address 😄
Is there address I can use just now (like LE tools) whilst developing? (I'm okay with/accustomed to limited documentation 😅 )
The API is not publicly available and is currently limited access to partners during development.
How does one become a partner?
You can submit a general support ticket with information about your company and works looking for a partnership agreement, and our support team will forward it to the right individuals internally.
Is forge guard racial(mastery bonus) being replaced or changed in 1.2?
Maybe, I don't have details available for specific potential upcoming changes.
the theoretical max for an item was T33 pre-nemesis, and now T35, is that correct?
theoretically, yes
As Eagles said, yes that's right but I just want to add that while that is the theoretical max, it is almost impossible and even if it did happen, chances are that a better stat distributed T25 will be more powerful and more accessible. And the theoretical most powerful item in that slot is probably a T28 on a 4LP item. Also astronomically unlikely.
Understood, I just like the side game of looking for really high tier items 🙂
with announced volatile reversal redesign, whats ehg approach to adjusting skills that rely on it, specifically we have several skills that allow both crit or DOT(ailment) variations, and those skills use similar damage nodes(generic ones that apply both to hit and dots), but VR was buffing one version of the skill by 180% more dmg if they were dot and by 60% if they were crit, which sounds tricky to balance out if you remove VR and have same tree for both variations? not really asking abt specifics but general approach, will we see more nodes on trees or?
Lots of buffs. We didn't really start out to rework sentinel but rather just VR. We realized almost immediately that it would cause the power vacuum that you're talking about. Sentinel was already on the generally less powerful side too so we were already eyeing several spots to make buffs.
That's not to say that there are only buffs. But a lot of power that was removed from VR (and then some) needed to be put elsewhere in the sentinel kit.
quick question, will cycles introduce new mechanics? and legacy characters won't benefit from the new cycles? I kinda want to grow my legacy stash whenever cycles end so I get some uniques and such for easy leveling / trying stuff
I believe current plan was that cycles won't have anything unique until the game had gotten bigger and it makes more sense to do so at a later point (early access to pinnacle bosses if anything is the one thing cycle would have)
Seasons will introduce new mechanics into the game. Season 2 is bringing lots of new stuff. We do recognize that some people don't want to restart and still want to experience the new stuff. At the same time, we sometimes want to introduce new challenges that we don't necessarily want to be easily completed an hour after release by characters which have been around for years. To that end, in the past we have put a short term time gate on the content. So for example, when we introduced Aberroth in 1.1, it was unavailable in Legacy until someone beat it on a seasonal character (or 1 week had passed). It took 3 days I think. We were pretty pleased with how this all came together. Each time we gate content like this, we will reassess the details so it might not look exactly the same next time.
For less grand events like just new unique items or skill updates and such, we plan to include all of that for Legacy characters immediately on patch launch.
oh and side note: we are using the term Season now. It's just more of a standard term.
Why cant the 'A' button on steam deck be changed to something else? I want the ABXY to be strictly for my skills.
I'm not entirely sure, I think we were trying to ensure that the button was always available but it doesn't feel like a good enough reason.
is there a reason why the stash
-has a number of rows that will never allow to completely fill a tab with equipment of the SAME type unless they are 1x1?
-has auto-ordering alignment vertical? why my intuition says that the alignment should go horizontal? am I only one that finds it cumbersome?
-why auto-ordering lines everything vertical and for the last column it does not try to align by 2 columns, so we can fit more stuff without having to move stuff to crate the space? the majority of equipment has 2 slot width...
- It was the most number of slots we could fit in the UI space.
- It's the order that the grid is layed out in on the back end and nobody questioned it. (sort algorithm was made for inventory and just ported over to the stash)
- sort algorithm was made (by me) in a few mins as a temporary thing and nobody has been back to make it feature rich since.
I want to add to the sort button repeat clicks using different sort methods similar to how Grim Dawn does it.
This all goes back to like 2018.
So 'A' will be free in the future?
I don't know of any upcoming changes to this
omg as a fellow dev i have already felt your pain. As suspected it's just a matter of priorities. Will add the ordering suff to suggestions.
Ty for your answers
is there any plans for new classes soon?
Soon is probably unlikely. In the far future? I'd guess yes.
Not soon but yes we do have plans for more classes.
so what exactly happened to the user playerbase? why did it dip to almost 1000?
Long season coupled with arpgs being extremely seasonal and dips are completely normal when other arpgs put out new seasons
ah ty
I'm pretty sure it was just over 24 hours, rather than 3 days. Like 27 hours
yea but I think because of how the weekend lined up, it ended up being 3 days. I could be wrong on that though.
7/9 9:13 - 1.0 patch deployed
7/10 8:00 - aberroth slain
7/11 13:45 - Aberroth released for all modes
So you weren't far off
I'll take it
Hello, In the game right now we got affixes like those "Health On Melee Hit, Health On Kill" is there plan to add the same for Mana?
No plans, mana is purposefully pretty scarce usually
In the item storage affix triplets, in the first byte, what does the bit flag in the lower nibble indicate ? 🤓 (i.e. 0x30 vs 0x31)
I'm sorry, I'm not going to answer details on that. Nice use of nibble though, not a commonly used term at all.
if they got rid of life leech as well maybe the need for high damage attacks with tells wouldn't be there
Regarding the Maelstrom skill node Power of the Storm (Storm Bolt casts each second at 6 or more stacks), I want to clarify: does this cast of Storm Bolt happen in addition to the Storm Bolt cast from the Gathering Storm node? In other words, when I invest in both nodes, does Maelstrom cast one Storm Bolt from Power of the Storm and another from Gathering Storm, resulting in two Storm Bolts per second? Or do these nodes interact differently? Thank you!
Would this be an improvement?
Top meta rarely even uses health leech, it wouldn't change much apart from making ward even more meta lmao.
individual effects
Hey Dev/Mods/Admins, I saw the subscriptions requirement for Team Speak Community server. Do you guys contemplate to have Discord and TS to co exist in 2 different software platform?
I'm sorry, I don't understand the question. We don't have an official teamspeak server. I don't know of a community run TS server for Last Epoch use.
that appears to be a scam. But also i thought that teamspeak died 10 years ago with the prominence of discord. How it's still alive???
I just downloaded the Discord like app though on Teamspeak, they back from the dead https://news.instant-gaming.com/en/articles/10259-teamspeak-gets-a-facelift-in-2025-with-a-new-interface-and-new-features
damn they cloned discord and slapped teamspeak logo on it
Yes, and Mike, you can click that link on how TS resurrected their brands. but I think having 2 official social chat provider is unnecessary
heyo quick question the first teaser from fridays stream was one of the first bosses of the game, was this a mistake or is he back among the living as presumably one of the champions or sth?
@radiant tangle afaik there's no official team speak last epoch server
that was orion, yes. however(to me anyways) it looked like a npc speech box art. so, maybe we get to talk to him, or he appears later after some timetravel shenanigans. or maybe his voice lines when he beat him up are speech boxes now
Should we start one? No. Should we keep an eye out TeamSpeak if they succeed? Yes 👍😉😊
Since I don't see this in the game design FAQ, I figure I might ask - Are there any plans to add more granularity to the game UI? It would be helpful to have settings for things like cursor or item label size since they're quite small as-is or need to be changed through third-party apps
More UI customisations is coming
I don't think cursor is one of them though. It's harder than you could think, because the cursor is tied to the client. (if you want a better answer maybe Mike can give you one)
Can we lower the cooldown from the “Hold this” node from explosive trap?
Not a suggestion more of a question it describes a cooldown in the skill itself, but it’s separate from a directly use scenario. Which is why I am wondering if we can lower the cooldown
It reads like a suggestion disguised as a question. The internal skill tree cooldowns are only effected by other nodes specifically saying it reduces that cooldown
Normal cdr isnt gonna effect it
Ty Vlad
And yeah, I'd be interested to hear more about the issue if there's anyone who knows more, I'm curious how it works
I know a bunch of guys use Yolomouse; im not a fan and just set my mouse bigger and pink in windows settings (i must be getting old 😅 )
im wondering why there is patches so often? more than other games. is it just small bugs or changes ? ty for a great game!
I didn't confirm who it was on stream.
Vlad is right. We can't affect the size or shape of the cursor after the game has been built. So the only chance to change it is when we patch the game. This would change it for everyone. We are working on a way around this but it has so far eluded us.
Just to confirm, increased cooldown recovery speed only affects the cooldowns of abilities on your bar, not interval effect cooldowns.
Questions from a fellow Unity developer. I am always curious about how devs are working on projects.
Been enjoying breaking down processes for certain things and how people work on them.
Was wondering if it is okay to ask some questions here. If yes, dropped some questions below.
- Are you guys using URP for the render pipeline or a different one?
- Are you guys using the shuriken particle system or the VFX Graph with compute shaders?
- Do you guys make custom editor tools for database editor like an item, enemy, or class editor?
- If yes do you guys prefer IMGUI for editor making or are you enjoying the UI Toolkit for it?
- For visual effects are you guys using a shader graph or do you prefer to make your own HLSL shader code.?
- If a mix on the previous question are you guys using HLSL code to write your own custom Shader nodes in Unity?
- Did you roll out your own input system or use Unity input package or the old input manager?
Mine doesn't get patches often, is what you're seeing possibly the Steam Cloud service updating your saves, etc.?
I saw a post on reddit regarding boss ward mechanic, and i think Mike commented
"The shield has the exact opposite effect that you perceive it to have so we are removing it from the vast majority of places that it exists and reserving it for just the biggest fights where low power builds need the most help. "
I played a lot of builds and bosses feel pretty much the same even when you do 50%-80% more dmg(either it takes several minutes or several seconds). but the issue rises when one build one shots boss and the other spends 5 minutes, Hopefully and i think EHG mentioned that u are trying to put all builds in line so that the difference between weakest and strongest would be idk 2-3 times at most. Is that how u see ideal state of builds in endgame, and if that happens do u think that we dont even need this ward boss system at all, so its more of a bandaid rn?
Not that I directly disagree with the design decision, but why is that a thing?
I feel like for clarity of item affixes and intuitiveness, cooldown not working with all aspects of skills is sort of weird. I can see the cases for item skills since the item skills are not directly from your character. But now cooldown is kind of a deceiving stat to put on your gear.
"Has anyone experienced severe FPS drops when fighting Shade of Orobyss? Does anyone have any temporary solutions or workarounds?"
Send bug report when it happens
It is quite strong on some build. But too be fair if it was impacting every cd in the game it would be much too strong and maybe mandatory in a lots of build, and mandatory affixes is a bad thing. For example, if it has an impact on rogue passive that would be so OP, more silver shroud more time with concentration in addition with more lethal mirage more transversal etc...
If some build use it, that probably is good enough to justify it existence. There are a lot of other affixes that are NEVER used or useless at higher tier that need a rework before cdr need one.
But your idea to add clarity in description of cd for subskill or skill effect is a good idea IMO.
Is there a hidden option or key to hide item names that drop on the ground?
Alt +'z
There will always be builds that are more powerful than others. Having a boss kill time normalizing mechanic is something that is going to reduce the range between the highest and lowest power builds. If it is too heavy handed then there is no point in making your build stronger, if it isn't heavy handed enough then it doesn't really do anything.
That reddit thread was saying that it was too heavy handed but didn't understand that they should have been saying that it wasn't heavy handed enough because it wasn't clear to them what the system was doing.
It is not a bandaid at all. I think it's a fantastic system that is misunderstood. We had previously tried hiding it and a different group were unhappy with it. This was has more clarity so it is easier to understand but it still isn't perfect.
We are removing it from the smaller boss fights because the heath pools aren't big enough for it to have a big enough impact. Having it on only the large boss fights will help to signal the importance of that boss fight.
At the same time as a related but not directly connected system, we are also improving the relative power levels of builds so that the gap is less extreme.
The tooltips which have secondary effects that operate on a max frequency per time system should not mention the word cooldown. We are working to remove the word cooldown and replace it with phrasing that explains what is happening but doesn't use that word so that everywhere that has a literal cooldown is affected by it. To be clear, the functionality is not changing but we are improving the tooltip clarity.
If we were to allow ICDRS to affect internal effect cooldowns then we would have to probably cut the base rate of each of them by the max ICDRS possible, this puts the max potential at the exact same spot but puts huge pressure on your gear to get max ICDRS.
- I don't think so because I think it came out while we were in the middle of development and we don't have the capabilities to convert all of our older stuff to the new system and keep up with new content creation.
- I think so. Those are words I've heard in meetings. Sorry, I don't deal with the VFX stuff any more and it's gone through a few changes.
- Yes, we have lots of custom editor tools. The ones you mentioned are just scriptable objects. They do have a ton of custom UI in the editor scripts though.
- We use IMGUI for our runtime tools that are included in dev builds.
- Sorry, don't know, I think it's HLSL. I've had to edit some of the shaders and it was done in a script.
- Not sure on the nodes.
- We use a 3rd party package for it.
Any estimated timestamp for achievements and/ or in game challenges?
no
Assuming it just isn't necessarily high up on the list of things that you guys feel need added to the game first? Like more important things that actually affect the game more, so to speak.
It's not just 1 big list. I'm not sure what the status of it is at all. Secondary features like that don't generally get decided on until the patch they are going in for. We also don't like to give timelines on specific features until we are sure they will be in that time frame. So all I know is that it's not coming in Season 2.
Fair enough
whats the main 2-3 goals for 1.2 on EHG radar?(not counting performace stability etc) asking more about game design part. My guess is monolith rework and dungeons/endgame activities?
Here is the post that outlines the key elements of Season 2's content.
https://forum.lastepoch.com/t/season-2-and-beyond-closer-look/74516
Hello Travelers, Today, we’re sharing our updated Roadmap, letting you take your first look at what’s coming for Last Epoch, including what big features to look forward to in Season 2. Let’s look at what’s on the board with an updated Roadmap graphic before jumping into more information about Season 2. As mentioned in our last update concer...
Have hard modes for static bosses like Aberroth been considered? Like theres 4 tiers of dungeons (also static), could there be tiers of Aberroth, or uber aberroth, etc?
Hello
1-Is there a new roadmap for the future of the game post season 2 in preparation, is it already fixed internally ? 2-if yes, do you know if it is going to be published before season 2 or after?
3- Are you still aiming for 4 month duration of seasons or you changed the plan for something longer with bigger content like season 2 ?
Yup
We have the tentpole features of Season 3 picked out. We like to leave room in our plans to add things that get requested by the community so it's a little early to be considering Season 3 in too much detail.
After, we are currently focused on Season 2 and drawing attention to what might happen in Season 3 before Season 2 has wound down would probably be a little out of order.
We don't have specific durations. We have heard loud and clear from the community that 9 months is too long though.
Thanks for your response.
Are you considering doing a survey or suggestion box specifically for community requests in S3 ?
it's cycles, not seasons. Sorry, i couldn't resist 👺😇
Not anymore
really! I'm shocked now. Isn't it season 1 then, as technically we've had no season 1, just a cycle xD
when you gonna add something to see minions dps ?
Don't know if its intentional but when using the melee attack on shift node, you won't put a trap on an enemy with the "hold this" node it doesn't matter either if you are wielding an eligible weapon or not. could be a bug could be a feature. if it's not intended ill make a post in bug reports
If something appears like it might be a bug, report it as a bug. The in-game bug report tool is best, lets you do it right then and there and gives them game logs which helps figure out the problem.
It's always open: #1210282176680169562
No ETA yet, sorry. It's on the list.
We're calling what we are in right now as Season 1
has the team considered adding character/account stats? I love stuff like /played /deaths etc in other games to see some quick stats on my experience with a particular character
good afternoon, i was curious if daggers not having access to the suffex lightning penetration hybrid was an intentional choice or an unknown oversite?
its intentional. lighting isnt a main damage type/themed damage type on rogue, since daggers are kinda leaning towards rogues.
its been brought up a few times though with the addition of other lightning skills/uniques. you can throw it in #1210281911872786482 or #1210282176680169562 if you want the devs to consider it
@flint bloomok thank you it was not a complaint i was just curious
does summon skeleton's node immortal (skeleton resummon chance) and Sinathia's resurrection shield's skeleton resummon chance roll separately or are the chances combined? With max rolls (40% and 20%) it has big difference of 8% (60% vs 52%) depending on how the math is done.
Then i guess, w/o trying to make it sound like a complaint, i am but very passionate and critical. But shouldn't the skill just be good w/o it needing cdr in the first place.
OR the threshold of unlocking access to this part of the skill be higher like needing a 7-8 point investment for it to scale EFFECTIVLY with cdr.
because right now it's in this position where if we had cdr it could have been semi-bad, decent but kinda cool.
It sorta feels like a cop-out to just make a skill just revolve around a single stat. If for example you could just give it worse added effectiveness scaling . Or you could give it scaling with a stat that is perpendicular to what a build initially wants to scale, which it already kinda does. Because who wants to scale throwing damage and melee damage at the same time.
But then you should not have the rest of the tree have such a clear scaling path while this node does not.
It's like having to climb with a ladder. and every step of the ladder brings you towards your destination. you have explosive trap as a normal skill which has throwing attack speed as a step, throw damage, nodes that give you multiple traps thrown, even homing second explosion nodes.
And then there is this node which gives you 1 step for free which is you can attach 1, ONE, singluar trap to an enemy with a melee attack. which A melee attacks don't benefit throwing attacks in a single way or B explosive trap activated this way don't give a single bit of utility to melee attacks.
You could give it investment like you need 4 skill points to go off at 1 melee hit but at initial investment you need 4 hits to attach a trap. because right now that skill investment is very "static" nothing scales it.
Also stats should just interact like they read. increased cooldown reduction should reduce the cooldown of anything. And there honestly should not be any SKILL cooldowns in the game that doesn't interact with it (even if itemskill cooldowns are debatable or in another case passive cooldowns would be different. but honestly that's an actually simple fix to rename the affix to increased skill cooldown reduction).
To come to your point of "they should not read cooldown" comes back to a point of disagreement in vision to where an ARPG should feel very variable and malleable to your own play style. Every statline SHOULD and MUST feel interactive. renaming something to frequency and then not have anything interact with it is like taking away a tool from the player.
Otherwise make it just scale with dex like stygian coal does with int.
its like having having a bleed damage that scales with physical, but there is this one effect that would cause "hemorrhage" but that wont scale with physical damage because technically its not the same as bleed.
Also the node after it where it would deal more damage each time it has been passed seems so out of place. as a rogue you play around dusk/silver shrouds which means inherently you will DODGE making it unable for an enemy to hit you.
What if you attach a trap and walk away from a ranged enemy (aka set and forget). And then the enemy will hit you when you are out of range as a melee character. You'd have a bomb on you that misses everything because there is no AoE on it.
then there is also the fixed arming time making it completely useless to invest into arming time or arming time bonusses to make use of the hopping over mechanic.
Imagine having to fight different bosses which have very different attack speeds. How would you ever fight Lagon with this node. he is designed to basically one shot you with everything he does and has mega slow attack speed.
By picking this node you would basically be incentivized to NEVER play against low attack speed bosses (honestly only mentioning bosses because on any non rare target you would never be able to pull this node off)
It's been a bit off a long post but i'd like to just challenge the initial ideas. I love this game and all the work you've put out!!
I haven't read this yet but I'll check it out later tonight
OK this is borderline workplace abuse. Feedback need to be concise and straight to the point.
Whats devs pov on poe2 skill mobility design? For example you can move while casting , melee skills all have short dashes etc? Is it something that picked your interest as game designers and some aspects might be implemented into LE? And another related questions will we have more mobility options for channeled skills(for smelters wrath for example itll be huge)? because some channeled skills have certain level of mobility others dont at all
I would guess no there reason for not doing it in poe 1 is its is super art and animation intensive ggg said that like most AAA studios they are nearing 70% artist something like that would req 20-30 people or some god teir rigging
As I read back I can see why it sounds very abrasive and I can’t help to think I went too far.
But I really wanna challenge the devs perspectives.
Do remember we are both trying to make the game better. I wouldn’t have stuck with this game since 0.7.4 if I didn’t love the game or want to see it succeed.
I don't want to sound dismissive of you or what you're saying (I read the entire conversation). But this is better suited to be posted in the #1210281911872786482 or #1210282176680169562 . This channel is mainly for questions that you want an answer to. It's not the place for a back and forth about why you think something should be.
For example I could ask Mike why shatter strike has a 100 health kill threshold, and he might answer something along the lines of; oh it's just a really old skill and back then that part wasn't so bad. If I then think that the 100 health kill threshold is comically bad and should be changed I'd head over to the #1210281911872786482 and write a post about how bad the kill threshold on shatter strike is and maybe post something in the #1210282176680169562 if I have an idea of what I'd like it to be replaced with.
Yea it initially started off as a skill specific question but then went full philosophical completely forgetting what the actual intention was of this channel.
I’ll do better next time 
What are devs plans for hp vs ward balance? Will itemization be touched there, what are the key ideas to make it better?
Internal cooldown effects for specific triggers are balanced around not needing ICDRS. If something needs it to feel good then it's just not balanced right.
I played a Titan to T6 maps. Definitely didn't finish the end game but I'm computerless for the next week or so. I don't think trying to transplant the timing style into LE would work very well. I don't think that approaching the situation from "what can we bring over" will ever result in good quality changes.
If anything, I would examine the feelings I get in different situations and decide if those are feelings I want to chase in LE (if we don't have them already). Then explore the options on how to accomplish it from scratch in LE.
I think it's crucial that different abilities have different mobility potentials. Only thing I'd like to change about the movement of Smelter's Wrath is allowing some capped rotation during charging so you can adjust your aim.
Move some of the defensive ward power onto items from skills and passives.
Add more health style defenses to the skill and passive trees of non-ward users.
to the skills too! that sounds huge, finally! 
another question that might be asked but couldnt find an answer. Will we have some kind of rebalance/rework on ailment skills that are heavy hitters(slow, high dmg) like smelter, ignite eq, forge strike etc. Those skills have huge base damage effect (400%+) but it does not correspond in any way to ailment application, even tho the skills obviously have some ailment support due to certain nodes or even clusters on skill tree? and another related topic is if we will see rework of AoE effects that apply x aliments per second to scale with your ailment chance, similarly to glyph of dominion nodes? there are several nodes like that from several years ago that have been untouched.
Not asking for specifics, just wondering if devs aware/see these 2 things as an issue that needs to be resolved one day or its highly depending on each skill?
I don't know all of the individual changes off the top of my head. Sentinel in general has a lot of changes so probably but those are not primary targets. Added damage effectiveness does not translate into more ailment damage.
what do you think of experience punishment and the scale of maps in altas in poe 2?
I wonder how you guys think the game would fare if it had a similar challenge level as PoE 2 from the start? Do you think players largely would appreciate it, or not? Do you think it's potentially too far along now to ever rebalance the base campaign for that? I'm not trying to suggest that the game should become more difficult AT ALL, I'm just curious. I believe LE has a level of agency other online arpgs don't, and that solving difficult campaign problems with the way LE does crafting is extremely empowering.
le already has higher difficulty than poe2, it just takes around 60 h to get there
Sure, maybe. I mean for the entire campaign.
🫡 I like loot filter the best personally if I must say the favourite feature from le
My opinion on it has not changed since playing poe2. I still quite like it but wouldn't suggest it for LE.
Difficulty is such a...difficult? thing to get right. It is wildly different for one player to the next. We are working on improving the opportunities that players have to take on greater challenges.
I would love ward being removed from story bosses and instead giving them more engaging mechanics/reworking their abilities.
Those aren't really an either/or and we are removing ward from most enemies.
So you want to rework early bosses a bit 🧐
I'd love to take a pass at early game boss fights.
I would love too. Thank you for answer 🙂
can we have something more specific on the changes? I'm really curous about this topic
oh yeah i almost forgot to ask about a pretty despicable episode...
I was running mono and one guy in the global chat started spouting expletives, hateful and genocidal stuff.
I checked the chat commands (right click on the rude guy) and only found a "block" command and no report command. Did I miss the report command or it's not included?
What to do in episodes like this?
esc button, support, and there is a reporting and moderation section
you can also take a SS and send it here to @jaunty pier
ty. I tried also to take a screenshot but the game minimizes when i press the screenshot button (windowed borderless mode) probably another bug
even the shift+windows+s combo?
can also just have the game take the SS from the support menu while chat is open. i had the support box up, hit enter with nothing selected, chat popped up.
Snipping tool also has a time delay option that can let you get the screen in to the state you want.
Also, if it minimized, it's probably not in borderless any more.
I'm sorry, no. I don't have specifics that I can share. Partially just because it's still being adjusted.
understandable
What do you have on expanding the end game right now? New end game systems or targetfarmable items tied to new content?
We will have a detailed post regarding the end game changes so I can't go into details on it yet but yea, pretty much.
Around when can we expect that post if I may ask?
I would be shocked if it comes before March
maybe some more news in febuary if they keep the same distance from teaser video to release as with season 1
We have a finite amount of "cool stuff" to unveil. All of it has an amount of hype it can build. That hype fades over time. We want it to culminate just as the Season is about to start so the most people see it right as we launch.
On top of that, if we share something early and change it, we end up with problems with wrong information circulating.
So with all that in consideration, large, concrete information comes out much closer to the launch date.
thats totally fair, im just very curious about the game
and I'd love to be able to spill all the beans. Holding stuff back is the hardest part of this for me.
whats the biggest 1-2 downside of monolith system in devs opinion? and what is in players opinions(from feedback you got)?
new league when?
Season 2 is planned for April of this year
With POE dropping the ball and D4 being nearly dead if they just dropped the league at beginning of February it would be earth shattering
It'd probably be unacceptably unfinished though.
What's the next time there might be a bigger teaser? You know, the ones with key passive or item text, rather than a handful of art stuff
asking devs for leaks is big
those are teasers, previews, or reveals; leaks imply they're from an unofficial or unauthorized source doing something they're not supposed to.. which is a bit of a funny way of describing mike talking with the team and getting permission to show us new things 🤣
sry wrong word🤦♂️
Have devs tried profiling their players before? If yes id be really curious about what the different "types" of arpg players are and which "type" sticks with which arpg
Not that I know of. We are aware of generally different rough styles of players and try to take each into consideration when designing new content.
Don't worry, we use the term leak too. And I don't think leak is unofficial vs official, I think it's authorized vs not. I've leaked a few very minor things by mistake over the years.
Larger info will be available as we get closer to the launch in April.
Who would win in a fist fight: Merlin or Gandalf.
when is 2nd season going to finally release? i hope that at least when you werent adding any new content you fixed the game crashing all the time, so its playable
April, as stated in one of their news post.
so they are planning to release about 1 season a year?
no. this one was delayed for multiple reasons. as also stated in their news and forums posts
with poe1 delayed and poe2 in it's current state and d4 bad all im looking forward is LE season, cant wait
also you do realize they are adding new content right?
nothing mentioned on steam since immortal uprising event, bug fixes and balance changes isnt new content
yes they did the season2 and beyond post: https://forum.lastepoch.com/t/season-2-and-beyond-closer-look/74516
the way its just put there it looks like its just plans for somewhere in future. when, who knows, nothing mentioned there. they say its "close" in the post but that post has been there for a while there
Gandalf hands down. Merlin has some neat tricks but gandalf is basically a demigod.
Season 2 will arrive in April.
Source from that post: "Last Epoch Season 2 launches April of 2025!"
I don’t know Merlin got that dog in him
I will concede that I don't know much about Merlin's abilities from each version. I watched the BBC show from a few years back and that version would have got his ass handed to him by Gandalf.
Given news of poe1 delay, does this have any meaningful impact on the release date of season 2? Could this push the date to the earlier part of April rather than later part?
not my question but one that i think got missed and i'd be interested to hear an answer to (sorry for the ping misha)
I just noticed that the Ravaging Aura doesn't have any scaling, but some people say it scales with Vit. I'm wondering if it scales or no??
Rav aura is a subskill of void cleave, so it gets its scaling from void cleave which is 4% increased damage per strength and 4% increased damage per vitality. It also benefits from applicable "more damage" multipliers in void cleave's skill tree.
From the dev perspective what are some lessons you are taking away from the fallout of ggg's poe1 announcement about 3.26, if any? This feels reminiscent of the constant "le is dead" sentiment i see around arpg reddit spaces due to the delayed season 2
It is just another proof of the superiority of EHG, GGG after having partially copied the trade house, felt oblige to also copy the multiple delays.
is it april 2nd just so it isnt april 1st?
Maybe
The PoE1 news did not affect the release date.
please do sth on April 1st as a small joke
I'll suggest it
No necessary to do something, just release the update in advanced :)
(2nd -> 1st)
You guys are killing it LE corners it's niche well as a long time player I've always been satisfied when playing the game. Looking forward to the new season. The teaser is awesome and the timing couldn't have fallen more favorably love you guys
Any news on WASD?
I saw very aggressive posts on reddit that EHG dont want to answer why previous 1.2 was scraped completely(is it though completely?). Is it true that devs doesnt want to talk about reasons to current theme of 1.2 been previous theme for 1.3 and not both themes of previous roadmap seasons? Is previous ideas for 1.2 really was scrapped or their will be next on the line in near or distant future? I'm curious, no offense for you, Mike, or other devs
its being tested...but there is no eta to live
do you plan on making proper steam integration
1.2 was pushed back for a variety of reasons...the old roadmap stuff is getting a merge between 1.2 and 1.3...but not all 1.2 and 1.3 stuff. a majority of players wanted more endgame content...so they adjusted. and there was other reasons too. this is the current roadmap of what to expect/what coming later
perfect opportunity to release Mad Mike's™ Evil Patch Notes 
when complete OST?
The new teaser trailer looks absolutely beautiful! I was wondering if an in-house team handles those or if they are contracted out? Would be awesome to see some cinematics of that high of quality in the future
What is missing from steam integration to be proper?
Eagles pretty much covered it. We've got a devblog post out from a little while ago that explains it in more detail. It's pretty much just a response to feedback.
ability to invite people via steam itself instead of doing manual labour ingame
We've mostly come around in theory. It's not something we are ready to commit to yet. It is something that we have heard the community loud and clear about as something that is really wanted a lot.
Oh, I don't think that will work.
I know we have contacted some trailers. I don't know if this one was in house or not. (I just saw it for the first time today)
also I'd like to take a moment and say thank you for not introducing mana potions into the game, because mana potion alcoholism is one of the things I hate in arpgs, and I clearly see LE is balanced around not having mana potions
Does summon skeleton skill's node 'immortal' (skeleton resummon chance) and Sinathia's resurrection set shield's skeleton resummon chance affix roll separately to resummon or are the chances combined? With max rolls (40% and 20%) it has big difference of 8% (60% vs 52%) depending on how the math is done.
There's an affix for mana on potion use xD
uhh is it already known if skill sigils will be in season 3 or will it be further away or is it a dont yet know situation
We're currently fully focused on closing out Season 2, and don't have any details to share for future seasons beyond that.
Are you streaming today?
Muffin should be live right now
If they are worded the same, they should be additive not multiplicative.
HMmmmmm what channel though 😂 Showing main channel as offline
I was on slowmode , is it on LastEpochGame?
Yes
Technifical Difficulties maybe?
There be no stream on twitch currently
^
We are waiting when its live
I thought there will be one today after you released the teaser and date for S2 cya next friday
No stream today sorry - Mike is out and there was some technical difficulties getting Muffin set up.
He was overcooked
When people say "let EHG cook", they didn't mean like that 😢
Instructions unclear. put Muffin in oven at 375 for 20 minutes.
SHIT
Since there won't be any stream. Any chance we get the teasers that were planned?
Pretty please

Oh! Okay ❤️
for the love of god of your choice, why can't I know what will passive nodes affect before I take them :(
I'd like that to change one day
#1210281911872786482 #1210282176680169562
This channel is for question to the dev not ranting about something you don't like
that intended to be a feedback/suggestion but fair
I have a question out of curiosity so please don't ban me. But why are the Devs still updating a game that has between 400-1800 players? Now I'm not sure what other platforms LE was launched on but if it was just steam then this game is dead.
You should read up on how seasonal aRPGs work
And that's fine, but #👨┃ask-the-devs-not-support-no-bugs is not the right place for it.
You have a question about why xyz interaction works or why did they choose to do a b or c, go ahead. But feedback go in the feedback place
The game is less than a year old. The devs promised and have worked on a good bit of content for the game. Seasonal ARPGs always have a rollercoaster player count. It goes up and down pretty regularly (go look at poe1, diablo, torchlight, any arpg). New season player count goes up, and falls, and repeat.
Its the life cycle of this type of game. Its normal
The only not 'normal' thing is the extended season we are currently in
Which we now know when its ending
ya but to go from 250k to 2k is a big drop.
You are looking at two extremes like they are normal. 250k was extreme cuz it was hype launch. Its not gonna get that high again anytime soon. 2k currently becuase of a 7 month drought of content. Thats also not going to happen again.
poe1 which is the biggest arpg on the market went from 228k to 13k, they still updating it
The First Descendant had something like a 90% drop in players on steam in less than 6 months and they're still doing significant updates.
I like to think that the players and developers need to agree that a game is dead before it truly dies. From where I'm standing, neither has thrown in the towel.
I'm with this game till the wheels fall off. OT:
Was the stuff that was supposed to originally come in 1.2 in that pre-production phase, or slightly further along than that? I ask because I'd personally assume whatever that stuff was, would be easier to get out the door for season 3 much more quickly than what you folks are doing for S2. (I'm not asking about how FAST s3 is coming btw. Managing my own expectations for the future.)
This question for Sam:
Do you interested in making VFX because a team homework on lessons required someone do VFX work but no one want that, you think it's an interesting thing to play after tried that role then you're go on doing that until Judd found your work?
(Your life is a legend definitely)
will ehg after 1.2 try to follow poe pattern of patches: 4 seasons per year with every other one having big updates and the others being more filler like?(or try to)
If there is desire for it, I can compile some useful VFX resources for anyone looking to learn VFX for games. We could possibly do some demos or more in depth VFX blog breakdowns if there is interest. (and I can get approval to post something like that).
Yeah yeah yeah please 🙏
It's a good chance to learn more about game development and find the favourite direction
Hi Mike, if Storm Totem or Lightning Wolves use Storm Bolts do they get Flat Spell per our Attunement?
I'm computerless right now so I can't check. If it gets anything from attunement, it's yours, not your minion's. Minions don't benefit from attribute scaling.
We don't have a set schedule to share at the moment. We have heard the community's feedback that 9 months is too long.
Oh and I can finally say "technically slightly less than 9 months"
Thx, I'll ask again next week ❤️
I'm not sure how much work was done on the parts of original 1.2 that didn't make the cut but I expect some stuff was done. It won't really affect the speed of season 3 but rather improve the quality and/or quantity of it.
Hoping to set my computer up in 2 days.
Hi, more of a broad question, but when coming up with new ideas for content, how do you actively address the biggest needs of the community? For example, how would you go about figuring out that the most key addition to the game in its current state is more map variety, itemization, etc.
I'm talking more about major content releases and the key mechanics they bring with them, not so much small changes
is "pause game" going to be added to the game?
no announced plans to have an active pause in online mode but if it's something you'd like to see please post a suggestion on the #1210282176680169562
Any plans about ps5 edition?
Thanks (:
It's a combination of checking posts for common terms, reading our feedback channels, and just talking to people in the community. We then look at that and use it like another person at the table when deciding what features to include next.
are mythic items/ancient hunt still a thing on roadmap? is it planned after 1.2 before skill sigils?
A while back, I had a really negative experience with this game stemming from lack of transparency. As a new player, I asked when the season would be ending in this discord so I could plan around it. I even asked for assistance in this channel and was ridiculed for it. Don't believe me? Look up the posts.
The ensuing vote and aftermath made me stop playing the game entirely. The days leading up to the vote, we were spoken to as if the outcome was a forgone conclusion. The fact that a vote happened at all was more telling - that there was an admission that the playerbase was unhappy.
I know people don't like negative feedback all that much. But when people stop complaining - it means they stop caring. Why continue to fight for change if your voice isn't heard? That 'silence' isn't good for anyone.
I do hope this game improves and continues to grow - I enjoyed my time playing it. But like many I've stopped completely. And its not just because of new offerings in the market. It's because of the negative experience I've had with this community.
Right now I'm looking for a reason to come back and give this game another shot. It's why this server is still on my server list, being notified of every announcement.
I hope its more than just a content update incoming. That the community has changed for the better.
why is 1.2 called a "season" and not a "cycle" ?
caused confusion so they swapped to season
Changing after two cycles is what causes confusion.
I read through the logs and when you initially asked vlad answered that the plan was 3-4 months from when 1.1 launched, which was the plan ehg had told the community. They then, mid cycle. Decided to extend 1.1 so that they could put more features that the community really wanted into 1.2 and because of that it caused 1.1 to become longer. The event started around 2.5 months after 1.1 launched and was more so that they could add some QoL features (plus stuff like the loot lizards) mid cycle since 1.2 was going to take so long. So exactly like Mike said they were planning on 3-4 months but changed it mid cycle so that they could expand on 1.2 and deliver a better patch.
Searching through your posts in this channel I certainly don't see any ridicule
Stuff could have been deleted too. I don't think we need to dive too deep into that.
I do generally prefer calling it a survey instead of a vote because we use the results but don't follow them blindly. Luckily our ideas have generally lined up with survey results pretty well.
anyways 1.1 is a chaos... I hope 1.2 can go well
Do higher fidelity assets like, say cosmetic armors with high polygon counts, come with a significant performance hit for a game like this? Or is it negligible if users have enough vram?
emmmmm Still one more question for your feelings about runemaster:
Do you want players must cast 3 runes or cast 2 runes is enough for damage output in the endgame? (Not include the same rune repeat two times then cast another rune like fire + fire + cold)
3 runes includes:
Rah Rah Rah
Rah Rah Heo
Rah Rah Gon
Rah Heo Rah
Rah Heo Heo
Rah Heo Gon
Rah Gon Rah
Rah Gon Heo
Rah Gon Gon
Heo Rah Rah
Heo Rah Heo
Heo Rah Gon
Heo Heo Rah
Heo Heo Heo
Heo Heo Gon
Heo Gon Rah
Heo Gon Heo
Heo Gon Gon
Gon Rah Rah
Gon Rah Heo
Gon Rah Gon
Gon Heo Rah
Gon Heo Heo
Gon Heo Gon
Gon Gon Rah
Gon Gon Heo
Gon Gon Gon
2 runes follow the same rule
Higher performance cost objects are less impactful on the player because you only spawn up to 4 at a time in a combat zone. Going hard on a zombie that you can find packs of 50 for will have a way bigger impact.
Mike, i think this one got buried, but i also dont think you have a solid answer about whats coming after 1.2
also, Mike! i asked a while ago about using some LE monsters in DnD....I just got done playing with a group of Jahith bears...it went over SUPER well. very fun encounter 😄
Teleporting bears in DnD sounds like hell lol
out of 6 players, 2 were on 2 death fails, and 2 more were reduced to zero at some point. but...it was hella fun and high stakes
When a melee skill is converted by one of its nodes generally that node has phrase "base dmg converted to.." included - DOES IT INCLUDE CONVERTING BASE MELEE DMG OF WIELDED WEAPON OR ONLY the small BASE DMG OF THE MELEE SKILL ???
the weapon's implicit will convert to w.e the skill's base is
example...swipe...its base is phys. you havea weapon with +20 melee implicit. it will be phys. if you convert swipe to lightning...that +20 implicit will now be lightning.
this will NOT convert prefixes like+30 fire melee, cuz its already typed
but anything in the skill tree/passive tree/implicits that have no type with it, are considered adaptive and will convert to the base
Is the ailment damage formula something EHG is happy with? It seems like fast-hitting attacks is always better than slower hard-hitting attacks. The damage of the skill isn't factored into ailment and seems like it pigeonholes builds more than it creates build freedom. I'm curious if that's a topic to be revisited or is something that you guys are happy about the state of
Isn't that just hit and ailment damage being tuned independent of each other? I know at least a few ailments exist that have very low stack limits, and I doubt there's much reason to go have crazy high attack speed with those.
I'm more confused as to where they had any lack of transparency with the weekly posts
what was the vision idea of making eternity cache an unfair casino given that almost entirety of crafting system opposes this practice?
Typically unfair would mean things are weighted against the players interest. What do you mean by unfair here?
Do you plan on continued working with the controller. Coming from POE 2 and D4 I love to sit back with a controller and play these games. Able to spam my pits in d4 and do maps in poe 2 and kind of chill on controller. I notice this game has controller support but its impossible to just rely on it compared to the other two games.
It's a topic of much debate internally. I don't think there are any major changes to it coming in season 2.
The game is generally balanced such that making a legendary item is a stretch goal and not a requirement for most of your gear.
The idea is that if you're going after an important 1LP slam (the only point where the odds are worse than even), then the unique is probably good enough to use already. Then any extra stats are an upgrade.
The issue that we are looking to address comes when you are sitting on a 1/2 LP item that hit the slam you wanted and then you are trying to make a 3LP version but miss the slam there and your rarer unique ends up actually being worse than what you are already using.
I find most of the issues with the legendary system come into play when the only acceptable outcome is perfection.
Given that you never leave with an objectively less powerful item, I don't love the casino comparison. I do understand that the pre-slam items feel like they are the best possible outcome for a time and having that fail feels like you've lost something. And in a way you lost the potential so the feeling is appropriate.
Overall we love the legendary crafting system. It has room for minor adjustments that will have major feels implications.
Season 2 has some adjustments coming.
Yes, Season 2 is coming with an overhaul to the ability targeting system on controller. Every ability is getting a primary and secondary smart targeting system for controller.
This gets automatically updated for each transformative node or item for each ability. This means that "orb walking" finally works on controller.
(I feel like that term might be outdated but I don't know the more current one)
Glorious! Brink of death is exactly what you want.
I think you might mean primal uniques? And I don't have any info available on what is coming after Season 2. (Other than what is on the roadmap)
is there any reasons why the original 1.2 roadmap are not included in the upcoming 1.2? like the primal hunt endgame event and primorial uniques?
We got feedback that we were focusing on the wrong stuff so we pivoted. Season 2 will have lots more stuff than the originally planned 1.2 would have.
why there's an unique idol for fire/cold damage (Throne of Ambition) but no unique idol for lightning damage?
Because the kickstarter backer who created it wanted it like that.
...... hhhhhhh alright alright alright...
the answer is unexpected simple sometimes hhhhhh
I quite disagree with such vision but I thank you for such elaborate explanation
wish there was also one about why uniques and sets for martial classes seems scarce compared to caster classes
Is there any functionality coming out, that would save your hardcore character during a DC/crash? Diablo has it, PoE has it. This is the only thing that stops me and my friends from playing LE...
The server disconnects you very fast, never lost a HC chat to this. It's not really an issue in LE imo
I did few times, that's why I'm asking 🙂 (Didn't play last season though, was that improved?)
Can't say that it has improved, cause never had the issue.
What I know is, that ALT + F4 always saved me when I had unexpected troubles (like getting stuck), and when I dc'ed I always ended up living.
I was always a very casual HC player, and all I can say is that LE was the first game ever where I managed a full HC season with several max level chars.
Only thing that would hold me back to continue in HC, is the current bug about the FK faction reset, which is afaik still live.
But that is a different story ^^
Last time i DC'ed I was running through a place and there were mobs around. When I logged back in I was dead. Had similar cases in D4(with scroll in inventory) and in PoE2 I had like 50+ crashes already and was fine.
Is poison due for a well-deserved buff in 1.2?
Have you guys ever considered having similar elemental reactions from combo abilities as seen in Larian games with liquid puddles and electricity, or fire and water to make steam, or in PoE 2 with gas grenades and fire abilities? If so, what made you decide against including these interactions?
If we get WASD in LE: Will that work like in POE2? Because i dont like how it works in D4 😦
Not a dev but I do have an partial answer to this.
It was planned early in development to have skill interact between each other. For exemple shooting a Fire Ball through a Tornado would make a Fire Tornado.That's why we have a "random" Fire Conversion for Tornado. But then it was decided against because that was too much work/interaction.
I am sure if I said smth wrong Mike will provide a better one.
Oh I guess that also explains the node on Flame Rush where it gets stronger if you use it after a Fireball.
No, Flame Rush was added much more recently. What I am talking about is at least 5 years old
It would be our own version. I don't know what issues we might face if we do that could push the style one way or another.
But it does explain runebolt speeding up going through Frost Wall like an acceleration gate.
Sorry, no info on upcoming potential balance changes
when will the own version of le will be out? Looking forward to how will WASD act in le
We have been adjusting this timing up and down. We don't really want an alt+F4 meta for HC. It's almost impossible to detect alt+F4 vs a disconnect. If we turn it too low then you could also be in a situation where if your connection isn't stable enough that the game may disconnects you while playing. It is on our radar.
Never said it is coming. We are talking hypothetically.
What would you prefer? And I don't feel like the martial to caster unique ratio is off but I haven't actually looked at the ratio. Do you know what it is?
Hi Mike,
Got a couple questions about Net.
- Without any nodes , its a hit right ?
- Barbed Net, adds a Phys Dot but doesnt removed the Hit part ?
- Acid Snare, does the Poison Conversion also applies for the Hit ? Making it the only Poison Hit in the game ?
That is very sound logic. Poison can't hit. No exceptions.
So it convert only the Dot added by Barbed Net ?
I guess that why Acid Snare adds the Poison tag and dont replace the Phys Tag
Thanks for coming back on this one, Mike. "We don't really want an alt+F4 meta for HC. It's almost impossible to detect alt+F4 vs a disconnect."- as I don't know how you handle game instances I have another question:
- when you DC/alt+f4 is the instance stopped too or does it carry on? In both cases, wouldn't the player appear in the same place after he connects again? (so alt+f4 wouldnt help that much)
In general is there any technical documentation around your instances and connectivity? Or is it internal eyes only?
Is Mike Cof or MG gang? 
What was the thought process behind choosing Unity as the software for game development? Is it the best choice for the long-term success of LE?
If UE or any other software is superior, is it possible we see a transition at some point down the line?
Last Epoch will not move off of Unity. It would be better to just make a new game if we wanted to go to a new engine all together. Attempting to move everything over would be insane. Just updating the version of unity took a huge amount of work.
I will post example in #❔┃ask-the-community
I do both but I prefer CoF.
Once we have no players in an instance, it's shut down. It's internal eyes only.
I think so but I'm without a computer for another week so I can't check
Oh yeah sorry
Hey I can't ask for the exact changes for devouring orb, but if I played a devouring orb build now, would it have to drastically change? Like is the structure of its skill tree is changing or is getting just some extra nodes and synergies?
What is the design concept of sentinel affixes: flat lightning damage to javelin(helm), flat lightning dmg to hammer throw(idols). Only one mastery supports lightning damage and hammer throw doesnt even have a conversion
If your instances would be on-prem (just randomly wishing), would it be much effort to keep it "paused" for 5-8 minutes on HC realms? After this time, if character doesn't come back in, the game could potentially resume, causing the character to die(like now), or logout within your current time frames(also like now). I understand that if they run that at external cloud providers this would lead to extra costs.
gotta wait for patch notes
I'm not sure I fully understand the question. It's to give you the options to build lightning throwing damage if you want.
It is possible to extend the time that an instance stays open while empty. I don't know what the cost difference is at all. Technically we already reconnect players to instances if the time is fast enough. The reconnect pretty well has to be to town though I think.
When you disconnect and come back to a dead character it means that you were moments away from death when the disconnect happened. The time before putting it "in stasis" for lack of a better term, is quite low.
Yeah, but that's what I'm getting at: if for whatever reason the character loses connection, the instance gets into "in stasis" state and is paused for few minutes. If connection reestablishes it continues as it was. If you won't come back then either dead or town. This way you can't abuse alt+f4 while also having a backup against DC and crashes. Again, still not sure how viable this is on your side, happy to put it into any "feature" idea/suggestion if you have such a thing here.
The way the game works now is that you play on a horn, which means that you often get stuff on the horn.
So, you are at an advantage when you play on meta-builds (subclasses). The market will be full of offers for you and you yourself will be able to sell rogue stuff a lot and expensively.
But if you want to try something non-meta-builds, another subclass, you are doomed to go only non-trade guild.
Because everything that will fall to you will have no value. Because your subclass is non-meta. And to buy something worthwhile will be difficult on the market, because the items of your class players would rather just throw away or disassemble.
So, question:
**Will this principle of dropping for classes be changed? **
So that everything falls to everyone with the same probability?
Does ehg team have some process or plan when it comes to testing and balancing specific skill. For example in 1.1 it took me around 3-4 hours to test gathering storm bear where I put up a planner for endgame/low monos/campaign then went offline and tested all 3 setups in corresponding areas(and vast majority of testing time was wasted in campaign). Is EHG doing something similar to this?
P.S. Was mainly asking because me and many other people were concerned with power balance of the game for years, from our perspective as a player it seems pretty easy to test out build/skill on all stages of the game and roughly say if its very op, strong or mediocre. Therefore it is very confusing from players perspective why we see many extremely overperforming or underperforming builds every patch.
could be interesting to get a full breakdown of this process in eterra monthly like we got for bug fixes
Would be really bad gameplay wise. Imagen running a wizard and your weapon is over 30 levels to low with bad affixes because you keep only getting weapons for other classes
I want to play ANY class, not only a mage or a rogue.
Because if the drop of things does not depend on the chosen subclass, then I can buy anything I want on the market, and sell it just as profitably (expensively), what I get.
Even if everything drops stuff thats non meta will still be worth basically nothing. And you can still drop things for every class at all times. You just get more drops for the class you are playing
Now it all comes down to the fact that if you are not on a meta build, you are forced to play only through the Sircle-of-Fortune Guild. And it is terrible...
we discussed this issue on our discord channel (10,000+) and players agree with me, and asked to write hereI want to have equal conditions for trading for all subclasses.
Yea, I understand the request, it's the way we tried to set it up initially. It's not something we have as an option.
The Pebbles set has a mod that gives +42 fire cold or lighting damage based on your lowest elemental resistance. If all your ele res is equal, do you get +42 damage to all elements?
This is something we have discussed and debated a ton. There are very valid reasons to push it in each direction. We've got it in a very middle of the road state at the moment and are generally very pleased with it.
Drops are not differentiated by mastery but rather by base class so as long as each base class has one meta build in it, regardless of which class, mastery or build you are playing, you have equal chance to drop meta gear.
The only drops that are heavily affected are non-unique, non-set, helmet, chest and relic items, idols and some weapons. This leaves the vast majority of items as non-class specific drops anyways.
We also have learned from class distributions that this doesn't have a huge impact on the actual distributions of characters. This isn't a fantastic representation for min/maxing super high end gear on the Bazaar though.
On top of all that, we get way more requests to push it the opposite direction than you're asking for. We aren't doing that but from where I'm standing, if we were going to change it based solely on player feedback, it would go to more restricted, not less. We don't make changes like that just based on feedback anyways though.
Having said all that, we do value the feedback on it and if you want to leave a suggestion for consideration, drop it in #1210282176680169562 . It is possible that we could change it.
No, it uses the left to right order of your resistance on your character sheet as a tie breaker.
We have more advanced tool for testing different builds. Usually what has happened is just that someone found a build we didn't. Of the [some incalculably large number] of combinations there are, we only test a tiny fraction because we just can't do them all.
if i reported a bug a while ago and it's not fixed yet, is there a minimum time i should way before re-reporting it?
like if i reported in last week or in 1.0 or in 0.8
how long is a long enough wait?
My personal rule of thumb is if the game gets patched and it persists thru the patch. Or if you figure out a consistent way of reproducing the bug. Or have additional info on it.
There is no 'rule' about it though, you arent going to get in trouble for reporting bugs, no matter how often you do so
Tho right now they are focused on 1.2, so i wouldnt expect many patches the next couple months
I'd like to take a moment and say thank you for not making leveling a drag that's sole purpose is to make people play beyond refund hours and uninstall anyway
There is some info about sentinel skill tree changes yet?
Not yet
Just whats been teased in #eterra-monthly
Been playing since 2023 and heard some content creators talk about a community test server whenever there is an update, is there any way to sign up for it or is it something EHG hand picks members for?
There is/was an application on their forums. But it is currently closed
It's currently going through a bit of a restructuring. I hope that we get intake opened up for it sooner than later but it's not available right now.
It does exist though and not to put salt on the wound but they do have access to season 2 preview at the moment
no salt in the wound to worry about, thanks for the response from both you and eagles. hope development on season 2 goes as smoothly as possible
will there be an announcement somewhere if it opens?
Yes. Not sure where. Likely in news. Probably with an accompanying devblog outlining the updated program.
will there be upcoming adjustment to the unique drop rate for 1.2 similar to the event previously?
Any chance down the line to increase character capacity? I've been deleting legacy characters for a while now to make space for new characters. Thanks!
hey Mike, I just did a bit of testing and it appears that the Flesh Harvest node, found in Dread Shade tree, is not increasing the buffs my character is getting from Dread Shade when at low health (with the Symbiotic Apparition allocated of course). To clarify, the base buffs from DS do work and increase my damage as expected, just not the double effect it's supposed to have when I'm at 0% HP. Is this somehow intended (it does say "missing minion health") or a bug?
It looks like it only works when it's on a minion as it says missing minion health.
Like, it's looking at the missing health of the minion it is attached to. Your health being at 0% doesn't do anything.
Got it, and is that the intended functionality? Many other nodes in the skill tree will refer to "targeted minion" in their tooltips but this one doesn't.
A part of it is that it also makes it not work with the node that lets the shade attach to a mob instead (unless it functions with the mob's missing health, which would make it somewhat weird given the shortage of execute style abilities in the game except for outright culling)
It is working as the tooltip says so that looks pretty intended to me.
I'm not sure if it works when attached to an enemy or not.
It always gives the same buff to everything of a given type I'm pretty sure.
hopefully your Bug Ticket manager is not hating me too much.
I'm having fun leveling some alts and I'm reporting all the weird things i'm noticing in campaign: bugs, graphical glitches, errors or missing quest indicators.
Hopefully my brain is not totally gone and not doing duplicated ticket openings, at least by my end
If you think you'll find several that are related, it does help to bundle them together if you can but I'm sure it's fine. Keep it up.
no they are probably all separated.
The only ones i think are related are
-some random fps drops (the worst one happened once so maybe it was the minion build + maybe firefox in background that decided to hog everything)
-graphical glitches on water fire effects
-The random freezes on nemesis encounter.
Does the in game bug reporting system send you guys info regarding hardware, driver versions, OS etc. Things which might be useful for reporting performance issues for instance.
If you play offline there is no limit at all btw
Will we get (hopefully in 1.2) a audio toggle option to mute player voices? (E.g. "Fools! Fools!")
Isnt there already sound setting for voices
Oh, so it is, my friend just mentioned it, and i guess I didnt know! Wait, is it "Voice Volume" ? Cause that seems.. global, Mute ERror Voice Lines, ain't it either
Only what shows up in your logs which I think is just video card
That should be voice volume.
Right, wouldn't it be ALL voices (e.g. bosses, npcs?) my buddy and I were wondering if we'd be able to mute JUST the player? Or are you saying that's already the case? e.g. Player Taunts is what my friend is wondering about
I'm not sure exactly what sits on that channel. It was split off of the sound effects channel at the start of Season 1 I think. I'm pretty sure it's just player character voice lines.
We'll verify and check 👍
would cpu also show up?
how to change online character name?
Don't think you can currently, atleast not in-game, but i do think you can through a support ticket (not sure if they still do this)
I'm not sure, you can check your log files if you want to see. The file path is listed on our support site.
!support
Anything we can help with? We've support articles and a contact form at https://support.lastepoch.com/.
Is there any concern with Primalist being overly reliant on Maelstrom, similar to how Sentinel relies on Volatile Reversal?
there is no issue with maelstrom as people do not rely on it outisde of crit specced gathering storm builds, the only reason its in many builds is because there are no other utility skills that somewhat useful for builds, but most builds function perfectly without it
also like it just gives a nice amount of haste, frenzy and stun. It needs to do more damage as it stands rn
Yup thats fair. I dont think its on the same level as Volatile Reversal. I think it just might indicate that other skills need some love to open up more options
The big issue with VR was the disruption to gameplay that using it for the sake of getting the buff caused. Maelstrom has a way lower impact on flow and does have its own purpose.
But it is a consideration and something we do want to keep an eye on.
Yup thats a good point, thanks for the explanation!
I guess my concern stems from the fact that I'm a Wolf enjoyer but I can't seem to scale their damage very well; they seem to be best used as storm bolt generators in a maelstrom build.
Thematically, I think it would be cool for lightning wolves to instead have a "chain lightning" type effect on their attacks (kinda like Volibear from League of Legends).
Thats just my 2 cents though; I understand how complicated it must be to try and balance so many different build variants. You guys have done an amazing job as is ❤️
Currently the movement ability for falconers (aerial assault) allows us to "skip" over certain terrain, where most if not all other movement abilities won't allow traversal. Any plans to change movement skills to allow more freedom of use or fix the overpowered mobility falconers have?
(I assume it's that way because the falcon is able to travel "out of bounds" while flying around the map and you're technically traveling via the falcon, which makes you also able to ignore boundaries)
hello, was wondering if i could confirm how a skill node and a unique mod interact. the item is the gloves "salt the wound", and the skill node is from the "chothonic fissure" tree called "grim tide". specifically if "grim tide" does or does not give any benefit to the bonus damage of ailments fissure applies if you are wearing the "salt the wounds" gloves. I'm curious if "grim tide" bases its values off of total added crit multi above 200% pre "salt the wound" conversion or after "salt the wound" converts the added crit multi. for example lets say i have 100% increased crit multi setting my character sheet to say 300% prior to the gloves being equipped. then i apply a set of "salt the wound" with 100% added crit multi conversion to penetration amount now setting my character sheet to 200%. in a case like this would grim tide add any bonus to the ailment damage from the portion that says "per 1% added critical strike multiplier". or will it base its value from the current crit multi value.
If you're using a max rolled salt the wounds that converts 100% of your added critical strike multiplier then grim tide won't do anything. It uses the post conversion crit multi to scale.
@crude ploverok thank you i assumed it wouldnt but i just wanted to make sure
You can always refer to the character sheet for stuff like this, skills and their nodes will always scale post everything on your gear
Hey Mike, thanks for all you do. I wanted to know -- with the engine update, do you have a rough time estimate on when you guys will be adding DLSS to LE? Very eager for it myself.
Hi Mike, does Aurelis count toward Howl of the West Wind buff ?
I supposed that Flat Lightning is 2 stats on the same line, Added Lightning Spell and Added Lightning Melee
It's got nothing to do with the falcon's innate ability to go anywhere. When you are using a falcon ability, you can't actually see the falcon. That's a fake falcon for the ability vfx. The real one is invisible.
This is just a bug and we intend to fix every bug we can.
Doesn't it despawn and get re-summoned entirely? as a way to prevent snapshotting iirc
Sorry, no ETA.
Depends on how recently it was since the last respawn. The whole process is, go invisible, wait for skill to finish, either become visible or respawn.
Ohh interesting, thought it always respawned it, cool info ^^
I'd have to check under the hood (sorry, can't at the moment, no computer). That stat line looks suspiciously like a manually entered one to combine two stats together. I bet that the sword actually has both the stats added melee lightning damage and added spell lightning damage. I think it counts.
The timer is pretty short, it's measured in seconds.
Do you know why there's a cooldown at all? is it more performant to keep a timer and not resummon as often if someone is just spamming skills or is there anathor reason? since it feels like the more resummons the better for snapshot/stat upkeep tracking it would be
I will ask again just in case: is there a reason music like the other Burning Forest, Wengari Fortress and Drake Summit isn't in paid OST?
Are there anymore performance fixes planned with the update into season 2? 🙂
performance is worked on every patch
im a poor. so i get mad lag spikes doing random things. i have 4060 T_T
Performance
Probably was just made after the OST was published.
It has nothing to do with your video card. I also have a 4060 that I use to stream with and you can see it butter smooth on stream replays on our YouTube channel.
Haruspex Orian was made after release of OST?
I don't know the order of it but the OST may have been "mastered" earlier. I expect it should get updated at some point. It's the logical reason that comes to mind but I'm just guessing.
Just saw the teaser for the new season and I have to ask, are the devs planning on an arachnophobia mode?
Heya team, saw the job ad on reddit, 3yr AA, 10yr indie dev here, working with ex-PoE devs in NZ (I met one of you at Exilecon briefly.. but I'm shocking with names). Was wondering about day to day life at the studio, input on higher decisions, relocation questions (I know it's remote but if I move countries what'd happen), full/part/temp opportunities. Reasonably content at the moment but would love to get in touch (and would love to work on ARPGs).
Not sure best avenue to reach out, especially for a mostly "how is working there" general chat.
What is your role?
As a Technical Game Designer for Eleventh Hour Games, you’ll be responsible for a wide range of tasks across many parts of the game, including new feature development, prototyping, implementation and more. You will be our ARPG expert tasked to work with other members of the Development
Or you could ask the support
!support
Anything we can help with? We've support articles and a contact form at https://support.lastepoch.com/.
Dont think you will get an answer here in public
Ye, didn't think something would be public but throwing it out there in case someone wants to reach out, support could be a good idea tho too ty
wow you're amazing 🙏 Blessing the best luck for you
can we expect difficulty changes on the upcoming new season?? I want the campaign to be a bit harder...
or just bring masochist mode back pls?? 😄
have you not tired the veterans boots in the first map?
Is compiling shaders any use for LE optimizing PC performance? Everytime we boot up games like Horizon Zero Dawn, GoW, FF7 Rebirth, MHWilds.. the game do that
I think those are all PC ports of console games. Shaders have to be compiled to be used at all so LE does compile shaders. We just don't tell you when it's happening.
Here is an article that looked pretty good (I didn't check the whole thing).
https://gameworldobserver.com/2023/04/07/shader-compilation-stuttering-pc-games-explained
The stuttering that most people report in online mode is a position mismatch with the server forcing you to correct. It's generally not frame rendering issue. That can happen too but shader compilation methods are probably not to blame.
It's something that on the list but I don't have an ETA for it.
There were some complaints about map persistence on reddit, which sometimes confuse me on their strength. I did a bit of searching on here and found this. This is interesting! What happened? Did this fix not work as expected?
I can answer most of that just here really. You probably met Karv at exilecon. I think he was the only one of us that made it down there last time.
Working here is great. There are clear communication lines to and through managers. We have lots of opportunities for people to make suggestions on everything from design to process. When it comes down to it there is someone sitting at the top to make final decisions.
We've had several people relocate and it was no issue. We have specific meeting times that are very difficult to reschedule because they fit carefully into the web of meetings. Basically as long as you can consistently be available during "office hours" it doesn't really matter where you are. We've got people in at least a dozen different time zones. We do run on a NA time schedule and it is tough working super late (or early) though if you're between Eastern Europe and Australia. But we do have people in those regions and it works well for them. (As far as I know, I don't personally work closely with them day to day)
We are generally more interested in full time people as it's just more efficient and that way you're around for when meetings and playtest sessions get scheduled. Having said that, we have had part time positions for specific people in the past.
Yup, fell apart completely.
Helloo, are there any plans around changes to cosmetic items prices?, I'll buy things anyways just to support the game because I LOVE IT, but still wanted to ask 🙂
Not that I know of. We have tried to keep the cosmetic prices pretty friendly. Like keeping things in multiples of 5 so you don't end up with weird chunks of left over currency and stuff like that.
👀 EHG can make a sale actually... 50 -> 25, 100-> 50, still muleiple of 5 but prices are more friendly (I'm curious why EHG never hold a sale for mtx)
Any plans to improve solo-companion builds? I love the idea thematically but clear speed takes a big hit since some companions seem to lack AoE. (at least for Wolf)
ex 1: a new solo companion node in Summon Wolf where it can cast swipe and benefits from the swipe skill tree. (Can proc Spirit Wolf on its own
)
ex 2: a new solo companion node in Summon Wolf gated by Ice Bite that causes enemies to shatter, damaging and chilling nearby enemies.
The point being, I think just a simple damage buff is not enough to make solo companions feel fluid for clearing.
No currently announced plans but if you'd like to see something please post a suggestion in the #1210282176680169562
When you empower unique items through the nemesis, how is the LP increase rolled on each empower? For instance, is the chance of getting a 0LP->4LP unique from two empowers the same as the chance of outright dropping that unique with 4LP? In my experience 2LP is the most an egg has ever added to a unique in 2 empowers, which also makes me wonder if it’s capped instead of rolling the same way as dropped uniques
Its the same chance/roll as finding it in the world like that. Its not capped. 3lps are supposed to be rare and hard to find
1 try or 3 tries, .003 drop rate gonna be hard to hit
Dang, now I can rage after both empowers, not just the second lol.
Thanks for the answer tho 
Hmm maybe it wasn't someone from EHG I met then 😂
All sounds pretty good! One of the biggest boons of my current job is being able to discuss ongoing direction and make current decisions with those in mind, as a pretty numbers and business focused person it's a good driver for me.
I mainly ask about time / scheduling thinking about onboarding and feeling out if it's a right fit. Risky to move jobs even if you prefer the other project.
Sounds pretty awesome tho, I'll put in an application and see where it leads. Thanks for the response!
We try to give each companion a unique identity. The wolves are focused around having a pack. The bear and sabertooth and more designed to be that solo companion. They just happen to be the most out of date companions and are in need of a big update.
He could have introduced himself with his real name instead of his gamer handle. We all call him Karv, I sometimes forget it's not his real name.
There might have been one other there too. I'm not sure.
Nah I just recognize Karv. Might have been one of the grim dawn peeps. Idk it was a lot of new people in a weekend 😂
Ahhh that makes sense, thanks for the explanation! I'm sure I'll find some way to make the solo-wolf build work 😅
Idk why but I have a weird obsession in games with having a dog companion 🐶 Probably cause I love my IRL dog so much.
i know mike already said it probably counts but as written i don't think it should count - and it doesn't look like the gain any damage when i hit the dummy while wearing aurelis. adding lightning damage to a skill doesn't make it a lightning skill, it needs the lightning tag to count
actually... it does seem to count - i'm dumb and tested with maelstrom which doesn't "hit"
It should still add to maelstrom, what matters is it has an "effectiveness of added damage" and that it has the right skill type (spell or melee for aurelis). If you were taking it on or off and observing an ongoing maelstrom, you won't see any change since maelstrom snapshots on cast like most skills do.
it affects the damage of maelstrom, it just doesn't proc the buff that vlad mentioned because it isn't "hitting" (still weird to me that having lightning damage makes something count as a lightning skill, i don't think that's consistent with other effects that are procced off of hitting with a certain type of skill)
Oh, I see what you are getting at now. Vlad was asking if the hybrid added lightning damage counted toward the buff's effect, not if it made a skill count as lightning to proc the effect.
It should count toward the buff effect, but it does not add the lightning tag to anything - you do need to hit with a skill that has the lightning tag to proc the buff.
nope, you can hit with unspecced swipe wearing only howl of the west wind and proc the effect. (not sure which part of that buff vlad was asking about)
That sounds like a bug
With Falcon Fists in the game, and with Acid Flask being able to be converted to fire damage. is it possible that in the future the Flame Alchemist node in Cinder Strike could be replaced with a chance to cast Acid Flask instead?
I think it would make a Falcon Fists build more viable plus allow a good way to apply debuffs to enemies.
Harbingers of Ruin / 1.1.7
Primalist (20) / Beastmaster (75) / Shaman (13) / Druid (5)
▸ Health: 1,046, Regen: 26.4/s
▸ Mana: 119.51, Regen: 8/s
▸ Ward Retention: 4%, Regen: 0/s
▸ Attributes: 19 Str / 1 Dex / 1 Int / 2 Att / 1 Vit
▸ Resistances: 0% / 0% / 0% / 0% / 0% / 1% / 1%
▸ EHP: 748 / 748 / 748 / 748 / 748 / 753 / 753
▸ Endurance: 20%, Threshold: 209
▸ Physical, Cold / Melee
▸ None
• Upheaval (20)
• Fury Leap (20)
• Warcry (20)
• Summon Frenzy Totem (20)
• Swipe (20)
None
My brother in chirst, Beastmaster is not the best solo-melee subclass, that's Druid.
Beastmaster is not made to be a solo-melee mastery. It's made to be a hybrid of companion and it's master going into combat. You're throwing away half of a mastery's identity and saying it doesn't work, what did you expect?
You're LITERALLY playing a werebear build without werebear.
Reminder that this channel isn't for discussion but asking questions from the devs
Hi. Are you currently working on updating the bazar and if not, why? I think many people would agree that it is one of the worst shop systems developed in recent years and takes a lot of fun away from the trading faction.
If you have some specific feedback or suggestions about how the game could be better, please feel free to use the #1210281911872786482 or #1210282176680169562
The devs use these forums, as well as their online forums, to gather community feedback about what the games needs and what to work on.
Hi there, wen ferea 34 open?
could you clarify? I don't understand the question
I want to play on a new server but want to go in soon as he open
You mean the new season/cycle? if so it'll come out april the second, or 02/04/2025
Maybe has been asked before but is there a potential consideration for basically copy and pasting skills from existing classes/mastery into other ones where appropriate like
spell blade being able to use warpath
sentinel/void knight/lich using enchant weapon
Warlock using fireball/meteor (reskinned as ghostfire look)
etc
I feel like there are some skills that can be used by multiple subclasses with some tweaks to the base damage type and visual effect without breaking class fantasy and also less of a need to develop completely new skills.
I just like spellblade and warpath and it feels weird to not be able to use that skill as to me it feels like it could be a spellblade skill.
Could be very wrong about all of this.
No announced plans (and you won't get any unnanounced information here) but anything is possible, if it's something you'd like to see in the future please post a suggestion in the #1210282176680169562
also they have mentioned in a stream(I think) that with 1.2 it should be possible to have skills attached to items will that be a thing for 1.2 Items idk guess well find out
That's already a thing, a good example is harbinger of stars casting meteor which is a sorcerer only skill but can be used on any class and mastery
no, new skills as in specializable skills
That's right, I did say that. And you don't have to wait to find out, unfortunately, it won't be a thing in season 2. We figured out that it is possible but haven't designed any yet.
We try very hard to create thematically unique abilities on each class. Down to the names of nodes, they are designed to fit their own kits. It is technically possible that we could do this. We don't have any plans to do it at the moment. We generally make new skills that are similar instead. Like base functionality, what's the difference between swipe and harvest? Not a lot. It's the tree that makes them unique.
yea, fair enough, I think the only reason for copying the skill was to also allow any exiting uniques that care about those abilities to have more potential synergies.
thanks for the reply
also one more thats probably been asked about is there any intetions to do more with weavers will. I really liked how it worked and was never not excited to see what upgrade I got, wish there was more of it in the game or ways to influence it slightly, or even being able to add weavers will to exalteds kinda like LP for uniques.
pretty sure we're getting more of that.... soon https://www.youtube.com/watch?v=3_5OnoWKuP8
will there be a dev stream tomorrow?
What about introducing items that grant a certain level of the spell/ability while you are wearing it? Thinking particularly about mobility skills since some are nicer than others to use.
I was planning on it but my office is still a construction zone. I'm technically not back until Monday. I've asked someone else to do it. I'm not sure if it will happen or not. Maybe I'll do a special one at the start of the week to make up for it if not.
Having a specializable version of a skill attached to an item is something we just figured out how to do (from a technical perspective). We don't have any designed yet.
I don't keep up with a lot of updates so sorry if this was already answered. But, I've seen a lot of announcments for Sentinel and Forge Guard specifically. Are there going to be sizeable changes to Rogue and specifically Markman or Bladedancer as they just lack as much as other classes and masteries?
And would it be possible to have more void based conversions or skills for rogues? 🤔
Pretty much anything is possible, post in #1210282176680169562 if there's something you'd like to see in game
is it possible to see dev stream in 1080p? streaming in 720p in 2025 looks weird 
It's set to 1080 on my end. Not sure why it wouldn't be that. I'll try to make sure for next time.
1080p is available
Do you mean the streams when they're uploaded to YT? Those are mostly in 720p
@placid plinth Remind of something... #👨┃ask-the-devs-not-support-no-bugs message
I still want your answer for an example so I can follow that to introduce le in Chinese events
🙏
Plus
https://mp.weixin.qq.com/s/4G0lSvV80_rMccVFyMH3_w
This is 🔗 for upcoming event I'll join
I thought I left a huge reply to that already
oh I forget them sorry... I've focus on the detail of exhibition last time. Maybe I should watch AaronActionRPG's video at first
Can I understand that thing as...Big title covers just hanging on the wall, you and your colleagues stand in the area of le quietly if no one come here, and do their best to answer questions from random players when they have any questions?
(what I mean is how are they attract random players come here and play last epoch, by big titled covers? By enjoying le on the area themselves when no one come here yet? By shouting "there's an excellent ARPG! Why not try that by yourselves? "Or something else?)
I have no idea how will a real dev promote the game made by him and his team on an exhibition because I never try this role, zero experience. So I want many assets to imagine :)
How do you feel about the balance between all the defensive layers?
Personally I find the transition for life/armour/endurance based builds to be kinda rough when getting into empowered mono. Ward seems to just come naturally, whereas with certain melee builds you have to invest so much into defense just to prevent one shots.
Hi Folks
I am highly confused about the Forgestrike skill. More specifically the nodes "Put to the Sword" and "Spear Forge"
Both nodes say that if you have both the strike is instead converted into a Polearm but there is no info I can find anywhere (including lastepochtools) about what the Polearm conversion does.
PttS is: +35% attack speed, cannot crit, crit multiplier converted into bleed physical penetration
SF is: +100% crit multiplier, -35% area of effect
Does the Polearm conversion simply have all of the effects combined? Does it have a hybrid of the two or something unique?
are there any plans to improve endless arena experience in 1.2? And/or arena echoes?
You gave us a 16 second teaser and now we are left in the dark D:
When both say "convert to polearm" its just there to stop any conversion bug issues if you have both. One has to have priority over the other visually. If you took both, you should get all the stuff, the AS and crit multi conversion to pen from sword, and less area and crit multi from spear. But it'd be pretty easy to test yourself
Converting it to a polearm does exactly what it says on the spear forge node. Also gets a different vfx
This really isnt a question so its hard to answer, but I do think thats the point of teasers...to tease.
Always more teasers and spoilers on dev streams and #eterra-monthly . And should get some bigger juicy stuff end of march
thanks for replying and yeah its just there was no dev stream for two weeks. Thanks also for the tidbit about end of march
I think i remember him sayin he is getting a new pc, or fixing it...just seems to be takin longer than planned
he is moviing to a new house
Hi, im somewhat new to this game, I completed spirits of fire, last ruin and age of winter but I cannot unlock empowered monoliths. I skipped a few timelines because my friend took me along to help me level fast, am I locked out of unlocking empowered if I don't complete other timelines besides those 3?
No, you only need to complete the boss fight for each of those three. After the third one, another boss should spawn that unlocks empowered when you defeat it. If that boss didn't spawn, it might be because your friend was running it and they already completed that boss fight - try completing one of those three solo (or, at least as the party leader and the one using your echo map).
Any plans to add input layout profiles? id quite like to be able to switch from a mouse only setup (using all my extra mouse buttons) back to keyboard/mouse.
Sounds like a reasonable situation for a C# Mediator pattern. Makes like easier when doing buff/debuff, enchantment, and passive skill customizable systems.
On this topic have you guys ever thought about having "choice nodes" to borrow the term from WoW. Using Earthquake as an example:
Earthquake by default is a physical skill, but one of the early accessible nodes could be:
Choice 1 - Eruption: Physical damage is converted into fire damage, physical tag becomes fire tag, chance to bleed from all sources is converted into chance to ignite
Choice 2 - Avalanche: Physical damage is converted into cold damage, physical tag becomes cold tag, chance to bleed from all sources is converted into chance to frostbite
It would create less nodes on the tree, it would also help prevent certain "noob traps" where players pick both or circumstances where you HAVE to take one node that does nothing (Warpath is an example - if you have taken Apocalypse whirl but want the auto smites you have to spend a dead point into Earthscorcher which feels bad)
The above example could be fixed by cleaning up what is one of the older trees, but it could also be fixed by introducing a choice node with both options in it as suggested above
Thats a fine #1210282176680169562
Not a dev, just a discord mod. I am pretty sure they like having the nodes that convert in the tree so players have to make choices there. But you can always throw your ideas in #1210281911872786482 or #1210282176680169562
@flint bloom excuse me, didn't mean to be disturb the feng shui of the server, just thought it'd be a decent feature that was maybe not implemented yet
Nah, you good. Its just most "any plans to...." are really just "please add ...." and those gotta go in the forums so they actually get moved to the proper dev
Is the idea of adding more end game content all past 300 corruption or to add much more content on the way to 300?
Both
is there gonna be a dev stream next friday?
Maybe this is a bug, maybe not - In offline mode, pressing <ESC> pauses the game (which is great) but if I then go into Settings the game resumes. Would be nice if it stayed paused but not a huge deal.
Wrong channel
#1210282176680169562
#1210281997591908452
Okay, just checking if it's intended or not. Thanks.
I wouldn't say it's a bug but I can understand wanting it. There are things that settings affect in real time that you want to check without closing and reopening.
Yes. I'm sorry that I was out for a bit. I'm very close to being all set back up again.
Yes, we have considered having visually linked, explicitly mutually exclusive nodes. The reason we often split these up on the tree is because they aren't thematically or mechanically linked.
It's not currently on the list yet.
Yes. Stuff for people who like it and other stuff to do for those that don't.
This is the main problem that I generally cite. The power progression curves are not very similar. Ward gets a lot from a few guaranteed sources that can snowball a bit. Life based builds usually take a little longer to get rolling.
How about examples like the Warpath one I mentioned?
A voidknight who takes apocalypse whirl for void conversion is forced to take a node that explicitly does nothing if they want to reach the auto smites for the autobomber build
Could be fixed by reorganizing the tree I guess, but it feels bad to be forced to take a node that literally does nothing with your very limited points
I think that one was probably just a mistake. We were probably trying a different layout pattern for mutually exclusive options.
Fair enough 🙂 it is an outlier I think as not many other examples come to mind
Forgeguard feels like the odd one out when it comes to the "minion masteries", there isn't a lot of minion support in the skill or mastery trees but 3 out of its 5 skills are minion skills. The one minion build I have seen has to be propped up by the unique ring making a minion forgeguard as a concept feeling very awkward.
Does it feel awkwardly designed in that respect for EHG as well?
Are there plans to help fix that problem?
Can we take a node for multiple manifested armours in 1.2? 😄
(Sorry for the 1500 questions I've been saving up a lot these past couple of months xD)
Forgeguard is part of the Sentinel touchup/mini rework, which iss coming in 1.2
I know, but none of the teasers so far have shown that they will at all resolve the fact that FG is just not built to support a minion build despite 60% of its skills being minion skills 🙂
FIX YOUR RNG CODE EHG WAKE UP
Now you are spamming and being rude. Be careful
ofc ur mod ingame so never failed three times in a row a 3lp item, understandable
We get it you are mad, but that doesn't give you the right to be rude and spamming every channel with your frustration.
Also what does the fact that I am mod on discord have to do with anything? I fail my slam like every body
(unless you're Aaron action rpg, who has a streamer client /s wink wink)
Forge guard has lots of minion interactions but I wouldn't say they are a primary minion class. We are adding and adjusting stuff along all sorts of axis.
This issue had been known and widely discussed at least since the patch 0.8.3 that introduced Twisted Heart of Ukheiros, specifically in the context that mage would be changing from completely depending on one unique for the entire survivability of the class (the crown) to another specific unique it would still completely depend on. That had been a few years ago. Is what you are now saying reflective of a new understanding and perhaps a new balance paradigm in the dev team, or is it merely reflective of you finally being able to sort higher priority issues to now pay attention to this, so the core approach is not changing?
Is there a plan to add pause also to the online mode? Have really enjoyed it in poe2
Yea, sadly we don't have pausing in online mode working. I still have hope though.
I am sure I saw it somewhere but having trouble finding it, has the long awaited help for set items been slated for 1.2?
hopefully, but it is not 100% certain. either 1.2 or 1.3
Miiiiiike. Is there a reason why the attribute affixes are class-specific on the chest/helm/relic slots but not on the other slots? For example, you can put a Strength/Attunement prefix on a Mage chest/helm/relic which means you can slam it onto a Fundamental Criterion so builds that use Heo or Rah as their second rune miss out on a sizable more multiplier. But Dex isn't a class-specific prefix so I can put that on a Mage chest/helm/relic. https://forum.lastepoch.com/t/mirror-master-mirror-bolt-str-int-stacking-runemaster-showcase-ft-abacus-rod/74775
have you guys thought about updating classes that could use some work on a seasonal basis?
they are already doing it, the issue is that seasons are 6+ month so more classes getting older than those that get updated
whats devs pov on current minion situation, a lot of minions have very low AoE, skeles warriros/archers, forged weapons, raptor/sabertooth etc. Is this something that alligns with devs veiws or we might see improvements in that aspect?
Most minion builds by their very nature are very aoe focused. Even the solo minions tend to have AOE abilities or can use player AOE abilities. Some being more single minion builds is a good thing for variety and we can usually make the individual ones do more damage per minion. I would suggest that every minion skill you mentioned as an example has AOE ways to play it. (Sabertooth being the worst of the group but it's still there)
Yes, every season has brought and future seasons will continue to include class updates.
Yes. Is it a good reason? I can't remember. Probably not in hind sight. Also, just to make sure I'm not going crazy, do you have a typo in there about which are and which aren't compatible?
My guess is that which ones were available were selected before we made that unique and forgot to check that or maybe only checked one and assumed that they were all the same.
I'm sure you've been asked this a lot before, but are there any plans to have more sources of void damage on other classes besides sentinel in the future?
Any new MTX types coming in 1.2? like skills, or footsteps, etc?
Keeping my fingers crossed for some sort of Gregory MTX (or April Fool's fun) where he slides in from the side after a large enough crit on a boss or the player a la the Mortal Kombat 2 "Toasty!!!" easter egg 
Regarding Loot Lizards, why Lizards? Was it for the iliteration, or is there a story behind it?
Season 2 (retiring the version number) is going to have new cosmetics and new a category of cosmetics.
Someone wanted to add them and it was the only model with animations and enough texture variations to be used without any work from the art team.
Yes (but I won't tell you where, sorry)
Do cosmetics have features that change effects based on scaling with stats, last hits, gold amount, etc.?
No
Do you have any plans to add cosmetics with effects like those mentioned above, or effects that trigger when picking up or dropping an item, or when killing a rare enemy or a boss?
Not that I've seen but it is possible.
🙂 Strength, Attunement & Int are not available to be put on the "other" class-specific bases but Dex can be. Very odd. If that could be corrected, thaqt'd be awesome.
FWIW, the attributes that can be applied to class-specific gear aligns with what attributes can scale their skills (vitality is the odd one out, follows different rules entirely). All classes have at least one dexterity skill, so it's not class-specific.
It's a less strange choice compared to daggers not having lightning pen for example (lack of support for class skills vs for one specific unique).
Worked out! The Iliteration helps as well!
What does this mean for Ravaging Aura skill? "Added Damage Effectiveness: 105% (350% Effectiveness Per Second)" What is the 350% effectiveness per second stand for and what do i need to get make more damage?
dots tick more than once a second, which is why its there as two values. damage effectiveness means whatever flat damage (in this case + spell) gets added at 350% effectiveness. so +10 spell damage would be +35 for rav aura (this is also in the game guide). there is no way to increase effectiveness, its a value the devs add to skills
Hey Mike do you plan to stream today? 🙂
Friday
what's the skill/passive change (that has already been leaked) that you're most excited to see what players do with in season 2?
2H + Shield node for FG.
ahhh so it's for forge guard you say 😉
Can you share with us the penalty for taking that node?
i need this 🥲
All 2h or is it limited in some way
D: no easy block stacking
Why no staff
It's forge guard
tbf there are a couple of staffs that would appeal to forge guard
The unique bo staff that adds block chance and stuff with shurikens, and if you were doing a void themed one (its where I am going in 1.2) there is a staff that adds a ton of void damage and void spell damage
Mike! Can you either a) Spoil the name of one of the "new skills" added in 1.2 or the class/mastery that has it?
Right now from memory:
Rogue base class is missing one base class mastery based skill
Marksman is missing one mastery based skill
Bladedancer is missing one mastery based skill
Paladin is missing one mastery based skill
Lich is missing one mastery based skill
Shaman is missing one mastery based skill
Being able to see your bought cosmetics in the Character select, is this being adressed in the upcoming patch? 🙂
In the game right now, almost all Masteries have passive skill tree nodes with thresholds that grant bonus effects when met. Will the three Masteries (Paladin, Necromancer, and Lich) that currently have none receive an update to their passive trees to include them? Also, among those that do have such nodes, some only have one—like the Void Knight—while others, like the Warlock, have 21. Are there plans to bring all classes closer to what the Warlock has?
Sentinel and its masteries are getting a rework. A few nodes have been teased so far and we are getting Thresholds.
Can't say anything about the Acolyte
There is room for more skills on every mastery still. VR is so fundamentally changed right down to its base that it's basically a new skill.
I think so. I know it was working in a test build I saw recently. It was working at one point internally in Season 1 also though.
We are adding threshold nodes all over the place. We aren't going to shoehorn the nodes in specifically to make it so each tree has the same number.
I am curious, are you implying that classes can heavily vary in amount of threshold nodes? Usually these kind of threshold bonuses are extremely powerful and in a lot of cases provide "special" effect, just from checking latest FG or warlock/falconer nodes so wouldnt it make sense that all masteries have around the same amount of them with a small difference in amount
So you are open to having more than 5 skills specific to a mastery?
The current UI doesn't really support it but I know some have skills at 5 10 15 etc and some masteries have skills more weighted towards after the 30pt "off spec cut off"
How many skills would you say then is your "sweet spot" for a mastery specific line?
Mastered skill plus 4? 5? More?
Yes, I'm just not sure where they are being added or not off the top of my head. Some may still have none.
There is plenty of room in the UI for more skills. We aren't adding them at a fast enough pace to really expect an overflow from a design perspective.
Community vote for next mastery when? 🤣
I think we've already picked it.
1.3 void mage announcement when? 
Well, we are switching to Season X instead of 1.x but that's a very ambitious timeline.
Ambitious is good!
I found the old roadmap image yesterday when trawling for any news I might have missed
Saw the bit about primordial uniques which I haven't seen mentioned yet, I have begun to accept that these have been postponed (whatever they are)
Latest Roadmap
Yeah I've seen the new one, there is an older one which was still mentioning Primordial Era and continuing the story campaign
It also mentioned Primordial uniques
https://forum.lastepoch.com/uploads/default/original/2X/f/ff0e8ca5bde9eca3874ca2764f0e6d312d383b49.jpeg
btw was there ever sth more concrete about skill sigils aside from the immage of the old roadmap? or is there sth new to share ;P?
Nothing shown to us
i asked abt that last week, the answer was no comment on anything past 1.2
Any idea when the DLSS/FSR will be implemented? 🙂
I have the most important of questions that might ever be asked here
Did the Primalist's beard inspire Mike?
Or did Mike's beard inspire the Primalist?
In a bit of a round about way, my beard inspired the Primalist. They actually used a picture of me to model the old Primalist. That was then used as a rough idea for the current one. There is a picture floating around somewhere of a side by side of me and the original model and they are very similar. It's drifted a bit over the years.
Conspiracy theory confirmed!
Great story too 🙂
legend has it the primalist has a picture of mike next to his mirror that he uses as a reference when cleaning up the beard
it blows my mind how little we've learned about this season. sometimes it feels like so much has been leaked and then i look at this roadmap and think "wow we don't know ANYTHING"
I know the team likes to wait until near the launch to put out the big reveals but is there any rough timeline for when we can expect to learn more about the new things coming in this update? is it gonna be like the old days with hype week or will it be stretched out over a couple weeks before it goes live?
most likely going to be like 1.1 or even 1.0 where it's around a month before
I can echo this, I would love to get actual patch notes end of Feb or something more substantial that us content starved plebians can get our teeth into
There is no way we will release actual patch notes in February. Sorry, there is just way too much to tweek and polish. The notes would be like "adjusted the power of this skill, or maybe not"
Maybe not patch notes per se, even if one would hope that 1 month before patch day would be close enough to know what is "locked in" for season 2
More like a more... comprehensive?... I think would be the word, reveal of what we can expect
i think that roadmap is the comprehensive reveal, we just don't know the details. Sounds like we'll likely learn more over the month of march 🙂
With the exception of Fundamental Criterion which gives % more damage per Str & Att as well as Dex. And IMO, 1 skill per class does not an attribute non-class-specific make.
What I mean is, they can put a skill on their bar with that attribute tag, there are definitely exceptions that allow you to scale with other attributes (such as Fundamental Criterion)
I remember when Runemaster was billed as a mage class with a Rune Golem pet
Are you able to shed any light on why you guys decided to can the Rune Golem?
Will we ever likely see it return as an option for Runemaster?
I never hear rune golem...
This was back in the early access days before Runemaster was released
It came down to complexity and diversity. Having every class being a potential pet class was a bit overly homogenized feeling. We really liked the rune idea and having a pet system go with it was a lot of complexity. There are some hints of the rune golem ideas in some of the invocations.
as an estimate, do the other 4 classes (combined) have more or less skill/passive changes than the sentinel coming in season 2?
since stuff can only convert once, does that mean if I have 30% block chance and 30% glancing blow chance and have both 'deflect and weave' passive's threshold bonus (all block to glancing blow) and Corsair's set bonus of all glancing blow to block chance I would still end up with 30% block chance and 30% glancing blow chance?
Yes
How open would you guys be to introduce a system that restores craft potential like Inquisitor - Martyr does?
Just wanted to preface and say thank you for the amazing game and good luck to 1.2! I have two quick questions if that is ok?
-
Have the devs explored possibly allowing cosmetics for the monolith completion area, maybe a pseudo hideout type deal? And in general, for the future, do the devs want to incorporate a hideout of sorts?
-
I almost consider pushing corruption an integral part of the playtime a build has, will 1.2 introduce a longer time pushing corruption, or possibly ‘corruption extending’ mechanics, as in, we are driven to farm corruption levels before pushing again?
I would love to see a season have cosmetic based rewards attached to achievements within said season.
I get that it would add a fair chunk of development time but to use season 1 as an example, a cosmetic weapon skin for each weapon type that could be unlocked for clearing each harbinger (1h 2h sword, mace, axe, spear, bow, staff, dagger, shield, catalyst and a cape for the 10th harbinger) would have been nice little rewards that gave a lasting accomplishment to carry into the next season.
I get that armour would have been five times the work due to each class having a completely different skin rig but weapons should be less problematic imo
less
We have been very careful to not include any way to restore forging potential to an item. We've workshoped several ways to do it and each has been scrapped. I'm not expecting it to happen any time soon but I don't want to say that we are never going to do it. We are always open to a good idea and if someone were to pitch a way to make it work that we liked, it would go back on the table.
I don't want to get your hopes up for it. We've got a few people internally who really want it and we've discussed a lot of different ways to do it.
-
Yes. However, don't expect it to appear in Season 2. (not using 1.2 naming any more)
-
There is more depth in the monolith system which allows for more interesting gameplay at a given corruption level. This helps the progression curves for corruption advancement a lot.
It's a tricky balancing act because when you don't have hundreds of preexisting cosmetics, releasing 10 as an unlockable for high tier content means that a big chunk is just unavailable for a huge percentage of players. You also get into issues where that cutoff line is different for different characters. If you're playing a bow build and that's the reward for number 9 then you have to get a lot farther than someone playing a sword build at number 1 (just picking random points for each). I would be more interested in starting with a smaller batch that is in a more universal slot.
It's something we kinda did a trial run on with the bees. We really should have anticipated that would devolve into people spamming chat.
Yeah the Bees was.... poorly considered 🤣
Obviously as you said the particular bar of defeating each harbinger is quite a high one, but I used that season for relevance when it was mostly pinnacle tier content.
Assuming that the season 2 content isn't all pinnacle tier then those milestones should be much easier so that 99% of builds can achieve them without having to break their backs over it I would assume. Diablo 4 has not done a lot right but one thing I did like was the ability to unlock cosmetic stuff with zero "player power" attached to it each season, even if the game itself lost me after like season 2
Is the weaver's faction going to include effects interacting with WW uniques in interesting ways, or being able to target them more narrowly - specifically when it comes to +skill affixes on weavers relics? It's a shame that most builds don't want these at all, but for the few builds that do, very specific effects are desired, which can be a complete crapshoot when it comes to actually farming those items.
I don't really have much in the way of details that I can share on this yet. There will be some sort of interaction in some way.
will EHG update models for rings to give new and more complicated feelings or they'll keep the same shape in 1.2?
Existing 2D item art is not slated for major changes anywhere for Season 2. (not using 1.2 naming any more)
Does Mark of The Rat's (Profane Veil's Tree) spread work if you spread a Mark for Death with Soul Feast's Another Strife?
Hi Mike when converting Vines to Spell, they are now using Spirits Thorns.
Do they keep the Base Speed for the Spirits Thorns ?
Or do they use Spirits Thorns Base Speed ?
Thanks for the answer, I sent a draft suggestion of a system that may work and be balanced. I hope this gives you ideas for this!
please do not ping EHG members.
just post your question
Any information on supporter packs cycling and/or not being available at some point like GGG does in POE? Just don't want to miss these cool cosmetics!
We don't have any slated for removal at the moment. We will make sure to give a heads up before we do take any down.
that's awesome, thanks so much for taking the time to reply. really Love the game and the passion and care you and your team put into it, hope you're having a great week!!
Are there any plans to make seasonal "challenges" - for possible cosmetics? Something to "play" for, a sort of fomo, if you will? 🙂
We don't have any coming in Season 2.
In the future? 🙂 (Thank you for taking the time to reply, much appreciated!)
I don't know if we will or not.
My info on this might actually be a little out of date, I'm really not sure.
Well, thanks for answering! Have a great evening 🙂 Greets from Denmark
ha, still early morning for me over in canada
Give back the epoch you time traveler
Never! It's mine, my own, my precious.
After all, why shouldn't I keep it? It came to me.
Are we getting extra leaderboards in season 2? besides Arena
Question, do you guys have a location to sign up to be a tester? I absolutely love this game and would love to help if needed.
currently CT spots are closed. Once they re-open mike has said there will be an announcement and posts and such
Cool, thanks for the information!
Hello, is it true that you guys are looking for developers?
Are there any plans to make Harbinger's eyes drops deterministic instead of RNG from harbingers ?
No announced plans regarding that, if it's something you'd like to see please post a suggestion on the #1210282176680169562
We aren't planning full deterministic but we are introducing a system to allow players to influence what sort of content they are more interested in playing.
Thanks for the quick reply, this is reasonable. It just feels bad completing 3 400 corruption harbingers back-to-back and getting no eye drop 😦 I am old and the first 10 attempts weren't enough for me to learn the mechanics but I really enjoy fighting the boss and want to learn it
are there any plans for exiled mages or nemeses to spawn in arena echoes?
is the team interested in integrating the epoch into gameplay more in future systems?
If a question ever starts with "are there any plans" it's probably better as a suggestion in the #1210282176680169562 . Even if they're planning something it's not like they're waiting for someone to ask about it to reveal it, they'll reveal it whenever it's appropriate. Sorry if that sounds dismissive but yea
We use it in the temporal sanctum to swap between eras
we do, i assume that it doesn't only function in the temporal sanctum though. maybe these should both just be suggestions
It's a bit of a self balancing mechanic, if 10 weren't enough, it's possible that more gear might be needed so the non guaranteed drops mean you're farming gear upgrades at the same time.
It isn't perfect though and we are looking at it.
Hello! I really love this game. I've introduced it to some friends and they really love it as welll BUT they dont have PC's. I've read on the internet that there are plans to port it ot console, I was just curious if there is a timeline for that or if those plans are even real. I'd buy it the day it drops on console
I'd more call it interest than specific plans. We want to bring it to console but we are still working on our PC controller functionality.
#👨┃ask-the-devs-not-support-no-bugs message
Hi Mike, sorry but this got skipped 
Sorry, was going to look it up and forgot about it. I'll take a look tomorrow.
(I expect them to use the updated speed)
Will we get extra leaderboards like corruption in season 2?
I noticed how low-resolution the images on the loading screens are. then I saw a beautifully enhanced version of these images on one of the eterra monthly links (website media menu). there is a chance that they will be included in the game in season 2?
If you want to see something in the game that isn't currently please post a suggestion in the #1210282176680169562
@placid plinth I play on the controller and when I try to use the egg it won’t work so I have to use the mouse I think it’s a bug I can’t click on stuff to drag to the egg I just can’t empower them
Please don't ping ehg members, it's rule #10 in #rules
if you think you've found a bug please make an in game bug report
I don't think so. We are working on some but I don't think they will be ready for Season 2.
oke, good news they are in progress though, perhaps a mid season launch for them?
I don't think launching new leaderboards mid season makes much sense. The most interest in them happens as a season starts.
Are there any future plans(not necessarily next season), on implementing a "Pause" feature, much like POE2, when in maps? 🙂
Appreciate it bud
Is there a place to suggest topics for dev blogs/eterra monthly?
If you see any of the CMs in the other channels you can start a convo...but #1210282176680169562 is fine too...they still get looked at by the same people
There is a section titled "suggestion like.no other" or somethin
Whats the release cadence after Season 2? Will it be every 4 months per new season?
We don't have a fixed time. We have heard clearly from the community that 9 months has been too long between major releases and the mini-season wasn't enough in the middle.
whats devs pov on state of sustain in the game, we have leech builds that can leech over 5k hp in 0.5-1 second, we have vessel of strife which in some cases is 5k+ ehp per second, ward builds that generatr 2-4k+ ward per second etc, isnt it a bit overtuned and forces game into one shot fiesta eventually, or such ridiculous sustain is what ehg wants?
Thinly veiled feedback aside, it's possible that it might be overtuned. Ward sustain and health sustain aren't really directly comparable because the resting state of each are opposite.
Hmm i was more curious of devs pov on the future of the game. We saw what happened with huge sustain in poe1, where it lead to either builds getting one shot or building so much defenses that with game sustain they become immortal(no oneshot=instant HP regain after hit). And D4(at least when i played it) didnt have much sustain and relied on players drinking pots. So was wondering where LE falls on that spectrum, or its not smth that was discussed/focused on much?
I'm sorry, I don't have an x% of the way from a -> b answer for ya. In general, we'd like players to have multiple ways to build defenses and have those be effective tools. sustain is one piece of that puzzle. Usually the emphasis on what type of defensive tools are best depend on the enemies you are facing. The issue also tends to go to the extreme when the content is pushed to the extreme. The relationship between sustain and 1 shots in the campaign is very different than at 1k corruption.
Every question is a thinly veiled piece of feedback, but that aside, have you taken a look at similar gameplay dynamics in other games? Being able to constantly heal up 50% of your max health per second (or more for other sustain methods) is a lot more than for example the healing in WOW M+ dungeons, yet over time they had also struggled massively with their (much less powerful) sustain to the point where they also have to rely on oneshotting players to present any kind of challenge. Currently the player health bar feels absolutely minuscule to the point where even trash mobs can severely threaten it with a couple of auto-attacks. Did you consider boosting it up significantly to the point where being below 100% health is a meaningful gameplay dynamic and not just a brief period between some sustain mechanic or another healing you back up? Or do you believe that the only outcome there would be slowing down the gameplay and you'd like to avoid that?
Mike, you bringing some big juicy spoilers since we havent had any in 2 weeks on the dev stream today?
There is dev stream on valentines day?
mike's skipped the last 2 fridays...and he has said he is streaming this today...so hopefully
No, tons of questions are not feedback, even though like 80% of the questions that get asked here are
MIKE! What animal is Heorot? Elk? Moose? Horse with horns? Fancy unicorn?
When is Mike's dev. stream? im guessing later? timezone difference
normally 4pm eastern...so about 5 hours 40 minutes from now
Thanks. looks like i'll be asleep. timezone difference haha
they do have the vod on twitch for a bit...and i think mondays they move it to youtube (not 100% sure on this)
I'm working on it 😉
Elk
Is he inspired by princess Mononoké forest spirit?
Ice Horse
has come up in conversation but I'm not sure if it is an inspiration or a comparison
Is the "barbed net" node in net supposed to replace net's hit damage with a dot or add an additional source of damage as a dot? (i think vlad asked about this a while back when you didn't have your computer but i don't think we ever got a final answer)
"Net causes enemies to take physical damage over time..."
will there be any seasonal only mechanics for season 2?
No. All content will be available in Season and Legacy, Online and Offline.
Acid Snare has a typo, it doesn't affect the base initial hit damage. It only affects the dot damage from Barbed Net. Barbed Net does not remove the initial hit damage.
i assume that voltaic device has that same typo?
No, and the wording is slightly different at the bottom of that node:
Swaps Net's Physical tag for a Lightning tag.
vs
Net gains the Poison tag.
(and to be clear, I'm checking how it is in Season 2, not necessarily how it is on Live so it is technically possible that we might have patched something there. However, given the hard line rule that you can't have hit poison damage and the several places someone would have had to make that mistake in implementation, I seriously doubt this has been altered since live.)
okay, there's a bug there then (at least in live) where the hit still scales with physical damage (even though it doesn't have the physical tag) and the dot scales with lightning but i'll report in game
question: have EHG booked le theme birthday cakes? If yeah, what the cake look like?
(I wonder what's the most iconic icon for le if texts are prohibited, only shapes are available)
apologies if this has already been asked but is there a chance we could have explored maps stay explored? particularly home/safe maps?
Maps losing their exploration is not intended. It will be fixed eventually if they figure it out, but it has been low priority (seems mid-high effort, low impact) for a long while.
(Note: posting about this in #1210282176680169562 might help bump up its priority, if a lot of people request it, it's more likely they'll put in the effort to fix it)
Has EHG ever published data or snapshots of the populations of MG vs. CoF? What percentage of the playerbase chooses which faction?
on the spear that got leaked today (understandable if you don't want to answer since it's not in game yet) does the "use javelin when you riposte" affix bypass any cooldown javelin may have?
I'd have to check to be sure but almost always when something like that exists, if it has a cooldown, it needs to be on your bar and off cooldown. So if you have an effect like Holy Trail it would probably need to be on your bar and off cooldown.
We haven't published that data, I'm sorry I can't share it (also I don't know it off the top of my head)
we're a fully remote team so we don't have office birthday parties. I can't say I've seen anything about epoch themed cakes
Is there a cap on how quickly you gain reputation depending on corruption?
There's no hard cap on reputation gain rate, it is based on experience gain which starts growing more slowly after 300c and significantly slower after 1000c (enemy hp gain per corruption slows a little too, but not nearly as much).
👋
in the last Q&A stream i asked mike about the idea of implementing a poe2 like pause system.
He said that you've tried for a long time to make it work the way you want to, and i've been wondering to myself how it work on your side, and how i would implement a pause system in a video game with online mode 😅
i've thought of simple case, cause i never worked on a large game like LE.
I'm wondering how the game work on a macro pov.
I guess you guys have a lot of logic in the user client, due to offline mode 🤔 and duplicate/share this logic with instance server for online mode.
How do you do the calculations server side ?
a loop with a fixed refresh rate ? event based ? a mix of both ? something i don't even know about needed for optimisation on big games like LE ?
Just my developer mind tingling 😛
will we get anything regarding snapshotting in season 2? currently top 2 ladders are blatant snapshotting minions(abomination top 1 and MA top2) they just snapshot full minion gear and then put full defensive gear with double block weapon slots. Kinda compromises the whole point of leaderboard if there are exploits like that
idk, it has opportunity cost in limiting your inventory space and if the minion dies you need to swap middle of combat and we more defenceless during that. unless you do it outside of instances in which case your dmg is seriously limited if the minion dies and you dont have the minion set with you
changing clothes during combat is quite quirky way to fight tbh 😂
1 cake is fresh and tasty. The other cake is locked in a glass box as it's decayed and moldy
Thank you for streaming on Yt and uploading the vod straight away 🔥🔥🔥🔥
The server has an internal tick rate. All of the functionality logic happens on the server in online mode but you are right, massive amounts of code is essentially duplicated on the client for offline mode. It's not all the same though so it's almost line maintaining 2 games at once sometimes. Online mode pause would be incredible. The offline version is very naive. It just sets the time scale to 0 so (almost) the whole game essentially locks up. There were a few patches where the fade in/out animations on the menu screen were instant because they ran on the time scale and when we added pause, they stopped working. So the main menu operates outside of time.
There will still be some opportunities to snapshot in season 2. I would personally argue that this is a bug and fair game for fixing at any time.
I'm glad it worked out. If you have any suggestions for improving integrating YouTube streaming at the same time, let me know. We set that up about 30 mins before stream started. (Kain crushed it with grabbing questions from both)
Are there any thoughts on putting in the newer arpg mechanic of torment/armor break? Grim dawn enemies can inflict a damage ramp on the player when they get hit by special abilities. This is akin to the torment debuff that diablo bosses apply (occasionally flawed because sometimes the ability they have to apply it is bad or hardly used) I think it does add a lot of action and intensity in the moment though
I'm pretty sure we have several places where enemies do this.
Ok, I guess I haven't noticed. Not the normal armor break enemies can apply I guess I meant a more until done with boss debuff time. rn if I can survive the big hit in a boss fight I can survive it as much as I need it feels. but i totally may have missed debuff ramps if they're not severe or boss dependent. so i'll have to find more shades and farm more timeline runs for a better question on that lol. ty Edit: I just got the founder packs after watching your dev stream, ty for looking at controllers more
The first one that comes to mind is just anything that inflicts poison. There is a boss concept that I've been working on for a bit that would lean into this style of mechanic as a core element though.
Hoping to see it! I don't want to ask or suggest things that would be really sweaty for people who just want to destroy stuff but I do like when you guys look at the ceiling for things. Path suggested they'd add more peak content when they added the uber bosses forever ago and that didn't really happen lol. their argument being most people don't get that far though and I mean i do get that. But I still appreciated the dungeon call out in the stream. Bosses that can overlap mechanics are also kind of a skill check in a way. Lagon's laser is scary, but if you can tank it that's the end of the fight sometimes. But throw in hypothetical moon beams that are zapping spots and now the tanky player wants to avoid a double hit. idk thought i will def get back to you with a more cohesive question/suggestion. I appreciate that you guys talk to players and I do hope to see that boss concept fleshed out. Have a great day Mike
- Any new caster weapons be slated (confirmed) to appear in 1.2?
- What is the exclusive fun of spellblade in your opinion?
I don't think we have shown any off yet.
I think it has to do with subverting expectations.
wouldn't a very naive approch of sending a flag to the server instance (assuming each map is a different instance for a single user), stopping every calculations ongoing (movement, abilities, ....) while the flag is active work ? you probably have thought of all sort of "naive" solutions like this one, and couldn't make it work du to complexity of running a game of this scale.
Btw really nice to be able to talk to a dev team like that
And breaking the ward generation sound barrier with double humming bee 😄
subverting expectations for new caster weapons you mean?
i also forgot to ask about that in the previous Q&A:
Do you have plan to add a new type of weapon adding flat throwing damage ? something like throwing gloves for ex
I have long been surprised at the lack of a dedicated throwing weapon type
Even just in the roman theme you got several dedicated throwing weapons
When you move into the loosely egyptian/arabic theme several more
You haven't even touched any high fantasy tropes either
Could easily implement 7, 8, 9 or even more throwing weapons
exactly, but one to be started would be very nice :p
No, that was your second question
It's probably the route that we will take but as you say, it does get a little messy.
What?
how to do spellblade with subverting expectations you mean?
The throwing skills aren't generally themed around throwing the actual weapon in your hand so you're right that we would look to the gloves slot instead. The throwing abilities are balanced around not having this flat added weapon damage though so if we did add that in, we have to remove it from elsewhere at the same time.
Typically elemental magic users don't go in for melee attacks.
100% right
So the sense (the fun) of spellblade is giving caster players a chance to try melee attacks the way they prefer and feel the aesthetic from melee attacks?
That's just one of the main things I find fun personally.
Please share remain things you finds fun 👀
probably a difficult question to answer but, what was the first "build" you played in last epoch?
I started in 0.9 and remade my old D3 favorite (Mirrorball Fireball Wizard) as a Runemaster w/ the +projectiles and pierce nodes, but then added in homing for a little extra funsies 
https://www.lastepochtools.com/profile/EHG_Agent000Zero/character/Ryze
maybe I should reprise this next season now that I understand the game better, would be fun to see how far I can push it - this was complete yolo had no idea what I was doing XD
looks like fun! also sounds like we started playing around the same time xD
I also started with a similar build, piercing homing fireball and meteor on 0.8 😅
😢 They're so early. I never try that until 1.1 reset
one of my favourite builds was a runemaster machine gun fireballer
with runemaster its easy to get enough casting speed so that you can fire 5 fireballs sequentially in a line fast enough that its just a continuous line
reaching about 400 stacks of ignite without even hitting the legendary slam phase of the game also felt great
i think mike mentioned some static changes on last stream(maybe i misheard it), will we see some small(or not) buffs to spellblade in season 2?
spellblade mentioned
One shot fury leap auto refresh
Minor adjustments
I like the theming of a magical fire sword a lot. Enchant sorc in D2 or the FDS in GW or I feel like there was some version of Merlin that had a flaming sword. Always just thought it was super cool.
Hey devs! I recall at release Last Epoch was available with steam family share. It was then taken down due to RMT and as a temporary solution to combat RMT abuse and the sorts. It was said EHG planned on bringing it back if a solution was found that enabled its use... Is there any feedback on this front?
This is the most up to date response we have afaik, they haven't announced any progress since. #👨┃ask-the-devs-not-support-no-bugs message
I'm sorry to say that the reply that was linked is still current.
magical fire sword? you mean a special skill or special weapon? which is it if you mean a skill or a weapon?
It's just the look/theme of it. In LE, basically just means a fire melee attack like flame reave (for now, maybe we'll get a cool sword skin or unique). In the other games mentioned, it varies between skills/buffs/items.
🤔 But I can play melee fire damage with another skills too, like warpath/void cleave/shield bash/smelter's wrath and sentinel can use swords definitely
😅 I have no idea which type of target players spellblade want to interact
With changes coming in April. Is there any plans to rework or change speed on Gifting for playing with friends? It takes a crazy amount of time to get a charge to share items with friends, and is basically useless if you are lvling together and you are basically forced to save them for end game items that are worth more then small upgrades you could share while leveling
Melee mage is a very popular archetype in all sorts of games, dnd has blade singing as a subclass for their wizard class and it's one of the most popular subclasses in the game.
Playing a sentinel and swinging a sword feels very different than doing the same thing as a mage, it's a different fantasy
Why both of them is melee fire damage but the journey bring by sentinel and mage will be different? What make them different?
you can do physical minions on beastmaster, falconer, and necromancer but having a pack of raptors, a falcon, and an army of skeletons all feel like very different fantasies right? it's like that.
This is probably a better conversation for #❔┃ask-the-community at this point tbh
I don't actually know what is happening with this but as someone who tested the rates before the last change and someone who has played with a friend recently, I suspect that there is a bug of some sort causing it to drop far less often than expected.
Appreciate the feedback. We will see soon(ish) 😄
When you level together, you can share your loot free?!
are you happy with the rarity of the rarest drops currently or is there some more room for "tier 0" drops (in any form, uber boss drops or corruption gated for example)
Will smelters wrath animation be looked at? The current one is nice on most parts.. Except for the character that just goes full idle until it's cast
Guys, I know it sounds annoying but right now LE is the highest quality ARPG out there in terms of moment to moment fun... BUT... it lacks some bling... just look at PoE2... it's a HORRIBLE video game... it's not fun, it's a chore, it's annoying, punishing... in essence it's a 9-5 bullshit job with no rewards... BUT... it "looks cool"... has the best graphics and has the WASD movement... so my advice as a gamer of almost 30 years is this... focus HARD on 3 things... 1) end the campaign story as soon as possible (I know it's in roadmap)... 2) Bring WASD in the game ASAP cause people will complain about it endlessly... and 3) as stupid as it sounds since the game is graphically ok and it's an ARPG, focus on pushing the graphics engine to it's limits...
Always remember one thing... the average gamer is NOT smart, he's NOT a refined human being with exceptional taste and critical thinking about whether a game is good... nope... he's baboon of the caves that doesn't understand jack shit about real substance and value and just wants shiny mirrors shown at him and will jump up and down at the shiny worthless shit...
Again... PoE2 has 200k people playing every day... and the game is one of the worst and more unrewarding video games I've ever played... it gives you NOTHING for your playing time... so yeah... that shows you the market and what it is... people want shiny bullshit over quality so do your best to make everything "look good" on top of being good and prioritize the looks... cause people are playing PoE2 over LE when LE gives them BY FAR the best Solo Self Found experience ever and BY FAR the best build diversity and freedom in the genre when it comes to truly VIABLE builds to do all content...
I wish you all the best for the future cause LE is the most fun ARPG and a great game that respects my time and gives me cool stuff to do all the time with good rewards to keep me playing...
Nice question
It's an answer to his answer to another question... meaning that they might want to concern themselves with things the community wants but there are very clear things that the market wants so they should look at the bigger picture... now if you don't like it, report my post but don't whine at me...
Just FYI, there is a #1210281911872786482 channel where your message would actually be given to the appropriate team, rather than just to one dude
What are the advantages of playing melee in LE?(or what devs vision on this) should be there some uniform advantage when you make a melee character over playing range in LE?
Feel like this answer still applies
#👨┃ask-the-devs-not-support-no-bugs message
Tbh i never understood that reply cause you can just sit in melee range as ranged player on bosses, its not like you are squisher or something prevents you to do it. But also you have an option to dps from away if neeeded. Emperor of corpses is a prime example i sit in melee on any character but if he does his nuke i can also dps him from away while waiting out, so not sure how melee skills have any advantage in boss killing aspect.
i think Mike meant that on bosses being in melee is better which is 100% true on most bosses in the game, but it does not imply that melee skills have any advantage since ranged can also sit in melee on bosses
i'm curious how the team feels about the state of experimental crafting, it's the only part of the game that you need some sort of external source in order to properly use (even if that external source is a spreadsheet you keep yourself after doing your own experiments)
I'm not necessarily opposed to using external sources to understand systems, just curious what the dev teams thought on the topic is
I may have missed it talked about somewhere.
But has there been any talk about 3C's for player movement and abilities?
Mainly asking in regards to abilities that are Melee spells/actions but when you click on an enemy to attack it, rather then moving into range and then using the ability. Your character just stands where they are, even if out of range and attacks.
I feel like if you are using an ability that required melee range, the character should move into range and then perform the ability rather then you needing to step closer manually and then attacking when you can easily accidentally click on a attack target when trying to do that and spending resources by accident.
There's an option for this
It should be towards the top under gameplay
Ah....I have it checked, maybe its just bugged then
or....I just need to stop talking :D, because now it functions.
I need to test things more before I speak....lol
melee has an easier time getting life leech (i think)
Hey guys I have a design question I'm curious about. How did you handle DoT effects? I'm trying to do stacking dots in my game as well but I can't figure out the solution of when you apply new stacks in between the ticking timer, which would make it expire earlier than the last tick in a system where all DoTs are synced to deal damage at a preset interval likes yours does. 🤔
#👨┃ask-the-devs-not-support-no-bugs message
This response might help you
have you guys ever thought of doing rotational chapters on a new season basis? since we're already going through different eras and timelines it would be cool to have new chapters that get slotted in place for old chapters to keep the campaign fresh and new! then you can mix and match chapters while it also leads to the final chapter that stays the same. or maybe that can be tweaked too!
Good day, i have a few question about the mtx
1.) Are the cosmetic + pets available for all my diff. char. once purchase?
2.) Will I still be able to use said cosmetic + pets for season 2?
- Yes
- Yes
Remember : Cosmestics are not available in Offline mode
Hello
In puncture tree the node stay of execution (charge for 1s fro extra) :
It says in description that when using a bow it does more damage (this usual wording means that ailment too benefit from it).
But just after it says bow damage per second charged and that imply that only bow damage is increased with usual wording.
Which one is true?
Thank you for the clarification, decided to support devs by buying one of their packs.
do traps calculate their damage when they are triggered or when they are thrown?
Technically when they are triggered but that's going to be misleading because it happens when they are triggered in the same way that fireball calculates its damage when it explodes. The trap's stats are not updated between throw and trigger.
the explosion is a subskill of the trap which gets its stats when you throw it right?
yes
so if i'm reading this right, if i have the rogue node that gives damage based on move speed it would matter what my move speed is when i throw the trap not when it gets triggered because the stats are locked in once i throw it right?
correct
Can we expect all the classes to have been brought up-to-date and on par with each other, and fully complete (looking at you rogue) with the new season? It has taken some time, and it would make sense to me that this would be an internal priority.
Ever since the game launched I was always a bit disappointed that some classes were / felt incomplete and were lacking compared to the newer additions.
It's kind of really a deal breaker for me to get back into this game to have the core classes fully updated and on par, is this going to be the case?
Why does crucible node from Smelters wrath put the burning ground subskill and upon checking it on LE tools/tunklab the subskill is not melee, its a spell that also scales with int?? is it just some very old design or an oopsie, because sentinel doesnt really have either of those things
1: not sure why it would be melee, feel like it's pretty clearly a spell. There are other examples like consecrated ground in judgement that are the same.
2: The attribute scaling of a sub-skill doesn't matter as smelter's wrath (the caster of the subskill) cannot have attributes. The only attribute scaling that matters is that of smelters wrath itself. Subskills practically speaking inherit the attribute scaling of the parent skill.
This cycle is mostly sentinel stuff gettign caught up. All classes are getting some stuff tho, either directly or indirectly. There is no plan to make every class even in number of skills or threshold nodes, etc.
Rogue is getting a new skill
Some classes, like lich, need a bit more, so still waiting on news for that specific one.
It has been a long time since I last checked, but I want to do it now because I don't know the current state of affairs. Does the unique helmet "Paranoia" work as intended now? IE, can you use it without needing a target? It used to not work, which is why I am asking.
do you guys know how long the maintenance break should be?
says approx 1 hr
#news message
Patch is in about an hour, the actual break is short since they said it's just a reboot
I am unaware of any existing bugs relating to that helmet.
I see, thank you for the response. Were you aware of the bug that existed in the past then? Or was that outside of your area of expertise. I apologise in advance as I don't know what roles the different devs have.
I vaguely remember that issue. I don't think it lasted very long but I can't really remember the details.
Alright, thanks for the info. I appreciate it.
I just tested it in the Season 2 client and it is at the very least working there.
Yup. We are still in the state of wanting more stuff and not really needing to remove old stuff yet but I do really like the idea for when we get deeper into the lifecycle of the game.
We really like experimental items. The theming and feel of them is really fun. The crafting portion of the system didn't quite stick the landing and is fair game for adjustments.
if you're able to without spoiling any potential changes the team may or may not be working on... could you expand on what about the system feels like it didn't quite stick the landing?
I heard Rogue is getting a new skill. Are there any other classes that are missing skills before they’re ”complete” so to say?
I can't really say much without just leaking it. I guess the main thing is that it's too obfuscated and had too much of a "golden path".
appreciate the response, would love to hear more in depth thoughts on the system if/when changes come for it
All classes and masteries are eligible to receive more skills. The ones with fewer skills are first in line to get new ones. Only 1 fully new skill coming in Season 2 although Volatile Reversal got redone from scratch, including base functionality, so it's almost like 2 new skills. Some others got significant updates too. Lich is likely to get a new skill for the next season after.
We will have more info available for it in March.
can confirm, found out about how to get glyphs of insight a couple days ago when i was like lvl 97 and feels like the one part of crafting that feels a bit clunky
Has EHG committed to the cycle-exclusive content in future seasons? In other words will there be content that won't come to legacy servers? Or is that decision for a future date
No, maybe, yes.
Some folks on the subreddit said that in your dev stream you said there would be season exclusive content in the future, saying that not all future stuff will come to legacy. But I'm assuming this is a misunderstanding, and that "season-exclusive" doesn't inherently mean "won't come to legacy"?
I don't watch the dev streams 🫢
I'd say it's a 90% chance that I said something like that it was on the table or likely or possible or something that like and that got translated to mean guaranteed. I could have possibly just misspoke too.
The pitfalls of speaking to the public. So, you're understanding of "season exclusive" means that it wouldn't come to legacy during the season?
Gonna go full non-committal. In the hypothetical event that we do add "season exclusive" content, there are many minor variations on the idea that could be used. Some of those could mean that it wouldn't come to legacy during the season. The one time we did do what I could call "season exclusive" content, we did then bring it to legacy during the season.
Yeah, makes sense, too much variation. I'm not really interested in telling the future, just in making sure correct information is out there
Yea, it's very much a TBD thing and we haven't really ruled much out yet.
Is the use delay on skills something that's not affected by attack/cast speed?
No, it is affected by speed in the same way as the rest of the attack/cast
Could someone explain a little more about the performance telemetry, how it's being used to help identify game performance issues and what you guys expect to achieve from it? Pretty exciting update 
Whats the most fun you have seen your voice actors have with their lines in game?
Personally I would have had a whale of a time practicing "Fools... FOOLS!" over and over again
Speaking of which, are there any plans to re-record character voice over, perhaps with a wider range of more nuanced lines, perhaps with class-specific responses to story events, certain ambient scenes, game objects and so on, which is something that is becoming more widespread in modern games?
#👨┃ask-the-devs-not-support-no-bugs message
I think my question was missed.
Is the 1s charge node of puncture node bow hit damage only, or ailment too when using a bow 🏹 ?
Bow Damage, per second charged
it does not appear to affect ailment damage when i test it
It adds detection and logging for frame hitches (single frames that take an excessively long time to process) so we can better identify exactly when they occur in the context of other logs (e.g. when someone submits an in game bug report saying "I did XYZ and the game froze for a moment" this lets us see more precisely when that happened and what might've caused it). We've been using this on internal builds for awhile now and it's been very helpful in narrowing down which areas we should focus our performance improvement efforts on to have the biggest impact.
Does ehg have an aimed time window for kill on abberoth? For example builds that kill it faster than 30 sec needs heavy nerfs and builds that spend over 7-8minutes need heavy buffs?(assuming great gear or almost bis)
It has a lot to do with feel. We don't have a specific and narrow kill time target. Significant outliers are indicators that can cause us to look into the build.
It's not quite so cut and dry though, a build might be able to kill abby in 30s and not need a nerf. Similarly, a build might take half and hour to kill abby and not really need a buff. Both scenarios are good indicators that there is room for improvements though. Maybe the OP build is so crazy squishy that it takes 50 tries to kill the boss so you can just get lucky enough. Then maybe the "slow" build is just so tanky that you can literally walk away from the game and thorns damage will eventually take the boss down.
In this hypothetical, the "slow" build could actually take less overall time to down the boss. The solution might look something like just shifting some of the power budget that those builds have available so that you "nerf" the "fast" one but it results in a faster overall kill time.
Now, this is a pretty contrived set of examples to prove a point but I just wanted to explain that it's just a tool we use to help and not a set rule.
I have had almost no interaction with any of the voice actors so I don't have any funny stories to tell but I also like to imagine the person who recorded "fools" was practicing it in the mirror for a week beforehand. Did a ton of research of all the greats like Gilbert Gottfried.
I think this is a great idea for once we have a little more in general. We would probably have to throw out what we have already for it which isn't great when we don't have a ton of it yet.
I would be greatly disappointed if the "fools" voice actor didn't spend at least a week practicing it in the mirror and do at least fifty takes 😄
I think my audio setup might be almost good enough that I could convince them to let me record some lines for some random side character.
I could see you recording some lines for Primalist like an idle voice line "This beard doesn't grow itself you know"
and then wildly opposite ends of the spectrum like an idle line if you have the sabertooth companion that's "who's a good kitty?"
#👨┃ask-the-devs-not-support-no-bugs message
Revisiting this topic, my friend who tried to turn the audio slider down for the voices, or whatever it's labeled as, found the "Fools Fools" part was muted... but so was everything else. I guess I'm just putting it out there, it'd be nice to segment out the playerr voices from the NPC audio
yea, they are still combined
You need a community poll for idle voice lines, there is a ton of unexplored potential there
if we go back to do them, I like that idea
My suggestion:
Mage (practicing his one liners) - You FOOLS!.... Hmm needs more gravitas...
“It eludes me” is 10/10
for me my main issue isn't really freezing, I do freeze for ~0.5 seconds somewhat frequently, but it's mostly just a dip from 240fps to 50-90 or so which causes visible disruption, but doesn't actually affect my ability to play
Send in a bug report when those happens
i mean it's literally constant 😆 whenever there are a lot of mobs on my screen, fps dips a lot
how early can we expect the detail changelog for 2.0 to drop so plebs outside of testing program can start preparing for the new season
1 weeks? 3 days? 1 days? 12h before d-day?
I'm sorry, I'm not sure when the exact date of the patch notes will be for Season 2. Historically it's been pretty close to patch day.
heyo will Manifest Armour get a bit of a rework? (at least in wording / clarifying as the transfer of stats from items is not as clear as it could be i think.... for example do stats apply/work do they benefit from Bonuses like minion dmg twice as they have the minion tag so id think it would apply twice)
Not sure about any rework, but #1210281911872786482 on its issues could push them to improve it.
Yes, but actually no. Technically they benefit from 'minion damage' twice - they get damage because they're your minion, and they also get minion damage from copying your gear to improve the minions they summon (which does nothing for them since they don't spawn minions).
yeah the thing is they have the minion tag and usually everything works on a tag system so its a bit weird imo that only their minions benefit as they themself already have the minion tag also im pretty sure the minion inherits the minion dmg of the summoner as the minions of the Necros minions benefit from minion dmg on the necro themself.... i think
That's the thing though, it does obey the tag system. Minions can be summoners. The stat minion damage grants the minions of whatever it summons, damage. So if you have a chest piece with minion damage on it and you summon a Manifest Armor, it gets damage because it is your minion.
Then on top of that, the Manifest Armor has an ability to gain stats from your gear. So if it gets the stat minion damage from your chest, that means that any minions that it summons will have damage.
ohh ok misunderstood that ok
Minions can be summoners.
When you outsource killing things to your minion, but your minion outsources too...
Last Epoch's tag system and the way stats work feels like such an elegant solution, it's crazy to me to have an ARPG where building stats is an option instead of something you just do
whats the coolest minion that you guys thought of but it didnt make into the game?
is the dps indicator for minions gonna make it into s2 or do we have to wait for that a little longer?
It is not going to be included in Season 2.
I don't want to say because it might still make it into the game.
The second coolest one that came close was the Rune Golem that was debated as a Runemaster pet.
dammit i thought this time i could trick mike 😏
What build or class would you suggest me if i wanted to be a stupid man with a big stick and want to slam the ground. You can think as a warrior or a barbarian. I couldnt find anything fitting last time. Is there any plans in not near future to bring a class-subclass that would be fitting for that fantasy?
I feel like primalist fits that bill pretty well
Sadly last time i checked none of the subclasses were giving meaningful bonuses for that archetype. At least it felt to me that i wouldnt get anything useful if i only cared about how big physical damage i can deal with a weapon. But i am no way experienced i may very well be wrong.
your best bet would most likely be werebear druid, has a big aoe slam and a faster swipe attack, otherwise both shaman and beast master can also do big slams and stuff like that but usually rely on buffs from either companions (beastmaster) or totems (shaman)
If none of those are appealing there's also sentinel, both voidknight and paladin have big heavy slam skills, for void knight it'd be erasing strike and for paladin it'd be judgement
Thanks for the advices last time i tried voidknight and died to lagoon 😦 maybe this cycle ill go with paladin and see what happens.
Lagon is a pretty common place for people to get a little stuck on since he's the first boss with very heavy hitting attacks, so don't get discouraged if you die to him.
Out of the box suggestion.
...that's bad, I should really say that it's bad.
2H Rogue Cinder Strike with the Overexertion node to be only big slams.
Alternatively Beastmaster can be pretty Barbarian-y if you want too. You can go solo companion and use them for utility to concentrate on your own damage.
I believe
I tried for a while to make the unarmed cinderstrike work with the unique gloves
Falcon Fists I think from memory?
My condolences
Yeah needless to say I eventually gave up on it 🤣
but still if Mike is endorsing it then its gonna be meta in season 2 right?
....right? 👀
i would strongly recommend against taking mike's build suggestions as strength-based endorsements 😆
its true i remember watching him use frost flask for weeks on his friday streams
Decrepify (the warlock curse) deals more damage based on the caster's missing health - how much more damage? Is it 1% missing hp = 1% damage or something?
I'm not sure that's actually something we've shared the exact amount on or not. It's done as (x% more damage * total missing health) (so more flat health does make it do more damage).
It's not i checked, it's neither in patch notes or any of your answers :p
I will say though it reminds me a lot of this node in chaos bolts, obviously doesn't mean they share numbers.
I think they are the same
it's thursday here now lol
Hey Mike,
What determines skill input priority? (Not sure what to call it)
For example:
I have Lightning Blast in Skill slot 3, mapped to keyboard key 3
Runic Invocation in Skill slot 5, mapped to right-mouse click
If I hold down 3, I can't interrupt Lightning blast at all with right-click to cast Runic Invocation
If instead I have Lightning Blast mapped the same, BUT
Runic Invocation is in Skill slot 1, mapped to right-mouse click
If I hold down 3, I CAN interrupt lightning blast with right-click to cast Runic Invocation
Movement/Traversal skills seems to throw a wrinkle in this a bit as well.
Is is generally just Movement/Traversal > Skill Slot 1 > .. > Skill Slot 5?
Yup
With multiple monitors, it is very easy to click off of the game when in full screen mode, causing the game to be minimized.
Is this something that has been looked at? Heroes of the Storm, for example, locks your mouse in the game when in full screen, so you can't accidentally click off when making a fast mouse movement
towards the bottom under gameplay
Well there we go, that's perfect 😄
I didn't know that was an option - thanks!
Hi Mike, is this similar to Increased Health Leech ?
Like we have in Anomaly
Or is it an Increase to the portion of the Dmg that going to be leeched ?
Hi Mike, since new pinnacle boss was out, why EHG still stay on 300c as the rule of justifying a build is solid enough or not?
hi can you add in future a way to find people to play with inside the game?
#1210282176680169562 would be a better place to suggest features
You mean, like a chat? 🙂
Or maybe a real tool - like a fully or partially automated LFG system, see for ex. WOW, GW2, etc, much less any session-based game.
We are working on improving our social systems.
will you add dlss\fsr3 to the game and when?
We would like to but don't have any ETA.
have you guys thought about adding a super rare item (like it adds lp to your lp uniques) but the drop chance is like getting struck by lightning while riding a shark?
yes
Mike ❤️
to be clear, that means that we rejected it which is probably the opposite of what you are hoping for
oh nah i figured. le has a lot of stuff i figure you guys brainstormed some wild and fun stuff but ultimately some stuff you shelved or just said nah
This is the way the auto wording generates the stat and is the same stat as in Anomaly's Void Maw node.
my bad for asking this but i've simply forgotten what was the reason for the shield bosses get at particular health poiints and why is it 100% instead of just missing health %
Different enemies get breakpoints at different percentages, usually tankier enemies get more and they are evenly distributed.
It's also not 100% of their base health, it's 75% and it starts to decay on its own right away.
oh i thought it was 100% , in any case will there ever be a change say , increasing the decay rate on earlier level bosses so that when you are at a more "full/complete build" its slower since you should have reasonable enough dmg ? or anything of the sort ?
Well, we're removing it from all but big bosses of the game.
the world is healing
Hi Mike, since new pinnacle boss was out, why EHG still stay on 300c as the rule of justifying a build is solid enough or not?
Because that feels like an appropriate amount of time to invest in an average build to consider it successful. Pinnacle Boss content is a stretch goal.
In the end it's all very subjective. Some people consider a successful build one that can beat the campaign version of Majasa.
