#👨┃ask-the-devs-not-support-no-bugs
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Thanks for that info
Ha! You're funny
Mike, Can I ask you which personality type of MBTI is for you please?
https://ibb.co/wZMB653g Is this a bug? Got Crit from Blinded boss..
if you think its a bug, just hit f8 to report it. you dont need to ask permission of verification for it
oh, didn't knew about F8. Thought you couldn't report when dead..
nah, anytime the game is open, even on death screens, when you have skill trees open...just about anything. its super helpful for reporting bugs
I think it's able to crit because it's a retaliate skill, not something the enemy casted. Which sounds like a bug
hey devs can we please get frame gen next update? dlss 4 plz tytytyty love u guys
Mike commented in the latest Q&A stream that it most likely won't come with season 3, but he wasn't completely sure which would suggest it might be in the works (or he just doesn't know).
Also this isn't the channel to ask for things to be added to the game, if you have suggestions please post them in the #1210282176680169562
ye sorry
Is Unity 6 one of the latest versions of the game engine? Does that mean you're mostly caught up? If so, what kinds of tools does it give you access to that previous versions did not? (I am NOT asking about future content. Just curious about what new stuff, if any, you guys get to play with)
I think we're on the latest LTS (long term support) version of Unity now. I don't know specific features it gives us access to off the top of my head that are exciting. We've been using it internally for about a month now and it's got some nice dev tools updates that make our lives easier. I think it also gives access to things like new versions of DLSS and the like. Also a requirement for new consoles if we go down that route. Not to mention just easier upgrading in the future.
(Inspired by Dread's video and that's an interesting question I suppose)
Can you share which builds have you played to kill uberroth and you're succeed in slain uberroth, Mike, please?
If it's allowed, I want to know Judd's answer too 🤔
played the whole way from scratch and no cheating at all to kill uberroth? none, you can see my best fully legit character on streams
With that in mind do you think uberroth is over tuned or correctly tuned for where you want to see future pinnacle bosses
Pretty good, I've played an average of 3 hours a week since 1.2 launch on my stream character and I'm knocking on abby's door. Seeing players beat uberroth within the first week did signal that it might be a little undertuned though.
Your fully legit character? lol alright... 
So EHG is depend on player's opinions to decide the direction of which builds can kill uberroth is resonable and why are they reasonable... Wait, when will you plan to kill uberroth by your marksman 👀
No. Not at all. Please do not put words in my mouth. I am not part of the testing or balancing team so it's not my job to do that at all.
Thats interesting, fwiw im happy with whatever decision you take but intrugued that you think its "under tuned", i class myself as a sweaty arpg player and found the fight insanely gear checked and took multiple re rolls to beat haha
I'm not saying that it will be changed either direction really but that sounds to me like a great place for an uber boss to be sitting. It's a stretch goal.
Yeah for sure, what is your view on gear checks v skill checks when it comes to pinnacle bosses? It seems like its a combination of both
The question is... No ways available to communicate with balance team of EHG to listen how are they think the topic about builds which can kill uberroth and can't kill uberroth 🤔
Yea, whenever I pitch boss ideas, I try to lean on the skill check side of things in the early design as it's really really easy to add a gear check to a fight if you need it.
The communication with the balance team is very asynchronus. You can submit feedback to #1210281911872786482 and then you'll get a reply in the patch notes.
For sure, the only thing i found with uberroth was it was more player v arena over player v boss, do you think zoning mechanics such as the lasers are one of the better ways to make sure players cant just dps zerg bosses?
Do you mind elaborate on this ?
I was on the impression that technically everything is a Gear check, with enough defense you can stand in everything, or with enough dmg you can OS the boss
Maybe thats too reductive
Gear check would mean with bad enough gear the fight is impossible
not the other way around
This is my personal opinion on this topic. Making an interesting boss fight means making the player make decisions. If the player knows exactly what they are going to do before the fight even starts, it's not exactly interesting. Having those game time decisions and then executing on those is what makes the fight fun in my mind.
In order to force the player to make decisions, one of the most straight forward ways is to prompt movement. You basically only have 2 options to do this. Put something on the ground that means if you don't move, something bad will happen and put a treat in the world that means if you do move, your dps will go up.
The former is WAY better at being intuitive and urgent. I have had more than a few boss fight pitches rejected which lean into the latter quite heavily. I think I can make it work.
And onna pure technicality, outside of last phase for uberroth i dont think theres any section thats specifally a gear check over skill check
You could have a boss fight where you have a green circle and a red circle on the ground. The circles periodically jump around. If you stand in the red circle you lose 10% max health per second. If you are inside the green circle, the boss loses 10% max health per second. Otherwise the boss is immune to damage and never attacks you. This is a purely mechanical fight with no gear or level requirements at all. It's not interesting or fun and would never be made but it has no gear check elements at all.
edit: I guess you could argue move speed.
which was very intentional
Thats a very intesting perspective and i guess i havent thought in depth about how we as players do typically do boss fights, i have to admit avoiding lasers v picking an item up to make the boss take dmg again is certainly more fun from an engagement and immersion standpoint, do you guys have a rough time you aim for people who "can" complete pinnacles to take?(if you ignore outlier boss killing builds)
this idea remind me of that insane mechanical boss battle in Chrono Odyssey... No fun at all, exactly... It test my understanding of the mechanic and my dps mainly instead of testing my action skills and dps 🤔
With enough skill I think you could kill ubby almost naked, but it'd require insane skill. I've killed him on a super duper glass cannon build that gets oneshot by literally every single hit based attack in the fight including the basic attack (and the harbingers basic attacks), so I had to dodge everything except the balls and lasers, but those would melt me if I stayed in them for any amount of time (plus the frailty is a death sentence). But, I also had the damage to back it up so the entire fight only lasts around 2.5 minutes or less. This being said If you were way more skilled than me you could fight him with 10 minutes on a build that is both super squishy and has way less dps and kill him, Even in the last phase you can technically manage the lasers. So in practice Ubby only has pseudo gear checks, but no actual ones. Because with infinite skill you could technically kill him naked with the basic attack imo
My only kills of uber are sub 1.30 so maybe i cant relate to your skill level cause i struggle after the first like 1min controlling lasers haha
I do have a ton of practice in the fight, which I'm not saying should be expected of everyone but I just wanted to clarify that the fight isn't actually really a gear check since you can dodge everything and manage the lasers, a real gear check would be an unavoidable stacking dot that you can't cleanse or mitigate or a straight up hard timer or something (Not saying he should have any of this)
If you mean the time to kill once the fight starts, I think it varies wildly based on feel and that's the main way we adjust the time.
Yeah so hypothetically if you were to say what time you wanted the avg uberoth killer to take per fight- in a perfect world where every skill is balanced
sorry, not going to put a number to it
No problem! I wasnt asking as a form of "gotcha" just wanted to know where you guys prefer boss lengths to be- im guessing with the boss ward system you can always adjust to roughly to where you guys want fights to last
It's also a topic of some debate internally so I'm not sure I could give an accurate consensus.
Fwiw i think the length is perfect (when im on my falconer) lmao
Hey mike I've been meaning to ask, has the team ever considered having some use for white items? (definitely tugging on your d2 heart strings)
We've tried to make it happen a few times. It usually puts pressure on the other systems in a way that just doesn't work great. I think it would need to be a completely different avenue to make an end game item. So I don't think it could be a path to make an exalted, set, unique or legendary item. It would need to be a path to a whole new item type....much in the same way that it is a path to a whole new item type in D2.
fun fact: for a while there, white items could have the highest max (and lowest average) potential forging potential of all items in the game
I was thinking, since there's currently no player agency over the base of an exalt, outside of imprints, a cool julra style system where, by removing all affixes from an item while it still maintains some FP > 0, you could sacrifice it to change the base of an exalted item to another (different base, same item type of course, preferably to the base of the item sacrificed)
could be a dungeon mechanic or a woven echo or a system season 3 might introduce or whatever else. unless that mechanic is already reserved for a future rune
This unlocked a core memory I'm now trying to hunt down and find xd
Wait, isn't this a contradiction? since the question was for max FP of each rarity #👨┃ask-the-devs-not-support-no-bugs message
It's changed a few times, I'm pretty sure those numbers are out of date. We also may have reduced the normal max down because we got some feedback that since you can't filter for fp, making these potentially high fp normal items drop was a bit of a troll.
I know that exalts can roll into the 70's though (this is the highest I had on hand) so Idk what to think anymore, Although I'd imagine maybe nemesis kinda breaks it
ah that makes more sense
There is (or maybe was) a secret random extra big bonus FP that normal items could get. And I forgot that exlateds can get into the 70s now
Yeah Because my core memory was a white item with like 80 or something insane but I also feel like I'm just dreaming it because it would've been around 2022 which would seem to have been too early
I want to try your idea in game personally anyways
Is the up to 10% blessing experience bonus additive or multiplicative with corruption experience bonus?
Both are Increased so should be additive
Hi could someone tell me if the shred addons on arek's bone's are seperate from my other shred on hit or does it stack together?
Stack together
thank god cos I just hit an awesome slam before alt tabbin back to this answer lmao
unless it changed since 1.0 when I last tested it, it's definitely multiplicative. Wording might be incorrect
It's multiplicative if nothing changed
Yeah I trust it, I just went by wording, hence the "should" :P
hours played is a better metric to look at than days passed when looking at that kind of thing.
Hi Mike
Does Bleed on Bow Hit works? Or is it just generic bleed chance?
#❔┃ask-the-community message
I need to join in Vlad's car
there is lots of fun stuff to read in the game guide.
which tag it come from?
terminology
It's really not obvious from a quick look, sorry. I think it takes into account all of the bleed chance which your HoA tags could apply to.
Thx
You should really add some simple cosmetics acquired for free thru gameplay, like in Deep Rock Galactic.
I assembled somewhat of a coherent build from random items and my character looks like shit.
I'm usually the last guy to complain about cosmetics but my character just looks way too bad in this particular game.
Please post suggestions in the #1210282176680169562 so they can get properly logged and considered, since nothing in this channel is ^^
(they do give out some cosmetics occasionally via twitch drops and events and they did have a transmute system planned in the previous roadmap)
cant post there
I think they reason they don't add is because they are stats applied to separate entities.
The corruption area modifier is applied to the area, increasing the XP granted by monsters when slain there.
The XP blessing modifier is applied to your character, increasing the XP you receive from killing monsters anywhere.
If there were more sources of character increased XP modifiers, they would stack additively with the blessing, but the corruption modifier is not a character modifier.
That makes sense but could maybe be communicated better ;v
but yeah checks out, it's like increased damage taken debuffs being multiplicative with your own damage
Is there ever a plan to rework monster design? Some of them are very much below the standard you have set for yourself. One that comes to mind is the lava dinosaur, barely has a shape at all. Looks like I modeled it in 15 minutes (i dont know how to model). I worry that the dinosaur patch is gonna look aweful with the current dinosaur models.
Plenty of Monsters have been redesigned and updated over the years
The devs have lots of plans for lots of things. If you want to give feedback on something specific you think is lacking... #1210281911872786482
this is good
There are new monsters coming for S3. From early testing versions, this is my favorite looking patch we've done so far.
🦖
Controller question
Watching some javelin time rot vids from Noobzor, and it seems like you can control the length of Void Cleave based on the cursor position, but using controller it’s max distance every time
Is there a way to make this work similarly on controller? Cant tell you how many deaths I’ve had on uberroth because I went max distance into a death field
I don't know of any even theoretical way to make that function well on a controller. I think it's just one of the inherent limitations of the controller input style.
I figured that might be the case
I considered running lunge unspecced as my traversal instead since abyssal doesn’t need to be on the bar, but I might be better off learning to mkb
I personally can't imagine playing an ARPG with a controller but we know lots like it. We do have WASD support in beta at the moment which is kinda half way between the two.
Up until this I hadn’t really felt the limitations of the controller much after 500 hours, of course my targeting has been off at times though but not so bad as to make me feel the need to swap
Okay I am slightly confused. I specced into Armageddon in the Black hole skill tree. And it does cast Meterors, it does take the increased cost, but it only drops one meteor as if the skill was completly unskilled. I assume that is a bug?
I'd have to check the wording but I think it does specify "a meteor"
That would be fine, but then it should not take the increased cost factor of the more meteors no? Also the wording says "Black Hole casts Meteor every second, but consumes Meteor's mana cost every second."
if it ignored all of the tree yes, it should not, but I think it does so no, it should.
If you think it's a bug, please just report it in game by pressing F8
Okay I double checked to ensure its not a problem between chair and keyboard and now submitted a bug report.
Even if it is, that type of report is still very useful so it's best to skip the check step all together and just make the report please.
As said I already did, and will take that into account should I ever run into such a thing again.
why you can't imagine that? You can imagine that after played le with your controller. 🤔
Oh but I can't imagine how to play games with WASD too... Just don't know how to press.
Sorry, I misspoke.
Given the option between controller vs keyboard and mouse, I can't imagine personally selecting controller as I grew up mostly playing PC games and in my mind, a controller is something you use for other genres.
I don't know details so no suggestions. Just hope rewards from new monsters can attractive.
Oh. I don't know I can play pc games with a controller too, before I know a short hike. Maybe Mike just don't meet a game inspire him to use controller 
Hi, how do I report non-manner chat users on Asian servers?
You can use the bug reporting tool in game with F8 or through the support ticket on our support site.
!support
Let's work together to get it sorted! We've support articles and a contact form here: https://support.lastepoch.com/.
Pretty sure all extra meteor nodes were changed to direct cast only so that would be why you only get one.
will there be love for Golem nerco in S3?
Is it by design that raptor doesn't spawn with you in a lot of new areas? Seems I have to summon him in probably 2 out 3 zones, not sure if bug or not since other minions seem to always come with when changing zone
Any plan on Attunement adjustment? It has been some time people bringing up Attunement is the only stat that don't give inherit defense.
Str = Armor; Vit = HP, Poison & Necro Resistance; Int = Ward Retention; Dex = Dodge Rating
Attunement = Error 404 not found🥲
oh damn but masteries from primalist are focus on attunement 🥲
it's possible, I don't have any information on potential upcoming balance changes available.
No. Regardless though, if it feels like it might be a bug, please report it using the in game bug reporting tool F8.
It is intentional that each attribute feels a little different to play with. As you say, it has been some time that people have brought this up. If we were going to change it, we probably would have done it by now. However, I don't really have any information to share on the upcoming patch yet.
If you'd like us to consider a change, please add it to #1210282176680169562.
Mana for MoM 😎
Ah I see. The problem is when you invest Attunement you only gain offense while the other 4 stats have both offense and defense. Thanks for reply I might go make a suggestion.
As someone whos limited to controller play cause of a surgery years ago, i can imagine 😄 Like someone said allready, I also didnt find a lot of limitations using a controller up untill i was going to fight uber abberoth. Im playing as a mage using lightning blast, the precision of teleport is very hard in this fight and also lightning blast isnt on max range automatically and I notice sometimes even when im close it doesnt recognize abberoth as a target and it starts shooting to places im moving towards to instead of being "locked on" while im definetly IN range.
Specifically controller based opinion -ofc.
I want to add, I fully accept the way it is atm and if i would have to give a score to controller support i probably give it like a 7.5. Mostly cause the inventory is hard to do, if looking completely at gameplay alone its a fat 9 surely ❤️
Will minion snapshotting be fixed/adressed in the next patch (or at all if not in the next one)?
Even though I have more gold than required to purchase the storage, a message says that I have insufficient gold.
i would relog and verify files thru steam. if it persists, press f8 and put in a bug report.
this channel isnt for bug reporting or bug support.
this happens when u have all the stash tabs u can buy ^^ arroun 200 ish
Yep it's 200
At 200, it should say that you've purchased enough, not that you have insufficient gold though.
Programmers deserve some props for 200 stash tabs even working. Not as easy as people think it is.
Even as a hoarder, even I dont have that many tabs
200 stash tabs is the single most unbeatable feature, and it's a tight contest with the customizable on the fly loot filter
Big (longer term) improvements to both are in the works too.
I would like to have option in setting top disable minimap and quest one right side of my screen, is it possible that you add this option ?
please use the proper forums for #1210282176680169562 or #1210281911872786482 . nothing is taken from here
does the "increased void damage for 4 seconds when a skill echoes" affix on an idol stack or does it simply reset?
Has an optional hard mode campaign difficulty been considered? Kind of like how Diablo did it. For people who want more challenge since a lot of the difficulty in LE is exclusively found after emps
resets duration, you can have multiple idols with this affix to increase the bonus but it's not going to multi proc itself if that's what you're asking
yes I meant does it only reset the duration, doesn't stack the damage as a buff
Yes, currently a similar system is available through a pair of boots available by slaying a bear behind a secret wall behind a secret wall in the first zone.
If you proc 2 echoes in 4 seconds, it shouldn't give you the bonus twice.
I am aware, but a proper game mode I think is more of the expectation people are looking for. Is this something we could hope for one day, or are you guys more focused on giving everyone the same experience for leveling and going through the campaign?
It's not something we have on the list at the moment but if you'd like us to consider it again, you can post it in #1210282176680169562
Will there be any QoL changes or improvements to anything stash tab / inventory related in S3? 😄
That's such a broad question that saying yes is a pretty low bar, so yea.
Are they intending to add a campaign skipping at any point. Sort of want to unlock idols on secondary characters, but debating playing without them to save the time.
We are adding more options for campaign completion pacing and order. However a full on "adventure mode", no plans. If you'd like us to consider adding a feature, drop it in #1210282176680169562
Why we need double different health affixes instead of increase health only or add health only, what the difference between them?
Both of them can exist on body armour and helmet.
It's like added and increased damage, you need both if you want to get the highest max HP possible
Note:
This question is spawned while I decided which affixes should I highlight on body armour and helmets to filter my loots.
Exalted items is the only thing my loot filter is focused.
I heard flat damage is better than increased damage in endgame, but I don't know why increased health is better than flat health.
Because you get a decent amount of flat health from levels (you'll have over 1000 health without any modifiers in the lategame) so having a % increase is quite efffective. But at a certain point where you have lots of % increased health added health might start becoming valuable again.
#❔┃ask-the-community message
How the rule of "monoliths completion" work?
My necromancer is 100% from 1.0. No rush mechanic while 1.0 and this is the first character I played so I must played all monoliths even in normal timelines.
I want to confirm it's my issue or it's a bug.
Not a bug it was added in 1.2
I'm lost then, indeed
That's a relic of the past, when the bridges between the timelines used to only unlock one at a time. Now, all connecting bridges unlock at once when completing a timeline and that branch completion data is ignored for determining which islands you can travel to. Technically, that data still exists, hence the strange counter value, but it has no gameplay impact anymore. I suppose we could remove that counter from the UI now 😛
ah that's what they meant
oh please. Remove it, please. Appreciated.
We can all wish they'd answer stuff like that prior to the season coming out. But alas we'll have to wait for launch if not a teaser during a stream or something
Salutations Devs. How is everything going today? I hope all is well. I wanted to thank each of you for a new season and am hoping to see a buff to heartseeker next season because there are far more classes and build styles that are superior with extremely less investment. I did what I could this season. I hope to see you all next season and happy independence day if you are American. Thank you for reading this.
I searched but couldn't find the answer in this discord. For Flame Rush's Magma Starter, it states that the Volcanic Orb is cast and attached to you and ONLY detonates when you end Flame Rush (alongside any other active Volcanic Orbs). Is the intent of this to only trigger the Volcanic Orb's detonation, or is it to trigger Volcanic Orb, explode, and then continue with the cast of Volcanic Orb? The current VFX/Animation currently suggests it is suppose to be the latter, but there is no damage after the initial explosion. The fact that the cost is 110% mana also indicates that it should continue after flame rush ends and triggers the Volcanic Orb's explosion. If it is working as intended, then personally that is a big oof and makes the combination not worth the investment from a build perspective.
It is supposed to cast it when you start flame rush, and while you are channeling flame rush it should just do its regular things while attached to you (core impact hit, shrapnel, etc.), then when you stop channeling flame rush the orb explodes. There has been a bug that can cause it to shoot all its shrapnel up in the air harmlessly which they've tried to fix at least once.
It's also worth mentioning, if anything seems unintended, they recommend to bug report it (press F8 in game) since that is useful info.
VFX does show a single shrapnel shoot off in a random direction for me, can confirm that the orb itself does no damage whatsoever which feels really bad since the crux of this theorybuild is to skill shot volcanic orb to continue the damage via flame rush. I'll also take some recordings at the dummy for further documentation as well.
Oh yeah, that's definitely bugged, then
Good day LE Devs! Thank you for the wonderful game you brought to us!
With recent on going news with Steam OS, I'm looking forward to replace it with problematic Windows, but I'm concerned would I be able to play LE on that OS?
Are you saying you're going from Steam OS to windows or from windows to Steam OS? Either way it's compatible with both since steam OS uses proton
I'm having a lot problem with Windows 10 atm, n soon have to force swap to windows 11 with much more problems.
Hence I am looking for alternative as I have enough of the BS Microsoft has been given me over the years.
Gotcha, yeah the game is playable on both
Pretty much every windows game is playable on steam OS thanks to proton
(steam deck runs on steam os)
Great! That's actually fantastic news! Thanks for the information sharing buddy!
No worries! ^^
Just a heads up, I'll be off the grid for about a week.
Enjoy your time off
I believe that Mike said last week that someone else might take over the dev stream while he is gone. Any devs know if it's still on for today?
No stream today. It's next week's stream someone else is doing
Looking forward to it!
Friday stream is iconic because of Mike so I don't think they will find someone else to replace temporarily
They've done a couple with someone else as the host in the past, they've already said someone else is doing next week's stream
Reasonable. What should I say...
The same feeling that I knew Ave was on holiday.
so, whos gonna carry the burden of answering questions here?
There isnt, and never was, only one person answering questions. Prolly wont get the super technical/code questions answered tho.
I'm not the only CM here, you guys can ping Wick too 😅
Since when is that 🤔
Since its creation? It's always run on steam OS
I mean, since when is LE verified on steamdeck
Ah, It's been a while. I remember they made a forum post about it when it happened but can't remember exactly when, I'll see if I can find it
UK have less jet lag than US.
Americans are working when Chinese are sleeping, Chinese are working when Americans going to sleep.
with the new update to unity, is DLSS now supported officially? plzgod #news message
no
with the new version of unity we're on, do we have an estimated timeline on dlss?
We do not
Is it allowed to gift gold to a friend by buying some item he lists?
Yes it's fine
#👨┃ask-the-devs-not-support-no-bugs message
Last week I tried LE on a SteamOS desktop pc. It runs perfectly.
Following up on the Magma Starter question. I think technically, from what I can tell without looking at the code, this is just a visual bug (the orb still spinning after ending Magma Starter early). When you hold the dash the Volcanic Orb behaves as expected. You basically become a flying Volcanic Orb and it will remain cast until Flame Rush ends (still need to test interactivity with Volcanic Orb's duration limiter to see if it breaks Flame Rush as well).
However, if this is indeed the intended use case, I think that is a major flaw with the design of Magma Starter. Very rarely will you be able line up a perfect shot through a large pack of enemies that are dense to hit them dead on, end it close enough for them to start waddling to surround you (especially if you are Frozen Org) and then do the finale of the explosion with all of them in it. The biggest issue with this node in its current state is that you cannot change direction with Flame Rush, much like Werebear's Rampage, which means that Magma Starter's maximum value pertains to you roughly memorizing the end state of travel for Flame Rush and align the path of travel to the most density of a mob and yeet it.
I don't know if the inability to change directions while channeling is a technical limitation or not, but that would probably be the easiest way to address the biggest pain point for Magma Starter. The other way would be to lean into the VFX bug and have the Volcanic Orb still be cast/exist when Flame Rush ends early. This would allow players to still get full value of the Volcanic Orb (and we should get full value at essentially a 10% mana tax) while also enabling short distance gameplay. Heck, I would even take a linear control on the dash (dash stops/continues where the user cursor is at) or lesser mana value of the Volcanic Orb cast on Magma Starter. I'll also make a post of this in the forums, but putting thoughts to paper in case anyone else was wondering as well to my earlier question.
when you have 'concentration' as a rogue are you not supposed to see a buff icon at all for it anywhere? I know it's on by default but not sure - thanks
you see a cooldown buff when you lose it
Yep just noticed that 🙂
I have a question for the Devs: What was the hardest boss to model and implement into the game?
While not a dev I'd bet it's aberroth
Speaking of abby/uber - any chance the "spectator" option will be changed so you can properly watch the fight, see the baddies HP the whole fight and have the camera follow the action lol - kinda lame just sitting dead in one corner of the arena listening to sounds not knowing whats happening haha
random question off the top of my head: is there anywhere that has 100% information of the game? or would I have to scrape lastepoch tools or something for all the weapons and stuff? then go in game and get the game guide etc
There's no official database if that's what you mean
Was just wondering if anyone else had the same idea and centralized every piece of data
there we go, i had no idea tunklab was a thing
Last epoch tools is also third party in case you didn't know
Thank you sir, have a good day, ive got work to do
If you would like them to consider it, please post it in a category in #1210282176680169562 or #1210281911872786482
Not to sound rude but it doesnt seem like a suggestion or feed back it seems like a spectator option that isn't working since implementation was just asking if they intend on fixing 😛
That is still valid feedback, but a bug report would also do the trick if you feel like it's a bug/unintended (use F8 in game, it's definitely the best bug report method). The primary answerer of questions is out for a while, so in a couple weeks you might want to ask again if it's a bug, but probably what matters more is that something gets changed in the game, which they don't pull from this channel.
Yeah aight, ill spam it up on F8 - atm all spectate is, is lightning the black fade on the screen lol
I wanted to ask here before I posted in the suggestions forum - Has there been any discussion around a mentor system ala FFXIV? A system that experienced players can opt into to identify as willing to help new players.
You're finding moderators I guess.
Will every EHG member have the access of adding Judd as friend on discord and slack?
👀
I've never heard of the system so probably not. I'm assuming from the name that it's a way for experienced players to help new players get familiarized with the various game systems. I'm not sure we have enough complexity to warrant such a system really. We don't really have a central town hub that new players run into experienced players that often so it would be just through global chat that these players could identify themselves. Having them be mistaken for staff might be an issue too. It does sound really great in the ideal case though. I'm also probably just missing some major piece of it because I am just speculating on how it works.
You can also feel free to put things in the suggestions forum regardless of if we have discussed it or not. Lots of systems which were previously rejected have been resurrected.
No, Slack doesn't really work the same, once you are in the same organization on slack, you can DM each other freely and not everyone is on Discord.
I don't think you're missing any major aspect of it. That's the general vibe. Helpers for new players. However the confusion for staff wasn't something I thought about and seems like a real potential issue.
Just catching up on some old questions in here. Concentration is working as it is supposed to. It is very different from other buff indicators.
(We debated it for quite a while)
Hey mike. Whats the feeling on discovery runes? They only really seem to help super early pre nemesis levels for white items. Once you get to nemesis you just get so much more powerful items
They kinda feel out of date with how drops are now
I really like them. I like using them during pre-corruption items. It doesn't use forging potential so it can be a free affix or two when crafting.
Thanks. But...
I'm surprised I see Mike suddenly
92 employees of EHG on LinkedIn I heard, do it accurately for the exact amount of employees in EHG so far?
I want an exact number.
But why?
Why do you want or need an exact number
Any chance on changing the gifting requirements for maybe like 1LP items to only be a golden resonance? or making obsidian resonances drop a bit more frequently?
give relevant data you want in #1210282176680169562 , they will consider them.
oh ok ty ty
More honest my pray blessing is, more fast Jesus will execute that. 
(Prey VS Pray. Huge difference...)
lemme know when you post i'll upvote, I played a solid 2 days for 1 obsidian with a mate, terrible drop rate for us (others claim it drops a lot maybe needs more consistant variables than rng)
i gotta figure out how to n such lol, can't rn im not home 😩 if u post lmk and i'll upvote, if not i'll @ u when i do
Ok posted I'm sure it'll trigger some forum lurker into saying "drop rates fine" there are these 2 guys who no matter what I post follow me round to disagree it's kinda sad lol
Q: I have a VK whos never been past 980c, i dropped one echo to 900 and just 20 mins ago decided to up it, had tons of gazes so did shade, went to 966 or something, did an echo, timeline reset popped again, did shade, did echo, another timeline, 20 mins later im at 1140 with 15 gazes and this seems to be continuing - none of my chars have been high as my VK, i've done 3k with a mate, but on another char so I am confused as to why i can just keep increasing this corruption?
Why would you think you can't keep increasing it? you can go as high as you want
I thought each time you had to fight til you found shade right, like 10+ maps from centre but hes spawning after first echo on new time line every time
nope, if you have 9 or more gazes you'll spawn a shade after doing an echo
bro, no ones ever told me this... lol thank you, i thnk alot of people might like that info, i shall pass it on as i see fit lol
Or a gap of 60 corruption between timelines
just curious.... why there is no option ingame to download your characters and stash from online to offline? it is a hard NO or are you open to the possibility?
many thanks Ave
Has the team thought about putting hard content such as Uber bosses on a percentage-based everything mode, so that you don't get to one-shot it, and the content actually can hurt you? Any form of basically ensuring that builds get rewarded for being creative-powerful, but they don't transform the content into a circus.
Yup
No, that information is still unavailable.
Sigh.
:(
So EHG don't work as the way that everyone in a big group, they work in different mini groups but members in these mini groups can contract Judd directly?
I'm interested in how different layouts of EHG work together.
Is there a point to the Defiled Fortress echo after it has been completed once?
There's still Nemesis in there, but less than Conquered Tower. I just use them if I've used all of the Conquered Tower woven echoes. But if you'd rather just reroll Defiled Fortress with Cemetery of Reweaving that's ok too.
Symbols of Hope having block chance gated behind 'Symbols only affect you' feels terrible for a HC support. You either stop doing your job as a support, or you skip one of the best nodes on the tree.
Was it decided that giving allies block chance was too powerful a buff? If so, would be it be possible to have the block chance only for the caster, or would that be too complicated on a technical level?
is there any thought of adding a way to discard your runes and stuff for fresh zero to hero in the seasonal realm?
You can make a character found character for that, Only difference would be that you can't party with others.
would I still be able to use the bazaar?
Not sure, let me see if I can find out
Seems like the answer is no sadly, so you'd have to be CoF. They haven't said anything about being able to wipe your online stash afaik, if it's something you'd like to see please post it in the #1210282176680169562 , they get logged and reviewed for consideration every week afaik.
Honestly though outside of rare things like havocs and creations crafting materials are super abundant, Obviously it's not the same but throwing out all the items from your stash and using up all the really rare glyph's and runes would pretty much be the same experience I feel, outside of crafting in the first maybe 40 levels which go by very quickly, You can also spam respec mastery or just buy stash tabs to waste all your gold. You would keep your faction rank though.
thanks king!
We're getting a non-mike stream this week right? (muffin?)
Yes. It is technically possible to do but it would be so misunderstood and frequently bug reported that we aren't prepared to do it.
That's right, I'm still on vacation.
Hope you're having a good time! you deserve it ✊
Have an amazing vacation! This'll be my first livestream from y'all!
Well, there are lots archived on our YouTube page or you can watch old recaps on the YouTube channel actionRPG.
I'll have a watch 😄 So excited to see what y'all have in store
Do we know who will be hosting this week's stream?
hello EHG, quick question about multiplayer: how does the team feel about a team of 4 being able to progress up to 4x faster than a solo player in the endgame, from sharing woven echoes (and therefore memory ambers) like nemesis towers and unclaimed troves? are you happy that there is incentive for multiplayer, or do you think it's too much?
and also, when it comes to races (to first uber kill or whatever) in the future, are you worried that streamers (or others) might abuse this kind of mechanic to effectively benefit from infinite memory ambers by having their community spoonfeed them woven echoes?
In my experience racing to level 100 you don't really make use of any of those benefits because only the echo host builds corruption. So if you rotated woven echoes everyone would need to build up corruption, and if you meant something like the race for Ubby parties are excluded usually and people have to make character found characters to be eligible.
The only real reason leveling in a group is faster (and honestly it isn't always depending on what you're playing) is because you're stronger as a group so you can do higher corruption and you can also split up during campaign to get through it a bit faster
generally speaking, most races are done in ssf, so they cant party or get help from anywhere.
there is also only so much you can curb MP play as well, its always going to be a 'better' alternative. LE already has some roadblocks to stop excessive balance issues tho.
Also stuff like normal and Uber aberroth's main drops only drop for the host so they can't be shared/rotated
i forgot about ssf so it's not going to be a major issue for races (official ones at least), but i still wonder what they think about sharing woven echoes
i understand that this issue doesn't affect everyone the same way (and more casual players suffer a lot less from it) but when it comes to high end minmaxing, currently the bottleneck is getting multi-exalted items from nemesis towers and unclaimed troves which multiplayer can leverage very effectively
its generally a 'necessary evil'. if EHG punished MP severely, no one would play it. its already decentivized with boss drops and such. if they thought it was highly absuable or unbalanced, it would have been changed
i don't agree with this at all. this is all new stuff that appeared recently with the latest season content, so why assume that EHG knows all the ramifications to what they just implemented to their full extent?
sharing echoes isn't something that people immediately realized they could do, even now it's still a niche strategy that is mostly being used by the sweatiest players and they don't share it super openly either
if EHG punished MP severely, no one would play it.
you say that but, was MP fine in 1.1? if it was then why wouldn't it be fine in 1.2 without this added mechanic? and did they implement woven echoes with the explicit intent of incentivizing MP? i somehow doubt it. now they might still think it's fine but i just don't think these arguments hold up here
if there was something they felt was extremely unbalanced...they would have adjusted it already in s2. they did this during s2 (both things underpowered and overpowered), and have done it since MP has been out since .9. so if they havent adjusted it yet...seems to be fine.
your initial argument of having MP being able to do things up to 4x faster than solo has been around since MP came out in .9. Thats why things like bosses, dungeons, corruption, and general echo rewards are blocked/reduced for players in a party. MP will always be 'better', but its is limited and definately not mandatory. which was the goal when it came out, as balanced as it can be
if you think that one specific strat is too strong for mp, you can put it in #1210281911872786482
i just disagree with the "if that was the case they wouldve fixed it" argument because issues don't necessarily get identified immediately (for example, does EHG know that you can buy items from the MG market and use them to reroll CoF items at the gauntlet of strife?), and even if they do get identified, sometimes it's not that obvious to come up with a solution and it might require some time (there are still bugs in the game that one shot uber that have been reported and look like they won't be fixed til 1.3)
but regardless of what i think, i wanted to know what EHG thinks which is why i posted here and not in the feedback forums (which doesn't mean that i won't). i also wasn't aware of the history of MP and its nerfs which does give some more insight to the situation that i didn't have
last thing imma say on this since its turned into a conversation and im breakin my own rules.
yes they know about the reroll. tho imo its fine, its still a gamble and a huge item sink so its doing it job either way.
the builds that are one shotting uber arent 'bugged' (at least to what EHG considers bugs, not working as intended). if they were bugged, they would have been nerfed when the bug was fixed. their numbers are just too high but are working as intended. EHG had a poll done by players, players said only nerf things mid season that are legit bugs, balance things have to wait for next season.
we can close the conversation here. good to know about the reroll. but when it comes to the quicksand node in the anomaly tree one shotting uber, i would like somebody to explain to me how it's working as intended (by @'ing me in another channel) because i've tested it quite a bunch and it does not do what the description says it does
edit: or i can also use this channel to ask EHG directly to clear the confusion, is quicksand working as intended?
yeah you can. or someone else might jump in and answer it (the dev who normally answers is on vacation so )
Do different layouts of EHG work together is available to know?
probably not my business, but what did the folks at EHG do before developing this game?
Hey, it's the person who usually answers most questions here who is on vacation. I would normally be very happy to do a deep dive on this sort of thing but I'm going to keep it fairly brief, sorry.
As far as I know there aren't major bugs around multiplayer at the moment. Probably a few oversights that will need to be adjusted.
In general, we really want players who are playing online to be playing together. People playing in groups of 4 is really good for us. However, people having fun is even more important to us. In general, we've operated on the feeling that a well oiled group of 4 should be able to out perform solo players whereas an unplanned group of 4 talented players should be out performed by similarly skilled players. We want players to be incentivized to play in groups but I'm general not feel forced to play in groups. I say "in general" here because if someone is only interested in playing with the absolutely most efficient setup possible, they will could forced to play in a group and that's ok in select situations.
We have historically put quite a few restrictions on group play to not let it get too far ahead of solo play. We get a lot of negative feedback on these restrictions and have taken a lighter touch to the matter this patch.
As always, we will continue to keep a close eye on feedback and adjust the game to make it the most fun we can.
As for the question of if quicksand is working as intended, I don't know without getting back to my computer, sorry. I would be happy to check when I'm properly back though. I'm wildly guessing here that the ticks aren't being displayed any faster and that's the issue. If it is the issue, the damage numbers appear at a regular interval and the ticks are way faster. Each damage number is several ticks added together.
I'm sorry, I don't understand the question. What are the layouts? We all work on the game and communicate together.
A wide variety of things. Most were working on any number of different games. Some of us were working other related jobs. I was working at a tiny software company working on a project to make buying furniture easier by being able to make a virtual version of your house and place furniture in it and then being able to walk around and redecorate with real world stuff. (I don't think it ended up getting to market but I should really look up what happened to them)
(noobzor, I'm sorry if you have a big follow up here, I'm going to bed but I'll check back tomorrow, I see the typing)
Thanks! Love the game keep up the great work
wow, thank you for the lengthy response, i was not expecting that much especially after being told you were on vacation 🙂
no worries, have a good night and vacation 😉
i like to hear that you want players to have a reason to play in groups but without feeling forced to do so. i personally think it's fine to outperform solo players as long as it has to do with gameplay (like a group being able to put uber on farm earlier than a solo player would, but a solo player would still be able to get to that point eventually), it gets a bit iffy to me when group players get more loot in ways unrelated to gameplay (such as sharing high reward maps like conquered towers), but i also can't really think of a fair way to change that
and about quicksand, the issue is that the total duration of a dot with quicksand applied is way lower than it should be (for example, 4 points in quicksand means 100% faster dots i.e. half duration, but from my testing a 7 seconds dot will bleed out in ONE single tick i.e. 0.5 second? instead of the expected 3.5 seconds, resulting in higher burst dmg thus the uber one shots)
I think what might be happening is the 5 second anomaly duration is getting subtracted from the dots duration, and then because the duration is less than 5 seconds all the damage just gets applied in one go. Or maybe it's subtracting 5 seconds first then halving it, resulting in a 1 second duration but because of how display and actual damaging ticks work the entire second can get combined into one number.
Obviously I'm not sure but I honestly also don't really see why killing him in 0.5 seconds vs 1.5 seconds with serpents venom really matters? Don't get me wrong if it's unintended it should be fixed but it sounds kinda inconsequential or am I missing something?
i'm not sure why we are bringing up serpent's venom into the discussion, that's a primalist skill. but if you mean why it's a big deal that the damage is dealt over 0.5 second rather than 3.5s, the reason is that if the damage was dealt over 3 seconds but with lower instances of damage, the boss would phase upon reaching 66% hp and get damage immunity, leaving you to deal with the harbingers etc before continuing the fight (so it wouldn't be close to a one shot, you'd have to play the fight for at least 30 seconds).
but since you're able to deal a massive amount of damage in just one tick you can get it from 100% to 0% hp in one go, completely bypassing the harbingers and damage immunity stuff.
as for the "5 seconds anomaly duration", are you implying that the base effect of anomaly's description ("send enemies forward in time by 5 seconds") means that you get 5 seconds worth of dots ticking? because this crossed my mind but from my testing that is not the case and it's just flavor text related to the crowd control, with no impact on your actual dots.
layouts =
- Art (concept art/character art/environment art/vfx/technical art/animation)
- Music
- Combat design (normal mob design/rare mob design/boss design)
- Program (coding)
- Live service support (backend server engineering)
- Story design (narrator)
- Gameplay design (balance design/system design/quest design/level design)
- UI design (UX/UI)
- Web design (This part is fine because I knew Judd was a web designer before)
- Market (community manager/market asset design/video edit/data analysis/social media management)
- QA
- HR
- produce management
- Player support
How these people work together on slack?
Couch coop is planned for future? split/screen couch coop community is large. Should bring new loyal-stable-target group.
No news since
#👨┃ask-the-devs-not-support-no-bugs message
I wish for it to come close. And without ignoring pc.
are servers down?
Works for me
solved, due to credit, 210.
I guess many artists are contracted only but I don't think they will not become official members if Judd need them later
Are there some forum lurkers employed by the dev team here who's job it is to just go around saying everyones feedback suggestions are either bad or wrong and they like how the game is now? lol
Pretty much all EHG people are labeled as EHG in their name. There are a few that aren't though (I think like Judd isn't for example). There are also CM's like Averielle, and Beesfriends who moderate. But to answer your question, no.
You posted your feedback, and people responded with different opinions. Which is perfectly fine in a public forum setting. Proper discussion is needed for good feedback.
Yeah it would be fine its just strange its always the same 2 people - I check a lot of feedback it's not just mine, they always just sit there saying nah its a bad idea this is why. The same 2 always respond on question threads too with info I'd have no idea where to find but weirdly coming up to 1100 hours in game and regular online checks via trying to msg I've never seen them playing just 24/7 forums saying ideas are bad so it's natural to wonder but no problem. There's no way to block some on the forums is there?
Actually nm, I've just noticed something and that won't be required. Cheers for the info 😉
🤷♂️ people spend their time how they want. but again, proper discussion is fine and healthy for opinions. as long as there are no rule breaking, insults, namecalling, and super passive aggressive tones, its fine.
suppose if they are using info you dont have, you could ask em in the forum and not in game.
yes there are ways to block on the forums (kinda, it will still show up, it just blocks you from seeing the response)
@ anyone - does corruption affect prophecies chance to drop better LP, I always run campaign bosses and get tons of lp2/3 and some 4s but we're debating in game right now - Ive done prophs at 1200c and prophs on liliath and the lp values dont seem to change doing those
Yes it does, same as usual. The effect of corruption is fairly small, you can see it by messing around with the TunkLab calc: https://lastepoch.tunklab.com/lp-chance
yeah weird i foudn an old post with mike saying it does, of all the millions in prophs this season the best stuffs come from julra / soulfire boss - might need to push 10k lol (never)
Not all builds are meant to be able to clear uberroth.
#👨┃ask-the-devs-not-support-no-bugs message
Maybe 2 questions here...But both of them for the same topic, the balance point.
Why EHG looking forward to successful builds be able to clear 300c is enough? (Why EHG's expectation stay on 300c after released Uberroth?) If you don't understand... Another angle.
Do EHG think 300c is outdated or not, why?
Background:
All these questions are based on:
My goal is 500c + lv 100.
I prefer grinding in the endgame.
I need favor to feed alt characters.
Current favor curve is as same as exp curve, increase super slowly after 300.
My action skills and reaction speed can't support me to kill Uber bosses so I aim at corruption instead.
Endgame(empowered timelines) is the most interesting part so I want to expand the valid duration.
Hey anyone here?
yes (just ask your question, please)
What about rotating camera?
just to make it official and i know it was answered in general already...you need to put suggestions in #1210282176680169562 . if you follow the pinned post at the top, you can post your suggestion
Being able to rotate the camera would require the level designs to take that into account, things like what objects hide when they block your character, the overall geometry and filling in what used to be blindspots with new objects and stuff. It's a pretty big undertaking with pretty much no pay-off so it's most likely not gonna happen, but like eagles said if you think there's a good reason for it to be implemented then please post it in the forums.
They do sometimes play with the camera like in the Abby fight but so far no real rotation, just tilt and zoom.
I just started playing a couple of days ago and idk anyone who plays. I'm really confused if I'm missing something or this isn't in the game. There's no way to create a party and let people see my tags (level, quest, bossing, etc.) to know if they want to join? Or I can't search for players in the area around the same level or quest? I can't find anything about this, but I find it very hard to believe this isn't in the game already. Clicking on someone doesn't show their lvl, so you have to ask them or add them as a friend? Is there any type of party search function for people who like co op?
Would be very good option to have in the future. 😉 Thanks
Any Info regarding snapshotting for season 3?
Do we know if it definitely is going to be removed (for season 3) already?
I agree with this opinion. Le did too less on social system.
Through 99.9% of my time is singleplayer
Also for any suggestions...they need to be in #1210282176680169562 nothing is taken from here
Hey EHG, this is a bit more... serious than what is usually expected in this channel but are you lot aware of what's going on with Valve legally speaking?
Whats the word for the stream tomorrow? Heard it may be another person with a guest? 42 days left!
Edit: got it answered
This is the latest info on it: #👨┃ask-the-devs-not-support-no-bugs message
jup thanks, i also read about the "fully intend to remove as soon as we can" part, but it definitely isn't really clear how soon the soon is haha
hello here 🙂 I hope you are all well, I have a question about steam achievements is there any plan to have achievements in the near future ? thanks
there is no timetable, but it is wanted so it will come eventually
The plan is season 3 start. It's not quite ready yet.
I am very grateful to the people on the team who take care of that sort of thing so I can just ignore it.
If this ain't a mood. Good to hear Mike 🙂
Salutations Dev's. I apologize for bothering but I am extremely curious of the the mechanics behind the %chance to throw acid flask on bow hit weaver enchant. I do not know if the percent's are additive to each other or if the mechanic itself is bugged in general. I have used different bow's to see if acid flask does get cast on bow hit but have not seen it proc at all. I assumed that the mechanic would work similar to the reign of winter bow which also comes with a %chance on hit. If anyone can break down the mechanic of the %chance to throw acid flask on weaker hit I would very much appreciate it. Thank you for reading this.
It does work (at least last time I tested). However its a low %chance to proc AND has a 3 second cooldown so it doesn't do anything super often even on high bow speed builds. If you think it'd bugged tho, f8 for a bug report.
There is cooldown on it? I got baited so badly. Damn... If it worked like reign of winter that would be cool. I still haven't seen it proc. I restarted the application and am going to see before I put in the bug report. Thank you for taking the time out of your day to help. They should get rid of that cool down.
tbh i dont know if it shows in game...maybe the alt text. but i do know it 100% has the cooldown and letools is correct
It's a noob trap. There is zero warning for the cooldown. I am just going to grind gold again to switch back to falconer. I spent the last few hours collecting gold to become a marksmen but switching back to falconer may be a bit more difficult because I don't have the defenses I did on the falconer.
If I was a Kickstart for this game way back when it was first starting snd I had a account and played. But haven't logged in, in like 4 years because no computer. Would I still have a account? Or how could I get thr game again without paying?
!support
Need a hand? Just head on down to https://support.lastepoch.com/ for support articles or to reach out to us directly.
Thank you all for the help that you have given today. I appreciate you. I am off to eat something.
I apologize for bothering again but I am curious about when a bug report is sent in, how would anyone know it got read or being looked at? For the amount of reports they get... The weaver enchant may not work for the rest of the season or something. How would we know?
You dont get to know. They say they all get automatically logged in their system. So...trust? They're not gonna send you a meseage
First of all, i love this game so much. And last season i played 1 week until i knew that online mode have cheaters. So the real question is:
Is Last Epoch have anticheat ? Cause i see some player in my community use cheat that speed hack, cheat engine etc.
I really hope next season, Dev can improve the anticheat.
Pretty sure none of that works in online mode. If you know otherwise please report it and it'll hopefully be handled.
Last epoch is a server authoritative game so a normal anti cheat is largely redundant and wouldn't do anything. Cheat engine can only change things client side since all it does is access the memory space the application is using and lets you edit the memory. But because the game is server authoritative if let's say you have 1000 gold, and you change it so in your computers memory you have 1000000 gold, that won't change the servers memory of 1000 gold, and your gold will get overwritten to 1000 gold since the game cares about what the server has in memory, not your computer.
Now if something like a speed hack were to work in online that'd mean the game is trusting your client to make movement calculations (which I don't know if it does or not) but that can always be made server authoritative as well (it would obviously take some work though)
for the season 3, does last epoch plan on having the Shard on ground automatically collected? like gold works, you walk, you get them. i played a bit of diablo 4, and tbh, this is a HUGE QoL
they already answered that in a stream and it's like 99% a NO
why though? hardware limitation? what's the reason?
gameplay flavour. Also consider that they have expanded a LOT the picking up range this season and after all, you pick up every crafting component in a single click
Mike explained me once, that they consider it gameplay that you can choose to pick it or not, iirc
yeah i played the season 2 to kill uber abby, though i can't understand how this is "gameplay" why people wouldn't get the shard? o,o
on that I'm with you, but it's devs call on this. I also would prefer to automatically vacuum all crafting stuff and woven echoes on passing by. But they can change their mind in the future, who knows
Honestly does not bother me.
How successful do you feel that the set item shattering system has been?
Are you iterating on it further in season 3 or maybe even finally adding some new item sets to the game?
Maybe I was wrong and the acid flask on bow hit weaver enchantment does work but it just doesn't scale with any of the acid flask nodes. There is still to much unknown about it. It might be working... but it also still might be bugged. Dev's, was it intended for the acid flask on bow hit weaver enchant to not be affected by the acid flask mastery nodes?
Pretty sure it is affected
Not from what I am seeing. There is this small explosion around the dummy I have been testing on that might be the acid flask on bow hit weaver enchant procing which tells me that it doesn't scale with any of the acid flask mastery nodes and I don't know if it was intended to work that way or not which is why I was asking the dev's. I do appreciate you taking the time out of your day to respond and offer a helpful comment but it may also may not be the acid flask on bow hit weaver enchant which tells me that the enchant is also not procing at all.
It would be difficult to get it to not be affected by the tree. There are certain nodes which might require direct use to be utilized.
You are correct and I apologize for bothering. I was fire conversion but realized when I speced into poison pool that it was now working. Thank you for the help/
Sorry to bother again but last thing, is there a cool down on the Acid flask on bow hit weaver enchant? I was looking for anything in game that said it did and found nothing but someone yesterday posted something about it having a cooldown? If there is a cooldown, is there also a reason for the acid flask on bow hit weaver enchant having a cooldown?
This is why I am asking the dev's because there is nothing in the game that says it does. And until shown otherwise by something in game I have been under the belief that there is not a cooldown which makes it way more viable than just poison pool.
is someone dev streaming today 👀
No 😦
😦 I thought there was going to be someone streaming today? has that changed
It has indeed
😭
Yo Mike, How do conditionals work with Lethal Concentration? In this message, you state any damage modifier, but what if that modifier is locked behind a conditional? Example: You deal % more poison damage to cursed enemies or something like that.
Or even a buff, something that gives you more poison damage behind a conditional but only for x seconds from another skill or something.
letools is info taken directly from the game code. it it often just as accurate as Mike answering from memory on vacation. you have been told multiple times both today and yesterday it has a 3 second cooldown from letools..
I trust LETools to be accurate.
Conditional damage is not a normal damage stat and only applies narrowly to the thing it says it does and isn't passed on. I'm on mobile only still so I can't check untill Monday.
I know usually it isn't I just didn't know in this scenario. Thank you!
Buffs snapshot at time of summoning. So for example, you want to be under the effect of dread shade when you summon the rogues.
will there be a dev stream today?
no
I know this, but I meant conditionals more specifically.
#👨┃ask-the-devs-not-support-no-bugs message
I guess... Mike don't understand my questions again
What's up @placid plinth, since we won't be having the devstream today, it would be asking too much if we just got a little tease from season 3 here on Discord? It could be a teeny tiny one. Pleeeeaaaaase! 😀
Well, I'm on a ferry right now. I just learned that the dev stream isn't happening right now from you. I'm still out of the loop.
No, I'm just on vacation still so I don't look at all the questions.
Uberroth is an extended stretch goal that we don't expect most players to consider for gameplay goals.
All the more teasers to come next week, surely 😉
Ok Mike, we'll wait until you get back. Enjoy your vacation. Take care my friend.
Ok. But what about the balance point still stay on 300c?
Please check #rules n10 😁
Where in Eterra is your vacation taking you? 😄
Jungle Safari in ancient era perhaps?
https://tenor.com/view/bright-butwithraptors-chill-clever-clever-girl-gif-3150255605897152054
I feel greatly disappointed that my gif couldnt load 🤣
Hey Dev's. Sorry to bother but I am curious how many support packs would I have to purchase to get the cool down of the acid flask on bow hit weaver enchant removed? Is there anyway at all that can happen?
Any suggestions to the game you have need to go into #1210282176680169562
Thank you for the information but I do not have permission to post in that channel
you have, read the sticky post on top
As volin said, you have to follow the instructions in the pinned post. (Just add to an existing thread, dont make a new one)
Well, that explains a lot. Thank you very much for the information. I do appreciate it.
Mike todays live stream? Did i missed something?
He is on vacation. There is no stream
Ow! Sorry, I didn't know.
This won't happen again.
👍 🤝
What is NSFW on rule n° 3?
Sorry, I'm brazilian, english isn't my main language.
NSFW is short for Not Safe For Work. Generally applies to sexual content or extreme gore/drugs
Ok. Thank you! 👍
My current mana cost for explosive traps is 18.1 thats with all the minus mana/eff nodes taken and -5 on each ring, all the +mana stuff is taken too so thats the maximum cost. I dont understand when I put on a julra slammed ring with -5, which triples when used to -15 per it cuts my cost from 18.1 to 11.6. I get there are weird multipliers for this skill to get me to the 18.1 in the first place but how is adding another minus 10 only 6.5 total? I thought since it's at maximum cost already that should have been a true minus 10? puts dunce cap on and waits to learn
Do you have this node allocated? Jelkhor's Blueprint.
Mana Efficiency doesn't really work how most people would expect it to. 100% mana efficiency is a 50% reduction in mana cost. This is because your mana is twice as efficient, so it goes twice as far, thus making the spell cost half as much.
Yeah I've got that one and the one next to it subtle sabotage // But then I've also got all the additive ones selected to give me extra traps etc lol
So take all of your +mana nodes/-mana affixes and add those up to the total cost. Then apply your percent reductions. Then apply your mana efficiency and see what you expect to come out at.
Aight - I get that bit for the 18.1 I guess the confusion was I thought another -10 would be full 10 but now I see, thats way fricking easier to understand than the last dude who tried to maths me to death, thanks 🙂
🙂
@placid plinth you work a lot for being on holiday! PS it's already done (multiple times)but would be sick if you guys took the trap cost down a bit in 1.3, 18.1 with tier 7 slams, did det arrow and put T7 mana on daggers still wasnt a vibe haha! Anyways thanks again appreciate that! 🙂
I just got home a couple hours ago
Please check #rules n10 😁
Hi - is the randomisation of items shown in nemesis selections determined by class at all? One of the mods once said "confirmation bais" so I've been counting the last 3 or so days and I'm in tower 118 and so far out of that I've run them on rogue and vk and I've had 6 daggers appear not including the 4 unique daggers, and of those 6 only 2 of them upgraded to a tier 6 or 7 so I'm just curious about the "weighting" I think you guys call it? Or is this just chalked down to the worst RNG luck you I could have? lol.
Uniques are not weighted at all by class.
Certain classes have some weapon bias (i do believe sentinels have less dagger find on top of the actual class equips like body armor, helmets etc) so that is also playing into it. The original spread of items are effected by everything afaik (corruption, class, etc). There is just a bunch of items items to roll thru
The upgrade weighting is just rng.
Sweet I wasnt sure at all since I did like 50 maybe 60 of those as a rogue I figured I'd get a bunch of daggers but didnt, weirdly on the 5th to last batch of 30 tonight finally got a decent one to work with on the vk lol. Thank you 🙂
Can I get an echo refund? Apparently putting reweaving on blood, frost and death is completely different to black sun, the amber difference is huge for the about the same amount of time to complete the echo, literally getting an average of 1/3rd on this timeline as backsun. Why would you implement something like that out of curiosity? Actually its more like 1/5th of amber, this is a total write off and time waste, binning that whole time line. W the actual F.
Are you doing up empowered? In that case yeah the area level difference is pretty substantial. But if you're doing empowered I don't think there should be a major difference if any
Also just a tip; you want to do lostwood folly's surrounded by other echoes for memory amber, not cemeteries of reweaving
Im doing 570c at the moment on blood frost after juicing with folly, my black sun is only at 506c and doing the same, thats giving me on average 3.5k per completed run, I've stopped doing the other as the last I did the top clear before entering tomb was 400 amber.. then another 500 inside, the black sun layout you get about 3k from the outside clear before entering - happy for you to join me in a run I still have the maps laid out on blood frost and can show you my setup and you can do lostwood with me first
No that's fine. Sounds like a bug if there's that big of a difference and it's consistent
very first one did 1.7k cos i was down to 500 amber and then less after, I did 6 before I stopped, I ranted in global and someone said "oh yeah I've noticed that" - also reported with f8 btw but now left with maps that when juiced give less amber than a normal ceme
Why not? I think juiced Cemeteries are a good option to farm some stuff
Yeah nah I was misunderstanding what they were doing. Didn't think they were clearing the outside as well but they were. Idk I just prefer doing static layouts like false temples if all I want is memory amber but yeah if you want Weaver idols and enchant your idols among other things then cemeteries are solid ofc
Hiya is there a way to enforce video settings? I turned off AA but when I log back in it's back on again - will setting it in my video card enforce in game?
In most cases video settings from in game not persisting from session to session happens when some other software is changing the graphics settings. This can happen from something like a cloud sync program forcing the cloud version to overwrite the local version (unlikely). I've personally seen it happen from video card software like Nvidia control panel optimizing the settings automatically. I would check your video card software to see if it's managing Last Epoch and either select the settings your want in there or disable it for LE so that the game settings can persist from in game.
#👨┃ask-the-devs-not-support-no-bugs message
Want to ask why EHG still think 300c is a perfect point for corruption in 1.2.
I don't think we've ever said it's perfect really. I think it's a sign of a successful build. You're probably able to complete all of the content in the game other than Uberroth.
yes, I can. what can I do under 300 and 500 is the same, but I want to farm favour and exp more efficiently so I increase corruption. My point is favour and experience mainly indeed. Then is valid duration and max level. I can have more chance to...Alright.
That's all?
(I wonder what reason can convince EHG to adjust balance point. Mike maybe can help me)
There is no one point along the corruption scale that the game is balanced. There will always be builds that can push above and beyond. I think you could probably take any offensive skill in the game and craft a build that could push higher than that.
If someone is playing homebrew builds, I think a reasonable goal for being able to consider a build successful is to be at 300c.
When min/maxing the game, it is very expected for players to go higher than that.
As my experience, offensive...????? Defensive skills + all resistances reach 75% can promise this build can reach 500c only. Over 500c, that's the maxing gears issue.
The Revolution buff / positive ailment says: "Grants 13% increased cast speed and added spell damage based on 20% of the caster's maximum mana". (Source: https://www.lastepochtools.com/ailments/revolution).
However, the node, "Revolution", in the Chaos Bolts tree that applies this buff says: "Spell Damage per 20 max mana: +1".
That's two very different calculations, isn't it?
Let's say we have 200 mana. 20% of 200 = 40. So based on the Revolution's tooltip text this would amount to 40 flat spell damage.
However, based on the Chaos Bolts skill node, this would only amount to 20 flat spell damage, as 1 spell damage per 20 max mana would be 10 (200 / 20 = 10).
Am I reading this wrong, or? In my head one of these descriptions are obviously incorrect.
I have reported this as a bug in-game, but my question for now is if anyone knows which of these descriptions are correct as to how the game is implemented?
Is there a Plan to fix the Abomination stacking for 1.3 (tbh i dont know what channel i should put that in so i put it here)
Yes, the plan is to get rid of minion snapshotting in 1.3
#👨┃ask-the-devs-not-support-no-bugs message
Wonderful
Hiya - I saw a video on melee flurry / rogue and the guy said that billowing waves is bugged and not to spec into it - also shockwave he showed/explained on dummys that you need to be some absolute weird perfect placement like for it to do full damage which he also thinks wasnt working right, so curious if thats bugged / working as per so I can plan a build
I’m so fascinated by the design elements of this game. From a developer perspective, how does one achieve balance? Is it just talked out, super badass excel analytics, etc? Surely you cannot see all ends? Is it a moment of pride or frustration when someone figures out a game breaking build? I just can’t fathom managing all the moving parts to make balance of any sort work in this game. What’s the process? Love the game, btw
As i see about first 4-5 days of first week of new season, i wondering how people have gold up to billion if they can't hack it ? So there're two options, 1 is gold can be cheat, 2 item can be duped.
And during my research, i found out they can't zoomhack, speedhack(just a little attack speed, not cast speed) using MelonLoader
Honestly getting a billion gold in the first week isn't far fetched at all if you're someone who's able to get to and kill something like Uber aberroth within the first couple of days.
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1000 people get 1 million gold (trivial for 2 days of gameplay through just picking gold off the ground)
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100 people sell 10 items for 1 million each to those people
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10 people sell 10 items for 10 million to those people
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1 person sells 10 items for 100 million to those people (Uber Abby drops in this instance on day 2 or 3, shattered worlds and Immortal vise were going for double digit millions, like 60 or 70 million iirc. They would be higher but nobody could afford it at the time).
Now I'm not saying a gold dupe or packet modification never happened during this season, just that getting a billion gold in the first few days was very possible to do legitimately and people who streamed themselves playing the entire time did it and earned hundreds of millions within the first few days (empy's group for instance). What I am saying is that a traditional non kernel level anti cheat would have little to no impact on the possible exploits/hacks that you'd need to do to cheat gold. Basically either there's a bug (anti cheat is useless) or you're modifying packets (way more plausible for an anti cheat to catch but can also be caught server side without an anti cheat usually).
Basically it's the same reason some people in path of exile can farm multiple mirrors when on average it takes over a thousand hours to drop a single one (I know there are alternative ways to get them like shards but even then it's a lot harder to farm a mirror than to just buy it. But you get my point)
Right now LE just has an inflation problem, which is why they recently introduced a gold tax and I'm sure if that's not enough they'll keep introducing other measures to keep it in check.
Also note that I'm not a developer so none of this is an official statement by EHG.
There's something fundamentally human about a belief that others cheated rather than reflecting upon my own poor performance and personal failures.
At what point does the noise of the unbeliever become so loud, that market transparency (e.g. read only APIs) is the only solution to reduce that noise? Is the noise something that EhG wants to reduce and what other alternatives are there to reduce it?
(Noting that we cannot completely remove it as there will likely always be one or two crazy people radical unbelievers.)
As cyborgwars said in the meantime Empy's group earned hundreds of millions within the first few days. There're some items sold for billion gold at that time. So as a noob, im confusing how other player can earn billions to buy item at the market ?
I mean the people who are making tens if not a hundred million per item some can afford to buy an item for a billion or so. But honestly I never saw that and even selling things like shattered worlds was hard because nobody could afford it that early on, the price went up pretty steadily for the first few days.
But yes if you're selling each item for let's say 50 million, sell 20 (20 ubby kills, doesn't take very long if you're able to farm him) and you have 1 billion to buy something with, if you're saying people were buying stuff for tens of billions on day 2 or 3 then I wasn't aware of that.
i would have thought it would be easy to catch the cheaters, just monitor the ingold vs outgold and if there's a massive discrepancy, investigate further
Also just because items were listed for a price doesn't mean they were selling for said price.
hmm, i saw some items are more than 1 billion gold have been sold but let say it fair that they farmed.Another problem is cheating like speed hack, camera hack. I knew one thing that some movement skill that don't have limited range, so with camera zoom hack, they can use it unlimited range. Also Attack speed hack is crazy too
You wouldn't need an anti cheat to limit the range of movement skills like teleport or transplant.
I'm not aware of the attack speed hack so I couldn't say one way or another regarding that, but I'd imagine it's a similar case to the other things we've discussed where an anti cheat would most likely not be the only solution, if even a solution at all.
I'm gonna leave this discussion here since we've already gone back and forth too much (sorry Mike)
@crude plover good call should circle back to my flurry question instead, lol ;P
Gold inflates in last epoch really really quickly, because there aren't as many use cases for it (except lightless arbor vault, stash tabs and weavertree/passive skilltree/mastery reset).
At the very start of a season Uniques without LP will cost a lot of money, and the items with LP will barely cost anything, because nobody can buy them.
Afterwards, Exalted Items will surge up in price by quite a bit, and will pretty much only get more expensive.
Then LP Uniques slowly creep up, and usually end up being one of the most sought after items, e.g. immortal vise, shattered worlds with LP, the price here literally explodes at a certain point, but then stabilizes a lot after a couple days, and then inflates extremely late league, because nobody really plays the game anymore and the amount of these items on the market ends up being so few.
Legendary Items on the other side often stay cheap (because nobody can buy these for quite some time, Rank 10-12 MG, even into late league, except some super meta items, which go for pretty much gold cap.
But as Cyborgwars already said, a couple people sell a couple items for 1 million gold, and these people can buy items for lets say 10m gold, and the people who sold items for 10m gold, can probably buy items for a 100m gold etc. leading to extremely inflated prices even really early on.
(E.g. Red Ring, can already sell on the first day for 100-300m gold usually. If you are extremely quick, and sold a couple items for a nice sum, in the first hours of day 1, you might be able to snipe some for 30-60m gold, from what I saw)
Is there anything in the works to protect against HC deaths due to server side instability issues? Like perhaps a roll-back mechanic or something?
to be honest what i'm wondering isn't how people can make billions quickly, but rather, how are there trillions on the market when ONE trade deletes like 200mil gold from the economy? so many items get traded at (or close to) gold cap, shouldn't the gold tax be higher than the playerbase's income from maps?
This would assume everyone's trading for items that cost the gold cap when that's nowhere near the case. The tax does reduce inflation but 200 million is a drop in the bucket and the economy can easily support several of these trades every day. 200 million is literally just 200 people getting 1 million gold for a days worth of play which is trivial, and I hope we can both agree there's well more than 200 people in MG and that only a small subset of people actually trade for gold cap cost items.
Should the tax be higher? Maybe. But that doesn't really have anything to do with people cheating gold. If you'd like to provide feedback about the economy please do so in the #1210281911872786482
i'm not here to provide feedback i'm just asking legit questions.
the gold tax is so high compared to what players actually loot of the ground, i don't understand how the current economy is a result of "natural" inflation. what would be interesting to see is real numbers on how much gold is looted off the ground daily and how much gold is erased due to the gold tax and compare the two.
you might disagree with my point of view, but the way that i see it, i can easily sell 5+ items at gold cap every day, which according to your numbers, would delete the income of 1000+ people in MG, and i'm just one person, i'm definitely not the only person who can do that, if there are just 20 other people doing that (and surely there must be, 20 is a low number) then those trades are deleting the daily income of 20k+ players and that's only counting 20 players out of multiple thousands, but there are surely way more trades and more gold tax than that
in short i just don't get how the numbers add up
1 million gold per day is an extremely conservative amount. I'm just using it as an example for simplicity same since I think we can all agree someone who gets to empowered can get at least one million of gold per day worth of gameplay. And trust me you're one of not very many people that are trading with that amount of gold. I already showed an example of how 1111 people each making some trades can result in a trade that's 1 billion gold + in value with conservative figures. I don't know the real numbers but the current economy is very feasible without any hacks.
It's like asking how some people can get tens of mirrors in Poe whenever other people are deleting mirrors by using them, just how Poe's economy inflates over time every league even though people use increasing amounts of crafting materials which "deletes" money, so does last epochs economy even though people trade at increasingly higher prices "deleting" more money via the tax.
This will be my last comment on this topic since we've gone back and forth too much and I already said I'd leave it yesterday. Sorry for responding I know you want to hear from an actual dev.
i don't see why you're apologizing, any input is good. but you're right that i think only real data can answer this question (and tbf i don't know if even devs would have that data readily available or if they'd want to share it)
i don't have extensive experience with poe but that analogy doesn't sit right with me considering i don't really see people actually sitting on mirrors, i see people sitting on divines/chaos/exalts and with the very limited experience of poe2 i've had, what i've seen is that those currencies drop way more often than you actually use them so the inflation there makes a lot of sense to me
this poe league i had a mirror, my mates had 1 or multiple mirrors, pretty much all contentcreators i saw had mirrors, if not multiple, i saw people with 20 to 30 mirrors this league alone, and you can be sure that the top 1% of the 1% also has a damn lot gold compared to the other people that are playing last epoch, i'm 100% certain that you can literally get to gold cap if you start on a new account and play 1 day this late into league.
The early days are also important to snowball more easily into more currency, the inflation was a lot worse a season ago, but still is pretty horrible imo, and they definitely need to do more to counteract that, because it also simply doesn't feel right to sit on gold cap pretty much all the time (if you play more than the average player)
PoE has a more complicated economy than LE, it's hard to sit on literal mirrors, but it's much easier to sit on mirrors worth of value in other things.
LE only has one currency though, there's nothing ever being exchanged or assigned value in any other way than gold.
Poe also has guys like Jenebu or whatever who has a bunch of employees farming currency 24x7 for him feeding mirrors, crafting top items then offering mirror services, probably some of his boys also selling currency on those websites. I'm so thankful for CoF, heh.
Salutations Dev's. I am sorry to bother. I was reading through the tooltip about armor shred and armor in general when I read that "Armor is 70% as effective against non physical damage". Does this mean that armor get's a 70% effective buff against non physical damage? I was reading an article online and read something else that said that armor only mitigated physical damage. If anyone is available to clarify, I would very much appreciate it. Thank you for reading this.
Armor gives 30% less total damage reduction to non-physical damage
Armour is 70% Effective vs none physical damage. Meaning if you have 80% mitigation from armour none physical damage gets mitigated by 80% * 0.7 = 56% mitigation
Same thing goes for armour shred. It's not as effective for none physical damage
Thank you for the information. I appreciate it much. To clarify, getting something like armor shred for a skill that has a conversion into another element wouldn't do much because armor doesn't really mitigate the elemental damage correct?
No it still does a lot, it's just 30% less effective
But you still want it
Doing almost 60% more damage is good
Thank you. Last thing before I go back to build testing, is there a dedicated attack speed cap in this game?
If there is I don't think anyone has found it (outside of I think Swipe for some reason)
does re rolling a legendary with the gauntlet also rerolls the values of the slam?
Thank you all for the help today. I appreciate you.
Yes
that sucks, thanks
FWIW I agree with you and am so interested in this economy and how it works. It definitely feels like, at first pass, that there is FAR more gold removed from the economy than could possibly be added through farming. But I obviously dont know.
It seems essentially universal that MG players find dropped gold irrelevant, and the only way to make money is to sell things. Doesn't that say something, if this is EVERYONES mindset?
It's bots. Nobody is manually farming all that gold.
Salutations and sorry to bother again but I am curious if there is a dedicated developer that handles the controller support and coding?
No, there are a couple people who handle the vast majority of the UI related bugs/features for controllers and then a couple who work on combat related stuff. Several more who will tackle bugs here and there too. It's not exactly a 1 discipline feature.
@placid plinth sorry to disturb - are you aware or are you guys looking at any bugs in the flurry skill tree specifically shockwave and billiowing waves?
Please read #rules n10
Also you won't get any info about bugs in the channel clearly named *not support NO BUGS *
If you want to make sure devs know about a bug, make sure to report it using the ingame bug report tool (F8)
👍
Okay, now I am actually content with doing everything I could this season to continue through the game and would like to thank you Dev's for the last time for a new season. I do hope to see more skills and playstyles become viable for end game content in the future. Also, thank every one of you that did continue to help me try to get through this season. I appreciate you all. Thank you.
was Chakram also supposed to get a buff to 125% added damage effectiveness in the same way that base Shuriken now has 125% added damage effectiveness (it's still at 100% effectiveness)? I get that Chakram received a more damage buff in 1.2, but this feels like an odd disparity
Are there any plans for housing / hideouts / a private home base? Have read something but not well-founded.
As those hideouts are usually private (until you invite someone), I'm pretty sure it will be appreciated - especially in the endgame 🙂
No announced plans for a hideout or similar, although it is a popular request. If it's something you'd like to see please post it in the #1210282176680169562
I don't want to do any style selection and assets decoration work in game personally but it's a good way to get more income
Watching aaron play LE and just noticed that there is new freeze effects and the lightning is different too
I am not sure what the question is here, but, coulda been some unintended touch ups in the last engine upgrade?
Just happy about what I saw and wanted to tell the devs keep up the good work 🙂
What do the devs think about more "extremely" rare chase items, that are generally usable, like red ring etc.
Feels like there isn't that much, Orian's eye fell of thanks to power creep, ravenous void is a rather super niche unique, and is actually easily farmable on gaspar, and most other items between 90% and 80% reroll chance, are barely used anywhere, or extremely niche.
For example paranoia is straight up useless imo, death's embrace is also really freaking bad etc. (might post something later in #1210282176680169562 regarding some buffs/nerfs, reworks and so on.
It's a fine line as you want appealing rewards for difficult challenges. However making the rewards feel mandatory to get the rewards creates situations where people are looking to cheese the challenge to earn the reward so they can play the way they want to.
how exactly should they "cheese" extremely rare item drops though?
imo there just aren't enough generally super rare useful items
Getting carried or just alternate builds that have balance oversights. "cheese" might not have been the best term but rather just finding another path around instead of through.
mhm, how about balance changes in the upcoming season, can we hope to see a lot of them? Because a damn lot of the uniques feel really really bad. (especially some of the rare ones, which then feels bad, because you get a rare item, but it ends up being completely dogwater)
and regarding, if we possibly could see more extremely rare items on a power level close to red rings for example, i meant that as in global random rare uniques, and not boss drops. I do understand that some (e.g. uberroth uniques) are really strong, and people aren't strong enough to get them themselves, and end up getting carried, to get these uniques, but I was more interested in the global super rare random drops.
I'm sorry, I don't have any specific information that I can share about potential upcoming balance changes. You can look back at the types of changes that have been made to various uniques in previous patches to get an idea of what we tend to do. We are constantly making many balance changes to all parts of the game as we add new things with them.
do you get a cookie if you're in the ct program?
Not that I know of lol. Best I can do is an 🥚
pretty sure any form of payment, even a cookie, would make CT people employees and thats a nono
Under the table cookies :d
Hi, when fighting Abberoth and Uber Abberoth - do you need to be level 100 to do full damage? Are there like modifiers if you are a lower level that mean you hit for slightless less if not? Thanks
There are no level based modifiers.
Only difference is that you won't have all your potential power because you're missing passive points and maybe can't equip certain items if you're significantly below 100.
oh, you'll get less xp from the fight if you're below 95.
Interesting, thanks. I noticed in Echo maps when doing them at a lower level the crits seem to be much less than when you level up more (only adding defensive passives as I normally chase the damage ones first). I am 95 and was trying uber on a new character but couldn't get him past his first 80% shield, keep dying (defensive issue) but thought due to the build, gear I would do a much better chunk first phase. Dang nambit!
the crits observation is confirmation bias and probably a result of the natural 20% variance for all damage. (or maybe something else changed that wasn't obvious)
Ok, thank you. Back to the drawing board 🙂
Good evening everyone! I have a couple of suggestions, which might already be in your pipeline, but thought I'd mention them anyway 😄
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In multiplayer, when someone dies and goes into spectator mode, they can't move the camera, so they are missing most of the fight, if that's happening on the other side of the map. If that could be changed so that you can move the camera when dead it would be great!
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Would love to get some steam achievements as well!
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Would be good for the chars to pick up runes, glyphs and affixes automatically when you walk over them.
FYI I absolutely love the game! I'm 608 hours in, I've defeated Uberoth a few times with two different chars this season, and can't wait for the next season as well!
Keep up the great work and thanks for everything!
Please post suggestions in the #1210282176680169562 , nothing in this channel gets logged for consideration ^^
maybe
yes
no
Amazing! Thanks a lot for taking a look at this 😄
just for the future, that is just me paroting previous statements and if you'd like us to consider a suggestion, it does need to go in #1210282176680169562
Yup, already added these in the forum as well after the pointer from @crude plover so thanks a lot again and have a great day/night depending on where you are on the globe 😄
Wondering when or whether you'll come to another pivotal point like the Season 2 release so "no" about auto-pickup will become "yes" because of the wide playerbase' request like it was for auto-transfer 😁
Can I check out the way to use lizard's tail in your stream this week, Mike? I want to see your tails
What tails?
I'm sorry, that doesn't look like anything to me.
I sure hope not but I guess anything is possible.
👀 emmmmmm so EHG don't know how to use lizard's tails yet?
(Text doesn't translate sarcasm very well)
I'm sorry to hear lizard tail is a meme only :(
..or is it?
When they need to escape an attacker loot lizards sometimes drop their tail and regrow it later.
🤔
Spoilers for the 1st season of Westworld ||In the show, some characters don't know that they are robots and have had certain elements of the park's operation blocked from being visible. They are part of the system and can't recognize the system. I'm quoting what they say when confronted with evidence of the system's existence. "That doesn't look like anything to me."||
Not sure if this is the right channel. There is any official API to access item database/character data?
There is no official API which has game data information like which items are possible to exist or which nodes are on which trees.
There is a restricted beta API which has access to character save data. It does however require interpretation.
We'll find the lizard level one day 
I believe in you
For "interpretation" you mean raw data, no documentation of returned values ect? Because "Interpretation of APis" is my favorite task at work, not a big issue. 😄
yea, like an item might come back and it would look like 44572349057233467192831205 with no instructions on what that means. (I just hit random numbers on my keyboard, that is not a valid item format)
You describe my feelings accurately
I'll spell it out a little more clearly. There is currently nothing to find.
That's what you say
I'll find the secret lizard level
and i bet the broken key item is a part of it
a hidden dungeon 👀
The broken key isn't a part of the online experience.
so no
🤔 what does that mean? I can still get the broken key from prophecies in online mode
oh
I haven't seen that in online mode at all
https://lastepoch.tunklab.com/faction/circle_of_fortune
weirdly enough it really does seem to be a prophecy reward 😂
and it's as useful as arena keys (fk arena)
Broken keys do appear as a prophecy reward, but they don't actually drop when you complete the prophecy afaik
🤫 i need some explanation for all my broken offline keys 😂
They don't work, they are broken.
i guess duct tape drops somewhere, so probably fixable
or a bug, ehg needs to fix that 😂
id be flabberghasted, if there really WERE tails and we've just been gas-lit all this time and its like a item that either drops 0.00001% of the time or gets filteered out by people's filters 😂
Oh there are tails
How many do I need to make a lizard though?
There is a ship of theseus joke in here somewhere.
lul
https://lastepoch.tunklab.com/items/keys
dropchance of the tails is 0.01% (says the db)
thats a liiiieeee. inb4 its stealth-fixed the fact that the tails were supposed to be dropping, but never were
well it's a 1 in 10000 and with the weaver node a 1 in 5000, so it should be pretty freaking rare, BUT as you said they don't seem to drop at all, I at least didn't see any footage of it happening, except ofc in offline 😅
with the amount of things ive murdered... there's no way in hell they're dropping as expected 😂
Is there a certain channel for content creators to share their links, discuss channel growth, get viewer feedback, etc? If not, where would be the best place for these things?
imagine if they are bound to dungeons only, and nobody got them, because nobody uses the scale charm haha 😂
There's a creator program with its own dedicated discord for that stuff
Let me find the link
After rewiewing that link, I think it's missing that crucial aspect of viewer feedback since it gatekeeps the Discord to CCs specifically. My channel isn't big enough to warrant signing up for those programs (yet) either, which is a requirement for the Discord for some reason.
I hope they change that at some point. I'm happy to use my platform to help extend LE's audience reach, but that only works if the program helps grow my channel to have an audience worth reaching in the first place--and I don't see how it would based on the limited info given.
Fire aura rework in the pipeline for next patch? Y/N? 
You will not really got any content spoilers here for s3 ever.
'twas worth a try.
of what we do know is coming, that is not one of them tho
Why does the "Acid Flask on Bow Hit" affix on Rogue Idols has a 3s Cooldown on information sites but ingame doesn't say such thing?
Most likely an oversight, it does say it when you look at the affix (enchant) in the filter/bazaar menu's
I'll put it in #tooltip-hunt
https://www.youtube.com/watch?v=ddvY964TCoQ&t=3s
Hi Mike, why this trailer don't available on the steam page now? This is the video which guided me into Eterra and start trying everything.
(The part after 1:19 was the key. I was attracted by 20 passive trees and 120+ skill trees. Well various characters is a cool thing indeed but no concept for these characters at that time so they're invalid. The same with showing how cool these vfx are because I even don't know why we need cool skill vfx. Never touch in-game crafting so it's normal that to ask "what the hell is that")
It's outdated with old things so we just keep the current relevant ones on the steam page.
Also it doesn't say "20+ passive trees", it says "20 passive trees" which we have in 4 per class and 5 classes.
😅
Sorry I'm nostalgia suddenly. Outdated...Outdated, fine...
I'm glad that EHG don't delete that otherwise nothing available for the nostalgia
https://www.youtube.com/watch?v=esrO1CocQ9w
This trailer was on the steam page with last trailer I posted, which escaped this fate but I had no idea what were they want to tell me 🤭
hello i want to ask what is the policy for items that get changed in the patch...
Will they be updated to the new version/affixes or will they remain unchanged? Or it will be handled case by case and reported in the patch notes?
they get updated to the new version
Is Devstream confirmed for tomorrow?
There are a few Weaver talents that don't specify they need to be in echoes (or mono-only conditions like tombs or shades of orobyss) - do these weaver tree talents work in echoes, or are they also coded to not do anything outside of echoes?
Gatekeeper's Bounty, Greedy Lizards, Forsaken Weaponry, The Mage Bane, Fury and Fortune, Warlord's Riches.
What’s going to happen with my gold in the Bazaar?
I’ve capped my gold in the inventory a long, long time ago, so I can’t collect any more from the Bazaar.
Will it disappear at the end of the cycle or what?
yes, I'm back and the dev stream will return tomorrow
will new contents in 1.3 harder or easier than 1.2 to understand?
Looking forward to DOUBLE the spoilers to compensate for time away 😉 ❤️ (or is it Triple technically?)
just asked for exactly that. no word yet but I think we will have stuff to talk about at least
I think it should roll over into legacy
pretty sure those should all work outside of the monolith. it's possible that dungeons might mess with them.
Hope you had a good and relaxing time away, Mike!
Mike: what am I talking about again?
I have no idea. What are you talking about?
What was the design goal behind the Grim Constitution shield? I think it's a pretty interesting item, but I struggle to find a use case beyond having an extra chunk of temporary health for boss fights
lol that's right. Mike no idea what am I talking about. Fine. I have no idea why Mike no idea what am I talking about so I can't answer the question.
I'm sorry, I don't know what question you are talking about for me to understand. Please link the question or retype it.
This one maybe? I'm confused too though
#👨┃ask-the-devs-not-support-no-bugs message
I look at it in more of a health overcharge that happens when you're between packs. It kinda turns your ward into more of a Halo overshield style. Where it charges up out of combat and then you have to get to safety to bring it back.
That's kind of what I figured. It's a little difficult to slot it in over another shield as that's a pretty hotly contested slot these days. The other difficulty is that using a skill without any enemies nearby puts you into combat and your ward starts decaying rapidly, which isn't ideal. I do think it's a cool item though
thanks for the answer Mike!
Yea, we don't have a good enough detection for "in combat" yet.
I didn't see this question. Is this the one you're talking about?
I expect them to be very similarly easy to understand.
Mike do you know the next time the game might go on sale?
No, I have no info on potential upcoming sales.
hello EHG. here's a question regarding loot drops and dopamine hits:
the question below stems from the current dopamine hits in the game often having a layer of RNG attached to them beyond the initial drop: for example while there certainly is a dopamine hit from looting a 2-3LP unique, there is also a layer of uncertainty whether that item will brick in the sanctum, and end up actually being useful or not.
so are there plans to add more rare items that the player undoubtedly knows they've made progress as soon as they see them drop? (havocs are a good example of that but they're "common" enough to fall off a few weeks into the season)
ok thank you
Pretty well any ultra rare unique which even a 1LP version is a big hit sits in that sweet spot for sure. Given that there is some level of rng involved with almost all of the crafting follow-up options, it's extremely difficult to intentionally slot something into that area. It's a bit of a give and take relationship with the crafting system really. I can't say that there will be specifically more types of items that guarantee that. I'm being very vague here because I can't really spoil stuff yet.
i was thinking more of non-equipment type of items but i forgot to include it in the question (similar to poe and their gazillion different types of crafting currency and cards)
i guess another way to think of it is scarcity of items: in poe a mirror or hinekora's lock (or even keys to pinnacle bosses) will always have a very useful generic use, but a player will also likely never have "too many" of that item. it seems like havocs are the only item in LE that are both generically useful and scarce (or creations if they didn't have prophecies)
though not being able to spoil the answer is a good sign already 😂 i'll be looking forward to primordial uniques
oh yea, I see what you mean. It is very difficult to get a supplementary or crafting item into that sweet spot without significant feedback that it's too rare. It is something we have been chasing for a while now.
I got a question, how is the boss aggro determined, especially uberroth’s? I’m trying to figure out how to tank for glassier builds
Edit: this is for multiplayer
It's a little more complicated than this but it essentially boils down to "who is closest?"
Gotcha, thanks! I’ll just go as close as possible then
ah i understand. my follow-up question was exactly going to be about that (whether you were wary of adding ultra rare crafting items that players might or might not see throughout a season). do you think the playerbase would necessarily react negatively to an item like that? for example if an item sped up your progression but didn't actually increase the power ceiling (just brainstorming here but for example if you needed a rare item in order to guarantee an affix at the sanctum), so it's clearly a "bonus" item that isn't necessary to progress
There are some abilities which have minimum targetting range so if you're standing right beside him and that's the next ability he picks, if someone is far enough away, it will change targets for that one attack. Also, being 0.01m away is essentially the same as standing inside him. It's not like being closer "holds agro" better, it just gives your partner a buffer of movement ranges to operate in.
Oh... It means something in 1.3 will tricky to understand like "why are they exist here" "why are they work in this way". New brain storming coming soon!
What do the devs think about the Glyph of Envy, it feels so out of place, it never get used for the unpredictable property option, but the only thing people care about is the stability gain. Shouldn't the glyph of envy be straight up deleted and the option to gain stability added to somewhere else, that would make more sense? Because right now it feels more like a filler, to gain more stability, in a completely roundabout way.
actually i think the main point of envy was to bait clips from streamers like quin69 accidentally using the wrong glyph and deleting their item
I don't think so but if you'd like us to consider that, please drop it in #1210282176680169562
Ah, alright. I’ll try that out in a bit
i hope we get a glypse at acolyte changes
maaaaaaaaaybe
How many teases for tomorrow, twelve? 😃
I wish, best I can do is 12 lines of text
12 .txt lines of text could technically be the entire patchnotes 😏
In computer programming, a one-liner program originally was textual input to the command line of an operating system shell that performed some function in just one line of input. In the present day, a one-liner can be
an expression written in the language of the shell;
the invocation of an interpreter together with program source for the interp...
the question is if last epoch could be a one liner? 🤔
I doubt it
You mean new changes will live on all masteries of acolyte or just necromancer and lich?
(I wonder should I review replay warlock)
we have no clue, and they won't tell us.
Maybe we'll get some sneak peeks tomorrow in mike's stream, or we'll need to wait until they announce the patchnotes, which will be probably around a week'ish before launch.
I see. So they want me to replay warlock. If I don't want to miss anything...
There was no information given. Please try to avoid reading into things if possible.
Will there be a stream this friday?
yup
Get ready for some mtg questions :}
I'm always ready
Did you see the totem that was requested in fanart?
now I have, very nicely done
I'm kinda proud of that one, the temporary nature of both things worked very well together and the art is perfect fit
Abom as a saga creature?
Hi do you think with the introduction of new items such as Clothos sword able to hit Lp4 with affixes and an insane base that older items such as the leviathan carver's lp drop rate for 2 and 3 would ever be lowered since its currently no where near on par with a 7/7/5/4 rolled clothos with 7 crit, strength, dex, 180 melee etc? There are a few other weapons too, it seems a bit of a waste to see cool uniques almost wasting away 😦
power creep is real, I asked something similar, and you probably get a similar answer from the devs, namely that they look into these items, and are going to try to balance them accordingly.
Ah ok, just seems sad because some of the old uniques are really cool and look awesome but yeah just cant compare
by the way can we have confirmation whether quicksand is bugged or not?
the total duration of a dot with quicksand applied is way lower than it should be (for example, 4 points in quicksand means 100% faster dots i.e. half duration, but from my testing a 7 seconds dot will bleed out in ONE single tick i.e. 0.5 second? instead of the expected 3.5 seconds, resulting in higher burst dmg thus the uber one shots)
i'm fairly certain it's bugged but i was told "if there was a bug allowing uber one shots it would've been fixed already, so it's working as intended and just overtuned"
Also to be fair a 23 WW clothos with perfect stats would be absurd to get compared to laviathan
I saw a T7 meleeattack speed , T7 void with a few other stats on it just the other day, haha Ive got a t7 void + some other stuff on it and a t6 void, t6 attack speed, clothos is insane, old weapons cant compare
How to avoid reading into things when I know nothing... If it's possible?
My question still here then.
Should I replay warlock for preparing 1.3?
With the Pebbles 3 set effect, it says I get a bonus to X element based on my lowest resist from Fire, Cold and Lightning. If all 3 of my resists are the same, do I get 3 seperate damage effects, or does it randomly choose 1 damage type?
You won't get an answer to this. You'll have your answer if a warlock change is teased in a livestream or when patch notes come out. Not here
It's stick here then
Iirc it'll give you lightning (priority is from left to right).
thank you so much ❤️
acolyte is the key to start guessing to be honest. It's fine that no idea how EHG update lich and necromancer, I just want to know will they update warlock too.
there's likely a acolyte rework coming (i think), so probably play a different class, because that is going to change anyway
This channel is simply not meant for asking about things that aren't announced or in the game yet. If something isn't already in the game, and they haven't specifically said it's coming (warlock changes in this instance). Then all you can do is wait and see, you won't get a reveal of an unannounced change in here, that's what the teasers during dev streams and the posts during hype week are for.
Otherwise everyone would be asking about every possible change
Reminder that your character gets put in legacy when season start
thank you! I'm legacy player however.
If it's not doing what it says it's doing then it's bugged. I haven't looked at it closely so I'm not sure what it's doing or what it's supposed to do. From your description, it seems to be bugged. 0.5s is more than 1 tick though.
sorry, i do mean one tick, it might not be 0.5s though. my understanding was that dots tick twice per second but that might be outdated info?
Reeeheee is right, we regularly balance old items. If there is one that you think is over or under powered, please leave that in #1210281911872786482 and we can take a look at it. Each item needs to fall on a spectrum of awesome for each different build. The trick is making those spectrums wildly different for different builds.
Each dot has an individually defined tick rate, I think most are 0.25s.
As always, every class will receive some form of changes. Even changes to the early section of Lich will have an impact on Warlock. Skill changes, item changes, other universal changes will also apply. So even if we somehow ended up doing literally nothing to Warlock exclusive things, we would still make many changes to warlock as a whole.
👌 It mean I must learn more about warlock's skills and builds
I know zero about lich's builds, so I can learn lich as a new character instead. I have played warlock, so I'm afraid of something new I don't understand how it work and why it work in this way.
I was on the last wave of enjoying the bonus from "ghostflame is a op skill" duration.
Oh wait. It mean new wand/sceptre/staff will out I guess. It'll quite hyped, I'm looking forward that for months.
More season 3 teasers on today stream? 
There still won't be any normal trade in season 3?
If you mean player to player that was removed because it was barely used and when it was used it was mostly RMT
so my friends and I continue playing poe) thanks for the information)
You can gift items to people you play with
I know, but this system is terrible af
I thought, if a item dropped while in a party, it could be freely traded, resonances were only if the item dropped while you were alone
well no they can't be traded
but can be freely gifted, yes
you also have to be in the same area when that item drops for this to be the case
IMHO, LE still has way better QoL, than that of poe. When the game gets few more years worth of content, it'll be even more amazing
Sadly imprinted items carry the "no gifting without resonance tag" if you dropped the og loot alone
Found that out the hard way
Imprints yeah, would be the exception to trade
Does anyone notice some sound difference since unity 6 update?
EHG, have you received any feedback related to this?
Cos it feels a little different to me (in a good way), but might be just an impression though.
EHG not EGG
Yes, Thanks!
EGG = EHG merged with GGG? Interesting - maybe they can finally schedule content patches more apart from each other? 😅
Any idea on if we’re getting anything transmog related this next update? Maybe even unique armor models coming out?
Nothing's been announced regarding that. In the old roadmap there was a transmog system planned for 1.4 (season 4) which would be the season after the one coming up. But of course things can change.
You won't get an answer regarding if something that hasn't been announced will be added, best we can do is wait and see.
hhhhhhhh the note don't make me laugh but the emoji reaction do
When will the stream start?
Damn auto-correction! 😂
In about 20 minutes
It'd be slick if the weekly stream was on the scheduled server events like the CM Cozy Stream
I killed the harbinger 6 times in the black sun timeline and still no world splitter axe, how many times do I need to kill em
It has a 10-22% chance to drop (based on item rarity), so that sounds about right. Around time 7-10 is when it should statistically drop, I guess.
Is there any thought about adding a dps counter to the arena dummies? Or did I miss one? I play with controller, and I know your skills say it, but it would be helpful to figure out which of my weavers will items was more helpful :p
How do you go about balancing non-offensive skills like shift, arcane ascendance etc. that aren't as easy to see how they perform
Hey are there any changes coming for the skellie mages for them to use electrify better with the new weaver staff
Just to add that there are no "pity" mechanics so it is possible to kill it 100 times without dropping. Although that would be a very significant statistical outlier.
We have very intentionally avoided adding any sort way to track your actual dps.
It's a lot of "feel" testing.
No, electrify is a "holy" ailment and skele mages are not holy themed.
how come the Blight of Lachesis staff is kind of focused around them with electrify then?
no idea, I used that same example last month when trying to expand electrify options
ah i see no worries
The Weaver is necrotic + holy lightning themed, so my bet is primarily flavor reasons
will snapshotting be removed in season 3?
Corrupted form is a big leap 
That's the plan. It's not done yet but we are implementing everything else expecting it to be removed.
do we need to agree EULA before we can download le for the first time? I want to check out that EULA if it's here.
EULA is here: https://store.steampowered.com/eula/899770_eula_0
And related: https://lastepoch.com/code-of-conduct
is there a Text Channel or a page on the website where I can find all the devstream spoilers?
Read posts in #eterra-monthly
have EHG consider having gauntlet like POE 1 in the future ?
so much HALF LIFE mode for lich. Any rumors about a new unique mace suspiciously resembling a crowbar???
Did save files for offline characters not available to read actual data before 1.2? The actual option on the letool planner was grey all the time (1.0-1.1). I can view min/ave/max data only for 1 year+. EHG have updated something about that?
No? You've always been able to view min/ave/max rolls for any character, doesn't matter if you imported an offline character or not
Also last epoch tools isn't made by EHG, they most likely won't have answers regarding how it functions
Ah didn't see you got your answer already in a different channel ^^
No, EHG maybe updated something for saves
EHG, do you think Erasing Strike is too good?
Hi Mike, is this node supposed to apply to Warslash ?
I think it should, but its actually a bit hard to see on the dummy with all the ticks of Time rot
It shouldn't because it's conditional on the enemy's state
Pretty much nothing that's conditional on the target's state gets inherited usually. But I guess you never know, this might for some reason 
I think the relative power level of each skill is partially linked to the other options around it and varies along the character advancement curve. There are points where erasing strike might be both over and under powered. We try to evaluate skill balance while looking at the big picture.
It actually shouldn't apply for 2 reasons. It specifically calls out hits with warpath and also, it is a target conditional effect.
Don't pretty much all nodes name the main skill but still apply to subskills? And warslash is a hit. Is there something special with how this is worded? I thought it was just to exclude damage over time.
I think the "more hit damage against X" is just the old style of wording that is now "more direct damage against X" that they use now to hint at things that don't pass down to ailments or subskills
Oh gotcha. I was kinda bundling the entire thing together I guess as just conditional on target's state, thought Mike was saying because it says "warpath hits" it only applies to "warpath" the skill and not any subsequent subskills hits, just because it says the name "warpath".
Which wouldn't be consistent with generic damage nodes like if there was a node that just said "warpath deals more damage". That also specifies warpath but still works for subskills. But I guess I just didn't realize there's a consistent wording convention for things like this. Thanks for clarifying!
Did save files for offline characters not available to read actual data before 1.2? The actual option on the letool planner was grey all the time (1.0-1.1). I can view min/ave/max data only for 1 year+. EHG have updated something about that?
I have no information on how a third party website operates. Save data formats are updated semi-regularly.
I'm sorry, I don't really understand the question but I think you want to ask dammit, not us.
Usually when it says hits with still x those often don't pass down because the damage enemy on hit component is modified instead of a stat being applied.
hey mike, few questions about leech (and lich): first of all if i understand things correctly, leech rate decreases the total duration of your leech instances (so 100% increased leech rate would result in 1.5s leech duration instead of 3s).
if that's the case, is it intentionally a doubled edged stat (while it increases your hp leeched per second, it also makes it harder to sustain your leech and have it active at all times, which could turn it into a strictly harmful stat if the player didn't need to leech more hp per second in the first place), and did you guys intend for it to be a harmful stat for the new lich passive that was teased yesterday (accursed feast), to counterbalance for the fact that it allows your leech to never be removed when combined with the other new lich passive (corrupted form)?
Asked Dammit yesterday, he said actual data is available all the time but for me, it's on the opposite until recent times.
If the read way for saves isn't change at all, then I guess maybe EHG update something about saves while release hotfix or new cycles. So I want to ask Have EHG did something on save files so API provided for letools have updated too.
Come on, I already explained it, you probably just missed it in UI. LE Tools is not affiliated with EHG and LE API has nothing to do with LE Tools UI, especially regarding offline save files. I just checked git history and "actual" stats were added on Aug 12th 2021, so it's been in LE Tools build planner since then.
Alright, the only available answer is mysterious power then. I never change equipped items on letools after imported my saves so no way I never can check acual data. I don't find any reasons else except that. It's not letool's issue so the other direction is EHG side.
If I have a skill/item convert Ignite chance to Shock (for example), does that apply to every source of ignite on my character, or is that just for the skill and its respective tree?
Just for the specific skill
ty! ❤️
<@&1161418687471956101>
is the in-game term 'when/if you drop below 35% health' equal to being 'low life'?
Below 35% hp you are low life
Above 65% you are high life
This applies to monsters too
there's currently only one thing that says 'low life' in game - Dance with Death passive (Lich)? I couldn't find anything else that would benefit from being on Low Life
Btw the right term is "low health"
I google it and becomes more confusing about the Storm Crow and Crowstorm scaling tag.
The Storm Crow says it has to be minion damage tags for it to work, but Crowstorm = active skill seems to use the normal lightning / spell tag
So which one does it actually work? Minion damage tag works on both?
How about the normal lightning and spell damage ? Does it work on the active skill portion?
Also what about storm crow/ crowstorm crit rate? What actually works?
Minion crit rate? general crit rate? spell crit rate? All three combined?
We cant even see the dps of both of those skills so it's rly hard to tell what makes a difference, hope dev can fix it..(even if the dps is inaccurate, at least i can see what buffs it and what not)
I am so confused by the lack of dps tooltip to show anything.
Do you feel that the set shard system has been a hit or a miss overall?
Are you planning any significant changes to it in season 3?
If not does this mean we will start to see some more sets added to the game?
From what Mike said in previous stream
- The system works great and EHG is happy with it
- Now they can make new sets items and will rebalances the ones that are already here if necessary
- There hasnt been any new sets or massives balances changes to the existing ones because the Sets Shards System was implemented very last minute
I agree that the new system works great, if anything my only complaint was that it was very much down to RNG if you managed to find set shatter web nodes
A bit of bad luck protection there wouldn't go amiss
I look forward to seeing what kind of new sets they cook up, changing the game so that a 3LP or 4LP unique is not the only right answer for any given slot is a good change in my eyes
eehm Hi For some reason LE stops loading me into zones (perma loading screen and hard stuck game) after LE takes 7gb of ram... games starts with 5-6gb of ram and after like 10 mins its at 7gb and wont load me into zones (perma loading screen hard stuck game) any more. is this a known issue ?
and just now after not even 5 mins and 1 zone games went hard stuck at loading screen 6.4gb ram. alt f4 wont even work better still the screen im using for the game wont even respond any more i have taskmaster open on 2nd screen.
How much ram does your system have? The min req is 8GB but that's the bare minimum without anything else running. If your ram becomes fully occupied it can cause issues such as the ones you're describing. If you have more than 8GB then it could be a multitude of different things which is hard for anyone here to identify and help with, I'd try contacting support in that case.
!support
Let's work together to get it sorted! We've support articles and a contact form here: https://support.lastepoch.com/.
Also make sure the drive you have it on is an SSD that isn't packed to the brim
Hi Mike, we know many changes about minion-relevant masteries will coming soon. What about runemaster?
The focus of 1.3 is minion-relevant masteries so mage's side will keep quiet for a little more?
He will not tell you things that haven't already been revealed.
64 i realy love that question you know. i understand i ditn post anny specs but gaming with 8gb of ram ? common most games need more than that.
any way i think i found the problem. i took off my scorpion skin and played for over an hour with no freez ups or zone loading problems .. the skin is doing that dunno why.
iv had put on the scorpion skin right before the freeze ups that why it made me think of taking it off. pc Specs: amd ryzen 9 9950x 64gm ram ddr5. Nvidia geforce rtx 5090. maby the skins does not work correct on my amd or vid card.
Possible, please make a bug report (F8), it'll include your game logs which is a big help, and you'd be surprised regarding the 8GB of ram considering around 10% of steam users have 8GB or less, so it's worth asking ^^
hmhm tnx for the advice i gues. The screen lock up blocked my main screen (not black just perma loading hard stuck) alt f4 and f8 both dint work. if i dint have my 2nd screen up to resolve the lock up your pc wil be hard stuck bc taskmanneger wont work either. turning off pc dint work 100% either the ram was still loading(and glowing) even after shutoff. then you need to remove power cable for the ram to reset. it's uber hard lock up my man. hvnt seen one like that in a long time 😛 probely has something to do with the cpu or gpu or ddr5 ram or something.
But Mike said on the stream the new passive revealed is for Lich so neither Primalist nor Bladedancer can't use it
Those ones shoe bladedancer and primalist though
All of its tags (except the attributes, str/att) scale with your crows'/minion stats only - your crows are the ones technically casting crowstorm, not you.
Mike, what your logic for building your marksman is? I mean this build you showed https://www.youtube.com/watch?v=erwEDcftbo4&t=2151s
I want to find a skill can chain with heartseeker but I can't
Mike, which 2 key words are supposed to be given for le's art style?
GGG is dark and gritty. What about EHG?
I didn't build it. A buddy of mine did.
And from this morning, yes, the term is low health and the tooltip I showed was a typo that it says low life.
I don't think we have 2 words to describe it. We use different descriptions for different zones. In general we lean towards a high fantasy or dark fantasy semi-realistic art style.
Does Farsight Turtle chance to upgrade LP lower if you died in the echo and entered again?
No
That would be diabolical if it was true and they didn't tell you lmao
EHG, how does the Wraithlord eating minions passive work? Do you mean health and minion damage bonus can be infinitely reapplied or truly infinitely stacked? Does getting a new stack refresh the duration of all previous stacks?
You can have an infinite amount of stacks but each stack falls off independently after 10 seconds
So the "cap" is however many minions you can feed him per 10 seconds
None of the Woven Echo crafts have their RNG affected by the leave and reenter penalty, since their access is unlocked by completing the echo (and thus, they can't be accessed again by repeating the same echo). The only crafting "exception" to this is idol enchanting in tombs, which is entirely disabled on reentry (rather than nerfed), since tombs are a side objective of a regular echo, not the completion objective of a woven echo.
The litmus test for knowing if something is affected by leaving and reentering is if it can be accessed again without completing the echo (namely, RNG encounters). The leave and reenter penalty exists to prevent the optimal strat being to repeatedly reset the same echo, since echoes (and especially woven echoes) are meant to be a consumable resource.
Which build are you following?
Ok.
EHG: semi-realistic, dark fantasy
GGG: gritty, dark
Is there any missable passive point from the campaign/ side quest?
There's a quest which you sell a relic to a merchant , I heard the end reward can be 20k gold AND a passive point, but I end up only getting 3k xp and no passive point
Did I messed up something?
Don't worry about that, there are more quests that give passive points and idol slots than the cap is. So you can choose the ones you want to do and once you hit the cap that's it, you can check how many passives and idol slots you already have and what the cap is when you open the world map and look at the bottom left corner iirc
Basically (random numbers I made up) there might be 15 quests that give a total of 20 passives but the cap is 12, so once you've done enough quests to have 12 bonus passive points the other quests will no longer give you a passive point. So even if you could miss a passive point quest (you can't, you can always go back and do them) it would be fine since you can just do another one to reach the cap.
the only one you can miss is the rift near the waypoint in risen lake, in emperial era.
There are no quest given before entering.
It's also a very important one because it gives you 1 passive and 2/3 idol slots, i missed it all the times every character alt
Also, all quests can be done without going out of your way or must be done for passive/idol slots
The only ones you can skip because they give only gold and exp are
- Divine Era, Ulatri Highlands: missing in the highlands
- Ruined Era, Ruins of Welryn: Clearing the ruins
if the snapshotting removal is not done before launch, will the ladders get a reset after it is removed?
Snapshotting removal will coincide with an already regularly scheduled ladder reset and will not take place mid season.
Does 'Shatter Strike hits convert all stacks of ignite on enemies into Frostbite' effect from the Chillflame node count the converted frostbites as something Shatter Strike applied and so benefit from Shatter Strikes modifiers?
Here I am pressing F5 button every 2 minutes, waiting for the full trailer video. 😂
may be doing that for a few more days 
Speculation, (least on my behalf) is thursday. Season 2 vid was a thursday, and thursday is when the season will launch
Yes
The converted ailments will also use modifiers from blade weaving and consumed firebrand stacks from the hit that converted them as well
Are there any plans to change the uber fight or strats to fight him, such as the one shots or tanking everything he had?
Tried to search around for an answer but didn't find any, does Foe Cleaver from the Rive skill tree also boost a weapons implicit rolls, or is it only targeting suffixes and affixes?
Also boost implicit
Yeah to test I just ran off and grabbed a 2H Weapon with an Implicit Ailment Chance, respecced into that Foe Clever node, and a weapon with 66% chance to poison implicit is always putting up at least 1 stack and occasionally 2 stacks.
Thank you both 🙂
Hiya, no idea about IT stuff but will it ever be possible to multiplayer with a friend from say Europe but stay on the say Australian server? At the moment I have 300+ ping when I play with him so was just curious if something like that is even possible, technically?
It's not. Both of you have to be connected to the same server, so either one suffers a lot or both suffer a little (if you chose a server in between the two of you). If you both connected to your own more local servers and the two servers talked to each other (like double the cost for ehg I'd imagine) it would add the full ping latency to both of you instead of just one person basically
Hi, I was curious about how ideas are vetted and prioritized. I am sure between the community and the devs there are a 1000 ideas to implement. But is the main determinant of putting those systems in the game personnel, money, or just a sincere desire to slow roll these ideas? I’m
Just curious what a game development process looks like in this way .
Ah I see, thank you 🙂
Hey Mike, really enjoyed the Dev stream. You mentioned wanting feedback for how content is presented. I know a lot of us would love to see a stream with several devs in more of a conversational podcast kind of deal, where you all share your thoughts and feelings in a collab sort of way. That would be really fun to watch
It's a pretty complex process that these days I'm only tangentially involved with so I can't give you all the details. It's a combination of many things. When we are deciding what goes into a season, we have 2 main categories, stuff to add and stuff to fix. We usually start with a handful of tentpole features to focus the season around. In season 2 this was the new faction and monolith overhaul. We then have a lot of game design meetings with various people about what we want to add and how that's going to look. The biggest constraint is just time. We have millions of hours of dev time in features we want to add. We only have a tiny fraction of that available each Season to cram as much good stuff in as we can.
We try to leave a little bit of space for last second features to get slotted in. Like a new unique item or maybe some new enemy or node on a tree that gets thought of. Most of it is picked well in advance though. For example, I've started working on stuff that you won't see until 2026.
There will always be new cool stuff to add to the game and we're making as much of it a reality as fast as we can.
thanks 🙂 I agree, we've done a few special guest streams and getting some more faces in front of the camera is on the list for sure. I'm hoping to make the Lore Stream that we've done 3? times now a regular thing each patch.
Reposting cause my post got lost
Are there any plans to change the uber fight or strats to fight him, such as the one shots or tanking everything he had?
Nope, we really like the way the fight plays out. There are probably some minor adjustments that will continue to happen over time but the general flow of the fight works well. It generally takes some studying but I think that's a hallmark of a good uber fight. I don't think it has any unfair mechanics.
Nice, hopefully we get more uber bosses like that, especially those that can be facetanked with judgement
What made you guys choose a "predictive" leaning networking solution over a "lockstep" solution? Just perceived smoothness or was it somehow simpler/more performant to implement maybe?
Just to be clear, builds that can facetank ubberoth are an issue to be fixed.
I am in despair that’s like the entire point of judgement
Well, it's kinda half way between the two. It doesn't really sit in either camp. I guess as soon as you have any predictiveness, it's all that way in a sense but yea, it's way more smooth.
That's like the entire point of Rebuke and a sad accident of Judgement.
Yeah I was writing the question for such a long time because I didn't really wanna call it full on predictive but didn't know how else to describe it :P, thanks ^^
Judgement without tankiness is just depression
There is a pretty big difference between tankiness and being able to tank every hit from the hardest boss in the game though.
The amount of items needed to do that is insane tho, but at least give it more dps if it won’t be able to facetank. Being a glass tickle monster is the worst way to go
There is an extremely large spectrum from invincible god to glass tickler.
As of today the range is invincible tickler and barely surviving tickler with both having horrid clear speeds
Just want to throw out my pitch for future seasons 4+, would love to see some themes centered around the Gods. Like for Lagon we could play a swashbuckling undead pirate class, cold and lightning damage stuff or even a void form. Having a patch centered around a God could lead to some cool themes and dive deeper into the lore
Please post suggestions in the #1210282176680169562 ^^ (they don't get logged in this channel)
hello Mike, any chance you could take a look at a question i asked the other day? #👨┃ask-the-devs-not-support-no-bugs message
and to follow up on that: has EHG ever considered giving the player an option to decrease their leech rate?
Overleech wasn't really used/a thing back in the day and overleech using the current health lost stat is unintentional and will be going away according to a reddit comment by trasochi iirc. So before the new lich passive and death seal there wasn't really a compelling reason to add decreased leech rate it seems. But that might have changed now with the new passive (at least within lich, but other classes and masteries still wouldn't have a real reason for it)
#👨┃ask-the-devs-not-support-no-bugs message
(I'm not answering the question just thought I'd give some context why it wasn't something they wanted to add in the past)
what are you referring to by "overleech" exactly? edit: i guess you mean "perma" leeching?
interesting that this question was asked 2 years ago already!
it does makes a lot of sense that if perma leeching isn't meant to be a thing, then decreasing your leech rate isn't too useful. though they are reintroducing it for lich specifically. was the current leech situation an inspiration for the 1.3 lich design then? 😂
So by default leech stacks in last epoch go away once you hit full hp. Overleech refers to ways of circumventing that, the only way of doing this in the past has been to get something, whether it be item or passive with the stat "x% of current health lost per second". This would cause you to never actually be able to reach full health and as such your leech stacks will never fall off from reaching full health.
But because that was an unintentional consequence which is why there wasn't really any reason to introduce reduced leech rate since without overleech it's kind of worthless.
Now the new lich node will limit you to 50% of your max hp, meaning you can never reach full health which also means your leech stacks won't ever go away from you reaching full health, thus they'll always run for their full duration. So now there is merit to having reduced leech rate. But death seal already existed in the past and did the same thing, although for a limited time.
But basically as a generic stat it's just super duper niche still, with some builds (the ones that spec the node) in a single mastery maybe wanting it. So while it could maybe be interesting on a unique or something there's still no reason to have it as a general stat. But yes the leech rate on accursed feast is mostly a negative if you have overleech in leeches current state (we leech a ton :P)
Thanks man! I appreciate you letting me peek inside the process. If I had a billion bucks I’d give you guys half! Love this game
Will snapshot on channels like Ghostflame still work in 3.0? Ghostflame lich is my favorite build but it only really has any damage after casting a few rip bloods and snapshotting a few other effects
Ghostflame is a little different. Since you can't change your gear after the snapshot is taken, you aren't burdened with an odd setup play pattern. I can't say if specific nodes will remain unchanged or not but in general, I think you'll still be able to snapshot channeled abilities.
I'm sorry, I left to go figure it out and got side tracked twice now. Did cyborg get you all the info you need?
i think he did for the most part, ty 🙂
Hey its me!
oh I want to see Van stream with you
Let's give more chances for new employee.
@vocal vine pathofepoch right? here's the one
You sure about that clearly you dont grasp the concept of a tank. just remove defense from the game if thats a serious reply. all i see here is devs who are salty that people spent 200+ hours to get them Godly items and there uber boss was face tanked. clearly didnt learn from POE? you know what they did they left it in and no it ain't a good fight lmao amount crap going on is worse then POE hell its worse then some cringe MMO Bosses. last i looked in order to get judgment dmg to point you can clear the fight is if you got everything at +3 LP with couple +4 LPs which 99.99% community will never get. this whats wrong with ARPGs devs clearly are to dam lazy and instead of trying find a way make a tanky class that can idk tank but may not have dmg and keep balanced to where they need a 2nd player maybe you guys would rather just nerf shit and idk nerfing leech will probly just kill everyone like a lot builds use some form of leech . as of this week 2k players. this game will keep losing players where nerfs for these 1 shot builds? that 1 shot uber you have 7 builds seems your okay on this but god forbid someone can face tank uber and takes them 2 minutes to 10 min kill a boss NERF NERF NERF Hurry!!!!! ngl im glad i saw this now so i can never return thank god dozen or so friends i told not waste there money on this game. the fact that people enjoy the slow speed of paladin judgment and less dps but more tanky and can just play at there own relaxed pace and tank . only dam people doing this build who can clear uber without taking long are mainly people with 3/4LP bis gear which is what? be honest 25 players? out of what 5k lol? and bet you guys have no issues with the VK or locus builds 1shot uber in 3 sec or any of other 5 builds that do it in 5-10 sec. basically just admit it you guys would rather people 1 shot a uber fight then actually spend 5 mins face tanking it seeing entire fight. you dont care about the fight quit hiding it this same issue POE1 had and devs learned real fast when over 150k there population dropped 3 leagues in row they finally realized that feeling like a god aka god complex was better. aint no wau this games ever gonna grow no way in hell it will ever surpass 10k players hell 5k is a stretch . either way peace back to POE i'd rather take 4 weeks grinding to get my build in spot to tank 99% games Slams then come here and play the struggle game. wouldent be issue if you didnt lock loot behind the fight, but fact you did makes it cringe as only people who do these type fights make broken builds or cheese or go tank route. not my problem now. glad it was posted its being nerfed now i know never waste my time on here. laughable cause 3 people who used this build that advertised it all had items with 3+ LP hell one had a +4 LP RR who the hell gets a +4 LP???? like 2 players in a season? 100% bet devs wont show stats of all these judgment builds and be ohhh ya most the ones who killed fight had god tier rolled gear none yall will ever see in your lifetime they got carried by RNG streamer loot.
🤔 ......... At least, the text wall is too solid so less people want to read.
Samjoko tier crashout
Yah I gave up reading that a few sentences in
I read all of them but no idea what are they want to complain yet. It's unfair because another players can facetank? Or they have bunch of 3lp/4lp uber gears? Or because leech is overpowered? Or nerfed something overpowered is unacceptable? Or you think EHG just don't listen players at all?... I'm lost
Like my interpretation of what Mike said about tankiness and Uber. The main thing is that you should not be able to fully facetank basically everything, there should still be a few attacks you need to respect or be at the risk of dying, for the hardest bosse(s) (once we ger more) in the game.
And i would kinda think the "oneshot" or extreme speed kill builds are likely to see some tuning/fixes to balance out damage somewhat.
usually it takes fewer words to say you're clueless 🍿
Tanking a boss is one thing, completely not giving a shit about all a boss's mechanics cause you don't take fatal damage.. is another... When you're able to triviliaze a ultra end-game boss.. that's not cool, that needs tweaks
The claim about the level of gear needed is provably false. People who killed it during the hardcore (without dying!) race had super achievable gear. Also they most definitely do find issue in builds oneshotting the fight and I'd be shocked if most/all aren't nerfed as well.
Here's an example (It's hard to find peoples profiles without knowing their IGN)
Wudi (12 days after launch) : https://www.lastepochtools.com/profile/wudijo/character/wudijo_JUSTTANKIT2
Both the immolators and sunwreath could've been 2 lp and it would've been totally fine still. That said a 3lp sunwreath is a 3%+ chance on a very common ring, and immolators being around 0.5% on an 18% chance drop, so yeah that's pretty rare but you really don't need what, 76% increased damage? (translates to less than a 10% damage increase, if not closer to 5%).
And yes I know they already left the server.
Oh they left? WIiiiiiild crash out even more-so
it's just funny because 2lp gear kills it in 1 minute if you know what you're doing (you just won't be doing any of the facetanking)
In all my playing of this game, I've seen a total of 3 LP3 Immortal Vise and 1 LP3 Nihilis, including what I saw in global chat. Out of these, 2 of the Immortal Vise, and the Nihilis, were all given that absurd LP from Nemesis. And the same player had two of the LP3 Immortal Vise. This makes me think that Nemesis might have a better shot at giving LP than the initial drop? Is this true?
If not, I've noticed from the Tunklabs site that higher corruption has a slightly higher chance of dropping stuff with LP. Does Nemesis inherit this chance? Someone told me that Nemesis LP chance was worked in a way that the player never has to wait for higher area level (or corruption) to Egg a unique... does this mean Nemesis is equivalent to some absurdly high corruption for LP chance? If so, what corruption?
Thanks! Also none of this is meant as criticism, I'm just curious. Nemesis is awesome regardless of answer.
Can that be changed? For one some stuff behaves weirdly with snapshotting, secondly it still causes bad play patterns where you spend 6+ second stacking up buffs before you start channeling (for example the +spell damage from rip blood and the formosus belt)
Weird snapshotting behavior would be "while channeling" buffs sometimes not working correctly (lag dependent?)
snapshotting can also have gameplay benefits (and i don't just mean "you are stronger", i mean more interesting gameplay) so it's probably not that simple to just come up with a generic fix
yeah some people think it's as simple as a button press of "delete this code to disable snap-shotting forever, and being sure to also keep other ethical means of snap-shotting still working". There's nuance
Egg does not gain a benefit from corruption for LP quantity. It is a static chance based on the item itself only.
The chance to get LP on a unique, given that it is dropping, from an egg is less than that from a drop at high corruption. However, corruption doesn't modify it very much so it is very similar.
Also, I fully stand behind this statement. Tank characters don't need to be able to survive literally everything to be a tank. Tanking is a term that changes based on the game too.
That's pushing the limit at best. We would address situations like that on a case by case basis. This is why I said that I couldn't guarantee if individual nodes or effects would be changed or not. The skill trees on acolyte are part of the Lich/Necro glow up.
On the flip side, do you guys view the kill speeds of some builds on uber abberoth as being problematic or something of an inevitability?
Specifically builds that can finish the fight in under 30-50 seconds and skip most mechanics. As an example, something like timerot javelin or swarmblade
hey Mike, quick question about game balance:
how do you guys deal with "meta bias" when tuning builds?
for example, when two builds are similar in power, but one of them was showcased by big content creators, therefore played by more people, and min-maxed to a higher extent (gear-wise)
it seems the gap in representation between a "fotm" and a "sleeper" build is often quite a bit larger than their actual gap in power (if any), so i'm just curious how this affects development
Hey Mike how did you get started in programming and game development? What advice would you have for someone starting off? I work in offensive security and while I know a great deal about computers and networking trying to learn C++ for example on my own has been really hard, and I can't imagine how complicated things scale to with a game like LE. Any wisdom to share for aspiring folks?
Just small offtopic - if you have issues learning C++, Unity has great tutorials from scratch (https://learn.unity.com/pathways). It is basically build a game type of learning, with additional pathways for learning just coding ("junior programmer" pathway)
Best advice I could give would be to do lots of game jams and just keep making different small games. Even rebuilding existing games is really helpful when just getting started. In college I made my own version of blackjack, snake, pong, minesweeper, space war, etc. and having that framework of the existing mechanics from well established (and very small scope) games helped me focus on learning just the implementation side, which made the journey much more approachable. A lot of game programming boils down to translating a high level concept like a game mechanic or system into a data structure that can represent that, so getting practice doing that with a variety of different types of games helps a lot with training that muscle.
If you're learning C++, I'd suggest trying out Unreal, since that uses C++ and has lots of community support and tutorials. Unity (what LE is built in) uses C# which is pretty similar to C++ and also has lots of great community support. Knowledge gained from one programming language or engine is often quite transferrable to others, so I wouldn't fret too much about which specific language, but try to focus on the underlying concepts (variables, functions, data structures, algorithms, etc). Different languages might look very different and have quite different syntax or features, but at the end of the day, they are just different ways of communicating instructions to the computer to achieve your goal. The main thing to focus on is learning how to translate high level concepts like "the player has health and enemies can damage that" into low level data structures that can represent those concepts.
A little off-topic... I even no idea how to win a game in minesweeper hhhhh
Agent: Come on... Guy?!
why you become UI designer instead of game designer later?
Is there a status update on the bug that causes invisible obstacles on maps ?
literally in the channel name "not support no bugs" wont get much of an answer here
ohh sorry. i could only see ask the devs as info
If I imprint rogue armor will my shaman have an equal chance of finding rogue imprints vs. farming on my rogue?
excellent thank you all
updated info regarding the invisible obstacles bug:
seems to happen when you tab out/leave game focus and use WASD(experimental)
i fixed it but chosing point&click and then chose wasd again.
providing info to whom it may concern/interest
I got my degree in Game Programming, but the job I managed to land out of college was at a web dev company. Frontend dev felt like the closest thing to game dev since it's very visual so I dove into learning that and started to specialize in UI at various web dev jobs. Eventually, I found a UI dev role in gaming and the rest is history.
I really enjoy the immediate visual feedback of UI dev compared to other types of engineering, such as database or server work. I like how when you make a UI code change, you see the effects rather than read them in a log file or a debugger. For me, UI dev is the perfect balance between art and engineering that lets me lean on my strength (engineering) to create what I enjoy, but struggle with (art).
Thanks that's really cool, I think like you said starting off smaller with well known and solid stuff is better. It's hard to get passed that stage of learning bits and pieces and syntax but never getting to the point of tying it all together. Definitely sounds like a very challenging but rewarding job
Ya, it took me awhile to start to see how everything fit together in college. We'd be making calculator console apps in C++ and I was like, ok, pointers and classes and sorting algorithms are cool and all, but how do I use this to make a platformer? Coding is kind of like math where there's so much foundational stuff that seems too abstract to be useful at first, but eventually it starts to fit together. For me, it was remaking those existing very small scope games where the dots started to connect (e.g. when I learned that snake can be represented as a linked list moving around a 2D grid that was a lightbulb moment for me). Keep up with it and you'll have your lightbulb moment too 😄
are there plans to make rogue able to be played as a support class?
hiya - if you ran the whole campaign from start to majasa with a friend would you get any obsidian resonance from spending 4-5 hours together seems like maybe you would?
Not specifically but we do add in support style options frequently. I've played a support rogue before. You're basically giving shrouds through Smoke Bomb, Taking aggro with Decoy, giving Haste and applying a ton of shred and crit vulnerability. You can also do a lot of immobilizing, stunning and fearing to turn off enemy damage. It's not a very traditional support style but it can work.
It's non-deterministic so I can't say if it would or not. That seems like more than what I would expect should be required though.
i feel like heartseeker could be a funny opportunity to cook some support/debuff build
Is there a reason you make obsidian so hard to get? My friend is in EU but we've played together 100s and 100s of echoes, done uber about 50 times and other things and we've had 1 obsidian each, lol seems really crazy. I saw when I brought the game not long ago there is no exp bonus not even a smidgey one for playing together with friends in groups and then for bosses only the host gets loots and only 1 persons timeline advances yet everything gets tons more HP and uber puddles become the new floor is lava etc it almost feels like you're deliberately pushing people away from multiplayer. Would you see any plans in future for changing the sheer crazy amount of RNG for obsidian to a set value or adding in any perks/fun for multiplayer? (Sorry wall of text lmao)
If it's too easy to get it'll be abused for rmt, that's not to say it couldn't be more common than it is now though (I got one in 30 hours per party member when I played with friends at start of season). I honestly think we just didn't pick some up though lmao we were racing and not paying attention most of the time
Cyborg has the essence of it. We had some very early testers who immediately abused the systems when those things didn't exist. I do still think that there is a bug in the obsidian drop rate making it take WAY longer than it should.
Sorry I didn't mean make it easy - just as an example yesterday we played together (you can check game logs) for 6-8 hours, during which time we did 15 ubers, probably 30 troves and I have farmed over 120k amber and a bunch of other stuff and got no obsidian lol - there is a vast difference between insanely hard and too easy, you know somewhere in the middle of where it is now so it might take 3-4 hours of solid game time which is reasonableish vs none in a full day eeep! 🙂
yup
iirc it was mentioned in the past that you need to be within certain distance of your party members to accumulate progress, could it just be people running solo in different directions in echoes which slows down the dropping.
am I remembering completely wrong that it had distance, something like close enough that you get the exp from the monster that friend kills
yes you do need to be relatively close ish to each other but the range is pretty big and I still think that some element of the process is having issues.
Are there a lot of supporter uniques left to do or have you guys gotten through most of them now?
I think we are through a bulk of them. I know there is at least 1 more coming in Season 3
Would you want to continue making them in the future via somehow limiting the amount you make available / have them be rewards for races or something? Or does it just take too much time to make them.
(By you I mean is it something you think would be good, afaik you're not involved in the process right?)
I am sometimes involved in the process. That's how I know at least 1 more is coming. I would love to keep doing them. The hard part is how do you pick who gets to do it. I don't like the idea of making it crazy expensive. I think we should regularly offer a small number of them from different sources. That way we don't restrict it to just one group of players. Maybe we do some sort of rotating challenge each season with a lottery to supplement it. I think the lottery would have to be free to enter and non-transferable or else we might run up against some legal issues (really not sure about that though).
Bottom line is I can see us continuing to do it in some capacity. Not sure what that will eventually look like though.
As a fun tangent to this, with the "working on stuff that won't see the light of day for quite some time" have you ever had a case where some super cool feature/content launched and you forgot you were the one who did the work? Sort of the opposite occurrence from the more common "Sheesh, this code is garbage, who wrote this!?!?" "Oh, it was me four years ago...." 😛
Not that I can think of because as soon as you're done the project it gets released. There was some stuff for Season 2 that was done at the start of that dev cycle that was sitting on the shelf for a few months but the reason this stuff won't come out for a while is because it will take that long to finish. We just knew it was going to be a very long project so we started early.
Could do what MHW does with the recent create a weapon/pendant skin. People create their unique/set items and the people vote for the ones they like the best! Maybe top 5 or 3 get made or something
We've actually done something very similar to this. The void spear is a community generated through voting item.
void spear = lament of lost refuge?
Sorry I'm not sure I understand... You become a UI designer because you think css is integrating codes, what you're good at and art, what you're feel amazing at so you learnt jobs relevant to that.
The order:
- You've graduated from game programming
- You're finding a programmer job
- You learnt web frontend programmer
- You think that's interesting because it's different from programming you learnt (the reason is above)
- You have explored a lot in frontend web designer
- You used what you learnt to find a website UI designer job
- As longer you stayed in EHG, you touched in-game UI as well
Am I understand that right?
Basically yes, but I'm not a UI designer, I just implement the cool things the designers come up with (I'm a UI developer/engineer) 🙂
Also, AgentZero, I'm not too familiar, how many schools are there that focus on game development? I'm only familiar with Digipen in WA.
hah, your job in EHG is provide code support for web designer?
I think there's a bunch nowadays. I went to Champlain College in VT. When I was there they had majors for Game Design, Game Programming, and Game Art.
I work on the in game UI; the website is handled by someone else. I've worked on things like stash priority, inventory tabs, woven echo crafts, woven echo placement in the echo web, etc.
Your job is provide code support for in-game UI? The workflow on game UI is graphic designer design what are they look like then you write codes to support players can interact with them without bugs?
I'm sorry, I don't understand what your emoji means.
Yup!
- Glad to know how to run works come from graphic designers in game/web
- Glad to know what Agent work in EHG
- Glad to listen Agent's story
Thanks.
It's why I never think make a game by myself. Programming just too hard and too boring. I can't accept facing a bunch of codes all day.
But I guess programmers can't understand why artists can have fun from graphics, colours, angles and another visual stuff too.
The difference of different people causes this world looks different for them and the difference is always interesting. Team work is the most powerful way to work due to that, exactly.
are ancestral sabertooth spirits supposed to not scale with any damage multipliers/companion bonuses? or its a bug
They do scale with damage multipliers and whatnot, even the solo companion nodes. Unless something has broken that in a recent update.
There is definitely info/clarification missing from the tooltip either way though.
when did u test? liz tested offline nothing working, dread tested online didnt work either
All I know personally is when I click and unclick the ancestral sabertooth node, my DPS doubles, so it might be getting some of the modifiers, or all of them, or none of them
It's a patch list released for new season?
Check back a week before 8/21
Patch notes for 1.3 and Season have not yet been released. They might be released about a week before for the update. As an example, 1.2 and Season 2 released on April 17 and the patch notes were posted on April 11.
Cookbook tested it a couple months ago, presumably in online though: #🐺┃primalist message
Hey Devs, what were your favorite rpg/arpg games growing up or last 10 years that you feel most influenced you and your creative style?
Waiting for the full trailer for S3 😭
D2 has historically been mentioned quite a lot by the team in this context
For me personally, it's D2 all the way.
There are a lot of people on the team who have different ones. If you polled the whole staff, I suspect that some diablo or poe game would probably come out on top. I also frequently hear people mention a love for Grim Dawn, Titan Quest Hero Siege, or Torchlight games.
Hey I was wondering if Maxroll is correct about the Age of Winter drops, you either get the helmet OR the bow? I have beaten Heorot 9 times and gotten the helmet 9 times lol
Yeah, there's no "pity" system so sometimes that just kinda happens
i killed him once and the helmet dropped so
We haven't officially confirmed drop rates of anything I don't think. We sometimes list relative drop chance changes but don't give exact values. I haven't looked at what they have listed but I would be quite surprised if it was off by much, if at all.
As said, we don't have any pity system so the chance after 50 failed attempts remains exactly the same as the first try.
I choose to believe the gambler's fallacy

I've seen it play out in real time so often.
Can we have a instant txt option on NPC dialog please? I want to read story but sliding(?) text is not my way to go, and when I am trying to make it instant by reflex, it just chooses a dialog option. thx!
The answer to "can x be added" is rarely no. If you'd like to see something in the game please post it in the #1210282176680169562 . Since nothing in this channel gets logged for consideration 
It says I cannot post in there yet, should I just wait or there's another steps to complete?
If you read the top post it explains how to post. You basically choose an existing post for your category and comment under it
Yes, the whole "two common drops per timeline boss" is one of the very few things that have an officially confirmed drop rate: #👨┃ask-the-devs-not-support-no-bugs message
Edit: It's more explicit in the 0.8.3 patch notes
Boss specific unique/set drops
- The two existing non-empowered specific drops are still mutually exclusive, but now have equal drop rates, rather than one being much more common than the other.
how early in the development was it that you decided you want to add full offline mode to the game and was this decision result of player feedback?
It was part of the kickstarter, so very early plan.
How come you guys never ended up doing the 20 level demo? Seems like a good idea at first glance
Is it against ToS if I make some macro to hotkey the reroll button for cof prophecies
I can't approve something like that. If it depends on or reacts to the state of the game then it is NOT ok.
I don’t think it depends on the state of the game. I just click the reroll button when I press the hotkey
I'm not sure if it does or not either, we just don't take strong affirmative stances on things like that.
Do you think you will add a hotkey to that button in the future? That would be a very nice QoL change
Maybe, drop it in #1210282176680169562 to give it a shot.
The logistics of it turned out to not work very well so we cut it.
I was testing Manifest Armor and Forged Weapons with different items that provide damage over time effects and noticed that with the appropriate nodes in the skill tree, MA doesn't benefit from any sources on gear that inflict dot. Is this intentional? I was only using unique items without synthesized affixes.
Not all unique properties can be inherited by MA. You'd need to be more specific as to which are and aren't working. But basically it's not a bug but also not exactly intentional either, it's just a limitation currently.
If a unique legit just has a stat that says "x% chance to apply bleed on hit" and it's not working I'd make a bug report. But if it has some kind of condition or something it's likely just a limitation
I see. I used Morditas with Frostbite Shackles, and Snowdrift boots. I also tested Torkrefin's Hunger alone, and Torch of the Pontifex. None of them gave any benefit for damage over time to Manifest Armor. I am aware of conditions and wouldn't come here to waste anyone's time. They all applied to Forged Weapons without incedent. Even obscure conditional things such as Mehlin's hubris converting Torkrefin's bleed to ignite worked so long as you had Phantom grip with Forged weapons.
Having tested multiple items, none of them work for Manifest armor, all of them having general % chance to inflict X on hit and working for Forged Weapons, I went out of my way to come to this discord and find the spot that said "ask the devs". I'd like to get an answer from someone who knows for sure.
@crude plover I had made a report, but you helped me to revise it to include more information. So thank you for your assistance.
morditas frostbite chance will apply to melee hits
frostbite shackles and snowdrift frostbite will apply to all hits
torkfin hunger's bleed chance will apply on melee hits
pontifex's ignite chance will apply to all hits
This is all assuming that you have the appropriate nodes selected in manifest armor's skill tree. Manifest Armor gets all of those because they are standard stats that could appear on magic items.
Things like torkfin's chance to gain viscera on kill won't apply because they are a special type of stat called a player property.
I'm on a development build for season 3 so bugs could very well have already been fixed but I checked all of the above and they all are working as expected.
@placid plinth I appreciate you taking the time to check. I have all the relevant nodes taken currently and still have no effect, so I'm glad to see that it's already been addressed. Thanks again!
Please do not ping EHG members
#rules 10
@fleet galleon Won't happen again. Thanks for pointing that out. I skimmed the rules and will be more attentive in the future.
Are there any plans to rework set items? They seem too niche and frankly weaker compared to a well rolled exalted item.
Yes
The new set shard crafting system was the 1st step of the plan
As CC that wasnt in CT before, i wanted to ask devs abt offline and ""discovery"". Previously you removed CC from CT like maxroll etc and that put all those creators in the same situation as i am. Right now any creator that is focused on builds and theocrafting is forced to choose on every start of the season: play online and enjoy game with their friends or sit offline for several weeks making builds and content, testing different builds and trying to make their chanels grow. At this point everyone who knows the game agrees that offline is so efficent that its not even comparable and there is no other option for theorycrafting. Why did EHG basically forced us to choose between playing with friends and enjoying new patch and our channels/content?
p.s. I saw so many people whining abt "game eing solved" on day 1 and only 3 out of dozens that i saw were actual CC or theorycrafters, everyone else were just homebrew homies that didnt like that builds are available day 1 when they could simple not check videos/build and enjoy the game
for the devs: next season, will the tombs/cemetery tilesets get expanded, maybe with other colors ?
Hard 👏 hitting 👏 question 👏 time
Any new groles in season 3?
Are there any weightings tied to monsters in monoliths outside of their type or if they are normal/mini-boss/boss? Smaller monsters feel more common than bigger ones in monos but I'm not sure if that's really the case. I saw some % chance for each monster's rarity on tunklab as well 🤔
Regarding 1.3, are we getting any minion uniques? Is there a chance we will get any new minion unique?
Returning player from EA and I was curious if the devs have ever addressed the character models? I'm not sure if it's just a me thing but I always thought the models looked quite "plastic-y". Everything else looks great though I think the environment as improved a lot
Just how close to the trailer release are you? Will we see it by friday?
From Judd a little bit ago:
first draft for the release overview video done as of yesterday. We’re getting closer!
I just realized that people misunderstood what I said on stream about a trailer. Not that trailer.
The character models are slightly different from when we were in EA but largely the same. I'm not sure if the plastic-y quality you experienced has been fixed or not.
I'm sorry, I can't share new information about potentially upcoming content in Season 3.
enemies generally spawn in groups, when we place a spawner of a specific type down, the number which spawn is randomly rolled in a range relative to that specific enemy type. So kinda but in a weird way
I haven't seen any myself yet but I wouldn't be surprised.
Not majorly
wait , we are getting another trailer?
All we ask is the trailer video. 🥺
I don't know when the next trailer of any sort is coming. There will at least be one with the patch notes like normal which consists of Judd doing the patch features overview like normal.
Mean Muffin. Mean! 😂
we were hoping that it would be like the full trailer of S2
As I said on stream, the full details trailer will be coming with the patch notes like normal.
The rework that just happened to the set system was very successful and we have no plans to make major changes to the system now. We will be adding new sets and updating old ones as we go forward with this system.
will the hitbox of werebear form get a little diet? rampage despite having a GREAT concept and modifiers is unbearable (hehe) to use
I'm not sure your hitbox actually changes in werebear form
Can't wait to listen Judd speak with us again.
The video you're referring to is the complete Patch Overview. We're talking about the Official Trailer, that shorter video you guys publish about one month before the season launch date.
i reformulate the question, i said it badly. I meant that the sensation i have while playing werebear form is that rampage gets stuck everywhere and every effect while rampaging get interrupted while the character keeps running in place
Yea, I'm also confused about that one.
oh, I thought that got fixed in Season 2, if you're still experiencing it, please send in a bug report to get fixed. I don't have details on if it's been worked on for Season 3 or not.
We were waiting for the S3 Trailer where it previews whats coming in S3 : Necro rework , primal uniques , new npc , etc ...
I don't really have any more info than what we put in the announcement which is essentially what you've put in the post script. We got a lot of feedback from players that they didn't like having the game being solved. We are aware that this is inconvenient for content creators and that's why we invited so many to the CT program in the first place. As usual we will keep a close on on the feedback from everyone and adjust as needed.
they still seem plasticy to me like maybe their skin reflects too much light. Maybe its just me though if this hasn't been a resounding complaint
why does throne of ambition last too short to stack it on boss and keep the stacks when harbinger spawns?
If it were longer then it would remove the pressure from the mechanic mid fight. That's probably more important than having it persist through long pauses. Rebuilding it isn't unreasonable and they are 2 distinct boss fights so it makes sense to have to start those stacks back each time.
Judd did say this a couple hours ago but I'm assuming he's talking about the overview video that comes with the patch notes in this comment, and not an extended trailer like we had for 1.2
Yes, I think that is the source of the confusion around this. Judd was talking about a different video than OP was asking about.
So the trailer comes out today? 😍
We still getting Interview Week? 😂
That's up in the air at the moment.
Whoops, my bad lol. Yeah, no clue when the trailer will come out. I think people assume that there will be one since there was a teaser released and for S2, the teaser was just a short clip of the trailer.
Right, there were essentially three videos we had for s2, the initial 20 second one, another 2 minute one (give or take) and then the Overview video right before launch
Oh I'm dying to play a minion build without snapshotting. I know there were discussion about it but are there any plans about it in s3?
:(
So no trailer yet.
Plan is to have it removed in s3
omg thank you! made my day so much better
hey EHG, i have a question regarding dps balance between god geared zhp specialized glass cannon builds and just regular builds for the same skill (they can also use good gear, or not)
as of now, a dedicated speedrunning build can often get 3 or 4 (or more) times the damage of its generic mapping counterpart. is it something that you're fine with (getting massively rewarded for specialized gear investment and the constant danger of getting one shot) or would you rather shorten the gap?
edit: bonus points if you can give an example with uber kill times that you would consider 'well balanced' with a glass cannon vs a tanky build
Sorry, this is going to be a nothing sandwich of an answer.
When balancing the game, we look at many points along the power curve and will frequently make changes which target different points on the progression curve. We don't have fixed kill time expectations for individual bosses. It's often done on more of a feel basis. If the fight is dragging, we need to figure out why. If players are trivializing the fight, we need to figure out why. In general, I think it's a good thing that players have the opportunity to get rewarded for especially clever solutions to problems.
Mike, do you have the link of the build of your marksman in Friday's stream? I mean that fire dagger one. (throw damage you're running I guess)
might have very slight changes but this is essentially it: https://www.lastepochtools.com/planner/Qe6eMmnB
:white_check_mark: This character build is verified
Tombs of the Erased / 1.2.5
Rogue (24) / Bladedancer (15) / Marksman (53) / Falconer (16)
▸ Health: 1,578, Regen: 22.44/s
▸ Mana: 157.58, Regen: 9.04/s
▸ Ward Retention: 54%, Regen: 0/s
▸ Attributes: 11 Str / 38 Dex / 27 Int / 11 Att / 19 Vit
▸ Resistances: 141% / 130% / 115% / 77% / 74% / 100% / 93%
▸ Endurance: 102%, Threshold: 576
▸ Dodge Chance: 19% (596)
▸ Armor Mitigation: 21% (772)
▸ Glancing Blow Chance: 61%
▸ Crit Avoidance: 169%
Cinder Strike / Shift / Smoke Bomb / Shurikens / Heartseeker
so you have 2 attack akills, cinder strike and heartseeker?
I don't actively use cinder strike though, it's just there to buff burning daggers
Any plans to give player temporary set of gear if they swap from 1 faction to another one? I know there are vendors and means to get gear but if you going from CoF to trade you don't have much gold to gamble at the vendor
No, switching factions is a fail safe release valve that we don't want to encourage. The level of gear that we would give in that situation would be kinda pointless because not everything gets tagged and you're likely either far enough into the game such that you'll have lots of gear options anyways or you're early enough that skills can kinda just take care of everything for you.
If you would like us to consider adding something to the game, you can add it to #1210282176680169562 for consideration.
hmmm that makes perfect sense. As a game dev myself I really appreciate a "this is not our vision, ain't happening" and I respect that :3
I do really like CoF and I would of wanted to see an easier way of managing prophecies and not just roll for 3 hours but you already addressed that something would be done about it in one of your streams so that's great.
I don't mean to close the door completely. We just don't have any plans to that effect right now.
Yea, I understand that. With new season comes new mechanics, potentially new avenue of gear (targeted or not) and so making a drastic change like that (which in some cases could be abused for the high end players) would just cause more work down the road I guess. I was mostly coming from a perspective of a casual that loves to experiment with new builds so it's easier to just buy the item instead of relying on COF.
Yea, managing both in the game is tricky but it's what we signed up for so you're right we do need some creative solutions to the issues having both brings up.
emmmm ok I find where looks odd. Flaming fury just reduce mana cost from last node, molten arsenal... Which mean it's not useful enough 
Ok posted my suggestion. Thanks for Mike's inspiration, I never find this issue without the link :)
Will be there be juicy teasers for tomorrow?
I've asked but I don't know what I'll get yet.
well i think the last sentence is at least somewhat comforting 🙂
unrelated question, near S3 launch will you guys release more uber stats (or seasonal stats overall) similar to what you did a couple weeks after launch? like uberroth's KDA, most ubers killed by 1 player, etc, would be so interesting to see over the whole season!
We are still working out the best way to do more with that. I really just want some public ladders for it.