#👨┃ask-the-devs-not-support-no-bugs
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What proportion of quantitative and qualitative metrics are used for balancing Last Epoch? Are these evenly distributed between early and late game or are they skewed towards one end (and which end, if you can say)? Examples would be rad, but I understand you may not want to set the expectation that any example are the only balancing mechanism.
So is it the case that this stat line is intended to not work with the Javelin skill then? That's a huge bummer if true :(
Edit: I love javelin and fell in love with this unique when I saw it in the primordial shop, I love constraint builds a lot. It would be sick if it's supposed to work with javelin but if not, it's a sad day for javelin enjoyers 💔
Does anyone know if Bloodkeepers nest is broken? Doesn't seem to be producing any bees.
If you have 80%'Inc Lynx effect you get 5 x 1.8 = 9 Flat Crit
It depends on how much Flat Crit you have
5 flat crit > 10% Total Crit
25 flat Crit > 50% Total Crit
50 Flat Crit > 100%Total Crit
Ok thanks
I would have to double check to be sure but it would be pretty easy to test if you have the pieces already. (On mobile at the moment)
I don't think it works because the bonus stats from the spear would be considered another source.
Does last epoch have accessible log files that might indicate what caused a crash, been having it crash when interacting with my stash quite a bit and curious if there is something I can look at or not
I'm sorry but I can't give you any specifics for this. If I was to guess, I think it would skew late game.
You can look at your local log files. They are in the same folder as your graphics ini file and offline saves. Path is available on our support site.
You can't see the server logs if you're playing online.
!support
Anything we can help with? We've support articles and a contact form at https://support.lastepoch.com/.
do you know if the dev team is thinking about the possibility of making character self found group play possible? Me and my buddy love making alts together and we love bascially going from scratch every time. It is annoying though bc there is no way to get around certain permanent account things like keys, monolith completion xp, rep, etc. without going character self found. However if we do that then we can't play together.
We don't have any plans for this. Closest suggestion I've seen so far is a private league option. If you'd like us to consider adding something like that put it in #1210282176680169562 in order to be catalogued.
It snapshots when you enter form. You just need to leave and return to spriggan form and it will start working.
I, for one, would support a hard cap on LP a unique can reach. Thank you for the thorough answer on identified items!
There is a hardcap of 4 LP on every item and rarity of LP effectively does cap LP on a per item basis
Care to explain why I am wrong?
You're technically not wrong. But the whole point was that the effective cap from lpl isn't perceived as such by a lot of people. Especially those who could actually conceive of going above it. Which is why an actual cap would be nice
Not sure I really understand what difference that would make but fair enough
Are you saying that for example, someone can never realistically expect to get a 4LP Red Ring so there they can't conceive of it, so it makes sense to cap it at 1 or 2LP?
Hello there, is dreadshade inteded to be replenished/recasted after map change whilst in campagne or echoes? I've been playing Necromancer this Season and use Dread Shade on my Bone Golem and after every Map change, I need to recast it on my Bone Golem.
It won't be that way in echoes, but you'll have to deal with it during campaign.
Thanks for answering
it happened, IT HAPPENED! "Blood Spirit's Large Immortal Idol of Life" dropped, was afraid they got deactivated
so they do exist... 😎
Is it possible to make CoF Prophecies to appear as quests in the future updates?
If you want that, please post it in https://discord.com/channels/368953963267096586/1210282176680169562
Thank you, I did just that 😄
what is the process about items/skills balance when you add new items, skills, interactions...
some outliers feels way overpowered this patch and completly trivialise the game, while a lot of build feels "right".
No judgment whatoever, just really curious how you approch those kind of topics
Hi, just ranked lvl 6 in MG and did not receive Black Market token? Is it a bug? Or we pick it up at some vendor?
hello! one question about a weaver tree passive and nemeses:
the passive "Warden of the Dead" makes nemeses that are inside tombs or cemeteries 100% possessed if maxed out - does this possession increase the chances of eggs to grant LP instead of a random enchant? since it makes the nemesis harder, it raises the chance for LP? 🤔
Yeah it doesn't work with javelin, I guess my question was more-so whether that's intended functionality. It seems off to me that Javelin wouldn't be considered when creating a mechanically unique spear, given Javelin's thematic and gameplay ties to the Spear item-type.
I posted in the Suggestions forum, IMO the text on the item should be updated to the way you phrased it, or the item should work as one would expect with Javelin.
Anyway, thanks for being so responsive here! Super cool to see all this interaction with community questions!
Things like foe cleaver in rive won't work either. It's just how unique properties act in the game currently. If it did work with javelin it would be an outlier.
Effects like that are pretty straight forward, they look at the stats on the item and that's it. They don't know what "stats on this item..." Means, they can't look back at the items other stats and apply the bonus or do anything else fancy. Hence why so few (if any) unique properties actually function for things like manifest armour and forged weapons. As well as foe cleaver and javelin and any other nodes that look at an items stats.
However they had said in the past that they do hope to change this. Especially when it comes to forged weapons and manifest armour but it would likely result in things like javelin and foe cleaver also benefitting.
TLDR: It is intended, but it's something they've mentioned wanting to change in the context of other similar interactions (not javelin specifically, but it would likely be a systematic change, causing things like javelin to also be affected).
Here are some relevant snippets I found with a quick search, nothing to dispute anything you or I have said, just for some additional context:
#👨┃ask-the-devs-not-support-no-bugs message
#👨┃ask-the-devs-not-support-no-bugs message
#👨┃ask-the-devs-not-support-no-bugs message
Looking at other items for examples of this kind of effect, Eternal Eclipse is one that jumped out at me. It's wording seems to be pretty clear that your next attack gains a benefit that isn't a direct damage stat on the item. Even foe cleaver itself says "Effect of damage stats on a 2h weapon" I can understand how more niche damage stats would not count.
But the very specific wording on Harmony of the First saying that "all stats on this item are increased" makes me think the item itself is benefitting from it. I don't think it's crazy to read that and think that one can safely assume that it should impact the items stats. It's just a text clarity issue for me.
Anyway, that's all I'll say on the matter. I get that it doesn't work, now, and that's how the current implementation is intended to be. I made my suggestion. I'll move on with my life :)
Are devs ever going to consider materials becoming gold-pickup style? I'm playing this game even longer than Raxx, and he always asks for it 🙂 Also, I find it astounding that I have to stop to go back to a mis-clicked bunch of mats. How many times we've asked for this feature to be optional even. Every other arpg has this, why not LE? I would even PAY for a pet that can pick up materials!
As I understand, It currently works like this:
The unique property of harmony that says "All stats on this item are increased by (16 to 20)% per equipped non-idol magic item" don't actually affect the item at all, it affects the stats the item gives to your character specifically. An example would be:
- You have a harmony with a 20% roll and 5 magic items, causing the unique property to give 100% of the items stats.
- You have 50 added void damage slammed on it.
The harmony of the first won't actually now have 100 added void damage on it. Your character just gains 100 added void from it. But the item itself still has 50 added void. As in it's only when the stats are applied to your character that they get the bonus, but the item itself does not care about the unique property, hence why for example it doesn't just say 100 added void on the item. So whenever a skill, node or whatever else looks at the item all they see is 50 added void. The unique property is not a stat and as such it just doesn't work on them. The skill don't "equip" items, they just yoink the stats and that's it. So even if they did see and understand the property they'd be like 100% of what items stats, all I have are stats, not items.
This reply is mostly for future use since a lot of people ask about harmony.
They don't currently have any announced plans to do this, especially not through paid pets. And also every other arpg does not have this. If it's something you'd like to see please post it in the #1210282176680169562 . The more people ask for something the more likely it is to happen.
I posted it multiple times on the website, with upvotes, and last season under suggestions. I'm almost giving up on it. It's the single thing I would love to have, by FAR - like a 1000% over anything else for QOL. And it's so easy for devs to give it as an option.
Well yeah, people also asked for being able to filter specific uniques and lp/ww for a long time and eventually that did happen when the devs felt it justified. Just because something is wanted doesn't mean it'll be implemented right away, the longer a suggestion has strong support the more likely it'll be to get implemented. So far they've given us a larger "siphon" radius, a larger pickup radius as well as making materials drop less frequently but in larger bunches to "concentrate" them iirc. So to me it seems they've been trying to find a middle ground. But the more people keep pushing the more likely it is they'll give more ground or outright implement auto pickup for them. Obviously nothing is guaranteed though.
OK thanks for the response. I think Mike once said it's not gold-pickup-style because the game should be more immersive. Agreed. However, after 500 corruption, players are far beyond immersion and want to map fast. So maybe it can unlock after 300c or something. Anyway, thanks, maybe I'll go on a world tour to promote it 🙂
No, it does not affect empowering
Hi Mike, so there's been some questions regarding conversions, their order and so on. So I wanted to clarify something since I understood it one way from a previous answer but it seems it still works the same way I thought it did from more recent answers, I probably just misunderstood what you meant.
First comment:
#👨┃ask-the-devs-not-support-no-bugs message
In this one I got the impression that conversions are now stats that can get passed down to skills, subskills etc. And that all the conversion stats apply locally for the skill, subskill etc at the same time. Obviously equipping an item that converts let's say all your ignite chance to frostbite would reflect that on your character sheet and as such your characters stats that you pass down. But I would have still expected the conversion to get passed down to skills for the sake of local chances of igniting to also be converted for example.
So from this as I understood it the source of the conversion stat doesn't matter from the perspective of the skill. So for example if I have:
- An item with the conversion stat A -> B
- A passive node with the conversion stat B -> C
- And a skill tree node with the conversion stat C -> D
A, B and C would get converted to D. And even if the conversions from the item and skill tree swapped (as in item has C -> D and skill tree has A -> B) or any other combination, nothing would change since the skill sees all the conversion stats at the same time and just applies them. This does raise the question of how a loop like for example the meteor champion affix (bleeds converted into ignite) with something like the new carrion gloves (Ignites converted to bleeds). If they all applied at the same time there would need to be a default "priority order" or something, like how some effects that assign a damage type take the priority of lightning -> Fire -> cold -> physical etc in the case of a tie in the condition.
.
Second comment:
#👨┃ask-the-devs-not-support-no-bugs message
In this comment you say that item conversions always apply first. So I guess my question would be, are they passed down to the skill and then prioritized by the skill over other conversions including its own, or do they just not get passed down to the skill at all (I'm pretty sure they do) and only convert the stats on your character, and not the ones in skill trees.
My guess would be the prior, that all conversion stats are passed down and then have the default priority of items -> passives -> skill tree. But that would kinda contradict the first statement, since now if the item says B -> C and the skill tree says A -> B, and I have lots of chance to apply A and none to apply B. It would first try to convert B(0%) -> C (Item stat), and then convert A(x%) -> B (skill tree stat), Having me end up applying B and not C.
Hopefully this makes sense, I think I might have gotten lost in the sauce writing the question myself xd. And sorry for the super long question, I just wanna make absolute sure I understand it correctly so I don't spread misinformation lol
The level of intentionality in pickups is a gradual scale that needs to be carefully considered. On one end we have situations where nothing is filtered at all, nothing is identified and nothing is auto-pickup. At the other end of the spectrum we have a system where you can define a loot filter perfectly along all axis and it automatically enters your inventory without even hitting the ground.
The perfect system for LE is somewhere between those two extremes.
I do not believe that it is generally wise for us to move the system towards the former because players become accustomed to the easier way and would be frustrated with the "regression". This means that we need to be very careful with any movement towards to latter as it is essentially irreversible.
I personally believe that the act of seeing items drop on the ground and deciding to go pick them up is a positive experience. I like looking at loot on the ground. This is probably not an experience that everyone enjoys. Because this is subjective, no matter what we chose to do, some people will enjoy the system more than others.
There is a point where you are forced to pick up too much stuff and it becomes tedious. In attempt to normalize the frequency which you need to pickup crafting materials, they generally drop in clumps, naturally highlight rare options, and all nearby materials pickup together with 1 click.
The best argument for auto-pickup crafting materials that I've heard is the fact that they go into an infinite storage location so you always want to have them. The only decision point for picking them up or not is if it is more efficient to keep moving and killing or if you have time to go out of your way to pick the potentially non-valuable items up.
Making 1 small change like allowing mini-pets to pickup crafting materials might seem like an obviously positive change, and it might be, but I do not think it is so clear. Let's consider what auto-pickup of all infinite storage items would mean for a moment here. At very high corruption, you're picking up the odd item that might be an upgrade and a major part of the game is almost completely removed. With how strong the loot filter system is, infinite storage items make up a massive portion of the items that you are manually deciding to pick up or not.
We could hypothetically have a mini-pet auto-pickup gold and common crafting shards. This however does leave large portions of crafting materials that would still need to be picked up and with the amount of piles that include one slightly more rare version and the vacuuming system that is already in the game, the total click count would remain pretty similar. You just wouldn't see as much stuff dropping. I think this would be a net negative for the game.
An extreme example of this that I would have encouraged people to look into was Magic Legends. The game failed for a few reasons but I think a major one was the way loot worked. It was all auto-pickup and you didn't even see it on the ground. It almost didn't feel like it existed.
This is a topic that we discuss fairly frequently. If you feel strongly about it and would like us to make changes to it, I want to encourage you to keep discussing it and posts in the suggestion channels and talking about it with the community are constructive. As new item types get added, as the dynamics change, we might change our minds on this one. We don't have any plans to at the moment and last time it was discussed, it was a pretty clear decision as we are fairly aligned on this one.
Can I pin this? for future reference :P
Just to clarify, are we exclusively talking about effects which only convert ailments and nothing else?
correct, only ailment conversions. Would be nice to know if the same applies to damage conversions as well though.
Damage conversions are not stats and are singularly picked by the mutator and have explicit override orders. Items are (almost) always prioritized over skill/passive options.
Makes sense, so the Maelstrom into necrotic boots would override the cold to phys node. I'm with you on that
yea
The ailments are a whole other kettle of fish and I need to do some digging to get perfect information. From what I currently understand, all of the item based conversions should happen first then all of the non-item ones should happen after that. I think that this is the only way they can chain. I need to test it to be sure that everything follows this pattern though.
So you're saying you think this holds true currently right?
" My guess would be the prior, that all conversion stats are passed down and then have the default priority of items -> passives -> skill tree. But that would kinda contradict the first statement, since now if the item says B -> C and the skill tree says A -> B, and I have lots of chance to apply A and none to apply B. It would first try to convert B(0%) -> C (Item stat), and then convert A(x%) -> B (skill tree stat), Having me end up applying B and not C. "
(realized the image sucked lol)
This isn't a gotcha with the contradiction line btw, sorry if it seems that way
yes, that's what I think happens
if there is a situation anyone knows of which contradicts this, I am very interested to know
Yeah I'm about to see if I can find one 😁
Yup seems to work in the item -> passive -> tree order. (Tested with chaos bolts converted into bleed with hubris gloves(bleed into ignite) and ended up doing bleeds)
And how do those "gain X% ailment chance as ailment chance per second" effects fit in? Last I tried them, they seemed to apply before conversions maybe?
I don't know. I would expect them to work after conversions but I'd need to test it.
But then wait, How come something like AoD converted to phys with hubris applies ignites and not bleed?
Wouldn't it be bleed -> ignite (item) And then poison -> bleed (skill node)?
So I should end up with bleed, but I end up with ignite
and there is an exception. AoD might not handle things the same as normal
hah, that's exactly what I got smacked on initially 😁 (I was still wrong in some ways though since I guess I kinda said that the item conversion wouldn't apply to ailment chance in skill tree's, which it does)
#👨┃ask-the-devs-not-support-no-bugs message
#👨┃ask-the-devs-not-support-no-bugs message
is there another skill which has a -> bleed conversion to test it with
I'll check if I can find others
Ghostflame is the only other example I can find where it's not a node that's converting ignite to bleed but something else into bleed. And it ends up doing bleeds.
So it seems AoD is the only exception (for hubris) as far as I can tell.
There might be more exceptions outside of bleed to ignite using hubris obviously
Yes, like the new gloves that convert way more stuff
Glyph of dominion or disintegrate might work similar to AoD? Since they're also skills that apply ailments per second instead of on hit
Yea, the per second is very likely the cause
Okay I'm a little less confused about conversions now 
Would you say that AoD is a Unintended or intentional though? since it seems like an exception to the rule
or would it just become a rule that per second ailment application doesn't work the same (if other similar skills work the same)
We need a better term for bug vs intentional because it's probably doing what it is expected to do but I think that if I brought this up at a design meeting, we would likely agree that the intention would be consistency.
you're right, just because something isn't consistent doesn't mean it's a bug
ah wait the new gloves can't have an exception since they apply to everything lol
Like I can't "dodge" their conversion by converting something they don't convert into something they do convert in the tree like I could with hubris.
Yeah I don't think it's possible to test glyph, disintegrate or any other relevant skills currently. Since we don't have the items / skill tree nodes needed.
So ghostflame and AoD are the only "testable" skills that apply ailments per second. Ghostflame acts like any other skill while AoD is different.
I have infinite queue screen without count. I'm from Russia. VPN is off. It's probably provider issue?
Maybe, I'm not familiar with the specific issues. You can open a support ticket if you'd like some help.
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Anything we can help with? We've support articles and a contact form at https://support.lastepoch.com/.
Sorry for adding more discourse in this channel but I was testing this last night for a build idea and I’ve probably missed half the convo here but from what I could tell I was getting Ignites from all the “hits” inside the AoD tree like Poison Bolts from Fester but the base physical conversion was always doing bleeds. Which is why it looks kinda wonky while wearing Meteor Champ affix or Maehlin’s.
Chosing My T7 affix to be come primoridal will roll random range or within same range of that affix?
Random unless you also use a glyph of order with it
Ohhh you're totally right. So it's only the self afflicted Ailment that contradicts the rule, AoD is still applying bleed to enemies with hubris
I have a rough idea of how self inflicted ailments work from items but not from skills. But if it's the same as it does with items then it makes sense to me why it would apply ignites
This no longer holds true I guess (It used to in the past though iirc). Self afflicted ailments do get converted now (like with bleeding heart or bloody nib, And I guess AoD now too)
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Afaik Both Bleeding heart as well as bloody nib kinda use a "skill" to "hit" the player to apply an ailment, which is why in the past you could trigger some on-hit effects using them (they've all been patched afaik). It seems AoD works similarly, it seems to be using some kind of innate function to apply ailments to your character without them scaling with anything. I guess the change to ailment conversions made them apply to these innate "skills" used for self ailment application.
Like what I'm guessing is happening is that Physical AoD is "casting" this innate bleed "skill" which isn't a sub-skill of AoD, but instead something closer to Fire aura or Shadow daggers, which makes it able to be hit by the item conversion after the skill conversion has happened, because as far as the innate skill knows it was never converted by AoD, it got casted as the bleed variant (which has been converted to ignite). Obviously just a guess tho :P
Hi, shouldn't we receive Black Market token when we reach lvl 6 of MG? I did not received it
Ailment chance per second stuff just outright ignores ailment conversions.
I tested with chthonic fissure - with both the default ignite per second and the bleed per second conversion, Maehlin's has no effect at all. It doesn't convert bleed chance to ignite chance to apply to ignite chance per second, nor does it convert outgoing bleeds to ignites (and doesn't disable your bleed per second by converting your bleed chance to ignite chance first, either).
Edit to add: This is consistent with AoD's behavior, and I just tested ghostflame and it's the same as well.
"I personally believe that the act of seeing items drop on the ground and deciding to go pick them up is a positive experience. I like looking at loot on the ground." - I agree with this fully. Thank you for the comprehensive discussion on this point, Mike. The minor difference in subjective experience here is that I would like to see loot (based on the best filtering system in ARPGs) and then go pick it up. However, I would like to see materials as well, then go towards them and walk over them (I do see the risk of materials getting auto-picked though, if they fall next to you). Some people want to click, and others want to walk over them. Why not just make it optional? Customization is what you have given us in copious amounts, yet this one remains firm. I do understand your stance, but I will ask gently about it in every upcoming season as I am a huge fan of the game. Well done on the seasonal improvements.
Test AoD without any conversion with the new primordial gloves
Because all the examples we have currently with hubris would work the same even if they did convert because of the conversion order afaik
I'll see if I can test it
yup
carrion covnerts unspecced AoD to bleeds on enemies (as well as on myself)
Basically self afflicted ailments don't care about the skill tree conversion, that's why the AoD self inflicted ailment doesn't seem to respect the conversion order, Because instead of converting a poison skill into physical (after item conversions), it's just casting a physical skill (which then gets converted via hubris), which is acting like it's not a sub-skill but instead like spark charges or whatever it seems to me.
In the fissure example, its "base effect" is converting ignite on hit to ignite per second. Converting bleed to ignite with Maehlin's does not allow you to apply more ignites by stacking bleed chance, which is counter to the items -> passives -> skills rule. Same for the outgoing bleeds when you take the bleed conversion, Maehlin's doesn't disable your bleed stacking but also doesn't convert the outgoing bleeds.
I might've misread what you said about AoD earlier, thought the conversion didn't work for the aura - but AoD's aura would then be the exception to the rule. (I guess AoD is actually not technically applying an ailment chance per second effect, but is instead like warpath popping little 'novas' at an interval)
How is Overkill calculated? Do things like remaining ailment stacks count?
hmm you're right lol
WAIT
hubris doesn't convert your bleed chance to ignite in the character sheet
which is what i'm guessing the skills look at
Hello, I like the recent update on CoF differentiating between general vs specific (Example, Armor and Body Armor, another example is just Idol is blue while specific ones are yellow) have yall thought of one for just Runes over specific ones? Also any plans for a CoF Filter and a Reroll Keybind?
Umbral Blades display Fire Damage type instead of poison in the Character Screen, this something y'all planned or just visual bug?
Pretty sure it's just the excess damage for the damaging event that led to the kill, so extra ailment stacks wouldn't be considered and if an ailment caused the kill, the overkill would just be the rest of that individual tick, not the entire stack.
This is right. It is important to note that dots are combined into a single visual tick whereas the actual damage ticks are much smaller and much more frequent so the overkill damage from a dot tick will be much less than expected.
this makes me curious now
is the big cosmic wave after abberoth's starting slam a dot or something that hits a bunch?
It can do fire damage using Explosive Blades, so I assume that's why it has that icon even though it's not a conversion. The poison icon not being shown seems like a bug to me. Always feel free to report anything you think might be a bug in game with F8 or by holding start on controller.
I believe that ability is "Absorbing Chaos." It's a big phys/void hit followed by a big phys/void DoT (both called "Timeshattering Slam"). Each are very nasty to take damage from.
https://lastepoch.tunklab.com/npc/Aterroth
How come by the way? That hubris doesn't convert your global chance to bleed on hit in the character sheet that is.
Is it a consequence of it being changed into a stat that gets passed down now? So it felt redundant to apply it both to your character as well as the skill instead of just the skill? Seems like it's causing issues for things that rely on your global chance of applying said ailment.
Or did it never convert the character sheet stat and I'm just tripping
+1 this.
I don’t think Hubris has ever hit the character sheet. But I am curious about conversion rules and how they apply to things that read your global chance such as witchfire passive, which I’m 100% sure doesn’t currently benefits from Maehlin’s or the Meteor Champ convert.
(i’ve ran out of offline legacy gold to test all my dot activities lmao)
Is there "breakpoints" for corruption like 300, 500, 1000, or is it just "higher number = more/better loot"
Higher number better loot. There are some breakpoints for some of the shade uniques to even drop but that's about it
I thought 1000 corruption was the breakpoint there (e.g. you still get increased xp/items past 1000 but it slows down dramatically compared to pre-1000)
cant make a bug report and searched and there was no post so just sayin when i try to TP to soulfire I crash on loading screen. have a screenshot of the unity error. dev can DM me
There're a few breakpoints like that but those are only for the xp modifier and don't affect things like lp or ww. Plus nothing really happens if you're 1 corruption below or above them do I'd call them soft breakpoints at best
When you open the game again, you can press [F8] to bring up the in game bug reporting tool. Please submit bug reports via that method.
ahh perfect. thx mike
Is the mod 'current health % lost per second/missing health gained as ward' modifier when on Julra's obsession supposed to not work with minions? the expanded tooltip only says attributes have no effect. was planning on low lifeing my minions to get the bonus effect from dreadshades but the stat isnt transfering
they are both player property stats and do not transfer to minions
okay thank you
Might be a stretch for asking but anyway could a Dev look into a ticket? 🙂
With truesight glass, if you have 120% crit chance and have 10 stacks of crit vuln on an enemy (20%), is that equavalent of having 140% crit chance and therefore getting the 300% bonus crit multi at the maximum 40% rate?
When equipping sulorons steps - the crit multiplier - that should change the number on my char (c) screen right as theyre an item?
Is there plans for a creative mode separate from online play where you can spawn items and try builds?
Does making Aura of Decay Physical make the Incoulation node reduce Physical damage by 5% a point, or bleed damage by 5% a point
It should according to the tooltip
It would, if melee crit multi was a stat on your char sheet, but it's not so no you won't see it.
No plans
hey mike, quick question about the team's vision on the future of the endgame progression curve:
is there any desire to ever do something like intentionally implementing a lot of powercreep along with harder (and more rewarding) content to challenge it, or are you trying to keep it down as much as you can and stay close to the power level that we have now? or is it not really a question that comes up when designing content?
oh of course melee/throwing vs global, duh!
I noticed that abyssal dispersion is not working correctly. Are you planning on fixing it?
We plan to fix all bugs. If you find one, please report it using the in game bug reporting tool so that it gets added to the triage list. Press [F8] in game.
I'm sorry, I can't really give you high level directional stuff like this for future plans. Mostly because it could so easily change that it wouldn't really be fair to anyone who read it. But also just that the question is so broad that any even remotely reasonable question that starts with "is there any desire to ever..." would be a clear yes. We debate points like this and at least someone on the team would have at least some inkling of a desire to do it. So a very murky maybe is the best I can do.
I'm sorry but we don't do that here as it would set a bad precident and the channel would be flooded with requests like this. It's part of the reason why the title of the channel includes not-support-no-bugs. I'm not sure which sort of ticket you have made but if you need to talk to someone directly you can DM modmail. This is the same as opening a 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/.
physical damage
Physical damage over time* (which is Pretty much just bleed) @stark kite
The node doesn't say over time. Unless the tooltip has a major error, it reduces physical damage taken.
It reads: "You take less poison damage while Aura of Decay is active (multiplicative with other modifiers)." Which should convert to less physical damage taken.
Would be insane to get 20% phys dr from one node
Is there some more in-depth info about the syntax of the stash search regex? can't find it covered anywhere and that's a bit sad
Oh heck. I guess I have 0 reading comprehension. Sorry about that.
They're kinda buried in patch notes
when will we get chat with your stash?
awesome. thx guys. Only flaws i've found so far is search length of syntax(30 chars) and that in includes implicit
when will stash be fixed? i dont want to wait 1 min everytime i transfer 1 item, honestly not that keen this season because of this problem
I understand! Worth a try!
Would it be possible to let us wear in-game items as cosmetics ? I have a cool body armor piece that I'd love to wear, but can't use it.
a transmog system is coming at some point in the future
Nice 🙂
Was there a Patch recently or smth? My Ancient Beast Caves Maps no longer have fog or is that a bug?
if you are talking about the minimap fog of war, sometimes that doesnt reset properly. though its not really a super impactful bug either way. there has been to patch since 8/28
ah ok, just was worried i could get in trouble for it so I thought might aswell report it straight away xD tyvm eagles
#📚┃off-topic message
I want to ask about totem issue because I'm not sure why EHG mentioned "online mode" especially.
THANK YOU FOR MAKING RIFT BEASTS BETTER! IT SAVES SO MUCH GRINDING MATS 💯
With the new update that allows beasts to drop the items that were purchase only before, dose that mean they can also drop Runes of Evolution? Or is it only the actual unique items?
Is there a public Last Epoch API? How are the tools like lastepochtools or maxroll pulling the info for planners? Asking because I'd like to make my own loot filter generator, but these XMLs are a bunch of ID's that mean nothing without the metadata.
great patch! apparently there is a new bug with cemeteries - markers and entrances are broken somehow
Just the uniques
Kinda, we do have an API that has limited access in beta right now. That API however doesn't have any of the information you're looking for. Sites like LETools and Maxroll are datamining the game files manually to get that data.
A thing happened during Majasa fight, I was on orbit hammer throw, just pre spamming the hammers whilst majasa was spawning, then this mini hp bar appeared, instantly died and majasa died aswell, (both phases in 1 hit) I tried to replicate but didint manage to do it again. Is this known ?
Fix the EU West Server plz
Please do not post bugs here. We don't take any information for bug from here. Please use the in game bug reporting tool [F8].
sorry 🥲
It will be known if you use the in game bug reporting tool [F8] please.
Probably because whatever the issue was, was happening in online mode.
Not quite sure do it count as online if I play a offline character with connecting server...
no
What is the Problem with the EU WEst Server. ?
Can I slam a promordial T8 into a legendary?
Are there plans to include item/drop/skill data to the API at some point?
no
no, sealed affixes are ignored by the process
I don't know of any problems with the EUWest server. From what I have heard in posts here is that there are some ISPs which are not happy with the server and they throttle the connection until they are contacted by their customers.
All Primordial Uniques that could previously only be purchased can now also drop from Rift Beasts. This chance scales with the number of active Evolutions, and scales slightly with the number of materials that the Rift Beast would drop that are also in the Unique’s vendor cost. It’s also increased by Corruption and the Circle of Fortune rank bonus which increases the chance for bosses to drop their specific rewards.
Does the CoF rank bonus change also apply to Evolution's End?
It can't cause 2 to drop and it always drops 1 so it can't increase the chance for the item to drop.
Yo mike, could you guys maybe consider having some sort of "Transmogrification" aka "Glamour" system (Armor Visual Overlay) in the game? If not for all items, at least the SETITEMS would be dope since the design on some of those are genuinly awesome?
it's on the list
HELL YEAH ty for the headsup 😄
Isn’t it in your interest to clarify this with the ISP so that you don’t risk losing players? The issue has existed since the August 28 patch and wasn’t present before. The change was made on your side. Sometimes the ping is high, but after several reconnects, the ping is stable again for a while. If my provider were the problem, wouldn’t the ping be consistently bad?
Yes, we've talked with several of them and they always tell us that we aren't their customer so they won't talk to us about it. I don't know if this is the case for all of them or even if this is the issue that the person above is running into.
I'm a bit curious about the development of the ward drain formula. Here's a question! In the denominator, there's a (1+0.5*(Ward Retention)). This behaves like most "increased" modifiers, except for that factor of 0.5. Was the factor of 0.5 always there? If not, why was it added? If "ward retention" was viewed as an increase to the base ward retention rate, had you considered halving all the values on gear/passives and removing the 0.5 from the formula?
As it stands, 100% ward retention increases your ward retention by 50%, 200% is required to double it, and so on. It's a pretty fuzzy system to players, so it really doesn't matter, but I'm just curious about the design and process
It was not always there
DEEP CUT. Still curious about the other part of my question, though.
The person who designed it and can answer that question properly is out of the office at the moment but if I remember correctly essentially we had to nerf it and this was the way we could do that without causing major issues.
From a technical standpoint, or from a "Don't anger the players by halving all numbers on gear" standpoint? Or maybe it's just easier to implement that way.
As an aside, my very talented/skilled brother applied for an art director position at EHG! It's cool to see the company's growth.
technical standpoint, we put it in the patch notes and having it all appear in 1 place as a blanket nerf probably had a bigger negative sentiment splash than doing them individually would have.
and good luck to your brother. I'm not involved with the art pipeline so I don't know if that role has been filled or not yet.
I'm certainly not asking anything of you - thanks for the well wishes. He'll let me know, I'm sure.
How does flat/added +Spell Curse damage interact with Anguish and/or Bone Curse, since both have the Spell and Curse tags but say "(over time)" for their damage?
Mike, sorry again for a 2nd question but, again, regarding the "future" upcoming transmog feature, I presume there's nothing you can say yet on how it'll work execution wise? Whether its a "Library of already collected or spotted drops" or an more active "apply when dragged in" system? Or perhaps if there is a rough idea of design yet?
Do the scale of art team is poe 2 is 2x more than le's art team?
68 artists in poe 2, I'm not sure how many artists in le.
DEVS,
The latest hotfix has made it so you CANT click the terrain and move while you have your passives and skill panels open.
It works fine on wasd. but this is making playing the game fast on kb/m a nightmare.
Is this intended or a giga bug?
I AM LOSING MY MIND 🤣
i dont have any problem in EUW
I live in belgium and my ISP is Telenet. But i could assure that my prior ISP Orange had a lot of problems despite using the SAME STREET CABLE that telenet installed.
I think the Issue is ISP's having bad routing or throttling speed to specific server or region across seas
Not the question indeed but thank you for posting full links again instead of bitly in announcements. It didn't go unnoticed.
I did report. I read that it’s a known issue with no plans to remedy it
Well, now you can tell them that you've heard from an official source that we don't not plan to remedy bugs.
sounds like a mistake to me, did the patch include changes to the click through of windows?
They might define their art team differently so it's hard to compare. Does that number include animators, 3D modelers, 2D concept artists, VFX artists and all the other things that might be included?
I'm sorry, we haven't got that far on it yet.
Mike , will you be fixing Wildfire Embers?
Good question.
Yes I want to ask how many people in total in the art team of le. It includes all titles you mentioned.
2d concept, 3d modelers, animators, technical artists, vfx artists, UI artists and art director/producer.
As far as I know, there aren't any bugs associated with wildfire embers. If you think you've found one, please submit a bug report in game [F8].
I'm not sure the exact number
Nothing on patchnotes.
People think it might be related to a ghost fix trying to improve players moving randomly when interacting with the faction pannels.
Being able to move while levelling skills and passives on the go is an amazing feature, specially on HC. i even modified my UI size to take more advantage from it.
Please do let me know if its plan to get fixed, as i am currently a broken man listening to the Sound of Silence on repeat.
TY Mike 😭
Where should I go to ask exact number?
you know the drill, submit a bug report and it'll get added to the list
I don't think we will provide the exact number anywhere
Its just underperforming due to the embers only lasting 3 secs , the chance to proc being very low as well. Alot of peole have said its underperforming for a primordial that requires a lot of farming especially with the crystallized hearts being rar
done 🙁
oh, this doesn't sound like a bug to me, if you'd like us to buff an item, please put that in #1210282176680169562.
Think it might have been a misunderstanding stemming from this answer. Maybe it got changed before launch. Similar to how some things changed between the data given to sites and actual launch.
#👨┃ask-the-devs-not-support-no-bugs message
Have also seen people confused by its spreading seeming different from other ailment spreads, but I don't remember all the details of what people said was different between them.
Yes. If I understand it correct currently if one enemy has 100 stacks, it will spread the 100 stacks among nearby enemies, meaning the total amount of stacks on the enemies it spread to add up to 100. People anticipated it spreading 100 stacks to each nearby enemy. Other ailment spread mechanics do spread all stacks which is where the confusion came from I think.
"Every second while in combat your ignites are spread among nearby enemies"
More like "Every second while in combat your ignites are spread among nearby enemies at half the initial value" then cause the wording right now isn't implying that it wont spread all ignites, just saying
so even if that's not a bug, you had plenty of time to address the wording there to stop ppl from complaining
dread talked about it in his last video https://www.youtube.com/watch?v=H33hTqru2w0
If I have the Zerrik set bonus and cleanse ailment affix on my belt, will the mark for death that the Zerrik set gives me be auto cleansed? Or will the mark for death be applied after the cleanse ailments?
So I did some testing with the spread and there are a couple things I think are coming together to cause the item to behave the way it does:
-
wildfire embers spread does not reset the duration of the ignites that spread. As in if an ignite that has 0.2s of its duration left spreads, it'll only be on the new enemy for 0.2s. this causes the maximum uptime of ignites for the nearby enemy that wildfire embers spreads to to be 1.5/2.5 (60%) assuming no additional duration. Which is why it's perceived as only spreading around half.
-
the spread will only spread from every enemy to one other nearby enemy each. It does not spread from every enemy to every other nearby enemy. This results in the gradual dropoff in stacks people experience as the stacks radiate outwards, since for each new enemy it's spreading to they only get 60% of the uptime of the previous enemy that spread the ignite to them.
Also, the wisps do last around 8 seconds, unsure why some are claiming they only last for 3. Maybe there's some weird bug lowering their duration under certain circumstances but it didn't happen to me.
right, I did the same test with the dummies. The issue is the item is "working as intended" but the wording on the item is not coherent with player expectations of the item from the wording, and honestly for a primordial you have to farm and is supposed to be the centerpiece of the build it should actually proliferate ignites 1 to 1. Its meant to be a powerful item.
I think the wording "among nearby enemies" instead of "to x nearby enemies" / "to all nearby enemies" is where the discrepancy is.
Currently the item says:
"Every second while in combat your ignites are spread among nearby enemies"
If it had instead said:
"Every second while in combat your ignites are spread from each nearby enemy to all other nearby enemies" then it would work as people would like it to.
Personally I think all the confusion for the spread would've been solved with some alt text or something.
And while the balance of the item is in my opinion besides the point to this specific discussion it's still obviously valuable feedback. And hopefully it will be more viable in the future. But so far LE has operated on no balance during a season, this isn't something super set in stone but it's something that was decided based on a community vote, so odds are it won't change this season.
I’m relieved to hear that
I am getting Merchant and Black Market tokens offline as someone in cof that is a bug right? (just began today) (they are dropping but are not adding to the key menu)
yes, if you're playing in the logged in client, please use the in game bug reporting tool to report the bug [F8]
I put in the #1210281997591908452 Items and Gear that Wildfire embers doesnt copy volatile zombies , chtonic fissures and infernal shades
that's fine, in game is WAY better. Please do not post about it here.
Can I know when the bug will be fixed, because of which the auction does not display the names of affixes in some languages? It has been impossible to use the auction for a week!
i.e. I simply cannot play the game for a week because of the bug. and it still hasn't been fixed. I sent several reports about it, but it feels like no one saw them.
I want to play the game, but I literally can't do it normally...
So a health potion gives me over 1000hp, i have a ring with 79% conversion to ward and i get less then 300 ward when i use the potion, why is this?
At some point, do you intend to implement a way to get the Uber Aberroth Woven Echo without killing the normal Aberroth? It's very boring to have to kill the normal Aberroth to get access to the Uber, especially with the first phase of the normal Aberroth, I spend more time waiting for the dialogues than killing him, it would be cool if I could exchange Harbinger Eye directly for the Woven Echo or be able to spend 20 Harbinger Eyes in a single fight to get 20 Uberroth Echo
Any particular reason for Orchirian's stats or just for fun?
If you start from the top the sum of two previous stats equal the next stat
Agreed. Would be nice if it also had text saying "This does not reset the ignites' duration." (if functionality doesn't change)
Not a dev, but https://express.adobe.com/page/TIXxHrU4QCiFS/
Basically the Fibonacci sequence shows up in a lot of flowers (including orchids) and other plants in their growth patterns.
there are no bug fix ETA's here. though please keep submitting bug reports in game using f8
if you think if found a bug, use f8 to report it ingame
okay, it happened again so I submitted it
how often do I need to do this so that you finally fix the bug? every day? every hour? I've already written 5 reports about this via f8. how many more do I need??? you tell me, do I need to send 100, I'll send 100, I won't be lazy. or maybe 200? and 300 will be enough?
Honestly, I supported the game and the developers from the very beginning. bought sets, etc. but situations like this, when they don't want to fix a simple text display error for a week, despite the fact that messages about it were sent more than once, makes you think that the developers just don't care about the players. and I'm very disappointed.
especially when you hear excuses like this.
i dont remember giving any excuses or reasons. simply stating that the channel named 'no bugs' will not give you ETA on bugs
here it says "Wondering why something was done the way it was? Interested in a cool aspect of Last Epoch's development? This is the place for you."
so I want to know why the developers didn't give a damn about something that doesn't allow players to play the game normally?
and also: how does the f8 report system work? how many hundreds of reports do you need to send in order for the report to be heard and the problem to be fixed?
such questions correspond to the description of this chat.
The latest patch broke merchant tokens. They now drop on SCF character even when assigned to CoF.
and I repeat, I have already sent a report and not just one. but no changes have happened in a week. although this problem is extremely critical for the game. the player simply cannot use the auction. which completely breaks the entire gameplay if you play through the auction.
this problem was not even indicated in the list of today's fixes as a known problem that the developers are doing something about.
Hi, I understand that you're upset about this but please do not attempt to attribute that attitude to us. Other than my family, this game is the thing I care the most about. I have worked thousands of unpaid overtime hours on this game because I care about it. I answer questions in this channel outside of my normal responsibilities because I care about this community and want to help as best I can. So when I say that I understand that these bugs are frustrating, I mean that I am just as, if not more frustrated by them than you are.
I know we are very far from perfect on the bugs front and as we and the game grow, the expectations and standards we need to be hitting are higher. We're working on it.
Spamming the bug report system in game will not speed up the process. I'm not directly involved with the triage process so posting about it here does nothing other than frustrate me more.
There are many reasons why it might not be fixed yet. It might have been triaged lower priority than something else, both of which might need the same specific person to work on it. Someone might be working on it and it might just be eluding them. There might be some technical blocker that we need to resolve first before we can fix it. We might need to get more information from the game clients to find and fix the issue and we might have put some log statements in and then have to wait for the patch to go out and then get the results. These are just some reasons why it might be delayed. I don't have any specific information for this situation.
To your initial question: "Can I know when the bug will be fixed, because of which the auction does not display the names of affixes in some languages?"
No. I'm sorry but we don't give updates on the status of bugs here as it would set a precedent where all I did was look up the status of bugs instead of working on them as that is by far the most popular thing to ask about here.
So, I apologize for the delay in fixing this bug. It is on the list and we will get to it.
ok. thanks for the answer. i really just got upset because of this error and the fact that nothing has changed for a week and it seems like nothing will change at all.
after all, many similar errors with texts in different languages have existed since the 1st season and they still haven't been fixed. although i write reports about them every season and more than once. but those errors at least didn't interfere with playing. and this one just doesn't give the opportunity to play normally. you are forced to either completely create a build from scratch for another faction, which is almost impossible at 500+ corruption, or just not play this hero or create a new one exactly the same... in general, it's very bad and there are no normal options.
and against the background of the fact that similar problems with text in different languages have not been fixed for many months, i was very upset thinking that the same would happen with this problem.
If you're using the crit on pots belt the conversion doesn't convert a lot of that stuff.
See if the total health plus ward you gain add up to the health you gained without the conversion.
are there any other limitations like maximum ward or something?
Unless you've given yourself a ward cap via the primordial chest or corrupted form no.
It's just that the potion health converted to ward pretty much only converts the base health gain from the potion.
so im overestimating the effect if its just the base health gain (not sure what this means)? with my 79% conversion ring i go from 56hp 5504 ward to 271 hp 5700 ward, without conversion ring i go from 56 hp 4918 ward to 1082 hp 4899 ward
What's your in game name? Like account name. I'll see if I can take a look at your character. Let's also move to #❔┃ask-the-community so we don't bog down this channel ^^
(it was the low life primordial chest ward limit)
if you think you've found a bug, please use the in game bug reporting tool so that it can get into the list to be fixed. Please press [F8] in game instead of posting it here.
thank you mike
Adding this to the singularity list
hey Mike,
loving the new favor/bones display in the inventory, next to gold. just wondering is there a particular reason why memory ambers were excluded?
We probably just got a request for the bones. Also memory amber can be viewed in your faction ui but bones can't.
can you tell me if Truesight glass' super crits work with rogue's crit vulnerabilty? like i have 40% crit or whatever, but get massive boosts by crit vulnerability to always crit. can i get super crits? can't find any (official) calculations on crit vulnerability?!
Deadly Strikes only care about your critical hit chance. It does not care about the target's increased chance to be critically hit. Critical Vulnerability and Acid Skin do not contribute towards Deadly Strike.
why no guilds in this game ?
Because they wouldn't really do anything outside of a chat channel basically. They've mentioned in the past that they'd like to add them if there's a good reason for it, but a chat channel isn't enough.
i mean if theres no reason to add guilds, then add the reason to add guilds? other games got enough guild content, so thats not an excuse tbh
If you have any ideas regarding guild content please post it in the #1210282176680169562 , hopefully it'll get added ^^
i will do ty
i mean guilds are something i wouldn't mind having but i also don't really care about it. and i'm sure a lot of people feel the same way. i'm pretty certain they're not gonna add them for the simple reason of opportunity cost. personally i'd much rather they work on other things
Go to the "Woven Echoes" tab of your Inventory and it'll display your current Memory Amber (in place of your current Favor), if you don't wish to open The Woven faction screen.
since when using farsight turtle count as inactivity?
It doesn't. Please report bugs using the in game bug reporting tool instead of posting about them here. [F8] in game for quick reporting.
"Fixed the incorrect second dialogue option for the Chronomancer NPC when using a non-English language." thank you so much Mike for this small but important fix !
At some point, do you intend to implement a way to get the Uber Aberroth Woven Echo without killing the normal Aberroth? It's very boring to have to kill the normal Aberroth to get access to the Uber, especially with the first phase of the normal Aberroth, I spend more time waiting for the dialogues than killing him, it would be cool if I could exchange Harbinger Eye directly for the Woven Echo or be able to spend 20 Harbinger Eyes in a single fight to get 20 Uberroth Echo
I don't know of any plans to change the aberroth to uber aberroth flow. If you'd like us to consider a change, you can put it in #1210282176680169562 to get looked at.
does endurance do anything if i take a big hit when above my endurance threshold?
like if my max hp is 1001 and my endurance threshold is 1000, do i take the full damage of a 1000 damage hit or would 1 of that damage be unaffected and the other 999 then be reduced by my endurance %?
Endurance works kicks in even if the hit you took was above the Threshold
Does Boss Ward work the same? Or can you buypass boss ward by oneshotting a boss?
It's the same, to 1-shot a boss you need to deal a hit that does damage equal to their health + all of their ward shields
Hey EHG folks! I was curious about your work interacting with video games as a hobby: do you guys ever get time to play something or even want to? favorite genres or games? any game system that made you say damn that's brilliant! how does work crash into life for you all?
If Aura of Decay is converted to phyiscal (Bleed) damage does the idol affix "Vile" also convert to physical or is it still increased poison damage?
AOD conversion (any skill conversion) only works for stuff inside its tree. the idol will still give psn, which makes its not helpful in this situation
unless its like, an ailment conversion that says 'all bleed is..." or something along those lines
Alright, thanks!
Please devs, I really want to buy the supporter packs, but the fact that you cannot upgrade, with the appropriate discount, from having the prior pack, is criminal. Please discount upgrade, and my wallet is yours.
I've been getting Black Market Tokens and Merchant Tokens as CoF, is that intended? 🤔 (started dropping in empowered echos)
My guessing: D2.

Let the devs know you want that feature by posting into one of the existing categories in #1210281911872786482 or #1210282176680169562
It started happening after the 1.3.2 update yesterday. Not sure if it's intentional or not.
I can't see them in my storage either, I haven't tried swapping to Merchants Guild to see if they appear. Might be worth to test internally
I hope the dev team sees there's a big bug with movement and attack/cast speed right now. It's actually game breaking.
As much as I'd enjoy killing aberroth in 20 seconds vs 3 minutes, this is clearly not intended
They're much more likely to see it if you use the bug reporter instead of this channel
I already used the bug reporter in game. I came here to add additional context
nothing from here is taken to the bug fixers.
make a report ingame using f8. and if you get new information. make another one.
We are aware and it is a very high value target for a fix.
Thank you guys so much for your hard work! I’m curious about the most recent patch that speaks about the companion node for wolves. Currently I have one wolf, and one trex, but I specced the node for additional wolf not counting against companion limit, yet no second wolf. I don’t have either node in beast master tree that would limit companions, and I tried removing the land before idol. Still no second wolf. Is this a known issue? I didn’t see it in the known issues thread?
It seems like you need to unsummon everything, summon wolf first and then summon the rest
Question about the Permanence of Primal Knowledge pair of gloves. For the line : Skill Level stats from Legendary Affixes have 50% increased effect . Does that include the hybrid bonus that comes with those + level affixes ? For example T7 C'thonic Fissure gives +4 levels and 150% damage over time , would that be +6 levels and 225% damage over time ?
Are there any updates on the EUW performance? I know it's been said that it's supposedly an ISP issue. But the issues have consistently been appearing every day since the August 28th patch. Multiple people I know, all of them with different ISPs, have the same issues. At this point it seems rather unlikely to me that this is merely an ISP issue, especially since everything worked fine before the patch, even on the day of the patch.
I have no idea if it's an ISP issue or not. I don't have any information on what is happening with it. I was describing what it has been in the past when we have had similar reports. I'm sorry that I wasn't clear enough so that it didn't get mixed up.
I don't have any information on the status of bugs here.
I think it should. I would have to test it to be sure. Shouldn't be hard to check though. Do you have one to test it with?
Ye i have the gloves need to slam a legendary for it i guess. imma check it out
a general question about the abomination (necrotic spell): sometimes I feel like my abomination is just 30% as strong as usual after the summon. I summon 8 Skeletons, 1 Wraith, 1 Mage, 1 Bone and Hold the Abomination until its fully spawned. The skeletons will respawn, so that my total count is more than 20 minions for the summon, sometimes is it about 16-17. And in case of 23+ minions it feels like the dmg drops like it would only be 13 or something. That could happen because of the "1 minion of each type" which is overwritten by too much skeletons. The less than 20 counts is because no skeletons respawned in time. This procedure is not very consistent isnt it?
I just tested it, it does not apply to the secondary stat effects, just the skill levels.
oh sadge. thanks for quick response Mike 🙂
It's probably booting out some of the other types if you go over.
For both those last 2 questions, is that intended? Or worth a bug report?
yeah thats what I think. Should it be like that? The summon precedure is very complex and at highter corruption the damage difference is severall 10k´s which is a very high difference. I can not see the stats of the summoned Abomnination and the Minions it ate, can I?
abom is debatable
I'm not sure if that's what it's supposed to do or not. You can kinda see what it ate if you look at what body parts it has.
when I absorb 1 wraith, Mage and Bone Golem, I know that I have 8 skeletons, which respawn by percentage. You can hear it by sound. So I can guess the number of absorbed Minions in total, which differs between 11-30 (20 or more with super luck).does anything - like algorithms vise - prevent, that I am booting out different kind of minions when I absorb more than 20 (20 is the max number of possible absorbs)? The Skeletons just have that algorithm for the warriors, archers and rogues, but I dont see something else here.
And I have just seen the different party of absordbed Minion (Arms7Crown) that I have never been aware of.
Hi Mike, I'm curious:
What's your take on balancing the complexity/diversity of league mechanics as the game develops? A fair few people (myself included) had a heavy sense of mechanic fatigue in PoE, which often incentivized deep knowledge or cheatsheets for multiple mechanics at one time. But I also think there's a lot of feedback from people who want more and more deep, complex mechanics to be added to LE to make the endgame loop more robust. What's your philosophy on LE's niche in that space and accommodating all of the feedback?
For example, LE might expect lots of feedback that the game is too simple from PoE fans and to just accept that and continue to let LE be simpler than PoE. Or perhaps LE might intend to become more complex mechanically, similar to PoE as the game develops
Did a little check and I can see the tokens, i'm still CoF. https://i.imgur.com/I5wmNT7.png Thanks for the headsup!
does cast speed afect animation speed of triggered spells? for example avalanche boulder fall speed triggered from aftershocks?
No because you are not directly casting, so your character doesnt use the casting animation
does primalist relic "leech on hit" apply to spell hits?
does the Vk Rot Grip passive scale with the skill that applies the stack of time rot's tree? For example, if I convert shield throw to void with an idol and put points in Crippling Throw, do Time Rot stacks applied by shield throw benefit from the +100% slow chance?
Question (2 actually):
-
If I imprint an item into the weaver tree node "Commoner's Riches", and it has LP of lets say 3. Does that increase the odds of finding that unique with higher LP?
-
If yes; does that work with legendary items having 3 affixes.. as in does it count as 3 LP unique for the purpose of trying to replicate the item when generating?
If the spell hits, then yes. "Leech on hit" will leech off of all hits.
Yes, Imprinting LP gives increased LP chance. #👨┃ask-the-devs-not-support-no-bugs message
Yes for Legendary affixes or LP.
If it hits, it leeches
No,
But More Dmg from the tree like Heavy Shield works
Is it possible we could get a hotkey to reroll for the prophecies?
I think there is a bigger issue with prophecies but this would alleviate some of the pain points dealing with the spending of favor.
it is technically possible, drop it in #1210282176680169562 if you'd like us to consider addding one.
Yeah ok I'll try post it there then, I just find myself spending a lot of time here when I really just wanna keep killing stuff instead, making it a chore.
A possibility to buy the prophecy you want at a big multiplier cost would be great as well, anything to make me be able to just go there and spend a minute or 2 and then keep blasting. Heck I'd take a -50% favor gain for the option to be able to buy the prophecies I want 😄
How does the Straight Through node work (if it works at all) if you are not using a ranged weapon?
For example I am playing a Jelkhor's Blasting Knife build and use the unique helmet that turns Heartseeker into a thrown attack
Maybe #1408136121073926306 need a update.
Should just use melee puncture. But I'm not 100% sure. I can maybe test it in a bit.
coolio so it does serve a purpose then
Do rank 1 CoF items get a faction tag? Does it apply to bosses? "Enemies have a 35% chance of dropping twice as many items"
Yes. It doesn't apply to boss-specific drops, just general item drops.
hey Mike,
do increases to gold gained also apply to primordial bones? for example the gold blessing and Zerrick on the weaver tree
It does not
I'll upgrade Primal Templar to Primal Legend if you guys add this <3
Can Glyph of Envy hit the Avenged weapon bases?
no
rip the abyssal champion sun beak dream
taking the one companion nodes with the you always have a bonus wolf passive and still being able to summon a bear or sabertooth is supposed to work right
I assumed it is because the wolf passive seems more absolute but some people are telling me it might be unintended and patched
Please keep it :v
pls rotate mtx sale more, its been the same for many days now. 🙂
does higher corruption effect how often imprints drop?
~.6 at 0, ~.9 at 100, ~1 at 158, ~1.12 at 300 ~1.18 at 500
does it stop scaling at 500? im farming 1200c
no but it caps at 1.2 and 1200 is about 1.1999
is anyone working on the stash/forge freezing the game? its been over two weeks since season start and no update
Yes, they work on bugs. But because its the stash and they dont want to delete your items, they do generally take time to make sure its safe. Also not all bugs are super easy to find/fix
Is there a general corruption scaling factor that also affects other things, or specific to imprints?
Dear Devs, can we expect a more user friendly search bar for our stash in the new future? In the form of multiple search bars, or a UI or anything. It's very hard finding T7 affix helms for example.
Thanks ❤️
PS: Good work on the search bar update for this season!
Says I don't have permission to post on suggestion-forums. Anything I need to do?
Read the pinned post
hello 😄
where can i find "siege golems" reliable in monoliths? 😐
Should Iron blades benefit from the Blade paladin penetration ?
Yes
Is there any chance Arena echos will ever get equal treatment to normal echos? I really like the arena echos but it feels like you're genuinely hurting your progression to try and spec into them since so many things seem to not work or spawn for arena echos.
I've been ignoring them since 1.0, turned them off when the weaver tree came out
What woven echo gives the most idol reforge charges? I saw Cenotaph of Worlds giving 4 but I was almost sure I saw a woven echo with 5 charges altar at the end
Sepulcher gets 3, Cenotaph gets 4. Those are the only ones that give bonus uses.
Hm then it had to be a dream xD ty
Does increased Curse Damage get amplified by flat curse for example on helmet? + Spell damage for curses?
What can I do if the act 10 final quest is bugged and I cant complete? Just stuck on speak to Eterra
It gets added to all your other applicable damage increases, and the flat spell damage for curses gets added with all your other flat spell damage. Then damage is calculated the same as any other skill/ailment.
I see, i was just wondering if that flat would apply for calculations of for example: Witchfire deals More Damage equal to 66% of your increased Curse Damage
Ah, no, the witchfire node only looks at increased curse damage, not flat damage.
Thank you, i thought so but needed clarification. I guess i have more slots on my idols and helmet now lol
When I was organizing the warehouse, I wanted to transfer the items in the seasonal warehouse to the sustainable server. However, when I moved the items to the sustainable server, the warehouse page vanished along with the items, and there was no space on the ground either! I hope all my 4-hole equipment can be returned! This is what I earned through hard work! These are all my four-hole black gold items!
Now I no longer dare to move items casually from the season server to the permanent server.
Check, to make sure you can't select the season stash in the top left corner of the stash UI to see your items again.
"merging" your stash doesn't actually move any equipment items. They all stay in the remove only tabs.
Just wondering - why do The Garden auto-spawn on game entrance spawns us outside the hub and not in its center?
How do we get back the key when the game decides to randomly disconnect us? Keys are to be consumed when dungeon is cleared!!
Just to double check, while I know that more damage modifiers that are based on the enemies condition, such as more damage vs slowed, are not passed down to sub-skills, is that also true for ailments? Also, does this change if the modifier exists outside of the skills tree? For example, Abyssal Echoes has a node that says your next Erasing Strike does more damage vs slowed enemies. Does this also not apply to sub-skills or ailments, or does it work differently since it's applied by a separate skill?
Yes, ailments follow the same rules as subskills for inheriting stats.
No, it doesn't change for outside effects. Though things with global effects like firestarter's damage vs spreading flames do pass down.
Thanks!
Mike (or Kyle) had a quick question. during the lore stream you brought up vault of uncertain fate was an artifact from one of Eterra's family. But I couldnt quite understand the name/how to spell it?
AND thanks so much for doing these! I love getting the answers about whats going on
@gaunt dust how do you spell that?
Unfortunately keys are consumed on use to avoid opening and disconnecting in parties.
probably just missed it as an option. each zone can have multiple spawn locations depending on where you're entering from.
Ah, that would be Derium
ty
appreciate it
is there any chance of increasing imprint drop rates? ive been farming for the last week had 1 red ring in multiple imprint slots and still have not seen one to drop. in context in that time ive been farming between 600-1200 corruption for 10-16 hrs a day. i get its ment to be rare but that fact its that rare then got to gamble it in the egg to go to LP is tedious.
I think it's very unlikely to increase it as it's already pretty high in general. Part of the issue here is that red ring is so rare that when the imprint is triggering, it's rolling off of a red ring more often than it's dropping red rings. If you make all rings visible in your loot filter, I bet you'd see a lot more rings than anything else.
this does sound like exceptionally bad luck though
maybe a bad luck protection mechanic. after X echo runs your desired item is guarenteed a drop? or something along those lines
idk if this was asked during the stream so forgive me if it was - Are there any second thoughts about stopping with the internal test group plan? Any kind of early conclusion regarding QA and ways where the team can assure the next big build arrives in a more polished state?
Another question - Are Primal Uniques a new high base type of item the team is going to continue with in the future as an "official" new tier of 1-per-build type? If so, will it still be called Primordial even if the current theme of said season would be taking place in any of the other eras? How would that type be distinct across seasonal themes?
I don't believe that it was a failing on the part of the CTs and I don't think that having the other CTs still there would have solved it. We are making changes to our internal processes based on the outcome this season.
I think it makes sense to keep the name and add more ways to get it. It could also make sense to add more individual 1-of buckets. It could also make sense to add more things to the 1-of bucket with different names possibly. They could be reclassified into a broader term like "elites".
We have very intentionally avoided mechanics like that but it's not impossible. If you'd like to see it, put it in #1210282176680169562 for consideration.
So just to make a quick comment about it - would love seeing a visual distinction that could boldly and instantly tell me a primal is a primal besides having it in the name
Thanks for the answers. Waiting for further patches to come
awesome i will mate. can i ask why the team has had the mindset to avoid mechanics like that?
they are frequently abusable
tinfoil hat mike would also suggest that it can lead to unrealistic expectations from real world gambling situations that can lead to bad habits
you mean this powerball ticket i have doesn't have back luck protection?
even powerball has powerhit lol
I have no idea what those terms are but I'm assuming it's a lottery?
Yes, spans most of the US and the current valuation is something insane like 1.8 billion
im asking with a curious mind. what would be examples of exploits from this type of system like if its BLP for X amount of completed echos?
the imprint system is a little less susceptible to this in general but in general we avoid things like this. Imaging in multiplayer you had not spawned a nemesis for 3 echoes and it was guaranteed to spawn a nemesis after 4 echoes no matter what. 50 people get together and get their nemesis to guaranteed spawn point then 3 people rotate through each of them on guaranteed spawns in every zone.
This is a very contrived example that isn't an issue but it's the quickest example I could manufacture.
Actually, how does nemesis work in group play, is it party leader for choice?
@placid plinth hey Mike, is there someone to discuss on backend issues (and findings)? I wanna solve an issue but don't know whom to contact
If you'd like to talk to someone directly, please message modmail or open a support ticket on our support site.
!support
Need a hand? Just head on down to https://support.lastepoch.com/ for support articles or to reach out to us directly.
ok thanks
Done @placid plinth
just a heads up, please read #rules 10
thanks for the example Mike, as you said i believe the imprint system is less fallible to this type of abuse. but again i thank you and the team, I always tell people how this team is the best I've seen for community engagement since the original days of WOW. and even then i think your team might even be better at communicating with the community. 👍
With regards to the change to let rift beasts drop shop uniques as well. There's a node, Primordial Ambush, in the Weaver Tree. It spawns extra rift beasts in your monos. The text hasn't changed since before the shop unique change, but it does say "These rift beasts have a slightly higher chance to drop primordial unique items that cannot be purchased" is this node still a bonus just to non-shop uniques, or does it affect both now?
🙂 thanks
and yea I'm not sure imprinting is something that would be an issue for this, just why we've avoided it for other systems in general. If you'd like us to consider adding it, you can always add it to #1210282176680169562
thanks Mike i already did. is gameplay the best suggestion forum for it?
I'm sorry, I'm not sure and the person who knows is asleep so I can't wake them. I think that it should apply to all primordial uniques that it can drop and the text was just missed in the change.
No prob, it's definitely a little weasel hiding away
would you like me to put a report in?
always 🙂
I was originally using 5 raptors with Naal's Tooth and Artor's Legacy, but when I equipped The Land Before idol, it only lets me have one raptor. The minion stats page says my max companions is 9. Any idea what might be going on?
Land before idol only lets you have one of each companion, not one companion type
Aww man! Thanks! I read it wrong. I was super excited when I saw it drop and wanted my raptor army 🙁
you can put points into all 3 of the skills, but if you look there is a chain across the other 2 you are not that you can not put skills past
can i use f8 for suggestions 🤔
Kinda sorta. But you can also use #1210282176680169562
Any plans to make some boss exclusive drops available as general drops at a much lower chance as well? Sometimes it feels bad if you wanna play with a friend and almost his entire build consists of boss drops while mine doesn't so neither of us gets too much out of farming what either needs
You can obviously help your friends by giving him your boss drops when you don't need them while doing them together, but you are still not farming for any upgrades yourself at the same time and vice versa, you'd always have to pick what kind of activity to do and there is no real win-win
Following up on this. As these rules don't seem to apply to loot on the ground. If I drop keys and woven echoes, they don't have any numbers next to them with the loot filter open. I'm fine with that. But should they be in the loot filter if they don't work?
Not at the moment, no. You can suggest it in #1210282176680169562 if you want us to consider it.
hey Mike, in the stream today I think you mentioned something like extra Merchant Tokens were at one point going to be able to be sold for a decent chunk of gold. Is this feature still planned to come or was it scrapped? I'll put it in the suggestions channel regardless 🙂
No idea. I just remembered that from an early design meeting on them.
Just encountered it myself. Stability is maxed, map cleared and no markers in their directions. (Seren isles, map with the rocks and giant chains).
does armor shred have diminishing returns at some point? is there a huge difference between 500 stacks and a 1000 stacks on a monster or no difference
Start to fall off at 90 stacks
I've had an issue like that and it turned out to be one of the "actually its an ambush" objectives. Might need to just kill more stuff to trigger it.
get a one handed mace and use the suffix that gives you 200% curse damage in T7. that helps a lot. and farm a lot of rune of havoc.
Hi, is it possible to give captions to the dialogue audio from in game NPCs? (I play in full offline mode)
With the new content in s3, I can't sometimes hear the NPCs well enough to understand what they say. Maybe my audio settings are scuffed, be that as it may please bring in some captions like in those RPG/VN games.
This already exists. Use the Weaver tree nodes Warden's Echo for dungeon boss drops and Bountiful Sarcophagy for the current timeline boss drops.
https://media.discordapp.net/attachments/844008172640403496/1370184108965236886/image.png?ex=68bd6fa4&is=68bc1e24&hm=2fad918897f36f558ad873f5278f75c3c081a3843838cf8c3d9da2311e9fb839&
https://media.discordapp.net/attachments/844008172640403496/1413241258683666462/Screenshot_20250904-151527.png?ex=68bd313c&is=68bbdfbc&hm=4a3c531fbea9048a1c011258a5a0f6efa21411aeab27921e5ea6e2b74cd2d65f&
I guess, forgot about that. Still specific to one timeline
Yeah, Warden's Echo does all 3 dungeons and does seem to drop a lot more items. So if you're after a dungeon boss only drop, it's a good choice for maybe getting some extra drops.
hey Mike, iirc you can't direct trade with players anymore right?
in that case, is it against ToS or otherwise risky to use the MG marketplace to trade items with friends? (obviously, not involving RMT)
No they've said that's fine. But obviously I don't know how their flagging system works so if a friend ever wants to give you a couple hundred mil and you sell them a white item it might sound some alarms so I won't say it's a blanket yes or no
probably just listing at low price and sniping the item (or listing items at normal price both ways but then you'd lose some gold on the fee)
I'm a bit confused by this. What dialogue is in the game that doesn't have text?
It is possible, yes. I don't think we have plans to do this but you can put it in #1210282176680169562 if you want to see it.
Primordial gloves "carrion of creation" (that should convert chance to poison, damned, ignite e.t.c. into the bleed chance) are not working at all? I try this gloves with blessings on chance to ignite or frostbite, but my chance to bleed did not changed, and aura of decay (with bleed convertation) applies same ammout of bleed stacks. Looks like chanse to ignite or frostbite or damned e.t.c. are not affecting my bleed chance at all with this gloves. Please Help!
Assuming that heartseeker successfully recurves on every roll, how many recurves could it do per second?
It won’t change your character sheet but will work
any way to get my char to stop wearing another chars MTX when i log in?
will works for all attacks or only on hit attacks?
Anything that applies bleed or poison should work. There are some exceptions, you can read through a rough convo between Mike me and Cyborg up here. #👨┃ask-the-devs-not-support-no-bugs message (Hubris and Carrion operate the same way)
for example aura of decay won't work
Base AoD will not work. Anything in the tree that hits will though such as Fester Poison Bolts. The convo I linked and the other replies / earlier posts have the specifics about it so I won't make this into a conversation in this channel.
what are the main outcomes that you are hoping to address by making these internal changes?
Hello EHG,
i have a question regarding the server situation in EU WEST...
Did you consider to relocate the server OR to partner with someone else to engage the problems we have in europe? The problem does not affect all game areas, because all the game contents lie on different servers?!
For example, the public area of End of Time lies on a different server than the monolith area of the game. But most of the time we invest our time on the monolith side of servers...
Wouldn't it be a possible positive gain for everyone, even you, to relocate the server that often has problems?
Ignoring the problem and giving the responsibility in other companies/peoples hands is nothing the player likes to see in a long term.
Since the launch of S3 we have the same server situation in europe, ranging from 110-130ms of delay, thats not something that leaves us happy about it. 😕
It will convert AoD but yeah it's more complex than it might seem at first sight
Yeah the situation for EU West is outrageous - it is unplayable in the evening hours for over a week now 🙁
I can play normal maps fine but anything that requires some sort of dodging is not doable because the attacks already happened by the time it displays - sitting on 130+ ms constantly since 9 days or so and nothing has improved yet.
I know i can play offline but i have been playing together with someone the entire season for 70ish hours and to just throw it all away i rather not play then i guess. Was really excited for this season and enjoying it until it became unplayable.
question: does the "melee area damage" on the primordial shield "Onslaught of Cerata" work for the frogs as multiplier? or is the "melee" making it not work?
Can you please fix the AFK system or the lag/freezing in my stash or both? It is so annoying to be rolling items in gauntlet of strife, not only does it take forever since my stack freezes ever 10 seconds but I get kicked because it takes so long meaning I have to waste another 3k amber to roll the items I want and I have to spend the time to slot another gauntlet of strife it is soooo frustrating. Also getting kicked for rolling for prophecies sucks not only does the system take too long it takes so long you system kicks me.
I think excluding content creators and last epoch influencers from the test realms was a bad idea.. right now there are alot more bugs in the game then there used to be in the last patches. My guess is that Nobody puts so much time and effort into testing the game as the content creators, so now alot of "testing time" is missing. And it felt like there was alot less hype for this season from people like Action RPG (i mean the season had less content than the one before and other reasons). I think content creators should be allowed back into the testing phase of a season.
Question: I play with 4 fienrd every day in party. We doing 1200-1500c and ABSOLUTLEY with bigger corruption the drop rate going low! Its not only my observation. Last time I go help to a friend on 205c and there drop more T7 items and T7+T6 than on 1200+ ! This is crazy! The item drop rate is BROKEN. Are you aware of that problem? - Anananda
That seems more like a RNG streak / confirmation bias / loot filter specificity issue than an actual bug - hopefully everyone involved submitted an in game bug report (F8) about it as that includes "under the hood" info, otherwise it comes off as a random perosn going "I should have gotten all the good stuff, look at these other people getting good stuff, I swear!!!" 
Shield has a good reply here. It is possible that there could be a bug causing issues. I think that if drops were recorded without filter, you would see expected results. Please submit bug reports in game instead of here. [F8]
I disagree, however if you would like us to consider your feedback, please put it in #1210281911872786482 so more than just me reads it.
We are working to fix all reported bugs. Please use the in game bug reporting tool. [F8]
I'm not sure if their abilities are tagged as area abilities or not but it it is, it would. Also, it just increases area, not damage and it is additive with other modifiers.
Yes, we have considered many things.
No, there is no difference in server types.
Fewer bugs
before i click import does it tell me how much gold will be imported? i dont want to loose money just incase
Im playing LE from start.... I know what Im speaking. Filters Im doing by myself and I know whats for is a X key, ok? This is not observation from a few echoes but many many of them and firends got same drop rate wall. There drop incredibly many runes and keys, but no T7. Im reporting in game bugs, easy. After last updated there another problems, but this is not my topic. Take care.
It will only import up to the gold cap and leave the rest for a future reimport.
ah thank you
What is the scaling for witchfire?. I was checking LE tools and it only has the DOT tag, however common sense tells me it should scale with fire, necrotic and elemental dot too but I am asking here since wording matters a lot in this game.
where can i report ingame chat?
I think they are wondering how it interacts with this line in the Summon Anurok skill tooltip:
Anuroks are not affected by increased area of effect stats, but gain 3% more damage for each 1% increased Area of Effect for Minion Area Skills.
(That said, I guess it doesn't matter too much given that shield can't be used with anuroks)
LE Tools displays ailments a little differently from skills. It shows the damage type with the ailment base damage: Base Damage: 600 Fire, 600 Necrotic
So half of it scales with fire & elemental DOT and the other half scales with necrotic, but all of it scales with DOT.
You can DM @jaunty pier or use the support site.
Need a hand? Just head on down to https://support.lastepoch.com/ for support articles or to reach out to us directly.
Why a gearbot here? What is it do?
Is the gearbot reasonable for whipping the Groles that power the server?
The Rune Prison Complex (the Woven Echo) has a base drop rate of 1.25% and increases with higher area level and corruption - ewps wrong chat - but also, that drop rate is trash FYI lmao
why we need to whip Gregory?
Oh I see. Just use cables under sea isn't quite stable. EHG need a way to solid the power when EHG is sleeping. Judd worked hard on keep the power though.
If you have at least 1, then whack it on either woven/loomed riches while doing monoliths for a chance of one spawning without having to spend a RP complex WE. It may save you some trouble.
Yeah bro issue is i had 1 whole season and used it on a low time line and forgot it - for the record i have 3 level 100s, 1 level 92, level 70 and am speed running 1000+ C - so you can see why I say the drop rate is trash when I've seen one. Ive farmed it tonnnsssss on a mates and none even drop in RP itself lol. Harder than lp2 red ring. (also been using rampant coast imprint for bones and items)
Once I inprint a item in my weavers tree can I use it / craft on it and like lose the item and it will still be inprinted in my weavers tree?
yeah you can do that bro, it stays imprinted the way it was originally - meanwhile i just had a t1 affix seal fail 105% chance on 4 affixs, love that for me.
ty
EHG online members: 3 -> 4

More power now!
When an item with a CoF faction tag drops, what determines which rank it requires?
Also, is it intended that regular rare items can drop with 0 forging potential?
Did you inprint an item with 0 LP ?
The rank is determined by what rank/perk influenced the item
Check your imprint, if it has 0fp it will generate items with very little fp
I only have uniques imprinted. Hmmm.
it can happen if you low roll the similar item and get a failed other unique (red ring rerolls 95% of the time) or imprint a non-drop unique (boss item)
So, just to follow up on this for you, it seems to actually be true - I wasn't intentionally testing, but I just had a ring prophecy trigger while killing a shade of orobyss, and it dropped 5 copies of siphon of anguish (in addition to other unique rings)
Question: why does Storm Crows' node Ornithology provide INT specifically? Primalist has no use for this stat whatsoever.
To combo with Good berries for Ward Retention?
Is there a way to hide some kinds of shards and some specific dungeon keys using loot filter?
No
Why do I see materials in the loot filter and it has only Show and not Hide?
Because you cant hide them
Only Show/Recolor (which is just Show in a different color)
Does ashes of mortality stack?
Is there a design reason why off-hand catalysts prophecies can't roll as guaranteed 1 legendary potential?
I think all other weapon types, including shield, can.
Not a complaint btw.
technically, they can with the generic equipment prophecy. tho its obv very low.
you will also notice a lot of things get lumped together (like all caster weapons instead of being all separate). shields are the only 'offhand' that doesn't get lumped together. quivers and catalysts are always lumped, for 1lp prophs
So I have a question about a year ago I was told I would be in a group chat with devs about making a weapon and nothing has come of it, just checking in and seeing if that is still a possiblity.
Yes! Now is a great time to get started with that. Please open a support ticket on our support site or send a message to modmail here in discord. Your discord account has the tag to make one and if you haven't made one yet we can get on that.
Start thinking if you want to build it from a specific mechanic or theme. We've got a mini-survey to fill out that will help jumpstart the process.
If they are only coming from prophecies of that boss then it's fine I think.
#1408136121073926306 wasnt updated. Can we have some updates regarding pressing issues for players?
I'm sorry, I don't have updates for all of that. Some of those have been fixed. I'm not sure if they have all rolled out or not yet but I've reviewed pull requests for things that are on that list. The list looks like it has been updated at some point. Not sure how recently. I'll make a note to update it.
is there an ilvl threshold for crystallized hearts?
I guess Rift Beast lvl 60+
Item itself req lvl 1
are players characters sometimes loading in wearing another characters full MTX set a known issue at the moment?
when will swarming chyreans hitboxes be fixed? Since the beginning of the season they cant be hit with multishot because it seems like the arrows are above them. I need to use flurry just for these trash mobs.
if i have 1 filter rule that says hide all exalted and then add another rule to show just one type of rings(exalted)
will they co-op or will hide all win ?
rules higher in the filter take priority
Sorry, no ETA on individual fixes here.
I've seen it once. If you have reported it, then it is known. [F8] in game.
Just saw a dreadful video where Raptors Cornered node doesnt work at all and he has tested it several times and it never works. Do you know of this bug? I myself am not playing raptrors so I wont be able to submit a bug report. Have people been submitting this bugged note in the bug report section?
Sorry, no information on individual bugs here. The reddit thread about that video has a comment on it saying that it was fixed though.
Has something changed with Nemesis loot tables? I haven't had a single piece of jewellery or shield that is not unique show in the four slots since this season started.
I lined up 10 conquered towers on a 1400 corruption monolith far enough out to have had shade echoes spawn. Not a single non-unique jewellery or shield. All non-uniques are weapons or armor.
was it fixed in one of your patches?
are you thinking of adding guilds to the game any time soon?
Probably not soon but if we get more requests for it in #1210282176680169562 it could get here faster.
I don't know, check the patch notes in #news to see.
Not that I know of. I've seen both myself. Likely just coincidence.
Does Grim tide amplifies the damage of Danmed inflicted by the Fissures spirits? My guess is it should
I'm on mobile so it's hard to check for sure right now but damned is an ailment so it should.
That is my guess too!
its not in the patch notes , also i checked this discord too and it seems a lot of people are having problems with this node not working with the bleed ailment on enemies. I have reported it in the primalist skill bug report section ( I wont be able to submit it in game since I didnt make a primalist this season )
For Thicket of Blinding Light's damage proc, it's pretty clear it's untyped, but does it scale with generic increased/more damage modifiers like the global more in Vengeance?
edit: Also the item reads like its a hit, which means generic leech and such would work? Or is this just bad wording and it's not really a hit?
<@&1161418687471956101>
It interacts with basically nothing. No leech, no on hit effects, no scaling other than the things that specifically name it.
Ok, well then you have your answer, the fix hasn't been released yet.
Dear Devs - Can we please make Affix Shards pick up the same as gold. When trying to speed run with a Lich, it slows the game pace having to stop for affix shards. Gear if it drop on my loot filter, I’ll stop for. But why not simply auto pick up those affix shards.
This has been asked and answered lots of times. There's simply a balance you need to strike and the devs have chosen the current implementation for now. If you'd like for them to change it to a different implementation (like having shards auto pickup like gold) please post it in the #1210282176680169562 . The more popular a sentiment is the more likely it is to become reality.
is the beast that you fight in rampant coast a randomly evolved one or one based off the evolutions you have chosen in your current lineage?
Random
will ancestral sabertooth have armor shred if i have gouging claws node?
Is it intended for us to have to redo the storage personalization every season? Can't we, like, make it "gray/blocked", and then you just re-buy them with gold? (Edit: I didn't saw a post about it, so I'll be posting on suggestions. (Edit2: I can't, I don't have permission 🫢 ))
Why are 77 single handed axes considered so much more valuable than 777 body armor or 777 helms? imprinting example - in the same amount of troves roughly body armor dropped a stash tab and 2 rows, helms almost a stash tab, axes - about 4 axes. I've done this on repeat over several days with my friend. We run about 50-80 troves per day on average as we do other stuff together but yeah, the discrepancy is actually wild as all heck, to me surely I would have thought the triple 7's would be weighted as a higher value??? (obvs you can check game logs to see how many troves I've run and items have dropped if you dont believe it)
Yes, it shlould get 100% Chance at 3pts
With Harbinger of Stars, it uses the mana cost of Meteor when it triggers. Is it also NOT supposed to also use the other aspects of my tree when it triggers? It's costing the full price of my meteor cast, 103, but it only drops a single meteor rather than the six I have it currently spec'ed for. If it was only dropping a single meteor, but had half the mana cost, it wouldn't be so bad.
yes it uses your tree, but twin meteors and the following nodes specify Direct casts, hence triggers from belt wont get you extra meteors
I think I need a LOT more mana and regen for the belt then. I got a lucky drop for it from a rift beast, and even with lightning blast triggering it, the belt drains my mana FAST.
hi guys, I have a question, Cannot imprint primodial unique from weaver tree, right ?
You can but it wont make you drop them
You mean I can put it in the weaver tree but it has no effect or increases drop rate right?
You will trigger the imprint and drop "similar" items, like if you imprint the spear you will drop a bunch of spears
Exalted and uniques but never the primordial one
Gonna be honest, sounds like a lot of bs. People ask for it since beta and you still know better. Waiting for a pile to drop and then picking it up manually slows the gameplay considerably, which is not only annoying but also impactful for certain builds. Me myself sometimes just skip them because I have a lot of glyph/runes anyway and waiting for all of them to drop is just not worth it. If this is the "player experience" you were aiming for then congratulations I guess. Suggestions channel feels like something you direct people to when you don't really want to act and want them to feel like their voice is heard.
Now what actually happening is every new season brings only half of the people from the previous one. In my opinion it will be even more dire in season 4 because season 2 was pretty good, this one is... not so great. Instead of game being more balanced with time it feels like it exchanges one set of broken builds into another set. On release we had to deal with immortal Gaspar, in season 2 Emperor of Corpses was doing some strange shenanigans and this season Rahyeh either uses his Void Flare at the edge of the map or is using different attacks alongside it. We are at season 3, I could tolerate these bugs earlier however it's clear game doesn't improve, it just exchanges one set of bugs for another.
I vowed I won't show at season 4, at least certainly not for first 1 or 2 months of it. I assume many won't either. I recommend to think about how to improve the game for an average player, not people who exchanged judgement build in S2 to frog build in S3 and are complaining how "easy" the game is. Do with this whatever you want, after all decisions you make on the long run will impact you more than it will impact me.
as you were told earlier, this belongs in #1210282176680169562
nothing is taken from here to the devs. if you want your opinion heard, put it in the proper places
Nah, I think I am done. I bet it is nice to have "ask the devs" channel when in reality "nothing here is taken to the devs"
its literally in the channel name/description. to keep feedback and suggestions in the proper places so its easier to gather and send
Great, add to the description that channel name is misleading and devs do not read it
A few devs read it to answer questions, though it's usually just Mike. They don't read it to gather suggestions. Things in the suggestions and feedback channels are gathered regularly to bring to design meetings. Things are not gathered from here.
its not misleading at all. people ask the devs questions and they get answers from the devs, or linked to previous answers from the devs.
everyone gets told to put their feedback in #1210281911872786482 and suggestions in #1210282176680169562 cuz thats where that stuff goes. so it can be complied and sent to the proper devs
I am sorry that this is difficult for you. but this is how the devs have it set up. so if you want to keep giving your feedback and suggestions, put them in the proper place.
It's not hard me, but it's obviously for you since you are contradicting yourself. You said "nothing is taken from here to the devs" to now say "people ask the devs questions and they get answers from the devs". Make up your mind. Anyway, I am done, I don't see a point to continue this conversation.
you seem to have an issue with the devs taking your feedback..and the devs giving answers. these are two different things
this channel is for getting answers from the devs.
the #1210281911872786482 is where you put our feedback for the devs
any plans to let us trade eyes for threshold? like 2:1 is fine also
It was changed in 1.2, awful change
Is it intended or bugged that the Chaotic Strikes node in Warlock doesn't work for Harvest? and Wreak Havok's crit multi boost also?
Speaking of the MTX store - are we expected to see some UI changes in them? Stuff like sorting by cost, class and subtypes? Is there any planned MTX store QoL being worked on generally?
can hit damage dealt over 4 seconds (from Death Seal or Grasp of the Blood Mage, for example) be converted to poison damage via Decaying Form ("50% of all damage over time taken is taken as poison damage")?
it seems like the intent is to convert hit damage to DoT then consolidate a bunch to poison and take advantage of poison-specific damage reduction, but I just want to be sure.
No. The effect does not convert the hit damage to DOT. All damage reduction is applied to the hit like normal, and a portion of that post-mitigation damage is just delayed instead of dealt immediately. No further damage reduction applies to the delayed hit damage since it already is post-mitigation damage.
does the 'cast-on-evade' from hydra arc count as directly using the ability that gets cast?
nope
Can I get confirmation that
- Weaver idol prophecies still exist
- Idol lenses are functioning correctly
Spent 20k favor rolling idol prophs with 2 lenses (no non mono and +chance small idols) to hunt for small weaver idols and successfully saw 0 weaver idol prophs of any variety and it honestly felt like the small size lens was working in inverse as I saw almost no prophs for small specifics and saw a crap ton of adorned/huge/grand etc
ya might be missing COF rank i guess thats why ya not seeing any
If you only have 2 lenses, you are not high enough rank to roll weaver prophs. They unlock at rank 9 (with the third lens slot)
so I've been told, pretty massive issue with the fact that nothing in game tells you this at all
Adding in the %chance (not +chance) for small idols, you still have an incredibly small chance to roll them, esp on that telescope because there are so many options to roll
At full rank...there are 54 different proph rewards on that telescope...only 2 are small weaver idols. 4 if you include all small idols
Counterpoint, since you won't see them until rank 9 you wouldn't even know about them existing. If you looked up the info from outside source its their massive issue that they forgot to mention the rank 9 requirement
is there a lore reason why Skarven sells memory amber? Does he have ties to the Weavers? or is it just a gameplay mechanic
have yall considered an armory system? the game would lowkey COOK if it had one
They have and decided against it. But if it's something you'd like to see make sure to post it in the #1210282176680169562 (https://discord.com/channels/368953963267096586/1210288551313281044) . The more people want something and voice that the more likely it is to get added.
#👨┃ask-the-devs-not-support-no-bugs message
#👨┃ask-the-devs-not-support-no-bugs message
bet
Since a lot of last epoch's endgame balance and power perception relies on survivability and progression in Monolith Corruption system, making it the measuring ruler, what would be EHG's approach when it comes to content outside out of it? We are already seeing how Monolith-tuned builds in out-of-monolith endgame systems trivialize the content. Will using this ruler be helpful in future endgame systems outside the monolith to some capacity? Would those have to be tied to an ever-scaling system in a similar manner to match how the global tuning of items and skills work?
I don't think it can be balanced like that. This is how ARPGS work. POE and Diablo are exactly the same too. I'm not a dev though.
Hey guys just curious about the nemesis system. Is the loot from nem geared towards each class? Like if I'm on rogue am I going to get daggers more often in the nemesis rewards? Or is it totally randomised?
Are we ever going to get a javelin skill effect cosmetic??
If you imprint a 1 affix legendary, do non-unique items dropped the piles have a higher chance to drop with that affix? or does this mechanic only apply when imprinting non-legendary items?
hey, does increased healing effectiveness also apply to leech?
No, it applies only to things that specifically say healing
tyvm for the answer!
A 1 affix legendary is treated the same as a 1LP unique. The specific affix itself is ignored.
Yes, every still will eventually get a cosmetic.
Hmm. If I imprint a boss only 2 affix legendary, will I have more chances for 2 lp when killing the boss? (Assume which ever weaver node is valid for it)
Is it intended or bugged that the Chaotic Strikes(Double damage) node in Warlock doesn't work for Harvest? and Wreak Havok's crit multi boost also?
Does nothing to boss only drops
It will try to give similar items so a random assortment of body armors for example
Idk if it is just me, but running in Maps from North to South (Running Down) feels so dangerous because of the tiny field of view, like anything will oneshot me. The best to test this is Lagon, when there comes waves from "south to north" and you need to run into south to kill tentacles. You cant zoom out a little bit more or do I miss some options here?
If you're zoomed at as much as it will go by scrolling (default keybind) then that's it. If you'd like to provide feedback or have a suggestion regarding it please post them in the forums:
#1210281911872786482 (https://discord.com/channels/368953963267096586/1210286422964043896)
#1210282176680169562 (https://discord.com/channels/368953963267096586/1210288551313281044)
Almost certainly
I am confused about why we are forbidden from hiding crafting materials. For example I am not allowed to create a rule that hides common affix shards. I have over 500 of every common affix shard and I probably will not even need 50 of my most disired affix shard. They only clutter my screen at this point.
Let the devs know you'd like that feature by posting into one of the existing categories in #1210282176680169562 or #1210281911872786482 . They added a minimum filter option for gold in 1.3 so it's not out of the question for shards as well.
is there a world where the newer campaign bosses get added to mono? like a timeline for majasa and act 10 boss with new blessings?
There is already recolouring for crafting material but the hide option is removed from the drop down. That is what I was talking about. It seems like a deliberate decision which is why I was asking about it.
There were monoliths changes planned for this season but they didnt make it in the end
So probably
https://youtube.com/clip/UgkxPGGvnoFvlkx4l9GZRylgjoMV6NqoBzZ6?si=4ftSxntUhmHAzGMx
https://www.youtube.com/clip/Ugkxea4BiftAaPVeXUcG-WTWhYkhBVzzTKFs
60 seconds · Clipped by PvtVlad · Original video "Last Epoch Q&A Dev Stream" by Last Epoch
35 seconds · Clipped by PvtVlad · Original video "Last Epoch Q&A Dev Stream" by Last Epoch
YouTube clips are a thing? 
Yep
I love how mischievous Mike can be
"Ah ah nailed it, I am allowed to say it like that, loopholes, love it" 😼
Mike before season 3 "So while maps are static layouts, your spawn point and the locations of different mechanics like nemesis, exiled mage, and... Whoops I almost spoiled the new season mechanic"
I have seen a lot of talk about wildfire embers and want to ask, is it a confirmed bug? I cannot see anything about it, just content creators saying it is.
I wonder if EHG has plan for lagonian idols yet bc since the release of weaver idols it seems to be nobody use those idols anymore
they are designed this way. you use the normal idols during campaign..and eventually phase them out with better weaver idols
just like youphase out magic gear for rare. and rare for exalts
Afaik so far there have been no confirmed bugs. The only one I've heard of that might be an actual bug is that it sometimes doesn't use some of the nodes in the skills tree, but I suspect that might be because of procced vs direct cast, would need to see examples though.
I use them often. If you have any suggestions for changes you think would be good please post them in the #1210282176680169562 (https://discord.com/channels/368953963267096586/1210288551313281044)
yeah but I think it's better to upgrade weaver idols from lagonian idols bc obviously weavers are upgraded version of lagonian and eterran
That’s my follow up as well, would imprinting a higher LP item give a boosted chance at high LP drops? And, if so, does that take away from the % chance for 0lp? Or would imprinting a 2lp also reduce the odds at a 4lp?
Yes, imprinting a 4LP item increases the chance of getting 4LP versions to drop. Yes, this takes away from all other LP chances to drop. It does a check to see if it will change the LP or not. So it naturally has a higher chance to be whatever it is.
This is prob too deep but does the imprint use a completely separate lp method or is there a check in the normal lp method for if the item is dropping from an imprint?
Also does the same apply for ww? Or just lp
I would have to look it up again to be certain. I mangled my ankle playing hockey last night though so I'm not getting to my computer today.
I'm pretty sure if it fails to stay to the same it just re-rolls the LP from scratch like a normal drop.
Same for WW.
Get better soon! And thanks for the answer
That makes a lot of sense.
Howdy! Hoping you can clarify how Rip Blood and Blood Splatter actually interact now that Rip Blood is no longer single target.
- The Rip Blood Splatter node says: "An enemy cannot be hit by both Rip Blood and Blood Splatter."
- The tooltip for Blood Splatter says: "Blood Splatter [deals damage] to other enemies around the target, but not the original target."
These two statements seem contradictory. In a scenario where Rip Blood hits Targets ABCD and procs a Blood Splatter from Target A: - The first says that none of the original Targets ABCD can be hit by the Blood Splatter.
- The second suggests that Targets BCD can be hit by the Blood Splatter.
It's not clear which it actually is.
Hello Devs, I would gladly pay maybe $10.00 or so and I bet many more would as well for a optional pet that picks up gold, bones, keys, etc. Similar to that lesser D-IV game. As a pet build player much of the drops occur off screen.
the devs are pretty against any form of pay to win like this. but any suggestions need to be put into #1210282176680169562
I would consider that quality of life not pay to win. It doesn't make the character any more powerful but rather improves gameplay.
you are pay gating something that makes it faster for you to run through levels compared to those that dont pay and have to back track. that extra speed you are paying for is quite squarely in the pay to win category.
either way, #1210282176680169562
Then make it free like D4.
the devs will only take your suggestion if its in #1210282176680169562
Roger that. Its there already.
Rip Blood hits in a line/row. Blood Splatter can hit nearby enemies that weren't hit by Rip Blood.
Hey devs, can we maybe have a well trouble shot beta next season? I get the decision not to have it this season and I see the pros vs cons etc... But... This season has been SO buggy. I generally defend LE bugs when my friends bring them up, but this season I just can't. Have had several friends quit the season over it. They're just rampant and kill the game.
Examples: Just got booted for inactivity while actively playing. Logged back in, and it told me I'd be booted for inactivity again. Logged out, back in, and it still had a timer booting me.
Item duplications that then disappear, but are still super annoying because you end up putting items in wrong places or throwing them on the ground because you didn't know you had one still.
Audio tearing and glitching.
Beastmaster wolves' node causes wolves not to summon.
etc. etc. etc. And these are just the ones that are still ongoing. We had phantom rift beasts, and all sorts of other crazy stuff. I love the game, and I love the content this season, but... man... this season feels like I fell backwards into the beta again.
Sorry for the miscommunication. We ran the same beta testing as last season.
It's being ignored. The Devs have been "looking into it" since the season started. The fire prolif might as well just be a graphical effect with how useless it is.
I doubt it's being ignored, but it is one more thing from what I posted above, this season just feels like it could have used a LOT more debugging. A LOT A LOT.
The spread isn't bugged, the ember's do last 8 seconds as far as I could tell when testing. The only thing that might be bugged that I haven't tested is the procs not using all nodes from skill trees, which is totally possible but I suspect some of them are just missunderstandings
The item very well might be really bad, but that doesn't make it bugged
Going from hundreds of ignite stacks to single digit stacks in ~1-3 jumps is useless. No idea why such a trash item was added as a seasonal unique.
if you want your feedback to be heard, please use the #1210281911872786482
nothing is taken from this channel to the devs
Here's how the spread functions in my experience #👨┃ask-the-devs-not-support-no-bugs message, while it might not be what people expected / way worse than people expected it's not a bug. And historically EHG don't do balance changes mid season (as per a community vote), so sadly it'll most likely stay that way for this season. If you'd like for it to be changed / buffed for next season please post so in the feedback forums that eagles just linked to.
I get that it's underwhelming and not what people expected when they initially read the item because it is so similar to other effects. As far as I know, it is doing what it says it does.
I think it's the wording "among" which had no prior precedent that gave people the wrong assumption as to what it does, thinking it would spread all stacks from one enemy to every other nearby enemy or something.
yup
Feedback was left weeks ago, its 'being looked into.' Which might as well be a graphical effect, no idea why its on a primordial unique.
And that feedback is valid, I just want to make the distinction. We looked into it and it's not bugged. It'll be a balance topic for the future
Why aren't waypoints unlocked when using the Campaign Skip feature, i'm stuck now unable to visit Temporal Sanctum unless i go back and do the campaign i skipped... What's the point in using the feature if we have to keep going back
any chance you're looking at the wrong era for the temporal sanctum entrance? If you go near a waypoint, it should unlock. If not, please submit a bug report in game [F8]
waypoints are only unlocked for areas which you have visited. I could see a way to get portaled there from endgame or something.
Nope, they're right. Currently, going through Soulfire Bastion puts you past the Temporal Sanctum Entrance with no way to go back. Last time that question was asked, you mentioned that there were originally more dungeons planned so people could pick and choose their route.
ohhhhh, I see what you mean, I think I got confused about the question last time too. I thought they meant that they went through the temporal sanctum dungeon and didn't have the waypoint for the temporal sanctum.
What's the reasoning? Oh hey skip the campaign, but there are parts you want that you need to run back and do the campaign anyway? Is it really so hard to just unlock every waypoint you've skipped...
I just don't think it's a natural thing we considered as an option. If you'd like to see it, add it to #1210282176680169562 .
Already posted there, will see if anyone responds
There's typically not a response posted there. But the devs do read those and things get added to the game over time
is it possible that there will be an option to give traversal skills the same action queue priority that evade does? if i'm auto attacking, and spam my traversal skill, often the auto attack will take priority and i have to stop auto attacking to use traversal. however, evade will immediately stop the auto attack to evade, and continue after. is it possible we'll get a setting to allow traversal skills to behave the same way?
It's possible. However, just to check, in this scenario, which order from left to right do you have your abilities set?
shift, empty, empty, multishot, and heartseeker
yea, shift should have a higher priority than either of multi or heartseeker
hmm maybe it's just delay while the animation finishes or something. i appreciate your quick response, also i've been really enjoying your guys' game
if the attack has any sort of movement included with it, it can interupt shift for a split second at the start too
Is Bones of the Ancestral Pack capped at 7 stacks due to the cooldown?
effectively yes
What is the point of it saying there is no maximum stacks then?
Because technically there aren't
No real point
I feel like it would just be more simple to say it has a maximum of 7 possible stacks. The stacks don't refresh and they have a time limit, so why the 1 second cooldown? And the no limit phrasing makes it sound as though the item can achieve more than it is capable of. I think the description is a bit misleading and could probably use some refinement.
Hey Mike, big ask here, and I don't really expect a yes on this one. I posted a video to reddit, gameplay from Rampant Coast. Is the beast supposed to do that much damage?
Any ETA for stash freeze fix? its driving me insane to sort out my stash with the constant lag/freeze 😡
It can be both.
Is reflected damage not having numbers a bug, an oversight, a limitation, or intentional?
It is partially to leave it open for more sources later also just very slightly more performant if it doesn't have a stack cap. Gotta get those tiny fractions of frames whereever we can eh?
Given the context, probably not. I'm not sure though. Drop a bug report if you're suspicious.
Sorry, no info on the status of bugs here, should be a patch coming soon but I'm not sure which things are in it exactly.
Limitation
Move speed. How much is too much?
When you stop being able to control your character 
Just to clear this up, we do consider this a type of pay-to-win mechanic. If we were to ever grant mechanical uses for minipets, we would grant one for free with all the same mechanical uses as paid ones. Even if it's just a small convenience advantage, it leads to micro optimizations which require you to have one if you want to play optimally. Optimizing is one of the things most ARPG players love to do. We are not interested in locking a layer of optimization behind a paywall like that.
The thing preventing us from adding one is not the cost. We just aren't convinced that this would be a net positive thing to exist in the game. We are also mindful of the one-way nature of changes like these. It's also a bit of a slippery slope. One tiny change that doesn't make a huge difference this patch, then another tiny change next patch and so on until you find the game auto-picking up any item that drops at infinite range which your filter says is worth it to pick up and the act of looting is completely removed from the game. There will always be people who want us to move closer towards that outcome and that's fine. Personally I'm extremely happy with the point on that spectrum where we currently sit. I'm far from the only voice in the meetings where we decide these things.
Fair enough, I appreciate the response. I do think that removing the "No Stack limit" text on the item itself would prevent any confusion given the context of what is currently available in the game. Small detail but yeah, again thanks for clarifying, we appreciate everything you do 😄
<@&1161418687471956101>
Hey! Wanted to ask if this was an intended interaction.
Currently, Confluence of Oblivion is giving +corruption like a normal Orobyss, but either not scaling with corruption almost at all
or generally being 1/100 of the power of a normal Orobyss. Players can reach 10s of thousands of corruption while only basically
doing a few monos between getting 50 more corruption, with hardly any challenge at all(since Orobyss should be the hard part).
Sorry for the bump but I think this may have gotten scrolled off and lost
MG Question: If I'm at max gold, can I let newly sold items sit in My Stall in the bazaar? Do they expire eventually?
If you put life lost / gain ward affix on julra's gloves would it drain your minion/companions health? lol
Do you have plans to include Aterros and Forgotten Knight before their corruption in the main story? I am digging in on the lore
No, that affix does not function on minions.
@tall kettle The first reply you got was false, that affix has no effect on minions.
Haha ok - sweet cos i happened to want to try something wild with a low life build but also wanted melee attack on 2lp julras, glad it does not function! 😄 (thanks!)
By that logic a non damage over time based mele and ranged character already has an inherit advantage as the drops occur in front of the character within the visible screen area. Maybe i'm in the minority but i would rather focus on defeating enemies rather then running around looking for piles of gold etc. I believe D4's implementation of this type of pet superior to this play loop of clearing a room then walking around and looking for the money. Rinse and repeat ad nausea.
I personally disagree. A big part of an ARPG is picking up loot and it’s the natural progression of your character you value certain things less and less.
You start off you character needing white or yellow items but by the end you don’t need those and ignore them. I’m not going to sit here and say we might as well get a pet that can automatically sell or breakdown loot I don’t want to pick up just like I wouldn’t say I need a pet to pick up gold I don’t find time efficient to pick up.
A F2P pet that picks up gold wouldn't be that big of a deal and would greatly add to the game but obv everyone has their opinion. 🤷🏻♂️ Hopefully we get something some day.
That might be the case and I'm not sure that's necessarily a strictly negative thing. We are open to the suggestion that a pet could auto-pickup select things. I can't say it will happen or not. Currently we don't have any plans to do it. I'm just saying that in the event that we did do it, it would need to be something that you couldn't pay for the mechanical advantage of having that option.
not that I know of but it's not off the table
they will wait patiently for you
Free is even better!
Weirdest patch note ever
Question about the primordial gloves carrion of creation: why does it convert shock to bleed? Wouldn't it make sense for it to convert electrify to bleed? The other ailments listed are all damage over time ailments besides shock
Electrify is not as widely available as Shock
If you are not a Sentinel, you don't get Electrify
Could just have it also convert electrify as well. Anyway, the thought came to mind when I was looking at the Weaver's Gift unique sword. Too bad it wouldn't jive well with carrion of creation
Unlikely, if you'd like us to consider it, add it to #1210282176680169562
Did something change with tab priority behavior? It's not working as it did in previous seasons, and I'm not seeing anything in the patch notes.
Some new options might have been added but essentially no.
OK, then it's bugged to the point of being borderline not functional past the first tab. I'm happy to stream my client to demonstrate the behavior that I'm seeing if someone wants to see it, because a screenshot isn't sufficient to describe the bugged behavior. I have already submitted a bug report using the in-game tool but it's not exactly easy to describe what's going on when I'm limited to text + 1 still screenshot.
If you would like to report a bug, please use the in game bug reporting tool. [F8]
just letting you know that the fix to stash did nothing, game is still unplayable
this channel still doesnt do anything with bugs. if you have a bug, report it using f8
I am sure this has been asked and answered before, but what if anything is on the horizon for rune wardens/mages/prisons. Expansion or season? I really dig the ideas it implies.
they were purposely left open for the possibility of more content centered around them. espeically the judges that are talked about. but on the last lore stream they seemed pretty insistent on getting the orobyss story done with first
how is it that fixed difficulty content (particularly thinking about julra and aberroth here) can sometimes drop 0 of an item and sometimes drop multiple? for example i’ve had julra drop 2 obsessions before and 0 at the same tier.
- Julra isn't really fixed difficulty
4 tiers and also when going through the dungeon you give her modifiers (even if you use a charm, they are here and chosen for you randomly) - Julra always drop a 1lp of her unique pool.
- COF Rank 10
Boss Loot Upgrade// Bosses have 150% increased drop rate for any specific rewards they have.
thanks!
so julra’s drop chances are weighted against each other as opposed to rolled individually? i have no idea how i never noticed that. is this true of all boss drops?
yup
mike, whats your beard treatment routine?
shampoo, leave in conditioner, bear oil
So that's why bearquake was invented. Mike needs more oil for his beard
when he isn't programming, he hunts bears in the wild for their oil!
And to answer the second part, no that's only Julra and the two 50/50 drops on each timeline boss
Le-77 crashes since new patch I cannot play the game. I've restarted my PC, Steam and still nothing works.
Sorry you're experiencing that but this channel is specifically not for bugs/support issues, you won't get help here regarding that. You could try contacting support but hopefully it'll just get fixed soon.
!support
Anything we can help with? We've support articles and a contact form at https://support.lastepoch.com/.
well 77 is out of date client...you could try verify files to force the update...tho fully killing and restarting steam should have also done the update
Is Lagon really just Eterra's good boy?
Do we know if Bones of the Ancestral Pack affects multiple minions if they originate from the same skill i.e Wolves
When you gain a stack of Ancestral Pack so does your highest level minion
Your highest level minion is the minion from the specialised skill with the highest skill level. If multiple minions have the same level then the closest to you is chosen.
How does this work with Ancestral Sabertooth? Are the minions created by the Sabertooth so therefore not classified as "yours"?
yes
Are you guys actually aware of the atrocious state the game is in? Multitude of bugs, performance issues, skill and general balancing is way off. I can list all of it spesifically.
How are you not releasing a patch to fix most of these? It really gives the feeling of a game made by high schoolers in a weekend.
Is all of this because of Unity game engine? If so, when will you swap to an actual functioning one?
Complete fail...You can only equip 1 Primal piece. What a joke. Should be 2 or even 3 or what's the point. Makes the entire season a fail.
they are aware of all bugs you report using f8 ingame
they released 2 patches in the last 6 hours.
if you have constructive feedback, please use #1210281911872786482 or #1210282176680169562 for your balance concerns.
ah this is not #1210282176680169562 or #1210281911872786482 please write your constructive feedback there as you were directed to. not here
I did.
Thanks Mike!
I have a question regarding interactions of damage.
"20% of Hit Damage taken from Bosses and Rare enemies is dealt over 4 seconds instead" from the item "Grasp of the Blood Mage"
AND
"Spectral Wounds" node on the Lich passive tree: "Hit damage taken from bosses and rare enemies is dealt over 4 seconds intead"
Question: Are those considered dealt as a "Damage over time" to the player?
If yes, can nodes/items reduce that Damage over Time from "is dealt over 4 seconds instead" sources?
such sources as "Impact Ward" (Less damage over time taken: 20%)
or the item affix "20% of Armor mitigation also applies to damage over time"
It shouldn't change the damage type. I would have to go into the code to check but it shouldn't apply.
Aw, i understand. I would love confirmation on this, but no time pressure.
I thought it might work, considering "dealt over 4 seconds" is damage over time if it were to be categorized (as in by taking the defintion of "Damage over Time" literal)
A followup question would be:
Lich's passive node "Decaying Form" 6point bonus says: "half of all damage over time is taken as poison damage"
If yet again the answer were Yes to it counting as a DoT, would Decaying Form cause that delayed damage to be converted to poison damage?
and how would that interact with an attempted damage conversion from "Blossom of the Immortal Stone" (converting 100% of poison taken to physical)?
The alt text in at least some of the sources of that effect specify that you can't modify it further in any way.
thanks for the answers, i couldnt imagine anyone in having an answer to this
It's not considered damage over time, I'm pretty certain. It's basically dealt to you as true damage
Ah i see. that was the alternative I had in mind. thank you for your answer aswell
Will acolyte get more love in S4?
Bump! TIA
Does the Giant Slayer node in Multishot (arrows from the same multishot can attack the same enemy) calculate crit per multishot arrow or all arrows at once?
For instance, 14 arrows are shot out - do each of the 14 arrows have different chances to crit and that say 10 of them crit and 4 don't, or do all 14 arrows calculate crit at once and either do or dont
Does troakas teeth work with carrion of creation? (I don't have a lvl 81 rouge to try)
It get so much love in 1.3 already. I suppose rogue is the character should get more love especially the defense in next cycle.
Everything that gets hit by the Rip Blood which triggers the splatter can't be hit by the splatter.
Enemies may only be hit by 1 of either Rip Blood or Blood Splatter.
Enemies hit by Rip Blood are not affected by Blood Splatter.
The 23/23/25 hits are rip blood and the 14/11 hits are blood splatter.
This is with 5 enemies and I hit 3 of them with Rip Blood and Blood Splatter hit the other 2.
Every class always gets something every Season, so yes.
Each hit calculates crit independently. Even a single arrow hitting multiple things would calculate each independently.
this is what you get with both of those items and using puncture. (armor shred and slow are coming from passives and my bow respectively).
Looks like the quiver wins because it's a skill specific ailment conversion, similar to why skill tree ailment conversions win over generic item conversions.
hey guys is there any considerations to how we get threshold of eternity?
I get needing to kill Abberoth to get the echo the first time. but after i while when farming Ubberoth, It gets annoying to have to kill normal again just so we can keep fighting uber.
Maybe we could change the threshold echo into a reuseable item so we can just farm uber at that point? has this been discussed at all?
I can't find you the quote, but if you use the search fonction I am sure you can find it.
Tldr: there are currently no plans for it but if you want the devs to consider it >>> #1210282176680169562
yeah ok i will. curious to why this was thought to be a good gameplay loop though. i like to know the how and why these choices are made too so i can understand the thought patterns.
does the wolf howl stack with frenzy?
no, the howl actually grants frenzy too
if you have solo companion passive will it affect the wolf that is summoned via permanent bond?
time to cook this
Thanks Mike, good info!!
If i have 40% less damage taken and 50% less dmg from close enemies in theory would i get 90% less dmg or 70% and do that 2 stats count for DoT or is that another stat
70%
70% less, and yes it applies to DOT since it doesn't specify otherwise.
TY Mike. That's what I expected but it's disappointing nonetheless. It makes Blood Splatter totally not worth it. But I'll take that to the suggestions channel.
is rouge net not suppose to have a dps number?
Is it intended that that Wraithlord does not get stacks(buff) from the primordial Bones of the Ancestral pack? (guessing because of its predetermined level)
if so is that something that could be changed?
Hi Mike, is the Concentration dmg buff in the Marksman tree only considered for Marksman? Because the DPS tooltip for many skills doesn't change while being a Bladedancer or Falconer. I'm pretty sure it's bugged, but i just wanna make sure.
Is this two-faction system ever going to be revamped? The MG economy tanks hard once the player base starts to decline, wouldnt it make sense to allow more players to participate in trading without gating it completely?
no but it is expected to be the way it is
sounds like a bug to me. [F8] in game
it does require you to be wielding a bow for some reason
We are extremely pleased with the overall structure of the item factions. I would very strongly advocate against blurring the lines between them. I believe it needs to be a very strict separation.
If you have an idea on a change you'd like to see in the game, please put it in #1210282176680169562 for consideration.
I would also suggest that solving the issue of MG economy woes is a problem which doesn't require compromising CoF.
Ah that’s a shame I wish I could see my dps with it
is there an available answer to this? barely missed the lore stream with it haha
What do people in the end of time eat 
And is the island we can walk on the entirety of civilization in the end of time?
Primary reason is gameplay, we wanted Skarven to trade a wide variety of goods. But lore wise, the Weaver's original timelines all have her as a spider titan from the Ancient Era so there justification for signs of her presence to be there. This isn't counting any of the caves that may lead into the Tombs and Cemeteries which may be found throughout time, which could be another source of memory amber.
He also goes "what is this weird stuff" when you buy it from him...which is a nice touch
Along with how time is strange and broken in the end of time, that applies to people's health and longevity as well. Things like not aging normally, not needing to sleep or eat normally, all combine for a disorienting experience for most of the end of time's residents. Even though their bodies don't need to eat like someone in a non broken time, they still feel fatigue and hunger which is briefly abated by other Travelers sharing food they bring with them from other eras.
As far as other islands in the end of time, they are very few and far between. As far as the people on the island we see in game know this is all that is left.
What do chronowyrms taste like
Soooo does the "for some reason" mean, it should not require a bow, or will we see a tooltip update that its strictly while using a bow? 🙂
In essence my question is:
My goal is to not take poison damage. Should I avoid 6point bonus from Lich's "Decaying Form"?
If I use Lich's "Decaying Form" 6point bonus, and wear a "Blossom of Immortal Stone".
Will (for example) Aura of Decay hurt me with Poison damage, or with Physical damage?
my current understanding from previous answers is either of the following:
If passives take priority, and I get hit by a bleed. I will take 50% poison damage, and the other half is bleed.
If item takes priority, and I get hit by a bleed.. I will take 100% physical bleed damage?
(due to the whole "no converted damage will be converted again". please correct me if im wrong)
Not sure if you have heard about Fangs of the berserker being bugged with the strength scaling but just in case I have posted it bug report items and gear
if you have solo companion passive will it affect the wolf that is summoned via permanent bond?
Order is items -> passives -> skill tree
But incoming damage can only get converted once so your end up taking phys damage no matter decaying form
wouldn't it still cause ignites, frostbites and electrify etc. to deal poison dmg to them, undermining one of the aspects of the amulet?
Since half of elemental dot gets converted to poison and that cannot convert back to physical anymore.
Mike will 200 Stash limit ever be lifted?
Is there any upcomeing Patch that Fix Corrupted Form this season or must we wait?
there are no ETA's for bug status or hotfixes in the channel named 'no bugs'. sorry
okay
That's for conversions, "damage taken as" is different: #👨┃ask-the-devs-not-support-no-bugs message
You will take poison damage from physical and elemental DOT, such as bleed, ignite, electrify, and frostbite because the amulet doesn't convert these types. Void, poison, and necrotic DOT should all deal purely physical damage to you since phys conversion takes priority over poison conversion (it is farther left on your char sheet).
That said, Mike wasn't 100% sure about the mechanic in his answer that I linked above, so hopefully he was right. 
I think there's a practical difference (what Mike said is correct afaik, but so is what I said in a way). Basically item and passive stats have already applied to your character by the time you take the damage so it doesn't matter which applied first. And yeah left to right is the correct order and afaik elemental is treated the same as other damage types.
So what I said initially was wrong, thanks for correcting.
Thats a shame. CoF right now is essentially SSF with alt support. Arbitrarily dividing the player base and gating the entire item economy behind that division has been one of the more baffling design choices that EHG has made.
Everything dropped while playing with friends is tradable to the friends that were in the game.
Not only is that not true, since I've been unable to give items to friends that dropped right next to them without using a resonance, but it also does not apply to the item economy.
are the friends MG and you are CoF?
both MG
If it drops from the imprint thing on weaver tree it inherits the tag the item there has
so if it's MG item already? yeah can't trade
idk I play CoF as do my friends, when stuff drops in game together I can trade it to them without even using resonance 🤷
Already answered this in a previous reply, and this is a tangent to my actual argument, which is that dividing the player base and gating the economy behind that division was a bad idea then, and is a bad idea now.
you also said CoF is basically SSF and it's not.
We have 2 distinct playstyles that have been requested. Trade and not trade. The system needs to accomodate both types of players and allow them to play together. Our current system is the only option that I've ever heard which does it all well.
Is it perfect? no but it's dramatically better than any alternative I've heard.
I will push back on the claim that it's diving the player base, the person who I play with the most plays MG and I play CoF.
Also, if you are in a party in the same zone with someone and you can't gift items which drop to each other, regardless of tags, then that's a bug which I would ask you report in game by pressing [F8]. I've never run into it and usually when this is mentioned, it is realized that both characters were not in the same zone when the item dropped. (exception being imprinted items)
If you would like to leave feedback on the current system, please put it in #1210281911872786482.
If you would like to suggest an alternative for us to consider, please put it in #1210282176680169562.
I'm at 2.3k corruption and Shade of Orobyss's melee attacks one shot me no matter what. Is it possible to make it telegraphed somehow so I have a chance to dodge it?
Any fun stuff for the dev stream today?
Few things aren't possible. If you'd like to see something added/changed please post it in the #1210282176680169562
Mike is streaming today right 👀
Will it be possible in future patches to craft past t5, even if there is higher chances to fail/higher cost?
Yep, should be in about 2 hours and 37 minutes
Nothing like that has been announced. If it's something you'd like to see please post it in the #1210282176680169562
anything juicy for today?
Only way of knowing is to watch it 
Is the first evolution of a rift beast always expected to be the same? I've gotten the same three options for my first evolution 4 times in a row, despite ending the lineage 3 times.
When will we see some server instructure changes?
did some testing (same room online) with friend doing WP using level 1 white so he did no dmg just spun, when mobs at 1000+ c fired attacks that would stun me max level/max res/4,5k hp void knight, they did 0 dmg to him even though he wasnt leeching because he wasnt close enough to be touching them so it seems the non-stun while channelling thing actually makes you immune from dmg to a high percentage of attacks. We did this because we wondered why when we both played WP we were so much tankier than other sentinel builds even judgement pally. I dont think this is working as intended, lol I think this is why 5000+ c was so easy last season too lmao - thanks guys appreciate the immortality ;D
I remember you talking about how signature skills are chosen as something that is the core of the fantasy for those masteries, are there similar reasons for the placement of other skills in the mastery.
To be more specific I'm talking about how deep they are in the tree to be unlocked and what gets put behind the chain.
Are the skills that are made available to all masteries seen as something more on the line between the mastery fantasy vs base class fantasy and the ones deeper are more of a skills that lend more into the masterys fantasy and playstyle
But "you" did not think of offline players, where MG is useless. Obtaining gold is just boring and feels like a chore rather than a fun. I would love as offline player to be able to run as many as i can Lightless Arbor in offline mode but everyone lacks gold (CoF players mostly). While i would like to have healthy amount of gold to run that dungeon.
Also in offline mode you can join MG but you can't use it cuz you are playing in offline mode, you can't buy/sell to other players cuz there is no players to begin with. What do i hear is "crickets" about this issue. My question is: How does team have solution to this issue for offline play?
Why is this an issue? Offline CoF is the exact same as online CoF. You also can't constantly run lightless arbour in online if you're CoF. Alas if you'd like for them to change something please post your suggestion in the #1210282176680169562 (https://discord.com/channels/368953963267096586/1210288551313281044)
Right.
I'm sorry, I don't understand the issue at all. Is it just that someone could make the mistake of joining MG in offline and would have to switch quickly?
The main problem I see with the Circle of Fortune versus the Merchant’s Guild is how gold works in practice. For MG players, gold is basically part of a loop. If you have gear, you can sell it in the Bazaar and make gold. If you have gold, you can buy better gear. That creates a self-sustaining cycle where you’re never really stuck—gear feeds gold, and gold feeds gear. Because of that, MG players can hit the gold cap without much trouble. Once they’ve done that, they can just switch over to CoF and suddenly enjoy both advantages at once: tons of gold and better item drops.
CoF players don’t have that luxury. Their strength is tied to getting better drops, but that doesn’t convert into gold in any meaningful way. As a result, they tend to be broke compared to MG players. That matters because certain content, like the Arbor dungeon, requires gold to run. MG players can fund those runs almost endlessly, while CoF players are stuck running it far less often, even though Arbor is one of the most important sources of endgame progression.
This problem is even worse in offline mode. MG basically doesn’t exist there, since there’s no Bazaar. That means gold comes only from grinding monster drops, and it turns Arbor runs into a chore—you’re just farming raw currency with no trading shortcuts. Meanwhile, CoF still doesn’t have a way to make up for that gap, so you’re left with obscene amounts of grind just to afford the same number of dungeon runs that an MG player online could bankroll with ease.
So the issue isn’t really “MG is useless offline”—that’s obvious. The real issue is that MG creates a gold economy that makes Arbor far more accessible, while CoF has no equivalent, and in offline mode that imbalance becomes even more punishing for people who don’t want to deal with a trade system in the first place.
I understand your point of view now.
Hm... just loud thinking...*
Loop for MG: Get gold over time, buy needed gear directly but live with the amount and quality you get until that point.
Loop for CoF: Get TONS of loot over time, use every way of getting the items and try with all existing crafting methods to get the gear you can get in MG with a few clicks (once gold piled up).
These systems give you the choice which route you want to go. As for the "vault runs", yes, you are right, that we might need a solution that you pay glyphs/runes for it maybe, a currency you could farm via prophecies for example.
And still, the vault runs are not required for CoF players, because you have an insane bonus to everything when it comes to loot and its quality.
I think it would fit into the suggestions channel. That we might need another currency for CoF players we can chose to pay or favour directly.
Like chose to pay with gold or pay with havocs/redemptions/creations or whatever but i think that will create problems on its own, we don't see yet.
Anyway, interesting thoughts... and i think there could be some good discussions about it, but you basically want a part of the practical MG loop for yourself while still enjoying CoF's item richness.
In my opinion: There is no need for a way around, because CoF already provides a huge amount of items and buying items via the vault is not necessary at a certain reputation level in CoF.
EDIT:
some thoughts...
Maybe it would we possible to program, that the Dungeon itself will check if a player is MG or if the player is in CoF. (Host only)
If the player is MG, leave the dungeons final mechanic, the vault, as it is. If the player is CoF, offer that different way in the UI of the vault door.
Mike do CoF player affect Arbor drops?
My issue with CoF isn’t just about loot quantity, it’s about how the limiting factors stack up.
CoF does give you 1.5x to 2x more drops and better quality overall, but that advantage runs into two separate walls. The first is dungeon keys, which are shared between both factions. The second is gold, and that one hurts CoF players far more. A CoF player usually ends up with way more keys than they can afford to actually use, because they just don’t have the gold to run Arbor as often as an MG player.
MG players don’t face that problem in the same way. They can naturally find gear to progress, and once they’ve filled out their slots with non-MG items, they’re free to switch over to CoF later. The only real limitation for them then becomes keys. They already stockpile plenty of gold from their time in MG, so they can afford to run Arbor whenever they have keys. Eventually, they hit the opposite wall from CoF: plenty of gold, but not enough keys.
That’s the core difference. MG players only ever really deal with one bottleneck at a time, while CoF players are stuck with both at once. Keys aren’t really the issue for CoF—you usually have more than enough—but gold is a constant choke point. That makes Arbor feel like it’s gated much harder for CoF than it is for MG. (edited Version)
Question to the Developers/Designers:
Right now, Circle of Fortune players end up facing two bottlenecks for Arbor runs: keys and gold. Keys are shared between both factions, but CoF players also hit the gold wall much harder, often ending up with more keys than they can realistically spend. Merchant’s Guild players, by contrast, only really run into one wall at a time. They can farm up gold through trading, then when they eventually switch to CoF, their only real limit becomes keys.
Do you see this double limitation on CoF as intentional design, or is it something that could be adjusted—such as allowing CoF players an alternative way to pay for Arbor (glyphs, runes, prophecies, etc.) so they’re not locked behind both gold and keys at the same time?
seems like the perfect thing to copy paste into the feedback forum's dungeon post
just as a reminder guys, this isnt a channel for discussion between players. dont bury the questions for mike
if you want to discuss among yourselves, please go to general or ask the community
or yes #1210281911872786482 or #1210282176680169562
hey Mike, could turn down or turn off your screenshake settings when you do dev streams? watching the vod today is very jarring for me, wasn't a huge problem for me before (this build probably has a lot more shake with all the golems haha). I'll have to go audio only for this one.
Totally get it if you choose not to, I know some people enjoy the extra impact screenshake can offer, but I thought I would ask! Thanks for doing them, its really fun to listen to your thoughts on the game's development 🙂
Can we please get an honest statement on the server issues a lot of players are facing, espacially on EU WEST and what you are doing about it and so on? Don't wanna be disrespectful, but it has been known for weeks and months and all i read/heard is: "we know it" "its the telekom, not us" bla bla, "its the peering" , "we think about it"..... yet, you know about it, and the problems just keep appearing every day.
Since the start of S3 europe is basically unplayable most of the time, espacially towards the evening and certain skills/builds totally break because of it. S3 was far away from being THE SEASON in terms of popularity, so player count is not the issue, its the server, the partners and services problems.
A crappy server situation not just delays skills but simply breaks some skills' functionality. Button smashes just disappear, because you simply don't know whether you are in a combat animation or if you are "free to move" and the game/server does not get alle the information and partially eats up skills, visually or in functionality.
After roughly a month of S3 there was not a single day, we got not confronted with that problem, and you silent it to death instead of trying to side with the community or even leave hints that you are actively working on it.
100ms-130ms of delay is not a rare case. Progression is not fun, investing time and brain power gets less and less fun, it ruins the expirience, it steals away the fun and nothing happens, because we are faced with silence.
All of the support, money, maybe additional support via Supporter Packs and so on, everything loses value because of the trust that gets lost.
You are building an amazing game, but all the fun won't matter at a certain point when the infrastructure is A$S and by just saying, its not us, the problems won't disappear. 🤷♂️ 🫤
www.youtube.com/watch?v=Y_0sRCYhV5U&t=12s
This is just forgeguard, bc i love the playstyle, whether it is Rive, Vengance, Forgestrike, whatever, every class will face different problems..... and these problems happen with high OR low ping.
Rive Hits do not get fully visualized, deal no damage, Forge Strike takes away mana, triggers the cooldown but deals no damage. Vengance strikes sometimes won't get visualized.
Do you like the combo at 39sec?
https://www.youtube.com/watch?v=Y_0sRCYhV5U&t=39s ?
The server structure itself seems to be the problem. High Ping just makes it worse... and in the video i have a 20ms ping, guess what happens at 130ms when enemies are rubberbanding towards me or aberroth summons the void balls?
Its about time to fix it 🫶 ❤️
It's a "You order delivery from the restaurant across town, but the bridge is out and the food always arrives cold" scenario. The problem isn't on your end (everything is fine) and the problem isn't on the restaurant's end (everything is fine on their end, too). Neither party has the power or responsibility to fix it (you're not going to repair the bridge and neither is the restaurant), and it's definitely not a reasonable fix to "just have the restaurant relocate to your side of the downed bridge" just like it's not a reasonable fix to "just move to the other side of town" for yourself. Nobody is happy with the situation but every solution is like 10000x effort/cost of what's actually reasonable other than the bridge getting fixed 😔
Can't yell at your mom on the phone cuz the cell phone company gave you a shitty line
i can show health bar above my character, but there is no bar that shows mana?
Correct.
Does a Unique created from a Rune of Ascendance have a lower chance to roll LP compared to a drop? I seem to think it does but have absolutely no idea why I think that.
Yes - you can see it here by toggling the checkbox https://lastepoch.tunklab.com/lp-chance?u=bleeding_heart
Ah, thank you for the info.
I would be happy to turn it down or off if needed. I like it but I'm very aware that not everyone does. I will however just likely forget. So, if you know you're going to watch and remind me that morning, I'll make sure it happens. You can also request it live if I have forgotten to do it.
shieldb had a fantastic explanation for ya there. We are doing what we can to improve it for the people who it is affecting.
The average ping for EU players all together is not significantly different from last season.
I know it's very bad for some people and we will do what we can to help.
I don't know what we can do to fix it as I'm not a network engineer.
I missed the chance to ask Mike during the last livestream, but could we get a clarification about what the blessings that increase item drops apply to? (i.e. besides regular monster drops.)
In particular, prophecies (AFAIK, they don't), boss drops (they didn't, but I found several old references about EHG wanting to make them apply "in the future"), and items imprinted on the Weaver's Tree.
They only apply to regular monster drops
Does effects like aspects with increased effect round in practice or just in char sheet? I wonder the same thing with armor DR and dodge chance, and most other stuff to be fair, but maybe it varies. I got the impression that Reliquary Nest doesn't round stats before they go to char sheet at the very least, is that correct?
Edit: Would be a relief if you could just know that there were basically no breakpoints at all (or at least very few). Some tooltips imply this, but I've never seen confirmation.
Nothing rounds during calculations outside of display values unless explicitly stated or otherwise functionally must be an integer (such as 'max skeletons').
Latest thing I could find: #👨┃ask-the-devs-not-support-no-bugs message (but also supported by lots of in game testing)
Ty, that sounds nice
Just to be clear though, does not even attributes round, for example? If even that doesn't round I will just assume literally nothing that doesn't have to will, unless just implemented in a bugged way or to fix something quickly
Attributes do appear to round mechanically. I had to quickly test this, since we haven't really had any source of % increased attributes on stuff until recently lol. So attributes are in the short list of things that DO round.
Ah, fair enough
I would have expected the following to round:
- Attributes
- Penetration
- Resistances
- Flat dmg
For some reason, they feel like fundamental qualities. The opposite is stuff like "#% more dmg dealt", "#% less dmg taken"
hey, one question, please: can off class items drop for me? as in rogue or sentinel armor? i am acolyte
Yes but they're rarer
What's the range on Holy Symbol with Holy Nova? Does it gain the Area tag/is affected by Increased Area for Area Skills?
why were throwing skills designed to scale the way they do? you can't directly buff their damage with weapons with very few exceptions, outside of just using a weapon as a stat stick for the damage type they deal, and you need to put affixes on your armor and accessories to buff them, why?
They're not themed around you throwing your weapon, thus your weapon shouldn't really affect them much. If they did add throwing stats to weapons they'd either nerf or remove them from gloves, rings and other sources.
hello, i have question about an affix that can only appear on sentinel/rogue body armor and helmets - the Azure prefix, which increases mana by a %
i am acolyte, can i slam this "Azure"-affix onto a unique chest and/or helmet use it afterwards? or will it be locked by class afterwards?
The Eternity Cache won't let you mix class required items. If it's a unique without a class requirement and you transfer a class specific affix, the resulting Legendary will then require that class.
unless it is the "Azure"-affix (increased % Mana) which appears on both sentinel and rogue body armors and helmets - i just tested it ingame and slammed this onto a woven flesh and i can still wear this woven flesh with the increased % mana affix added
as it seems, more general affixes that appear on multiple classes' items but not all classes, can still be used off-class 🤔
I don't know if there's an easy way to tell if an affix is class only. If the Exalted item says a class related name, that's can help. Like "Sentinel's ___ of Suffix"
sometimes (a lot of times) my abomination just stands near the target, doing literally nothing or walking around it. I guess thats a not-optimized algorithm and we need to be patient until its optimized? Happens in boths stands, agressive and defensive
As a mage currently wearing armor slammed with a sentinel/rogue only affix, I know this isn't true!
Edit: i wasn't talking about an attribute affix
Yeah? The Azure? Specifically the affix people are bringing up. Really strong on some sorc builds
Yeah unsure what's been going on with that thing, it's an exception to the rule though. Normally you can't do that
Only affixes limited to a single class properly apply the class requirement with them - affixes with more than one class like % mana and str/att/int do not.
It's a bug, although with the addition of Oerden's Watch, attributes not class-locking is surely intended now.
It is still correct that cache will not let you mix class required items, meaning you can't apply % mana on mage-locked uniques, only generic or sentinel/rogue-locked uniques.
Regarding the nightbringer quiver, what is the thought behind having +84 flat damage while at low health when there are not other synergies in marksman for low life? How does this kind of stat conditions make it into the game?
Why is the flat damage void when marksman has no support for void? Because it can potentially be cool. And as different items and other things get added items like this eventually find themselves in the spotlight.
So its because its cool?
Why can't we have nice things?
Low life ward bladedancer was one of the strongest archetypes in the game at one point. There's always potential for things to be strong without huge amounts of class inherent support
Edit: wait, crap, forgot about bladedancer's LL passive whoops
We are talking about a quiver bro, for marksman which cannot use the low life passives of bladedancer
I didn't design that item personally so I don't know off the top of my head but I think when I do put one forward, I'm usually trying to add a new piece to help solve a puzzle or make an entirely new one. I think this is the latter. It's a signpost unique which kinda says "try and make this work if you can". It doesn't really fit into a well established archetype but it's different and a neat option to explore. It also opens up space for future items or synergies to feed off of.
If I imprint a helmet onto Weaver tree with 3 tier 7, is it possible I get 3 tier 7 helmet drops? Or the maximum is always 2 tier 7?
why not 4?
The max is 4. It is incredibly rare.
If i have a bigger suggestions post i want to share with you and it highly exceeds the letter limit, how can i deilver that post in a decent way? I would be fine to share it with a mod, that delivers it to the next person in line...
Any thoughts? On the original website?
Edit: Suggestion made, no further answer required. 👍
If it's too large to post on the #1210282176680169562 I guess the actual forums would be good pick
Do keep this in mind when posting a suggestion also:
#👨┃ask-the-devs-not-support-no-bugs message
If it can't fit within one, maybe two messages. It's likely too long/detailed. Try to generalize and shorten it a bit.
Apologies if asked before or already planned, but can Lightning Blast have its hit sound be changed a bit? It's incredibly loud and distorted compared to other lightning skills and irritating to hear in prolonged sessions. I think the sound was better last season, I have no idea what changed mid-way. The cast sound is fine, the sound it makes when you hit the enemy is what grinds my gears
Please post suggestions/feedback in their respective forum channels.
#1210282176680169562 (https://discord.com/channels/368953963267096586/1210288551313281044)
#1210281911872786482 (https://discord.com/channels/368953963267096586/1210286422964043896)
Will do, thanks
For the Salt the Wound Gloves (added crit multi is converted to bleed physical pen).
Is Bow Crit Multi accounted for as well - say taken from the "Heightened Senses" node in the marksman tree? or only "generic" crit multi
Pretty sure just generic. It says on the item
Does not convert Critical Strike Multiplier specific to certain types of skill, such as spells, or Critical Strike Multiplier from skill trees.
Correct it basically just looks at the same things your character sheet looks at
Hey just thought I would check in on this but is there any news on when we'll be able to romance the immortal emperor?
In another timeline, I'm sure a different set of devs made that game instead.
Will there be more patches for S3?
Probably a few minor ones and any emergency hotfixes that might come up.
but Bow Crit Multi isn't a skill - and Heightened Senses is from the passive treee 😉
Generic Crit Multi it is thanks
It doesn't call out spell as a skill, it calls spell out as a type. Bow, Melee, Throwing and Spell are 4 types. The various 7 elements are some more types you might encounter.
Wasn't that announced to be in your Love Epoch spinoff that's coming soon? 
Hello developers, I need to raise an issue that many of us in the Turkish player community have been discussing. Why is there still no Turkish language support in Last Epoch? Languages with far fewer players are already included, yet a much larger Turkish community is constantly ignored. This feels unfair and disrespectful to us. Why do developers keep treating Turkish players this way, even though we represent a strong and growing player base? We’ve been openly discussing this problem in Turkish communities, and people are very disappointed.
Speaking on behalf of Grole-enjoyers we eagerly await our Grole translation. Not that filthy corrupted dialect either. Please kindly send timelines.
It's also not translated in Hindi, Arabic, Bengali and other really big/popular languages. I'm sure if EHG had a magic wand that would translate the game into every language they'd do it.
The best thing you can do is post this feedback in the #1210281911872786482 . Since nothing from this channel gets logged/considered.
Currently it seems they're more focused on refining the existing translations before moving on to new ones, but if enough interest is shown your language might be next.
magic wand 🙂 i like it 🙂 We are not asking for anything magical from anyone. We are not asking to be included in special events or given privileges in the community — we only want to play the game in our own language. I understand that this is not something unique to Last Epoch, but I wonder if this is a general attitude from developers towards Turkish players.
It's not available in Spanish which I think is quite huge. Unless despite being a very big language there are very few Spanish speaking players.
Edit: I'm not a Spanish speaker btw
This channel is something Mike does as a courtesy, in his free time, without being paid for it. EHG as a company does not look in here. So if you want EHG as a company to consider your request, feedback, suggestion or otherwise, please put it in https://discord.com/channels/368953963267096586/1210281911872786482 or https://discord.com/channels/368953963267096586/1210282176680169562 because that is where EHG as a company look when they are looking for feedback or suggestions.
It should be available in spanish btw
Ah, old post then. I tried diggin for answer but didn't know where to look 😅
You can see the currently supported languages on the steam page ^^
The post I found said they had Brazilian-Portuguese but not Spanish, but on another google search the google AI just said Spanish
in the lethal mirage tree, if you take the shocking grasp node, it converts phys to lightning, phys pen to lightning pen, and bleed chance to shock chance, does this node make sundering blows more damage per stack of bleed node into a more damage per stack of shock? or does it just turn off that more multi
both sundering blows and rive scale with shock in that case
Does Rune of Evolution keep the roll same for the affix?
No but you can use a glyph of order alongside it. If you do then it will preserve the roll
Are there plans to fix Fangs of the berserkers effect of 1% increased Effect of Frenzy per Strength ( I mentioned it in the bug report that its not scaling at all )
So i believe the Unclaimed Trove woven echo is the undisputed best way to farm imprints to keep making your character stronger. Is there a plan to make the other imprints better/up to par "Sealed Riches" so we can have a more diverse way to keep progressing characters without feeling like its a waste of time?
I posted an updated post in #1210281997591908452 Items and Gear about the fangs of the berserker
Is it usual that the Abomination does not attack the Wind-Beast? It always kills me after 20 seconds fight by jumping on me at 2000 Corruption. My Abomination didnt do any dmg until then but tries to hit it.
sounds like a bug, please use the in game bug reporting tool [F8]
We plan to fix all reported bugs. Please use the in game bug reporting tool to report bugs and do not post about the report here. [F8]
not that I've heard, no. If you'd like us to consider it, please add it to #1210282176680169562
We have a budget that we have allocated for localization. The important thing to remember is that each language isn't just a 1 time investment. Because of the ongoing development cycles, each language adds to the running budget for localization. So we can only do so many languages. We want to increase the number of languages we support. We have to use some metric to decide which languages to pick. As we see more interest for specific languages, the chance that language will be added increases. This isn't a specific attitude towards Turkish players. We just have more interest from players speaking other languages so those were done first.
If you take the holy nova passive does holy symbol scale with increased area?
What goes into deciding if skills are placed behind the lock in skill tree or if they are made available to all masteries?
Is it similar to signature skills that ones more tied to the mastery's fantasy are placed deeper, behind the lock, and ones everyone can use are sorta on the edge between the class and mastery fantasy?
Or is it more technical, leaving skills that are easier to use for multiple builds like symbols of hope since almost any build can take advantage of it.
Thank you for the clarification. I understand that localization is not a one-time job but an ongoing cost. However, I want to emphasize that the Turkish community is very large and active, both in Last Epoch and in the ARPG genre in general. If the metrics you are using are mostly based on visible requests, then the problem may be that many Turkish players are not even aware that they need to actively “demand” the language in forums or Discord.
Unfortunately, due to bureaucratic reasons, Discord is blocked in Turkey. Most players simply log in and play the game without knowing they can request changes or give feedback. As a single person, I don’t think I can gather enough support alone, but if there was an official announcement on the game’s website stating that “requests submitted here will be considered,” it would be much more effective.
As you can imagine, many developers never respond directly to players, so Turkish players don’t believe their voices will be heard. To be honest, I also didn’t think my message would be taken seriously until you responded. If you allow it, I would like to share this post with Turkish streamers and local gaming communities to gather more visible support for Turkish localization.
with how some solo pets are performing, (looking at you EQ Bear) and to a lesser degree Abom
can we get the Wraithlord helmet nerf reversed?
This is suprising as this and last season is just Unclaimed Trove spam for loot and its miles ahead of anything else you can do in this game, are you not aware of this?
No, I am but there is another alternative to balance it too.
Unlikely, you can request it in #1210282176680169562 though.
It's not just discord requests. We do take those into consideration too. You're welcome to share anything we post here as it's all public. Also just to be clear, Season 4 is not planned to bring any new languages to the table.
The mastery abilities or signature skills are usually filling one of two roles. They are normally either some ability we expect the vast majority of that mastery to use in some way like Falconry and we want to get it into your hands as fast as possible without making it available to other masteries.
The second is when we just need some more options for the gameplay style that reinforce the theming so you have more options to use. Especially when it doesn't always fit perfectly with the other 2 masteries. Shatter Strike is a good example of this. We want to make sure that spellblade has more options to be a melee character once you've claimed that playstyle.
Skills which are on a mastery's passive tree at all should be very strongly thematically and mechanically linked to that mastery. They should generally reference each other more than skills outside of those masteries and are expected to be taken by most characters of that mastery or be centerpieces for a specific build style.
Deciding if an ability goes above the lock line or not really just comes down to theming strengths and cross class risks. We don't want the best melee mage to be a sorc that dips into spellblade for example.
I feel like it should but because holy symbol isn't a specializable ability and it is not tagged as an area ability, I'm not sure if the tags will even update to become compatible.
I thought that might be the case but I figured I'd ask just in case you had some insight
Recasts are the skill being a subskill to itself right? Like if we take whiteout in shatterstrike for example.
I'm writing a tool to export my hardcore character to an offline char. I can get the json of my char from letools via a post that's in a format similar enough to the offline save file. Is this the recommended way at the moment to create such a tool?
When I'm in a group in game which is 99% of the time, sometimes it lets us use a harbinger crest at the Echo of the World and sometimes it doesn't. But if the harbinger crest doesn't show up on the echo of the world, then my partner looks and it shows up for him. Why is that? (hope that made sense!)
Each person has independent corruption levels. Their corruption is likely high enough but you're isn't in that situation.
I'm sorry, I don't have recommendation for that process. I wouldn't consider that to be in the spirit of hardcore play.
Sometimes, depends on the situation. I think that example is it.
Thanks for the response! Yeah I get what you're saying, I'm mostly wanting to theory craft and see if the results match the theory before committing too much time. Shrugs maybe not in the spirit I guess
Yea, I understand the desire there. It probably wouldn't be as much of an issue if we had more accurate dps tooltips or a PoB equivalent was prominent.
Mike, I discovered Aberroth is invited to be a guest in d4, do you have any ideas? #📚┃off-topic message
If I attempt to slam a T7 nerfed affix (i.e., endurance threshold on ring/relic) will the slam fail and destroy my items (like when trying to combine a CoF and MG item) or will it work like normal?
Yeah I'm basically asking for an alternative to Unclaimed Trove spamming for next season, is that in the works?
Mike was probably hinting at the fact that the other alternative is that unclaimed trove will be nerfed.
That would be a rather unpopular move
I have not heard of any plans to change the relative power relationship between Unclaimed Trove and other options. That doesn't mean that there aren't any in the works. In general, our goal is to make various activities contenders for efficient actions. This can be achieved by turning multiple dials in various directions. Any change would also need to take the other Season 4 changes into account.
Again, if you want to see a change, the best way to communicate that to us is to post it in #1210282176680169562. Asking about it here has zero impact on future plans.
The Eternity Cache will move non-sealed affixes as-is from the exalt to the unique. If the affix is on the item and the cache allows it to be placed, the cache can move it to the unique.
will the slam fail and destroy my items (like when trying to combine a CoF and MG item)
If you attempt to place an invalid combo of items in the cache, such as mismatched faction tags or class requirements, it should just not allow them to be placed or the craft to be performed. If you encounter the cache allowing an invalid combo to be placed and/or crafted, please report a bug with F8 and specify as much detail as possible about what the input items were.
I'm assuming this is a legacy item you dropped in 1.1 or earlier when endurance threshold could still roll on rings?
https://www.lastepochtools.com/db/suffixes/ACwJgrEA
I'm pretty sure that should work for legendary slams since the affix still exists and is already on the exalt (I tested on my local build with a ring I forced endurance threshold onto and it was able to be legendary slammed onto a unique ring).
When affixes are changed in a patch, all existing items automatically update their values (e.g. if the roll ranges were changed), but they don't remove affixes that can no longer drop on them or be crafted onto them. The "can be applied to" restriction is just for dropping items and forge crafting AFAIK.
Yes, it is a Legacy item. Awesome thanks for testing that out. Is there any possibility we will be able to search for these affixes on the Bazaar in Legacy in the future? Currently they are not listed in the affix list on the Bazaar in Legacy.
ekimarcher -> mike?
yes
Any plans for a public party system? Like the party boards in poe 1&2?
Hey devs! Question regarding ignite duration. Does increase ignite duration increase the burst damage done by a skill if that skill can consume ignite stacks for burst? For example Conflagrate on the Enchant Weapon tree
Yes
What i can tell you, because i play in group aswell..
BESIDE the corruption thing mike mentioned, that includes the Harbinger faction progress... Only the player, that last opened an echo is able to start the fight with the Harbinger.
For example, if you both are done with the full harbinger faction progress, meaning, you both cleared the last 300c harbinger...
and YOU started the last echo and not your friend, you are the one, that can start the timeline fight with the harbinger.
If your friend started the last echo you will NOT be able to start the harbinger fight, but your friend can, again...only the player, that started the last one.
Try it out, believe me! 👍
Does it makes sense? Is it a bug...? Not really, but thats how it works.
I don't know if Mike knew that, thats why i wanted to add that to his answer.
😁 🫶
For the duration that I played the season, everyone could. If anything I thought that's something that was fixed for season 3. What's different is that the harbinger crest doesn't pop in the UI for anyone but the last person who opened an echo, but if anyone else initiates a timeline boss fight, the harbinger will still be there by default if they have enough stability. If there's an issue, that would be that for everyone else, the option to turn it off isn't there because even though the UI doesn't show it, it actually is on by default
Thank you! That makes sense! I never even noticed that patterned cause we always just take turn. Guess we won't when we do the quest echo!
We are working on expanding the social systems. I'm not sure exactly what that's going to look like just yet but this sort of thing is something we are planning to add.
Can you guys lower price in poland? it's around 30% higher price than the exchange to $ ratio - being around 45 dolars and not 35. We in Poland already after #stopKillingGames reached goverment, ministers and consumer right authorities "uokik" - after that toxic discrimination on Steam to being "sued" with the 2# highest priced on steam for many games sometimes reaching 45-60% increase in price. And they investigating issue on steamalready. Probably it will go out to EU and other countries as well. Forcing steam for better "local pricing" as it's for gamers/more poor countries sake, allowing poor countries to buy games cheaper and not allowing companies to drain more money from some countries without the reason.
Morning Mike! Can you please turn off screenshake for today's dev stream? Thanks!
I turned it down to low last night. If it's still too much during the stream, I'll turn it off.
I think we just follow the default steam auto-adjusted pricing for every region. I'll pass it along but I don't have any power to make this adjustment so I can't promise anything.
how do we get you to a position where you have all the power and you can freely tell us yes and no here 
hey, i have a question regarding imprints - i am an acolyte and i have found a rogue helmet with one T7 affix and one T6 affix and i have this helmet imprinted on "sealed riches" and "echoing riches" and i am trying to get a copy of said helmet - i have done many, MANY "unclaimed trove" and "sepulchre of the lost" maps but it just wont drop
is it even possible as an acolyte to proc imprinted multi exalted off-class items? an answer from a developer would be appreciated! (i want a multi exalted rogue or sentinel helmet for the increased % mana affix)
Yes, that's the issue. Steam is using very old currency ratio - where some games cost really like 35% more than in dollars for current ratio of exchange. Many developers already decreased the price - you can find more under https://kursnasteam.pl/?lang=en - attach it to your "request please".
and now after we are very tired by steam - we signed to goverment, ministers and uokik and they are already investigating the issue on steam
base version of starfield costed 90 dollars after the base ratio suggested by steam for release as example
indiana jones after our action was decreased from 349zl to 299zl
I don't think that imprinting cares about class affinity for base type drops. The item will still need to respect class restrictions though. Imprint drops won't break item base type affix compatability rules.
so as an acolyte i can proc the described off-class item through imprints just as any other item, yes?
That should work
okay, i'll just keep trying, i guess 😅
to be clear though, if any of the affixes are rogue specific, it would remain a rogue specific helmet
oh, just to clear things up - i want to slam the increased % mana affix from either a rogue or a sentinel helmet onto a unique (increased % mana only appears on rogue or sentinel helmet and armor)
this doesnt lock the item - i have allready slammed increased % mana on my woven flesh legendary as an acolyte - took that stat from a sentinel chest 😄
any cool teasers for todays stream?
I'll ask, unlikely though
Does chocolate exist in the LE universe?
okay, a copy of my imprinted rogue helmet just dropped (while being an acolyte) from a cache in the "unclaimed trove" echo - so "sealed riches" imprint on the weaver tree procced and it does indeed work! thanks for the replies!
I read that Abyssal Dispersion had been fixed to the 20%-60% that is is supposed to be, but it appears to still be broken
Please submit the bug report in game with [F8] and we will check it out.
Yes, though it is a rare import that mainly comes from explorers that venture past the known edges of the Western Sea, typically traded to the Merchant's Guild and distributed from there.
Hi all! Question for the devs. I also asked on Reddit but thought I should ask here as I didn't get many replies. Im a dev and have created an app with a chat interface that has an AI agent setup with RAG.
This AI agent Ive made into an expert in a number of different games and saved up to date public game info from the web into my RAG vector database. I would like to take it to the next level and incorporate real time information from the games (LE in particular) so that my agent can reason and make decisions about my character in real time.
My question is, is this something the LE devs are ok with? And if so, is there an an API or different route I can use to fetch this real time information about my characters? For instance stats and the current contents of the characters inventory etc.
That's likely going to run afoul of the rules, generally the quick response is "Anything that depends on or reacts to the state of the game is forbidden" (If you do a search in this channel for state of the game you'll see lots of instances of that as a response to "Can I make a thing that does XYZ?")
Gotcha, thanks! I would also add that this for personal use only. I would not be releasing it to the public
Unfortunately that doesn't really make a difference with something like this. I'm not sure if it would be an issue or not. Having it send you information to give you advice that you then manually do or not could maybe be ok. The instant that the bot itself is giving inputs to the game, we have a problem for sure. Just to be super clear, this is not saying that it is ok. Just that you might have a leg to stand on in that case. You'll have to contact support to get a firm answer.
There is no API which has information about what items exist in the game or what items are in your inventory/stash. The API, which is in a limited access beta, has access to current state character information like equipment, idols, blessings, passives and skill point allocation. You can see this in action on the LETools website when you load your character into that.
!support
Anything we can help with? We've support articles and a contact form at https://support.lastepoch.com/.
The Forgemastery node for Multistrike applies the Minion tag to the skill, allowing it to gain skill points from +x to Minion Skills. Similar skill nodes for other skills (Weaponsmith's Reprisal for Vengeance, Bound Weapon for Rive, Forgemaster Stance for Warpath) do not behave this way. Is this an intended benefit to Multistrike specifically or an oversight I should submit a bug report for?
It's a fundamental change to multistrike. I think it makes sense. If you are unsure if you should ever make a report or not, just default to make the report. Takes less time and we can just sort it out in the wash.
Fair
(and I could be wrong, it might be a mistake)
Thanks! Will contact them for more info
Also, this isn't something that would do anything for me in the game itself, like a bot. It's only to help me make decisions about what works best for my character at that point in time, which is why the real time data is useful.
Yea, I get it, it's the equivalent of having a friend stand over your shoulder and give you advice as you're playing. I will never give a definitive answer to anyone about a question like this without getting confirmation from higher ups. The people who I would ask are not "in the office" at the moment and they would probably want time to think about it anyways.
and it is a bot, it's just not actively playing.
Understood, there's some implications to it for sure. But yeah there's no sugar coating it it is an AI chat bot.
But I don't place it in the same category as an automated bot that would go and find items, level my char, etc. This is more a Google on steroids or a second brain 🧠
hhhhhhhhhh
Just come to say Mike's phone calls sound special
🤔 To be honest, even the whole character Mike showed, we have no idea what will it act in game
what are odds for drops rare runes in rift beast lineages
On Sentinel's Multi-Strike does it Alpha Chance node crit chance count towards smite if I take the node for Hallowed Arsenal is taken??
Всем привет! Играл на релизе и во второй сезон, захотелось в 3й сезон поиграть, но игра не загружается, висит на экране входа, служба потдержки не отвечает, игру покупал через стим. Подскажите куда обратится, может кто то знает что делать? Hey everyone! I played the release and Season 2, and I'm eager to play Season 3, but the game won't load, it's stuck on the login screen, and customer support isn't responding. I bought the game through Steam. Does anyone know where to go?
I guess you mean Alpha Cuts, and no that's doesn't apply to Smite because Smite is not a subskill of Multistrike.
I figured it didn't but stil work asking. thanks
I'm sorry, we don't release the exact drop odds for anything.
I'm not sure when you contacted support but you should get an immediate automated reply to let you know the expected reply timeframe. If you did not receive this email, please double check the email address and re-submit. If you have received the automated reply but it is still within the time frame provided, please continue to wait and someone should reply. If it is outside of that window, please resubmit using a different email address. It is extremely rare but I have seen a few addresses get blocked where it looks to us on our end that we replied but it never gets through.
Alternatively you can contact modmail here. It is important to note that modmail here just goes through the same support channels for us internally and doesn't jump the line.