#👨┃ask-the-devs-not-support-no-bugs
1 messages · Page 111 of 1
Hey! Any thoughts about the best mm build (shurikens on bow crit with hs/ms/blast rain) being locked behind 1% corruption for t6-t7 on bow and quiver? There is a gigantic disproportion of this build accessibility on cof and mg. You can just buy it on mg and it's not even that expensive because every player gets some corrupted bows and quivers from omens, and on cof you will have to corrupt hundreds copies of unique items yourself just to start playing the build and it feels terrible. Any hope for us to remove such extreme build gatekeeping? I don't know any other build that is being gatekept that hard.
I think that Mistia said that the node Executioner (which is hit) is bugged and because of that it works for ailments too.
Question for a dev or anyone who might know - last season with WP having no dmg cap on warriors fury for spinning - what kind of damage was it then vs now with the 10s cap? Just yarning with my mate who had 2.6k mana and got to 110k C last season - like how many millions of DPS less would it be if theres a way to work it out?
There isn't unless you give a specific setup and test it before and after. It did lower the roof quite a bit though for sure
Much higher damage for sure
Oh yeah ill make the sob play it on legacy to test
This season brings a lot of power from idols
But we aint beating old warpath on damage like you could kill uber in idk maybe below 30 secs
Yeah well with 260 crit multi on his mana pool on the axe, slammed with flat void and speed both T7, then 777 rings, 777 boots, 777 exsang armor, 77 gloves etc pretty sure he had more than idols bring lol and his cheeky sword, boots, helm and belt swaps mid fight
Is there a reason for Nemesis egg having a confirmation pop-up before empowering while Gauntlet of strife has none? Accidentally used my 3LP Unstable Core to reroll a nemesis'd one, painful mistake 
I'm guessing it's because you can find nemesis in the wild without really knowing what it is while for gauntlet of strife you'd only really interact with it knowing what it does (says what it does on the description of the woven echo as well as the altar itself)
Also even if it did have a confirmation window it wouldn't let you know you've put in the wrong item or anything
confirmation for 2LP+ items would be nice tbh (with a checkbox for "don't show this again") #feedback time
Is there any chat where I can leave a bug feedback?
thanks
If you want to report a bug please do so through the In-game tool (F8)
Does dual wield increase the number of hits and stack ailments twice as fast?
no
Correct me if im wrong cause i probably am. according to latest dev stream the reason we still dont have auto pick on crafting materials is.. pride? a choice u made early development and chose to stubbornly stick to it, when everyone has been asking for otherwise since pre launch?
Not really. It's a very slippery slope providing things like that. And while it might seem as a pure positive thing from the players perspective things like this can often result in the game becoming more monotenous and boring. Now this isn't to say that I think auto pickup of shards is a bad idea (At this point I'd say it's most likely for the better personally). But if they do give us auto pickup of materials they can pretty much never take that back even if it turns out to impact the game negatively.
So they have to be absolutely positive that it's the right choice before doing it. They've been giving more and more QoL in things like the filter system with each update, inching towards a good balance. They can always give "QoL" but they can basically never take it away. So being cautious and doing it slowly is honestly a sound strategy.
Hi all! On Rogue, when things like Heartseeker Straight Through procs Puncture, does/should that proc the Fire and Steel passive to generate an elemental arrow? (Doesn't seem like it does but it's hard to tell). If not, I vote it totally should based on wording, synergy, and coolness!
yeah i can understand that ofc, but who is saying no? ive never met anyone that would be against it. we all got the idea behind it but there is no choice we will always click the pile of runes, as others have said doesnt really feel like they are respecting our time whilst playing. fair few things lately that also fit this bill. ive never once played another arpg that had loot pets or auto pick and thought damn this is extra boring now, all ive thought is why the hell doesnt LE have this.
the only negative is breaking the devs pride
i do get the whole adding something that cant be removed situation and anyhting involving this should be done carefully but we have had multiple seasons now, just rip the bandaid off
It's not really about how many people want it vs don't. Players will overwhelmingly say yes to things that seemingly benefit them, It's kinda like asking if people would like to pay less in taxes. Most people will say yes without a second thought. Even though it might result in something negative down the road. It needs to be looked at from a more objective perspective which is obviously extremely hard to do, hence why seemingly neither EHG nor the players know where the perfect balance is, hence why they have to inch towards it and kinda feel as they go. But again. This isn't me saying they shouldn't do it, just explaining a possible reason as to why it's taking so long / why they're being so cautious with it as I understand it.
i cant imagine any negative, pets now have worth and reason to be equipped, game makes more money from pet sales, our game time isnt spent clicking runes. i can vaguely see the point mike had of it just auto going into bag but that isnt the case, ur going to watch ur pet run around and loot stuff u were going to loot anyways, let the decisions be made for actual gear the stuff that matters.
i do appreciate them not jumping at first screams of auto looting/loot pets etc, but as i said its been multiple seasons now, the novelty is wearing off. maybe someone has negatives my brain cant think of atm.
i shouldnt miss out on half a maps worth of runes cause my BD can speed through mono's very quickly and now i have to back track the enitre map to loot shards etc? why am i building a speed BD map clearer if its overall map clear time is same as any other class if i gotta walk around looting gold/crafting materials. thats a negative. i can keep going.
fire and steel should require you to use the ability as it states "on use" as the trigger. So that won't work, sorry.
I'm not sure how the logic jump to pride works here. I want to stress that we never keep something in the game because "that's the way we did it before" or anything like that. The only reason why that might potentially be an argument towards keeping it is if changing it required a lot of dev time and then it's really just about if it's worth it vs whatever else would get cut instead. So I'm sorry if I somehow implied that we haven't changed it because we don't want to have been wrong about something.
I can't remember exactly what I said in the dev stream but I would like to suggest that shards in general are outdated and I'd prefer to just rework the crafting system such that shards in general are unnecessary to drop at all.
Whoa! I agree, but I didn't expect that!
Yeah imo just making it some kind of universal currency that's auto pickup and then different affixes cost different amounts to put on in line with their current rarity would likely just be better if shards were to become auto pickup anyway
Personally, I enjoy the shard hunting that the removal and shattering runes allow, early in the season.
I pick up shards from the ground when they're found among other interesting loot, without ever feeling the need to go back track to collect more.
The blessings and shard echo rewards should be removed though as they are unnecessary and unsatisfying.
The only problem I see with the system is the fact that very fast most of shards become irrelevant because of the overabundance.
It's definitely quickly irrelevant, more so if you're playing Legacy. IIRC the wording used before was that the devs wanted shards to feel like a "special" drop, not a currency which is why they have to be clicked on while we do get auto-loot for gold (and now bones).
But in practice it really is no different than currency, and no way am I excited to see a shard drop. It's not special, and it's definitely used just as a currency for crafting. Actually, it's worth less than currency. You can use currency at anytime to get useful stuff (gold for stashes/MG, bones for Skarven) but you can't even use shards until you get a proper base to work on (which is 20x harder now with imprint changes). It's not more special than currency, it's actually worse.
Hi Mike, is this just something you'd like to see (the removal of shards) at this stage, or is it already being actively discussed about ?
I agree, the initial "unlocking phase" of shards is fun and I would want to preserve that.
I don't really want to give anyone expectations about something like this actually happening. I didn't start this idea.
Mike mentioned they recognize that imprints were likely nerfed too hard. Imprints will likely get buffed but will never return to their previous levels.
I guess my confusion came from skills that use the wording "Directly using"
Where Fire and Steel just says "on use" for a "non-elemental bow attack" which Puncture is. It's just being "indirectly" used.
"Non elemental bow attacks generate elemental arrows"
The classic RAW VS RAI interpretation 😂
If that isn't something you'd all be willing to change, I might recommend one of those little disclaimer notes or rewording on the tooltip. 🙂
I know it's hard trying to keep all the "verbage" as consistent as possible.
Hell that's why D&D and Pathfinder have so many revisions and q&a's.
I want to ask: in the Vengeance skill tree, does the Flaming Sword node change the Blade Paladin node into “fire penetration per 1% overcapped fire resistance”?
Got a question about Tabi of Dusk and Dawn and how it interacts with Shadow Rend. It appears to generate upwards of 13 shadows on screen, but the buff indicator still only shows 7. So do these 6 extra shadows still apply towards an affix such as "increased damage per active shadow with shadow cascade" or does that affix ignore any additional shadows created over 7 shadows?
Yes, but there's a bug where you do need to have your physical resistance overcapped to enable it
How do people figure out which nodes are actually working as intended and which ones are bugged?
When you are missing 200% Penetration , you tend to noticed it
Those damage conversion nodes on the skill tree sometimes make me doubt whether they’re actually working correctly.
Just through testing, usually on the dummies in the arena town. Most things work like they say, even if unintuitive, but I often test things that are suspicious.
Does the “#% Increased Damage with Vengeance” mod on idols also increase the damage of ailments caused by Vengeance?
Yes
It increases everything Vengeance
That include Ailments and subskills
Same with for exemple Inc Smite Dmg Idols
Is there a way to fix the everlasting ground item tooltips showing up other than restarting the game? After killing Aberroth a few times i noticed that item names from the previous fights show up in the main arena after a few seconds edit: neither Alt + Z nor X work
hi , I'm wearing the Wings of Discord armor but I believe it should look different normally. Is this normal ?
Look different how?
I can't send a picture this channel
send it in #❔┃ask-the-community
i did
Is there any kind of internal game tick speed that limits how fast things can happen, damage can be done, calculations updated, etc?
Technically yes but it is really really really fast.
Neat. was thinking about how dots are calculated but didn't want to write up a long feedback post only to have someone go, "neat idea, but there's a .2 second calculation cap" or something
Are there any plans to make potions more easy to pick up? Whether through outlines, increased radius, minion vaccum, etc?
is the summon bear's thorn burst area damage or a projectile nova?
It's an area hit
thanks dad
#👨┃ask-the-devs-not-support-no-bugs message
I last had this coversation with Mike, but I've been mulling on it and do you think that a possible solution to this could be that instead of making a slider of varying degrees, instead you have a version where you simply could turn off teammate effects entirely just as a protoype of that function so to speak?
My reasoning is that I'd figure if the main problem is development time and legwork for every individual skill interaction, instead as a compromise you could just have it be a simple off/on switch? Or is there something that also would bring complications with that method as well?
My thought process is that you could just introduce an on/off switch as a rudimentary implementation that just serves the role of visibility then over time you could work in the more polished version when time and effort permits
why last epoch doesnt have steam achievements?
Does call of the firstborn weaver tree node (chance for boss woven echo to drop to double) work for uber/watcher echoes?
Do they work for boss echo drops from champions (from weaver tree effect) and echo rewards, such as for rampant coast?
do global more/increased damage modifiers apply to me as well as my allies?
global just means it applies to your character as opposed to being specific to a skill
then I have a few questions on edge cases, eterra's blessing cast on minions https://imgur.com/a/2hf3VER and maelstrom targeted on a minion https://imgur.com/a/YHZe05q
EB will work on minion because it says so in the node
Maelstrom won't because even though it's casted on the minion, they are still your stacks
Maybe if you have the scorpion copying your Maelstrom stack, it might get the more dmg but I am not sure
I assume the minion also gets stacks of global damage on eb and that's why it works. But then it should say shared global damage
I feel like it would look crazy janky and bugged all over the place.
Because we haven't added them....yet...
When will le add achievements?
Sorry, no exact plans...yet..
It's been stated elsewhere achievements will come with console release (LE:O)
Im confused by what you mean, do you mean like turning off effects in and of itself will be buggy or that just doing skills without visuals would just be buggy
thats probably something i haven't asked yet is that is it even possible to turn off effects for other players without turning off your own?
its just been 2 years i think and its curious to know why exactly. steam achievements can be really good target.
I don't know if it is possible. I assume it is but it would probably require some new tech. When you're playing online, your game client doesn't differentiate between effects created by you or others. There would also be some grey areas, like do the character VFX effects for ailments applied by other people still show up? Also the hit effects are created by the thing being hit so let's say you're playing with a friend and they are hitting everything, you just see them doing an animation, no VFX, enemies have hit VFX showing up on them for seemingly no reason. I think it would just look weird and confusing. Also where do you draw the line? Like do minions show up? They take up space so probably right? So do the minion's VFX show up? Volatile zombies without their inner fire VFX look weird.
I'm sorry, I can't give you an exact date. They are in development is all I can say.
Dang that does introduce so many more questions, hard problem to solve huh? thanks for the further insight though
Hi, does Iron Blade Chance from the Blade Assault node and Winged Steel have a multiplicative with each other, or do they roll separately? These two nodes are in the Vengeance skill tree.
Should be additive
so if you max it out you'd have 100%
If they are separate, then one attack could hit up to 2 times, which would stack ailments faster
Each Vengeance or Riposte hit can only ever trigger Iron Blade 1 time per hit.
Per hit, not per use ? 👀
(the math would also turn out to be worse if they were independant, proccing 0,84 times per hit on average instead of 1)
yes, both the respote and vengeance hit proc them, both are per hit not per use
What I mean is if the main skill hit 4 mobs you get 4 Blades ?
yea, I'm not seeing any 1 per ability use limiter in the code
and it's sitting in a function called OnHit
Yes, and all 4 blades can hit the same targets if they are packed close enough together
I got a quick question to our beloved devs regarding future seasons, balances of skills and nodes, and the accompanied unique and legendary complimentary items.
its been stated on numerous occasions that all future additions to the game in the form of seasonal content, will therein after remain in the game and become part of its legacy.
with that said, and it has been mentioned that skills are being reworked, new classes released, and respectively unique and legendary items being adjusted (i hope that in particular sets won't fall even further behind....) i do wonder what some of that means for future legacy. in particular the new classes. how will their items and affixes bake into the game for people that do not make the purchase, and how will future seasons be able to prevent og classes from falling behind on new content in the form of items, seeing as a lot of their already existing older items are at this point already borderline useless (even items that used to be build defining, or previously relevant builds at a whole, especially (I'll never grow tired of mentioning this until something happens) sets.... as a whole...)
Does Attunement gives me Flat Spell through Healing Effect for Healing Hand ?
I understand where you are coming from and that you’re hoping for a response from the devs to your question. I don’t want to discredit that.
I would like to suggest in addition to posing your question that you’ve asked, try checking out the doppleganger set they released for rogue this season. It was phenomenal in my opinion and definitely build defining for me in S4.
the addition of new items and sets is kind of my "issue" if you read my question carefully. at least I hope i phrased it properly. I like the new stuff they drop, including last season, tho some of the items are arguably not good but that happens, not everything needs to be perfectly usable every season. its about the old things, almost ancient xD they fall further and further behind, while still populating loot tables, and it is in a way painful to drop those sets, knowing 98% of them can just be ignored.
"its been stated on numerous occasions that all future additions to the game in the form of seasonal content, will therein after remain in the game and become part of its legacy."
I'm sorry for the misunderstanding with regards to this part of the question. However, I'm probably the person who you're referencing as stating that and I try really hard to always be clear that any content can be removed from the game if it no longer fits with the current version or the game becomes too busy for all the mechanics to coexist. We have removed skills, items, and if you stretch it a bit, even a class before.
I've also said that individual seasonal content might not get added to legacy immediately if it is highly experimental.
Having said all that, we don't have any plans to do any of that. I don't think having a rigid policy of that we can't remove something because it was added is good for the game.
With regards to new things outclassing the old things, we do frequently go back and freshen up old items. Specifically with regards to the sets as referenced here, we significantly buffed 7? ish? old sets this season. Sometimes new mechanics bring old items back from the dead just from being added to the game too.
I can't guarantee that every single item or mechanic that ever was good or bad will always be good or bad, I don't think that would be an interesting state for the game to continue in.
Since most of the hard class specific items are dramatically weighted to drop while playing as that class, not getting the new class, won't heavily affect your item drop pool with stuff that can't be used. How often do you see a sentinel helmet drop while playing a mage?
The primary goal with the upcoming paradox class is to make something different, not inherently most powerful. Also every other class is getting a massive update at the same time.
yes, it does grab your attunement scaling for healing affectiveness to scale the spell damage with this node.
Hi Mike, do you think it is a deliberate design decision to have idol prophecies ignore class bias? Is it unintentional? Somewhere in between?
is the buff cooldown of julra's stardial affected by increased cooldown recovery speed?
nope, increased cooldown recovery speed only affects stuff that goes to your skillbar
Thank you for your reply Mike.
One more question if I may, as of right now, a lot of channeled skills are unusable particularly in late and endgame contents, as their inherent sudo self immobilisation is directly contradicting core mechanics of bosses and elites. in early game they often fall flat in terms of dps and some other aspects and in during midgame they can simply not compete with efficient clearing methods. Wandering Spirits in the Necro/Acolyte trees is one such example. And intentionally chosen, as it presents the very worst channeled skill on the spectrum due to how, where, and when it deals damage. Are these type of skills in amy form being considered to be reworked or buffed or in any other form intended to become more complimentary for other skills, or more usable by themselves, or are channels currently not relevant to internal processes of development whatsoever.
When you have Warden's Echo active in weaver tree and Soulfire siege golems spawn, are Burning Avarice, Soul Gambler's Fallacy and Ashes of Orchirian removed from the drop loot pool or is it bugged? I thought you could get those items in monoliths
Those items are not boss drops, therefore you can't get them via Warden's Echo. Those items you can obtain only from the soul gambler by gambling. There is a woven echo "Soul Foundry" where you can similarly collect soul embers and gamble with them to get these items.
Do we have any plan for Threshold of Eternity to drop besides killing the normal boss version?
I've been unable to see the game chat for days now—no whispering, no talking, nothing. Has anyone encountered this problem?
Hi Dev Team,
i have a Question, is there a place where i can find the Sounds for Loot Filter Drops, i would like to replace them with custom Sounds, is that possible and allowed?
They're baked into the build of the game afaik so it's not really possible
and under the EULA it wouldn't be allowed either technically
sadge 🙁 i would love to customize them
It's not something they're against it's just quite a bit of work since they'd need to change the structure of it. It's a similar situation with the cursor. But maybe one day we'll get support for custom sounds 🙏
Is there a better way to farm primordial uniques for turtling and such? the rate of buying them is sooo slow
Fighting beasts has a chance to drop primo uniques
So rampant coast, glades
mmmm ok ty
Also the Weaver node for ambush
For acolyte class, necromancer tree. Skill Dread Shade, node "Frenzied Phantom" should there be some kind of red aura under minion when they're frenzied? I don't see any.. I can't tell if that node is working or a waste.
Can all 3 Divine Bolts hit the same target when triggered on melee hit, or can each enemy only be hit by 1 Divine Bolt? Assuming there’s only 1 target on the field. Divine Bolt counts as separate projectiles, right?
there is no visual indicator for that node, it is working
Since I have Dread Shade node "Lone Watcher" (doesn't drain, so never goes away) will I always have that "Frenzied Phantom" buff?
it's a standard extra projectiles situation, they have a shared hit detector and can't shotgun
yup
A decent rule of thumb in my experience is if all the projectile come from the same cast, if they all fire at the same time they won't shotgun unless it says they will. Things that have a lot of individual procs (a recent example that came out was iron blades in vengeance) or fire in a staggered pattern will generally shotgun (staggered casts usually also just say they'll shotgun though like in frostclaw with the volley of glass node or chaos bolts).
Kind of a complicated rule of thumb lul
(also when stuff casts in a staggered pattern it's usually because it's lots of individual casts of a sub-skill, so the two are linked in reality)
Will we have a feature like “hideout”? So we can place different NPCs inside that.
The void knight passive eternal form that adds hp per vitality - if im using rampancy the vitality adds no bonus correct? - Just the % health
It's something we're interested in doing.
It does grant you 2 health per vitality if you have vitality converted to rampancy. I just tested it. I had 1550 health and gave myself 100 vitality and my health went up to 1790.
I hate you right now I am mid arguement due this not showing in char sheet along with idols and this proves me wrong, I thought we were friends 🙁
Good friends tell friends the truths they don't want to hear
Hahah it's ok I love the guy I'm arguing with so it's all good anyways just hate he's always right
the only place you'll see the effect from eternal form in the character sheet is reflected on your health number
Ahh ok thanks - was a great arguement over very little health anyways but appreciate you clearing it up haha! 🙂
Question:
I am looking at Flame Rush, and I have a question about damage type conversion
If I pick up Energy Equivalence to convert it to lightning; what happens to "Fire Eater" node and "Mark of the Forbidden Flame"?
Does it now interact with shock instead? or does it remain only interacting with Ignites?
This conversion question extends to the "Fire Damage per 2 Intelligence", this should convert to lightning too, I'd guess
thanks for in advance for help
I can't look right now but I'm pretty sure I've answered those before in this channel.
Okay, I will check the past messages more precisely, thank you
If you don't find it, just let me know and I'll look later.
Yea you answered it before, thank you
no lightning popper :( good to know though
Hey with the echo skill of a void knight - is it literally 100% copy of the attack you used and damage wise theres no % missing, its same attack just it's own roll?
Yes
Could you be more specific? Kidding! Thank you - just don't think I've ever read it anywhere specifically so was just checking
It just wouldn't be direct cast afaik but otherwise it's the same thing, takes both the tree and your stats into account which is all the normal skill does
In Shadow cascade, does the node Levereged Momentum takes into effect frenzy and frenzy effect, attack speed from skiils or other things that might proc or it only counts the affixes from gear and passives???
If it shows up on your character sheet it'll count
really?
yes
change tooltip then? make it more clear?
It says it gets more damage per 1% increased melee attack speed you have. What would it clarify?
and it even specifies that it ignores the crushing darkness penalty
I thought it was tight to affixes, not the value from character sheet.
No, pretty much nothing works like that
and if it does it'll specify that instead. This is the standard
ty Cyb
If a rogue's shadow appears on the battlefield, is it consider an active shadow?
not for shadow rend / tabi shadows. proof: https://www.youtube.com/watch?v=HhMHXyb9CKc
only the number you see on buff bar is real
The initial shadow of shadow rend isn't actually a shadow, it's just an animation
it spawns a shadow after said animation is done is how I understand it
yea but the shadows do drop umbral blades and the shadows to throw knifes from the cascade node.
What I need to know, is the node in cascade shadow torrent and the affixes on idols/items cascade dmg per active shadow
I mean, if the shadow is casting and dropping umbral blades, how is not consider active?
watch the clip, my only source of %inc damage is the shadow cascade mod and having 2x shadows from tabi does nothing for damage (the small change u see is from less shred stacks, if the cascade mod worked for the extra shadows the damage would go 2x)
regardless, when doing the math for the idols, you saying you should multiply x7 not by the total shadows you see on the screen?
yes
but the fact remains, the extra shadow from tabi does drops a umbral blade. Is that a bug?
from what? loose pockets?
Umbral Remnant node in ubral blades, look at the screenshot in ask the community channel
but it does drop umbral blades, so you get 2 per cast, that is what made me think that active shadows are the ones appearing in the screen
Active = active at the same time. Lets say you have shadow limit of 5 and press some imaginary rogue skill that leaves behind 50 shadows. You press button, the first 5 shadows appear fine, then it despawns the first shadow (causing an umbral blade to appear) when 6th spawns and it happens again for 7th and beyond. At the end you would have 5 shadows spawned (and at no point did you have more than 5 at once) but 45 umbral blades would be on ground.
@minor relic So in the screenshot that I have 13 shadows on battlefield, that is a visual bug?
Its because the visuals dont appear and disappear instantly (that would look awful) so what you are seeing on screen is all the shadows you made in the past fraction of a second or so. [Insert "That was just an afterimage" memes here]
how exactly is the base item determined for set item corruption into reforged?
i tried corrupting last bear chest and the base item is always the banded armor
but other set items get random base items
It depends
If the set item is specific to a class the rune of corruption give a random one of the same class prefixe.
If not specific to class it give a random not specific. Expect that chest and helm just have one not specific prefixes. That's why with helm and chest of last bear you got this strange prefixe.
Is there any chance that item linking could become a thing in offline mode via chat? I figured i'd ask because you already did the impossible by letting us access the store, so maybe the same could happen here.
We're a friendly bunch in offline mode; community is great, so it would be nice to get some of the social features carried over 🙂
Is sync strike bugged?
The node in the top left says it adds two additional shadows and those can go above your max but I’ve never seen the count go to ten shadows even if I spam rend up to 8 and then follow it with sync strike. I’m curious if there is something intentionally preventing it going to 10 or if it’s just a bug I need to add to the bug reports section.
"This effect is not cumulative with other sources of additional maximum Shadows."
Does it say that on the tooltip and I just missed it?
yes
lol wow. Can’t believe I never noticed that part.
Hello I believe maelstrom's base duration is bugged or its 'Whirlpool' node is giving incorrect duration increase
The tooltip states it lasts 7s and with the 'Whirlpool' node's +40% duration should come out to 9.8s duration
My experience has the duration at 7.5s~ish instead
I've tried out 2 methods to try and time the duration
The first was having a few 'chance to cast maelstrom every 3 seconds' idols with %increased prefix effect on the idol altar with a 'reliquary nest' also giving increased idol effect
with this setup I have about 100% chance to cast every 3 seconds with a 9.8s expected duration
I should see having 3-4 stacks of maelstrom at a time given that 9.8/3 = 3.267 triggers per 9.8s (more than 3)
Instead i see consistently having 2-3 stacks of maelstrom indicating that its duration is less than 9s but greater than 6s
Ive managed to time the idol proc interval and it is indeed working at the expected once per 3s
Next I tried timing how long my stacks lasted by manually timing it with my clock app
I did not have a sample that lasted the expected 9.8s
The average roughly indicated 7.5s duration
However, my timing ability isn't very accurate but it does match my observations
I just timed it by casting a single and the stopwatch on my phone
I get 10.2 sec. You can remove some time to account for my reaction time, and you are at 9.8
I did it 5 times in a row
I'm getting the same results as Vlad and I looked at the code and it's really basic around that so I don't see any issues at a quick glance.
Looking at other sources of duration I think I found the issues, do you have points in the node Typhoon? That will reduce the duration by 10% per point.
Yes I did have 3 points in typhoon
I just tested with unspecced typhoon and I do get the correct 9.8s~ish duration for maelstrom
I did not know typhoon reduced maelstrom's duration
Thank you for clarifying
It makes sense that you didn't know that as it doesn't say it anywhere. I only figured it out by looking at the sources of duration changes in the code.
OO
Would you say its a mistake it reduces the duration or its a mistake it doesnt say so
I'm going to go with mistake that it reduces. It looks like it was changed in the front end but not the back end I think. The node name is Maelstrom Reduced Duration and Increased Damage and Increased Tsunami Damage So I think at one point it did do that intentionally. It only does 1 of the things in the name any more and now increases tsunami area too.
Yeah, it did scale up to 50% reduced duration at 5 points prior to this most recent season with the rework, since tsunami only procced when your stack count reached 0 it was kinda a positive thing
yea, that makes sense. I have made a task for it and attached a fix. Not sure when it will get in.
Eterra's Blessing has two nodes, Encourage and Overgrowth, that read "When Eterra's Blessing heals one of your companions it has a chance to refresh its activated abililty cooldown" and "Eterra's Blessing has a chance to heal all alllies nearby its target for 50 health". Both of these reach 100% chance when fully allocated. I would expect these together to mean if my companions are nearby each other, casting eterra's blessing on one of them will heal and refresh the ability cooldown of all companions nearby the target but that doesn't happen. Is that intended, or am I missing something?
quick peek in the code looks like it should work the way you expect. Are each of them hurt in some way? It does require an actual heal to happen. If they are at full health it won't do anything.
interesting. Does the target also need to be damaged to have a refresh? I did it on two companions nearby, but neither was harmed. the target would receive a refresh but the nearby nontarget did not
Any update on this bug? Has it been assigned yet? It's been bringing down the QoL of my build by quite a bit.
Contrary to what my profile description says, please ping me when answering my question.
The loot filter unique rule currently does not let us filter the range of implicit affixes. Will that change in next season?
Kind of a loaded question: Is it intentional that idol prophecies have no class bias?
It's in the OnHeal function so it should only trigger when a heal actually happens.
I don't have any updates
Would it be okay if I ask about it maybe once a month until it's fixed?
Not that I know of. If you'd like to see it, drop it in #suggestions
what would the point be? it won't get fixed faster or anything
Yup
I would rather know that there hadn't been any progress than to be left in the dark.
I wouldn't expect it pre-1.5
Why would it take that long? How do you guys assign priority to bugs?
Do you know why? I notice this isn't consistent across item types (body armor for example)
I will say that it's evident that idol prophecies drop TONS of idols for cheap relative to other items. But the lack of class bias, in a vacuum, makes it hard to find things.
We are almost done with 1.4.x patches and have transitioned almost fully over to 1.5 development. We just did a massive merge from an optimization working branch which means we can't backport fixes as easily to 1.4.x. So if something is going to be done for a patch it would likely need to have some combination of high severity and broad reach. I've been trying to slip in some individual skill fixes where possible.
That makes sense. Thanks for telling me.
I'm not sure really.
Is there a max number of bees that isn't displayed anywhere? I should have 48 or 49 but only have 43. Might be a bug with idol altar increased prefix effect though, if I calculate it as decreased effect it would come out to 43 Scratch that last part, changing the altar didn't affect it.
Mike, what's the team's feelings about CT program right now? Has it changed since it's removal in season 3? Any thoughts on bringing them back so we can get bugs caught and balance changes before going live?
CT was never "removed" not sure what you mean by that
Oh it wasn't removed, I remembered wrong. Then perhaps brought back to 1.2 with CCs being able to test stuff pre-live, since they do seem to provide a lot of feedback. I just feel like the last two patches have had so many bugs slip through to live, including for the new stuff which you'd expect would have been rigorously tested as the centerpieces of the launch. Some super broken builds also got through (looking at you Bladedancer) that I think should've been caught during CT.
After the backlash did they keep using same testing as before cause ngl some stuff seems to indicate ,that type of testing aint present ingame
Will there be an xbox release or is this just gonna be on playstation console wise?
just PS for now
We did hit the reboot button on it but it wasn't shuttered. It's really just the difference between a few devs, dozens of CT and thousands of players and the volume of different combinations we can each test. Of the trillions of combinations, we have collectively tried a very small number.
Sad, but okay.. thank you for answering
You also aren't judging it based on everything...you only get to see a small bubble of the work at the very end. You see 3 BD builds that are OP that 'got thru' but you don't see the 15 that were caught before during CT that were way worse (numbers are just made up don't quote me). Same thing with all bugs/feedback/etc... Just cuz a couple get thru, doesn't mean its not doing what's intended for the program
But could more manpower have made it better? We seemed to be getting the guides for the OP builds from the CCs in less than a week in live. And we have to find some way to improve the bug catching even more. There's still a ton of bugs from the start of the season that has not been fixed, and we're already moving to 1.5 prep. If we won't be able to fix bugs in time for next season prep then we could probably use more people catching it before live.
There are hard to spot bugs like the BM swipe animation problem. Or hard to correct like movement skill (DS still having problem). These one are understandable for some times. And for these one the number of possible combinations is relevant.
But there are too, bugs that just by existing mean that some things are changed without basic testing :
- The node that are changed without erasing previous content (tsunami node) means either bad dev error and rush untested content,
- node weren't tested at all (vengeance conversion straight didn't work and that last a full season)
- stuff that just didn't work and were obviously added without basic test like altar weaver affixe.
What is disturbing is EHG doesn't seems to progress each patch the new content have these obvious bugs no hiding at all, and there are these "patch that corrects a bugs and add new bugs" every season now.
This is my personal opinion, but unfortunately, I don't think I'm the only one who feels this way. I'm truly sorry, because your content and game system ideas are excellent, and the QoL is really top-end; I love this game. Unfortunately, your quality process is not efficient and isn't improving.
The loot display bug in normal Aberroth has existed since patch 1.4.6 and still has not been fixed.
The invisible monster that is regression testing is something I had no idea about until we first encountered it. Very frequently these bugs that seem hard to miss were not there when they were implemented and initially tested. Then when you add a new piece to the massive system, it can break something that seems completely unrelated.
We are very clear that we aren't catching enough bugs before they go out and this is a major area of focus for us to improve on right now.
I noticed that when an ailment stacks above 1000, the ailment icon starts to look like it’s on fire. Is that just a visual effect, or is there a hidden buff or mechanic related to it?
There isn't any mechanical bonus for getting over 1k stacks
Mike, im curious, the only stats we have on any game as players is peak players, which is public on steam. Naturally, what companies probably care about is Daily active or perhaps weekly active users. Do you have any internal sense of how steam peak players compares to DAU or MAU? I have no frame of reference
I don't have that specific data handy but I suspect that there are enough examples out there that some relatively accurate approximation exists based on steam player counts. And while DAU/MAU are very important, they would still only paint part of the picture. Conversion rate is so crucial that you can easily have lower peak counts and still make more money.
That makes perfect sense. Im more adjacent to spaces where conversion rate is significantly less available, so DAU/MAU are more important metrics relatively. I expect the mapping from peak-> DAU to be more consistent across titles than the mapping from peak -> conversion rate
Players often, usually antagonistically, point to player count to signify game health. Im just curious how misleading it is to use peak players as a stand-in for more useful player metrics
It can be extremely misleading.
Hey on that note - whats the breakdown mg vs cof - if you have percentages of players? from early season when more folks played?
Any plans for pausing? Hardcore + menus like Nemesis and Woven Echo Tree are bad news
As soon as they find a way to do it they will 😄
Sorry, I don't have that data on hand. It might be in a season wrapup post on our forums. Anywhere that I would find it would be public.
Ah ok I'll have a nosey, thanks
waffles or pancakes
waffles, better for fruit delivery
based
Surely the correct answer is crêpes
(cough) excuse me?
the correct answer is obviously Muffins
lol
THE AUDACITY OF ALL OF YOU 😛
I didn't know we were aloud to write in answers, I thought it was multiple choice. I don't remember the last time I had any of those 4 things.
Do you guys have/plan to make like a monster compendium/showcase? Doesn't have to nessasarily be in game, just anywhere? I wanna appreciate some of the models and art for some of the monsters but they are hard to see in game when they die so fast (or kill me if i try to get a closer look haha). I'd really like to see a closer look of like champion Ashvan like how you guys do concept art in the blogs
it's been low on the todo list for a while now. I really hope we are able to get one in sooner than later.
Ooh thats good news, im glad at least its been brought up, been wanting to see the monsters for a while, especially when i try to tell my friends to watch out for particular dangerous monsters like Ospirix lightmages, volcanic shamans, and ruby captain arjani and they have no idea who or what im talking about
Helloooo - does this stat on these rings stack - The Stats on your Gloves apply to your Forged Weapons at (64 to 100)% effectiveness? (phantom grip)
Yes
Also with forged weapons haha - I understand its a mirror of your weapon so if you had a corruption that added flat melee that'll work? And also stats from say clothos with the melee implicit on the sword? 60-80 etc - I have a flat melee + 2% melee dmg per strenght on this clothos and was wondering if that extra melee dmg stat goes off my strength say if I had 100, 200% would go to the weapons (hope that makes sense)
I think the flat for sure applies but the increase damage per streng wont
That's what I was not hoping someone would say haha!
For forgeweapons the best stats imo are attack speed ,and penetration a t7 pen is actually 80% pen for them and if you could make that t8 primal then its 160% pen for them,cool thing to know since they take your pen and theirs on the affix and combine it
Well sheesh, I already had this random T8 flat phys sword so I was going to use that it's got implicit pen of 15 and 7 on the sword - would they get benefit from the implicit? Its for t5 speed, shred and multi as well but now I might need a new exalted...
They take all stats on it like implicit thats why odachi is kinda bis for them because of the crit multi on it
Ok sweet I'll farm more swords while I'm farming all this other stuff for the build - honestly wish they had a stand alone skill tree though (made a suggestion)
How does the idol "fire penetration with melee attacks" work? It uses that wording instead of "melee fire penetration", so does it work similarly to brutality, in that it works with all the effects/subskills of a melee tagged skilled?
Afaik it would grant melee attack skills the stat increased fire penetration. Which would then get passed down to subskills and ailments.
Could you add an confirmation window to exiting a monolith if the monolith isnt complete? :^D
I think that would be good in #suggestions
oh thank you id didnt realize there was a channel for that
This is something we've considered many times. With the sometimes urgent nature of a quick portal out, we opted not to have it. This is actually why there are 2 different portal colors (and why you can equip 2 different portal cosmetics). By default, if the portal is blue, it is not complete yet.
have you thought about adding it as an option in the settings menu?
After talking it in general chat I think a better option for this would be a separate UI thing outside of the quest log to show completion of the current mono with its 1-3 rewards and actual completion that is more visible. This is basically my suggestion after thonking 🤔
Since there is now way to go back into the mono I feel like it has to be as clear as possible what the completion is for that mono
There is a big green button that shows up in the top right corner.
I'm not gonna lie, I'm very clear when it's finished (it's a green portal) but I still accidentally portal out before the thought registered to my brain at times
yes and no, i dont think people are used to that, what if that button bar space was a % counter instead or something similiar since the objectives arent % based
Its a really hard thing to do I see now after seeing a lot of different perspectives
especially since we got stuff like beast rifts teleporting us to a different area now, sometimes I just TP and click when I'm done with it from muscle memory before my brain can go "wait that wasn't green"
Yeah I never considered the different colours for portals myself
i don't consider those either, especially when doing a lot of echos back to back
Basically i did not find this a problem before when i played LE way back before beast season but now you have 2 season mechanics that have separate instances that make you kinda of feel like youre done after them
I think this could be fixed with a real nice UI overhaul for the quest list while doing monos
With over 1k hours, never noticed different portal colors indicating anything...
I always recommend getting in the habit of only portaling out using the big green button. Then, when your muscle memory kicks in to swoop and click the button to leave, the button just isn't there and you just can't mess it up.
Hey Mike, not really pitching this as a serious suggestion, but curious on your thoughts. People often clamor for a rune that adds FP. What if evolution added FP?
the number of Crafting steps to make a primordial exalted is extremely high, primordial uniques are far more popular, and this wouldnt bleed into other systems.
Im honestly just hoping you can quickly point out why this is a bad idea
doesn't affect legendaries, doesn't require item serialisation changes, doesn't affect bazaar options, can only be used once per item...passes all the usual fail points
The thought occurred to me today and at first pass it seems like a good one. Exalteds already mostly fit into the "no good unique available" niche, and primordial exalteds fit into the "no good primordial exalted available" niche. Opening up crafting options on these items would increase their viability. Not to mention crafting primordial exalteds often feel impossible. Getting the item to the correct place to USE the evolution eats a ton of FP, and then you get a new open affix slot.
A large and obvious downside to me is that people who want a rune that increases FP will likely be really annoyed if this came out since it doesn't do what they want it to do.
yea, like it's only useful for the builds that don't use a primordial unique (which is not very many) and only works on max 1 item for that build. So it's not like it's a solution to the issue that causes people to suggest it but it I don't see a major problem with the idea in a vaccum.
I think it's a really great idea, personally, because I think primordial exalteds need something. The number of crafting steps to make these items is really high and the ability to make one that competes with primordial uniques is...well, it's challenging. So many steps. This would alleviate that.
But honestly, I imagine if I was designing at EHG I wouldn't pursue this idea because the largest impact would probably be negative just for perception reasons. "Why would EHG add something I realy want but make it useless to me"
That said, I might be more sensitive to negative feedback than is appropriate
A one time use per item FP tube that locks it to not being slammed or sold would have been awesome.
I spent all of S4 trying to make a good Primordial Exalted chest for +2 shadows and this was definitely a major pain point for the all the reasons described.
Couple more requirements that make that not work. It can't cause item serialization changes and can't cause new bazaar options to be required.
His idea gets around that by a rune of evolution naturally being a 1 time use per item mechanically.
on the point of "builds that don't use a primordial unique (which is not very many)" has EHG considered adjusting any T8 values to make primordial exalteds more competitive for the 1/character primordial limit?
what's an "item serialization change"?
You could just go the simple route and adjust fp at least cut in half cost of every single glyph and rune in half this already helps immensely and doesn't need a new thing added to the game,and make exalts have a bigger fp when dropped 10-20 max extra.
Yup, it's less about intentionally incentivizing it though.
The way an item is converted into a number.
Yes, that's effectively the same thing. It does have the issue of also buffing legendary items though.
Yeah, I personally don't think crafting needs buffs in general. I really like the crafting system and hitting a good craft feels amazing. I'm also not chasing prefect double t7s for slams, and think its OK for that to be difficult.
But crafting stuff to wear is way harder than crafting to slam.
Primordial exalteds are a different beast. They are extremely difficult to craft. They feel impossible unless your goal is just "have a t8".
I can't even begin to describe how much luck it took to make this. And back when imprints are strong. Perfect drop followed by perfect havocs followed by glyph of hope hitting like 6 times
Not to mention primordial exalted set items, one of those ended up being BIS for one of my (clearly very silly) builds this season, crafting that was a mess lol
Yeah. It's not too terrible but comparing it to legendary crafting it's just silly. It's so much easier when you don't care much about half the mods or the base and don't need to use evolution
Sorry to clog channel
I would buff crafting in general hasn't being touched and it needs a lot of reworks and such ,slamming a t7 or 3 is way easier ,exalts craft need more QOL
It's a given that it's going to be harder than crafting legendary slam fodder because part of the legendary crafting difficulty is on getting the LP items in the first place, getting enough fodder to reroll it and then finally actually hitting the slam. But both could use some buff in general, especially since we keep getting more affix every season, diluting the pool even more.
Can an item with 2 tier 6 affixes drop? Or it can only be dropped from Nemesis?
An item with 4 tier 7 affixes can drop naturally technically
(so yes an item with 2 tier 6 affixes can drop naturally)
Actually my loot filter only shows 1 tier 7 and 1 tier 6. It means my chance to see an item is very low
Unless you've set it up extremely weirdly a rule that shows an item with one T6/7 affix would also show an item with multiple exalted affixes
Nope, I tried dropping an item with both tier 7 and tier 6. It shows
In terms of trading via resonances...
If i want to trade a blank ornate idol to a friend, i would need a golden resonance.
If i enchant AND corrupt that idol, would it need an obsidian resonance or is it "maxed" as a golden resonance trade?!
I don't have the answer, just saying this is not trading
This is gifting
Trade go through the merchant guild
Does the "Deadly Modifier" (enemies deal 2x damage until damaged) apply to the Omens while they are invulnerable? eg. do they basically always deal double damage during the entire fight?
follow up, i was just able to answer it myself, it becomes an obsidian requirement....
case closed, sadly 🙁
can a summoned bear that uses swipe gain stacks of aspect of the panther?
Yes
I know the answer and the answer is this: an idol normally is considered a non-exalted item BUT if you enchant an idol with a t6-t7 enchant then the game treats it as an exalted item therefore forcing you to use an obsidian on it, been there before and learned the hard way unfortunately
nothing
hello team..can you make it easier to switch characters...to switch characters now i have to log completely out of the game and wait a few and then log back in...other wise it just shows connecting and stays like that....thanks love the game
this should have been fixed in the 1.4.7 update...is that the patch you are on?
Do you guys (devs) ever check things like the corruption ladder for LE? Just wondering if things like that where 37 of the 50 are rogues, 1 guy has 10 chars on there (he got there with his rogue) and then there are 2 VKs and a Lich and think "hmmm maybe we have to balance rogue, aaaaaaaaa lot" - or does that kind of thing not come into play when doing balancing each season? Just curious what stuff sort of impacts the balance as a couple of skills that weren't even on the leaderboard last season got nerfed. Thanks!
they have acknowledged this, and will be changing things next season with the corr ladder.
and there are always balance changes. with or without the corr ladder
Hiya - thanks, wasn't just asking re: the ladder. I meant in general what usually affects changes the most - not talking about crazy stuff like shadowrend. Example the change to direct/indirect chakrams? I won't talk about others just in general other than the ladder what would cause a downgrade to a skill when balance is looked at? Also flip side if you have any info on what might cause something to be buffed - under played class? out dated tree/skills etc
Rogue is unbalanced by a mile every league so hopefully the balance is touched next league cause its pretty easy to tell broken stuff like infinte scaling nodes and idols they have
generally what affects changes the most is #feedback and specific feedback. like just saying 'omg rogue is unbalanced' isnt helpful. bringing up something like 'x node in y tree allows for really high scaling and feels too strong' or 'this node with with specific item/node allows for unintended power' is way more likely to get traction. on the flip side, a lot of the same can be done for things that need buffs. 'forcing 3 points into stun in y skill tree to unlock x dot node feels like a huge waste'. the most important thing is bringing specific examples and the feeling/why it feels bad or too strong.
and yes a lot of things a likely known about, but its always better to bring up specific points where things get excessive. the devs look at the feedback, and the videos showing a lvl 30something rogue one shotting ubby, and stuff like that.
now there are always unseen forces of EHG plans, like IF they have shaman changes slated for 1.6...the feedback might be pushed back a season instead of being acted on in 1.5 for example.
Also 1.6 - since you mentioned that does that mean 1.5 next month, 1.6 in Oct :D?
There hasn't been a date announced yet for the next Season / major update.
Lololololol no. All we have heard is 1.5 this year. Xpac next year. Dont know if xpac and 1.6 and are the same thing
Worth a shot right? Haha! I didn't keep up with dev posting for 1.4 but Mike said they're already play testing new mechanic for 1.5 so I am hopeful
1.5 is not coming out next month and 1.6 is not coming out in October. Sorry to burst the bubble, just don't want you getting your hopes up too high.
xpac and 1.6 are the same thing. We are supposed to call it LE:O
Mike I was fully kidding haha buttt you didn’t say 1.5 wasn’t coming out in twoooo months 🤣
yea, not playing that game, sorry bud
Guys do you plan a fix for imprinting exalts? It is dead now and makes late game miserable. I hope you could make a fix in the middle of the season for this. I've played over 100 hours and the 2T7 imprint procced only once. Please, please make a fix or revert the nerf...
How does twisted heart of uhkeiros work with other sources of current life lost?
I am directly casting Smite that has the "15% of current health consumed on cast" node and 100 apathy so "20% of current life lost when directly using skill".
Would twisted heart's "current health converted to ward" trigger before or after those two?
Okies. It has been shrouded in mystery afaik. Appreciate the correction
Mike has said a few times they probly overcorrected the inprints power. But nothing is changing this season
oh wow, I thought expansion was in fall, not 2027
I'd have to test it to be 100% sure but I think smite's trigger is the ability object hurting you the frame after it is created. Where twisted heart is an on cast trigger happening the same frame as you cast the ability. So twisted heart should probably go off 1 frame earlier.
If you haven't tested it yourself yet and want to know for sure, remind me in like 2 hours and I can test it.
You were right.
proc order for the health was apathy -> twisted heart -> smite.
Took me a bit to find apathy amulet.
just thought id ask again are we sure the drop rate for Strength / Vitality exulis isnt bugged as i now have at 3 of every other one (some as much as 8 times) but still not a single Strength / Vitality exulis.....
No, that's the one I have so unless it somehow got bugged in a recent patch you're just getting very unlucky sadly
such a fun system.......
Hi Mike, I'm a player from China and I've been playing since Season 2. I'm part of several Chinese community groups, each with at least 1,000 active members, and I've been carefully reading through all their discussions. We are really eager to communicate with you all. However, due to specific regional policies, these communities consist entirely of global/uncensored players. Today, I've compiled their feedback to share with you.
Season 4 is the worst season in Last Epoch's history, and the Imprint nerf is the most detrimental change—so I will address this section specifically. At this point, the concurrent player count has plummeted from a peak of over 10,000 to just 2,500. Although fixing Zerick's Gold Bug made in-game Gold harder to obtain, the Gold price has dropped by 20% compared to the end of last season (I oppose RMT, but this data is presented solely for demonstration). These metrics confirm players are rapidly leaving the game.
In the three or four communities I participate in, regular discussions have completely ceased mentioning Last Epoch; since Diablo 4's launch, all conversations revolve around Diablo 4. As an ancient Chinese proverb states, "nothing is sadder than a dead heart." The gravest fate for a game isn't criticism—it's when players grow so utterly disillusioned that they no longer even care to voice complaints.
Season 4's disastrous metrics beg the question: what caused this collapse? Before analyzing, let's address a fundamental query: what defines an exceptional game? A restaurant must serve delicious food; a hospital must cure illnesses. You must clarify your core metrics. For games, the paramount metric is player enjoyment.
How is enjoyment measured? Through maximizing positive feedback loops and minimizing negative feedback loops. While these principles seem straightforward, balancing them against season longevity during development is a deceptively complex challenge.
The best season in my view was Season 2, where the introduction of the Weaver faction dramatically enriched the gameplay experience. Last Epoch has two unmatched strengths that set it apart from other games:
1️⃣ Stash and Filter System
2️⃣ Unique and Epic items — the core of the game’s item crafting loop lies in crafting Legendary items from Uniques and Epics.
The game's core gameplay loop revolves around acquiring high-LP Uniques and multiple Tier 7 bases. The Weaver faction directly strengthened this pillar. Ambrite serves as the Weaver Labyrinth currency, and the Lostwood Folly floods adjacent Labyrinths with massive amounts of Ambrite. The four Imprint slots allow players to Imprint matching Epic items—this is the fastest method to farm multiple Tier 7 Epics in the season. Crucially, the chest-based Imprint trigger (bottom-right) creates seamless synergy with the Treasure Vault Labyrinth. By grouping to farm Lostwood Folly and Unclaimed Trove, combined with Imprinting, players generate a sustainable influx of Tier 7 Epics. The Ambrite earned can then purchase access to other Labyrinths like the Grand Brewery and Tower of Vengeance. Simultaneously, the influx of Tier 7 Epics fuels demand for 3-LP (or 4-LP) Uniques to craft stronger gear. This forms a perfect self-reinforcing loop.
In Season 3, since T8 affixes cannot coexist with Primal Uniques and can only exist as a sealed affix, but the gain from a T8 affix isn't as significant as that of a Primal Unique, T8 affixes are actually a downgrade for Rare gear. As a result, nobody is running the "Bloodline Thicket" Monoliths. Overall, while there is some positive feedback in S3, the power creep is minor, making it essentially just a continuation of Season 2.
For Season 4, players waited seven long months for the devs, expecting it to be a much better experience than the previous two seasons. But right off the bat, the season practically gutted Echoes, reducing their output to almost nothing. Whose brilliant idea was this? Are you sure they aren't a mole sent by a rival game company?
On the bright side, the newly added Corruption mechanic does make the Build (BD) progression much smoother, which is the highlight of this season. However, the inclusion of outcomes like item destruction makes the risk-to-reward ratio for corrupting multi-T7 crafted items completely disproportionate.
Think about it this way: If a game offers you 1 gold, where you have a 75% chance to get 1 to 2 gold back, and a 25% chance to get nothing, I might consider playing. But if you put up 1,000,000 gold, with a 75% chance to get 1,000,000 to 1,000,002 back, and a 25% chance to lose it all... would you take that bet? That's exactly what the current Corruption mechanic feels like.
The reason Season 4 is such a mess is that the positive feedback is insufficient, while the negative feedback from the Echo changes vastly outweighs the positives brought by the Corruption system. This has led the community to believe this season is even worse than the last. I see you're considering tweaking Echoes, but my suggestion is to simply revert everything to how it was in previous seasons—no changes needed.
Nerfing Echoes has deprived us of a stable source of multi-T7 Rares. This broke the positive feedback loop: with no loot from Echoes, players don't want to farm Treasure Piles, and nobody wants to group up. Since solo runs don't yield good gear, acquiring the 2-T7 bases (which used to be easy) has become drastically harder. This kills the motivation to even pursue 3-LP Uniques.
please put any feedback either in the forums, or in #feedback please
2-T7 crafted gear has become incredibly difficult to make, and after finally crafting one, you risk losing it to the Corruption system. This just makes people quit. Season 4 has created a perfect negative feedback loop that is driving away anyone who actually wants to play.
I understand nerfing Echoes was intended to extend the game's lifespan, but reducing playability this severely—isn't that going too far? Ironically, this change hasn't extended the game's life at all. Instead, players are quitting due to the extreme difficulty in gearing up. Furthermore, because the cost of crafting is so high, nobody is willing to invest resources into experimenting with new Builds. As a result, the S4 leaderboards are flooded with Sentinel characters.
nothing is taken from here. if you want your opinion heard, please use the places listed earlier
Speaking of leaderboards, I don't know if you've noticed, but the #1 player on the ladder actually changed their alt character's name to complain that "this game isn't fun, it's worse than last season."
hey, I'm just in the middle of some code review and don't have time right now to dive into this giant post. I typically encourage more short form questions about the game here. I'm interested in reading this but I doubt I'll have time for several hours and I probably won't be able to write up a satisfyingly large reply. I'll see what I can rustle up later though.
For whatever is worth what this player is saying is 100% true. All of it.
You can say that you agree. Saying that it's true is a bit much
I always get a kick out of people saying that the imprint nerf was designed to increase playtime while simultaneously saying that its drastically reducing playtime and motivation to play
It simultaneously ascribes both malice and incompetence to the devs as a starting point, without any evidence whatsoever of the devs motivation
Well from having 15 20 people that would be playing together to have like 0 in this league cause it just sucks I can say that is true 100% in my case and others experience , and its all tied to exalts being so overly nerfed and having basically 0 response done to it despite recognition that it was overly nerfed ,maybe 1.5 will kick ass but like you disagree thats ok,not on my experience though what he says applies to us and retention of players.
Guess he hasnt seen the corruption ladder lol
I dont think they have lol
Why do you think that?
i don't think that's what he was implying tho? he just means they overshot the balance between life expectancy of a season and regularity of upgrades on a character, which, if you go by the sentiment of players on s2-3, was apparently a rythm they were accustomed and ok with.
If you change the rate of upgrades on a character drastically it becomes 2 entirely different game experiences
The thing im refering to is people saying that the purpose of the imprint nerf was to increase playtime which ive seen a couple dozen people say at this point. This is an absurd claim because as every single complaint has highlighted, it has the opposite effect
that may be just a me thing, but once i've completed all the content on a league in an arpg, AND i've got near perfect gear, i usually quit
which, reduced life expectancy of the league
a thing's intended purpose and its actual effect are two different things ^^'
i intended to drink from the sea, i died of thirst because of all the salt
ahhh
i mean, you get it x)
I think it would be "ascribing malice and incompetence" more if someone were to say the purpose of any changes a dev made were to make players play their game less.
In a general sense.
What's more incompetent,
-
implementing a change that will decrease playtime when your goal is to decrease playtime
-
implementing a change that will decrease playtime when your goal is to increase playtime
Feels like not an obvious answer lol.
In any case, I think its plain that EHGs reasons for nerfing imprints had little to do with playtime goals, and instead with general design intent and playtime is a side effect
Well, it's like the difference between aiming straight ahead and ending up shooting your foot, and aiming to shoot your foot in the first place and succeeding. Is the latter really better lol.
Anyways there might be intermediate reasons but I think we can say that the end target of any decision you make as a dev would be to make people play your game more.
Edit: let's take this to another channel if you want to continue
Sorry, I haven't had a chance to read this whole conversation yet. In general I'd prefer it if you want to have a discussion to do it in another channel.
The main disconnect I suspect from a skim is that we disagree on what endgame gear expectations are. We added a ton of item power this season and in an attempt to avoid power sprinting and instead just have power creep, we removed some power from items elsewhere (imprinting).
However, the expectation of being able to do exactly the same as before plus way more remained.
It didn't have anything to do with playtime extending by the way.
Honestly I had thought that way a bit, mainly in the line of, "If their goal was to curb endgame power, like some people were saying, then why would they add ton of power at the same time. But also imagine how utterly crazy it would be if they didn't I guess."
For my two cents, I think two reasons for the disconnect is that one, imprint was a somewhat more deterministic upgrade path (for exalts), as you can iterate for what you actually want over multiple stages. Also helps that it can drop with decent FP if you use a nemesis base. Corruption is a total roulette so even if it's adding the same thing power wise, it's not really filling the same niche on providing a visible path of chase that keeps you wanting to play.
The second is that when someone gets a picasso painting for example, they'd want to put a nice frame on it instead of one from a dollar store. Multi exalts are filling that role. When you get a high LP drop you probably won't ever see right now the option is either wait forever for a 2t7 or get a t7t5 that you can make in 3 minutes. The latter just doesn't feel good, and you probably won't even want to corrupt it with how rare it is. But will probably need to if it's going to compete with a lower LP version you could spam for a good corruption, which makes dropping high LP feel less exciting overall. Sorry for the wall of text.
Which is why I love the idea of capping individual unique item's LP. It's something you can adjust each season to turn up or down the max power and tail of individual builds, make exalteds more relevant and give a clear signpost of final gear expectations for min/maxing.
Mike you're gonna give legacy players a heart attack 😂
I don't think it makes sense to go back and nuke old legendary items. Legacy Trophies are cool, maybe we just go and corrupt them all with "no change" or something like that.
I'm not saying it's gonna happen or anything, I just really like the idea.
If uniques were capped to specific maxLP, would you still let corruption add an affix? 🙂
Yea (in the hypothetical land where that change happened)
🔥
Speaking of, we keep getting bee items, where's our grole items. Groles > bees
I mean, right?!
I had a chance to read through your feedback and I appreciate the input. I agree that the item loop didn't quite click at the top end min/max range this season. We have taken in a lot of feedback from various sources and as usual will use it all the help guide the changes coming for next season.
search the word "grole" in #suggestions for me real quick
There are now two more results compared to 10 mins ago 😁
Yeah, I'm sure you're having these conversations internally because you've espoused this design principle many times well before imprints were added. Imprints added a TON of power that players really liked. The exalt chase towards endgame felt like actual progression and made the items people had always been imagining actually possible. But if you give players a toy and then take it away...that's always a recipe for disaster, which is how this change is being received, at least by what feels like the majority of people who WANT to spend 100 hours on a character.
I feel the same way about your hypothetical max LP cap. If you cap items LP, it's gonna make a ton of people who reached above that LP level upset, especially if you do it in such a way that it realistically curbs player power. Capping Red Ring at 1LP, for example, only effects the tiniest fraction of players. Capping it at zero LP would make so many people angry
I just like exalted items, and want interested systems that actually allow us to pursue upgrades to exalted items. Imprints achieved that. I kinda hate the BOOP that imprints induced, but I really want something in the game that makes incrementally increasing exalted items a real thing
Itemizing 1LPs is basically trivial. Anything not named red ring and not locked behind Uber is easy to get 1LP of. Guaranteed slamming of the T7 of your choice is also trivial. Itemizing 2LP+ splits the playerbase among players who demand T7s in each spot and players who tolerate less than that
Howdy Mike, What would Last Epochs Biggest Weaknesses currently be I wonder?
That toy had great mechanics that worked very well with crafting and LPs. However, the nerf made crafting less relevant and subjected players to the whims of RNG. That's one reason many people, myself included, left PoE. I don't understand why they decided to remove the toys. If they wanted to prevent power creep, why didn't they increase the HP of the monsters? Instead, they eliminated a very important and rewarding mechanic. I still hope this season can be saved, and that the imprinting will work as described and expected by players.
Hi, for the static shell body armor, does the shock apply to attackers before the damage and armor reduction is calculated on the player?
No, they get shocked after the damage is dealt to you
Greetings, i absolutely love this game, i think its the best hack and slay there is. But what purpose does collision/bodyblocking from enemies serve? This has not been an issue before, however with the new woven echo and the fractured rifts a lot of deaths of mine have been caused since i litterally cant move because enemies are blocking my path. However, before i jump to hastly conclusion, i would like to hear your reason for implementing this mechanic. This is not supposed to be hateful or harrass anyone or whatever. Id just like to hear your opinion on this matter.
The lastepochtools and tunklabs websites show that Holy Flame Burst from the Holy Aura tree should have a 350% damage effectiveness. But the hover tooltip in game shows 100% damage effectiveness. Is it just a tooltip error or is the damage effectiveness not registering properly?
the added damage text in game is manually entered and was not updated when the damage was updated. The version you see on tunklap and lastepochtools is reading the actual value that is used. holyFlameBurst has 350% added damage effectiveness
thank you so much EHG_Mike!
Mostly just because they don't want to let you pass. They are trying to destroy you and letting you walk past them doesn't really jive with that game plan. Each class has special movement abilities and evade to reposition on the battlefield. Sometimes if you want to get past an enemy you have to take them out.
I have a game design question.
What do you believe is the ideal percentage of players interacting with advanced endgame is?
In LEs case ill say advanced endgame is basic Aberoth.
Ive noticed games having success with a high percentage and games having success with low.
I can't say that's something I've ever thought too specifically about. My gut says around 25% seems appropriate but that might be really high. That is assuming by "interacting with" you mean having attempted aberoth at least once.
Are there accurate numbers for other games released from the devs?
I dont have super accurate numbers. Steam ecosystem says about 15% of poe2 players open the map device while 40% of D4 players get to torment 1 and 15% complete season journey.
Both seem to work in their own way.
Im curious if hypathetically you are going to maintain numbers for 2 weeks, is its better that those player complete everything and drop off or grind as far as they can and move on.
oh wow, ok so I'm way way too high then eh
I guess that depends on where you put Aberoth. There are 2 bosses passed him. 1 in 4 taking abby might not be a bad thing
I was saying 1 in 4 unlocking abby lol
There is also a TON of noise in the system. Do you count players who don't get past lvl 10? Do you count bot accounts that get banned? I'm not sure how accurate those steam numbers are really. When you say "steam ecosystem" does that mean achievements? Does that count players who were gifted the game and never installed it?
From my understanding things like steamDB use steam server telemetry to track game time, active users, and hidden checkpoints to determine progression.
cool, I didn't know steamdb had that progression tracking.
Question for a dev - when you slam an item in temp sanc - and you pick 1 guarenteed, the other 3 affixs is there an even chance that any of the 3 can land on the open slot of the item if it was say an LP2 or are the affixes not even and the chance of the most commonly rolled affix of those 3 left has a higher chance of being picked
hello, I have something I'm curious about. Is Spell blade holding 2H weapon like he don't have enough strength to hold it and can slip it at any time lore wise?
They are unweighted, so you basically have 1/3 chance of getting the exact mod combo you want for both 2 and 3 LP slams
Man for something unweighted it feels so ... yeah. Haha like when you slam a duped item and it hits the same exact affix on both slams, which happens a lot (not just me) that's why I was curious and wondering the particulars
After some people were suspect of that being an issue a while back I checked the code and tested it with a ton of them that I made and the distribution is random and even over a large sample size.
Ah ok so just my brain being mad at life then haha all good was genuine curiosity - thank you
Hi Mike, any sneakpeek on what the Corruption Tiers mentioned in season 6 roadmap are? Is it a streamlined echo corruption mechanic? 👀
Hi, can prophecies which give 1 unique item with 1 lp, roll for 2-4 lp ? if so, do they have better chances to be 2+ lp?
they can roll 2-4, they do not have better chances for those
i see, so lp is not gradual at all
Depends, things like julra and 1lp prophecies don't scale higher lp odds, but something like corruption does
they're just set up in different ways
yeye but like how those odds are done with respect to guaranteed 1 lp drops
for general drops if it was 1/10 for 1lp, and THEN 1/20 for 2lp
not just straightforwardly 1/200 for 2lp
No the way it rolls for lp works the exact same between both of them, the 1lp prophecies and julra simply convert any 0lp drops into 1lp. Which is why the odds for 2,3 and 4lp are unaffected compared to a natural drop
good to know, that's what i understood from your earlier answer
what's the design philosophy behind runes, glyphs and shards not being autopickup like gold?
generally just a hold over from when they were supposed to go into inventory like items. Mike has talked a few times about trying to alleviate some of the pain points about going back and picking these things up
sweet, looking forward to it :p
for now i think i'll just hide all the general affix shards since i've already got a lot of them, i'll just show all the valuable stuff and level of skill ones, since you pick all of the rest up anyway, i'll still get the general ones while having less to pickup altogether
oh
didn't see there was a "rare shard" option in the filter, haven't come to that section of the filter since i launched le for the first time
I had a good reply on a recent dev stream that I wish I had a better way to link the clip of.
The short version is basically that we like having intentionality in the items you pick up and the "oo, piece of candy" style feeling is important to sprinkle in. Over the years, the volume of various types of candy that exist has ballooned so much that things like affix shards are no longer falling into that category and more feel like dirt you're sweeping up.
We have plans to overhaul shards and basic crafting in a way that will fix this. It's going to be a little while before that actually happens though. Enabling auto pickup now on it would require us to keep auto pickup in the new system but that really would undermine the idea behind it. So we are going to have to hang out with it for a touch more probably.
all good, that's what i wanted to hear :p
#feedback message
the constant notifications too are kinda annoying
they are often incorrect too
haha i didn't notice that
Hi Mike, I need some help 😄
Explosive Ground ..... but not with other nodes on this tree
Modifiers to the dmg of Volcanic Orb's core also apply to Explosive Ground
So ... Do they ?
yea, that's a real weird one. I'm not sure why it says that stats aren't passed down. As far as I can see it's just a normal subskill.
uhh, if it says more core hit damage, probably no, let me double check that though, just resolving a merge
Its a bit confusing because there isnt any "More Dmg"
there might used to have been
There is More Shrapnel Dmg and More Core Dmg
I did peek at the code and as far as I can tell, it's not doing anything special at all.
Like this one
yea, that might be implemented such that only the core and shrapnel actually gets that damage
maybe
Also, sorry its late and I am lazy but I think you said proccing a Cold VO with the ring would not get its element changed by the spear
So I am curious as to why it does in fact proccs Void VO from the rings
Why does the Spear wins the conversion war ? 😄
in my opinion, that's a bug, I'm not sure that most would agree though.
OO
We never talked about this 😄
like it's even coded as temporaryForcedColdConversion
Well, we discussed it and it's working as intended and we will update the alt texts to make this clear.
There's no need for an auto-pickup feature at all; just allow the filter to hide affix shards.
I am desperately finding out how to unlock my last idol reward when I've completed all visible quest. Can I share screenshot here for help? Sorry I'm new.
No, it won't let you post a picture here. There are more idol unlock reward quests than possible idol slots to unlock so there are several options available still. The easiest way is probably to just warp to various town zones throughout the campaign and find a side quest that was missed. One of them will have an idol reward quest for you.
Thank you for the reply. Just checking again, there is no quest marker for last idol reward. There is no active quest or quest that shows last idol reward. So I just have to look through all the towns just to hope something trigger the last idol slot reward?
You don't automatically register quests in your log, they have to be acquired by talking to an NPC. My guess is that there are several NPCs around the game world that have idol reward quests waiting for you to accept, complete and hand in for your last idol reward.
Noted, I'll try running to all the towns to find the last reward slot.. it's annoying since I'm already running monos. Again. Thx for replying a newbie
looks like this page lists the options https://www.lastepochtools.com/checklist/quests/idols
You can also run the first tier of each dungeon and it should give you the majority of them
I understand that Red Ring imprinting was nerfed, but i wanted to know if:-
-
is there any "Progress" on being close to hitting the imprint nodes to proc? ( if i've gone 100ish echoes without proccing the echo reward imprint(echoing riches) to some other unique am i probably losing "progress" towards the rarer imprinted unique?
-
if i imprint a LP0 unique red ring and have it egged and it ends with unwanted mods, will replacing the imprint node again treat it as the same item?
It's treated like it had LP if it has mods on it
which is what my doubt it. will it be treated as the "same" item? because when it comes to party play some items can be freely traded back and losing out this 'feature' might lock out people who find a rare drop together from being able to freely trade back if it 'creates' a new item with same stats.
There is no distinction between a unique with 1 lp and a unique with one legendary affix
2 people are in a party and Red ring drops. It is freely giftable between them in the same area. If i choose to imprint it, is the item being refunded in the inventory the 'same' item that can be traded back and forth? is it still the same item if it is added to the egg with nemesis?
Ah I see what you mean. I'm not sure, I'd imagine it should be but I haven't tried it
I would say it should be considered a bug if it isn't though
having more context with what exactly changes when the imprinted item changes(or even if it actually does so since it is technically supposed to be the same item but with more affixes) would give the player more agency in making conscious decisions when it comes to investing in target farming strategies.
It is supposed to be the exact same item. So there's not really any more context that can be given. Imprinting an item shouldn't affect anything about it in any way shape or form. If it does then that's almost certainly a bug.
Are temporal keystone drops restricted to near the start of a new web of echoes? haven't seen one in my last 20 echoes since i got a bit far away from start
to encourage corruption climb
not that I know of
pretty sure its so, i reset my web and im dropping em again
Question about lava burst in the shield throw tree. I read that the sub skills scale with the parent skill ie its attribute. Since shield throw has the dex and str tag does that mean lava burst has the same tags even though its a spell and has the attunement tag?
Technically its tags don't change, but yes it scales with str and dex and does not scale with attunement
Awesome thank you for that. Follow up question. If I have the affix shield throw has increased critical strike chance does that also affect lava burst?
It is the same item returned to you when it goes through the egg.
When you try to place an item in an imprint slot, what actually happens is the transfer fails and the item goes back to your inventory and a snapshot is put in the slot.
No
It depends how it's worded but in general, yes.
If it says shield throw hits have +5% base critical strike chance then it doesn't pass down. If it says x% increased critical strike chance with shield throw them it does.
Wait, base crit chance on hit doesn't get passed down, even though lava burst is also a hit?
What about the Sharpened Rim node (improve's Shield Throw's base critical chance)?
Probably not, I don't like how that's worded because it doesn't specifically say "shield throw hits". If flat added Crit was intended to be passed down it would be written as +5% critical strike chance.
I'd have to check to be sure though. (Kinda trapped under a sleeping baby at the moment)
Best kind of trap
Then I am curious about this one
I just checked both and they both fully pass down like normal stats
That's what I thought, nice to have a confirmation
Corrupted items, Omen idols and idol altars are the new and interesting itemization for season 4. All of these item types are traceable through the MG marketplace. But CoF gets no bonuses to access to idol altars or omen idols. Is there a reason for this other than difficulty of implementation?
CoF feels like a core feature of LE, but new mechanics don't get incorporated. Why were they made tradable but unaffected by CoF?
I agree they feel like they don't have any interaction with CoF and they might not have enough. The general reasoning is usually along the lines of that the bonuses indirectly affect the new types already. I do agree that having explicit interactions would be better and I frequently push for such.
A good benefit of seemingly moving away from prophecy rerolling mechanic is no longer needing to worry about prophecy pool being oversaturated 
for exalted item slam onto uniques, is it determined at the moment of the slam which mods go onto the item, or is it related to an item id on either beforehand? asking in regards to the use of runes of weaving to dedouble good exalted items for slams
Moment of slam, two duplicate items can result in different slams
(you meant rune of creation)
y
My expectation as a player is that all tradeable items have the same level of CoF interaction as normal exalted items do. If prophecies were needed to make exalted items adequate for CoF, then a similar level of focus should be present for other tradeable items
why not have the minimum level a skill can be (up to 20) be the highest it has attained ? this is just annoying when switching gear it resets everything
Because then you could respec your setup instantly, which is exactly what the system is meant to prevent
that's the first thing that came to my mind as well
? but the game isn't paused in skill window anyway, if that was what its meant to prevent then its useless, its already ineffective in combat
I didn't mean mid combat, but for example while doing echoes you run a clear setup, and then when you reach the boss echo you just switch everything over to a bossing setup and kill the boss and then switch back
You're not meant to have a bossing spec and a clearing spec
hmm
ok
then at least if you're switching items but keeping the same amount of +skills it shouldn't reset X points on each tree
it is a bit nitpicky but since you do have a mechanic where you have to use the item you're wearing in it to upgrade it (nemesis) it would make sense that if you don't lose skill points, you don't have to put those points again in the same passives
I agree that would be nice, it's not something the game cares about currently. when you swap items it's not instant, you take off the previous item, unspeccing all your points. and then it puts on the new one. Not sure if it would even be possible for the current system to communicate the fact that when you click on the old item you're both holding another equippable item and that it has the + level stat. Would be dope if it were possible though
all good ^^
To be fair you very rarely put items you're wearing in nemesis eggs later on
ye true, its only because i have 1-2 copies right now
but ye later on when i have 2 decent rolls on me i can keep one on at all times
its a non-issue
Cyborg is correct in the reasons why it is the way it is. We are also in the process of reworking this whole system. (not for next patch though)
cool cool
Hiya - saw this guy on that BiliBili video site using a mod (assume it's a mod) to zoom his FoV out which looked pretty cool - no clue what it's called, allowed yes/no? I asked a long time ago about would there ever be a zoom and I think Mike said there was once long agobut it caused performance issues? I don't "need" to see more I just think it looks cooler zoomed out. Thanks!
Technically all mods are against the EULA of the game, but EHG have stated in the past that they won't hinder nor help offline modding. Emphesis on the offline, any kind of modding of the game files whatsoever is prohibited in online play.
Ah ok - no clue how it worked anyways in my head it would just be a shortcut I clicked that did everything for me, not really keen to mess with online files anyways since chances are I'd delete my characters somehow lol
Basically do it at your own risk in offline, but a definite don't do it in online
Do EHG release seasons as usual after expansion is out or the focus will on updates of expansion?
Sorry to re-ask this, currently playing HC and don't want to get oneshot by omen doing double damage 😅
Does the "Deadly Modifier" (enemies deal 2x damage until damaged) apply to the Omens while they are invulnerable?
Sorry, I saw that one and was going to check but I think I was out of the house or something and forgot. I'll set a note to check tomorrow.
Does overcapped resistance work against area pene, and more generally all types of penetration, if not, you might wanna consider putting a tooltip on a loading screen somwhere, because players coming from poe1-2 will assume as much
especially with all the resistance given in blessings, which was one of my arguments internally for it being so when i wondered about it
no and I'm pretty sure it's in a loading screen tip, ~~character sheet tooltip ~~and game guide
It gets capped before it interacts with area penetration. Enemies don't generally have other penetration than area pene. Overcap does work against stuff like ele shred, after it fights against shred, it gets capped then it fights against area penetration.
And yeah as Mike said it's there in the game guide (https://www.lastepochtools.com/guide/section/resistances), and I'm sure it's mentioned somewhere in the loading screen tips.
oh ye indeed my bad, assumptions got my ahh
soo to be shred, marked for death resistant and such 100-110 is a safe bet
probably have to check for each damage type its not the same
It's not worth is
is there a way ingame to check a skill's crit chance?
i've been doing the calculation myself but i seem to be wrong
Do you have any plans to add new skills for the Primalist in future updates? The last two seasons have mostly introduced new skills for the Rogue.
From what we know there are 3 skills missing:
-1 Paladin skill (Radiant lance which on the roadmap is coming next season)
-1 Shaman skill
-1 Blade Dancer skill
But i can note that all base classes has 12 skills from level up or base class talent points, other than mage which has 13, so we might get more in the future.
We will
are blessing % increased drop rates additive with corruption rarity?
They're two completely different things
so no
multiplicative then?
no
that's
that's like saying is increased lightning damage additive or multiplicative with added health
they're two different things, corruption rarity makes items with higher rarity drop on average, more swords means more swords drop in general
which are then affected by the increased rarity
but they're neither multiplicative nor additive with eachother
ye ye quantity/quality
pmuch
what are the defensive buffs that masque gives if you allocate his point in the weaver tree?
also for that node just as qol would be nice to have the alt view display clearly what it does
#❔┃ask-the-community message
Can exalted belts dropped this way drop with experimental mods?
no
if I cast maelstrom on my minion at get up to 6 stacks, do they get frenzy + haste or do I?
you get it
aw man, okay ty
are echo rarity modifiers multiplicative with corruption rarity, if not so why?
the difficulty is multiplicative, shouldn't the rewards be so also?
Can I ask about the Friends of the Tempest node (from the Gathering Storm skill)? Does it mean that my character gains Storm Stacks when lightning-based minions attack (on hit) ? I tested it with Wolf and Scorpion, but it doesn’t seem to be working.
it means exactly that but do note that you need at least one stack from somewhere since the minimum for that node to work is 1 stack not 0. It's so you cannot fully automate gaining stacks with just minions
both are "increased rarity", so like all "increased" stats, it should be additive. I think multiplicative rewards would make extremely corruption mandatory by burden of optimal play, also reducinging build option variety. There is also a point of "too much rarity", though that's currently fairly high, but may become too easy to reach if multiplicative (all drops eventually become set items IIRC).
Imagine not wanting only set items to drop 
the rarity required to hit that point where even half of your item drops are sets is so astronomically high I can't write the number and have people be able to really understand what it means.
I know some high lpl lp corruption scaling goes above 10^300 corruption which is the most desmos will let me do :P, guessing it would be similar numbers for this but increased rarity wise
How many ice hockey pitches?
Fun fact: to guarantee at least 1 lp on old wings of argentus lpl (115) with CoF rank 8 you needed 6.0972373673*10^292 corruption. That'd take at least an afternoon of corruption grinding I bet
Kekw all set items would be funny
Currently, for example, I have Shattered World equipped, I re-equip the relic slot with another Shattered World, then suddenly each skill has one unallocated skill point. Is there a future change or bugfix for this? Or will there be a feature called "future"/ "pre-planned" points?
Are there some corruptions that only roll on specific items? Mana % on belt for example I've only seen it on shattered chains this season, like a lot but not on any other belt?
no, its all done by base type
Ok random I haven't seen it anywhere! Was hoping to get it on these dozens of brewmasters Ive been corrupting but it's been lots of pot on ward and a cool MS on potion one (first of the season)
🤷♂️ rng does rng things
lol
We are in the process of designing and trying out a couple different options to fix this issue.
Does the baby scorpion get all the buffs from the Scorpion Tree?
fair enough, but getting stuck because you took a bad combination of mods without looking, the difficulty of a boss 2x because of 2 mods, doesn't seem balanced
for how little rewards they give, it incentivizes players to run blank maps before a big encounter to wipe echo modifiers they don't want, and to treasure mods like 'rare monsters have X % increased" since they don't apply to bosses
The strength of increased life+ damage mods on bosses/champions, the crit avoidance mod is ridiculous compared to the increase in rewards..
instead of chasing 2 good echo modifiers that apply to next 3 echoes so you can have 3 echo mods for its rarity, you end up in a situation where the pool of mods players are willing to take is so restricted, they're gonna instead avoid instead of chase echoes with echo mods that stay for the next echoes
and "its meant to be this difficult" is really not a thing in this situation since you can run specific echoes with less echo mod uses, or useless moes before a boss encounter to be able to do it.
Either make it impossible to skimp on echo mods so that the difficulty is consistent, or have em interact multiplicatively, HELL, it coul even be a quantity % instead of rarity, but only on ground loot, no prophecies and such, that would be fairer than current system
short story long, multiplicative difficulty -> multiplicative rewards
i dont wanna have to think about pathing in my web of echoes, i've already got poe2 for that 😂
You care about echo modifiers playing hard core for soft core like xp is the only one you csre for favor or fast level 100 ,you already get a ton of rarity by pushing corruption and it doesn't change the game by a lot
until you get your build going, getting 1 or 2 for example crit avoidance mods feels very bad
Hi this affix on the weaver boots, how does it work with shattered worlds for your minion - When you gain Haste or refresh its duration you gain (30 to 60) Ward (1 second cooldown) and your Minions gain Haste and Frenzy for 3 Seconds? - also if you're using a FG and have 2 hander and shield, haste is converted to block - are you still able to proc this for manifest armor and other minions?
Stuff like "you have haste" really just grant you haste every second, so basically it should just trigger it once per second.
FG's thing doesn't make haste into something else, it just changes what haste gives you, so it doesn't have any effect on the Weaver boots.
Ah so haste instead grants you block chance means the proc on the boot that gives minions frenzy will not work? as in no minion frenzy - side note, honestly hate that conversion its like a massive debuff for FG's on top of their other ones, heh
No sorry, when I say it doesn't affect the boots I mean whether or not you have the node, the boots do the exact same thing; so it still works.
Oh thank heavens to betsy cos I was about to junk these 77 jasa shields and go yolo no defense - haha, appreciate your help 🙂
One more random one related - if you have increased haste effect that doesnt affect the stat in the node which just says 10% block, correct?
This stuff got changed increased effect of haste actually works now to boost the block chance
Awesome thanks again 😄
I know theres a damage cap on warriors fury in warpath tree but is there also a cap on AOE size for the spin? size seems the same regardless of spec'ing into aoe nodes and using warpath size idols
There should not be any hard cap that I'm aware of, though it is "increased area", not increased radius. This means by nature of "increased" additional sources have less of a total effect, and increasing "area" rather than "radius" also has this effect. So while there isn't a hard cap, some may chose to think of there being a sort of "soft cap", or at the very least diminishing returns.
However, conversations should be moved to either #💬┃general or #❔┃ask-the-community .
Thanks for the info - was a question for you guys as devs not a conversation. Cheers.
Yes, sorry. the way I worded it sounded like hitting pure set items was something that could be achieved by normal means. I only meant to present it as how the curve for rarity may not always be better at highest values (well beyond what the system is designed to provide.) My apologies.
i care because it makes difficulty highly inconsistent, and rewards consistent, nothing else, if difficulty were consistent, i would indeed just be playing at half my current courruption and not be avoiding echo modifiers
@ember topaz sorry this took so long but yes, it does apply to invincible enemies. We are looking to see if it is performant to change that.
is this the right formula? what'd i do wrong, or how am i meant to interpret the curve for % damage reduction
Cyborg has the right link in that channel for you.
What was the thought process behind making the melee shadow rend dash you forward vs. bow Rend jumping backwards? I get the marksman playstyle is aimed at ranged gameplay... just a little confused why make that the default option for the skill and then make us use a point if we want to move forward instead?
Also curious why the description doesn't differentiate, it just says you "dash" and create a shadow
Melee naturally wants to move forward and ranged typically doesn't. We gave the option (attached to more damage) in case you do.
I'm curious about your take on the role of nemesis in the game. As it stands, nemesis is just leaps and bounds better than any other method to acquire high quality exalted items. More FP, more multi-exalts. To people playing the end-game, nemesis is widely considered the only realistic method to get high-quality exalts, whether for crafting, equipping, or slamming.
I don't know, do you feel like that is intentional? Is it a loop that EHG wants for the endgame?
For some frame of reference, I'm running a dozen or so conquered towers and have built a small collection of 50-60+ FP, 2T7/T6 items. Earlier today, I also had my very first double T7 natural drop, and it had 31 FP on it, which was effectively useless. Despair-> Add Affix -> Havoc, out of FP
This isn't meant to be a complaint, just coming to the realization that, as I enter the endgame, Nemesis feels like the only mechanic worth engaging in, wondering how you feel about the endgame and nemesis
Do...Corruption is one of endgame mechanics?
I take that as we can have it next season?
Mike could you check what the Arctic chill node in Maelstrom tree is actually meant to do.
It says maelstrom has chance to chill each second but it actually triggers when maelstrom deals damage and only on the first instance of damage.
I'm interested in knowing if it is meant to try and chill per second, chill per damage tick or if the description is out of date and it is meant to apply chill only on the first damage tick
Anyone got a fix on those freeze/stutters that happen every now and then?
It is most likely not my pc, i didn't have any freezes when i was doing 80% delirious+ beyond alva farming a couple leagues ago on poe, just lower frames but no stutters
Do all uniques have an equal chance to proc, and then rarity is determined by reroll chance? Or do some uniques have less of a chance to proc in the first place?
Or am I completely misunderstanding how reroll chance works?
Rarity is determined by reroll chance and nothing else
So am I right in thinking about it like every unique technically has an equal chance to "proc" or however it's termed, then has a % chance to reroll?
Yes, each time a red ring wants to drop, it has a 98% chance of dropping a different unique instead for example, and then that unique can also reroll etc
Aaaaalmost true. It has a 98% chance to roll again, which will perhaps roll a different item, but can just roll a red ring again!
I know you know this, im just being annoying
Yep
Does it reroll across all items, all uniques, all unique rings, or something else. What is the reroll pool?
It basically just pretends it never "landed" on red ring and rolls again from scratch
Depends what's dropping/rolling it
Right, of course, but does it reroll across all eligible drops?
Yes
Like a full reroll, context dependent?
I'm not sure I understand the question anymore lol
Very interesting
Like if it dropped from a random monster in an echo, it could reroll as almost anything. But if it dropped as a part of a unique ring prophecy, it rerolls as a random unique ring
Correct
When a random monster drops an item and the rarity is determined to be unique it can land on any world drop unique with level requirement at or below the area level, if the unique it lands on rerolls it can land on any unique (with lvl req under alevel) again and etc
OK, but it doesnt reroll the rarity?
No
Once it's determined to drop a unique it'll keep going however long until a unique doesn't reroll afaik
I believe this technically classifies as useless knowledge, but I was curious so thanks for the clarification! So basically, it has to hit "don't re-roll" to finally land on a unique? Which means it would be possible, however unlikely, to hit two RRs, have the first one re-roll into another RR and have that one not re-roll... wonder if that's ever happened lol.
iirc it does stop after like 100 rolls or something, just in case, though it would be really really unlikely to ever roll that often (I'm glad they've swapped to weights for some things, the reroll system is scary)
Oh, what uses a weighted system?
Affixes, maybe echo selection too, can't think of any others atm
Hey I just noticed in an uber fight before when an echo appears on my char it can be hit by those floating purple orbs and turn into floor gloop - just checking is that like normal? I wasn't aware the echos could be collided with by anything?
Hello developers, I asked about 18-24 months ago about the one clear missing power fantasy in Last Epoch - the melee martial artist. I am once again asking if said character is any closer to seeing the light of the day?
The only class that has been announced is the paradox optional paid dlc class coming with the expansion next year. There is no class coming before that. There is no info on that class other than it existing
any info on when the game comes out on ps5?
If you think it might be a bug, report it. (Sounds like one)
With the expansion next year
damn a whole year away
true
Will do just wanted to check I’d just missed seeing it the last 500 times haha! Thanks
Your shadows should not be able to interact with anything enemies do at all. They are purely visual representations of a cast point and as far as I can remember don't even have hit boxes.
How do you feel about build enabling affixes being locked behind corruption, especially considering how powerful they can be? Do you think this mechanic and the current situation are healthy for the game? I was quite frustrated with this experience when i tried shuriken proc for Marksman being the top mm build in terms of single target dmg and Bee Rogue giving way more dps and gameplay qol with every idol you succesfully corrupt to gain even more bees. The layers of rng are simply too high, just to enjoy a build. This frustration feels even more impactful when playing in CoF where you expect your targeted farming to feel more rewarding, yet you still get blocked by bad luck. Would love to hear your thoughts on this.
Really trying to get "rare rune" rewards from beasts. Can "rare rune" be rolled as the first rift beast reward? Are the odds affected by which upgrade it is, and/or which upgrades came before it?
does abberoth have a character sheet anywhere?
wondering what his resistances are
all 0? or 75? makes a big difference on wether or not i should get some
fire penetration i mean
0
he doesn't have any special stats
i see, so just a more multiplier with diminishing returns
There's no diminishing returns to penetration, the first 1% of penetration gives the same amount of damage as the 100000000'th %
(if your attack would do 100 damage at 0 penetration and 0 enemy resistance, each % of penetration always makes you do 1 more damage)
hummm maybe im biased from poe penetrating 75% res so having diminishing returns, is that really not the case below 0? feels like it should still be so? haven't gone through the motions on this one
oh ye no you're right
it is linear from 0 onward
poe and le resistances work the exact same, penetration doesn't have diminishing returns in poe either. It's just that relatively speaking if you already have 100000% penetration and you can choose between 10% more penetration or 10% of some other multiplier you're likely better off going with the other thing
Dimishing returns would be if the first 1 % of penetration gave you 10 damage, but the 100'th % gave you only 5 damage or something, that's not the case in either game
that's not what i meant, the first 5% pene working on 75 to 70 res won't have the same effective damage multiplier as the next 5
because of, well, 1 being whole
yes correct
but like. it's still 1 damage per if you were doing 100 damage at 0 resistance
Tunklab has datamined info about rift beast rewards: https://lastepoch.tunklab.com/rift-beast
AFAIK only the primordial material rewards are tied to a specific evolution and only evolutions sometimes have prerequisites before they can appear. Rare runes aren't tied to a specific evolution, so that just needs min area level 90 and RNG to appear.
at 75% res they'd take 25 damage, at 74% res they'd take 26 damage. at 0 res they take 100 damage, at -1% res they take 101 damage
it's all the same
yeye, like if working on 0% res, you have like 40% pene, you apply a 1.4 coef to damage, if you have 60% pene, 1.6
yes
i just hadn't gone through the motions of what it implied below 0
thanks for your help
If you look at the armor res shred graph (click shred tab), that would be basically the same as res shred in terms of effective more damage per stack. Shred is just -res/armor.
https://lastepoch.tunklab.com/armor
That's actually not true since unlike res shred armour shred isn't linear
you're right I forgot armor was special
Depends on the degree to which the entire class fantasy is enabled by it. If you can play the build enough to get to a point where it is reasonable to unlock that affix then I think it's totally fine. It's probably actually good in some situations. Having those transition points in a character build progression keeps them interesting.
yes but im talking about relative effectiveness*
at 75% you take 25, 50%, 50 damage etc, but if you're sitting at 25% pene already and want to 2x your damage as you did before from 75% to 50%, you have to get twice as much % pene on top of what you already have for the same effectiveness, hence diminishing returns of % pene relative to damage above 0%
tho it is interesting how that changes once at 0%
That's just how any multiplier works, I guess I personally just don't call that diminishing returns since the actual damage you get out of it is the same no matter what
Something with actual diminishing returns (imo) would be armour shred
Well you can look at point of damage per pene, or multiplier of damage per pene (accounting existing pene)
if you need twice as much as before for the same coeff, that's diminishing returns is what i mean
Its linear return
true
tho im not qualifying how much or how fast you lose effectiveness (compared to other things), rather that you are
For the most part, yeah, things need to have diminishing returns (like linear scaling provides within the context of a build) or a cap (like parry chance), otherwise you'll usually end up with a super OP thing
Mike, will you watch He-Man and the Masters of the Universe movie?
Any chance y'all have the stat on how many times uber has died in hardcore since introduced>?
any chance for character and armour model updates? buying any MTX is waste.. you are adding new helmet - that helmet doesn't fit anything on example on primalist. So we looks like clown - hide helmet option should exist as buying armour and having completely different aesthetic helmet = again.. not buying MTX. In other arpgs armours fits much more and we can mix-match.
anywany buying MTX'es for characters that are not appealing is pointless ;; visual progression ofr armours is also poor. Like poe 1 level of stick to stick that someone vomited on vs stick covered in blood. I think game should more focus on upgrading what is worse and attract more players visually - as players will not come to just another mechanic.. we will not buy skins and support game developemnt to just not having something in matter of MTX'es. buying mtxes is for mtx's.
Each major patch we continue to add more 3D art for unique and set gear. The problem is that we can add more mechanically unique gear faster than we can add their respective 3D models to the game. In order to not be blocked from adding new interesting items, we do continue to add more gear each patch. This is an area that I hope to increase the speed at which we add them in the future.
I don't think we have the stat on the total kills since introduced, we probably have the stats of number of characters that have killed it since then.
yeah but what about that ugly models? and making armours more visually appealing? i mean.. plate armours being plate with proper joints and not a plasteline power ranger suits. Moving shoulders different than entire rest of the armour. Adding physics to armours. So on.
people on gym irl looks more muscled and V/T shaped than primalist who lives among dinosaurs and fights for life
Probably not. I am not quite old enough to have watched that as a kid so it doesn't hold a nostalgia space for me.
Same answer really, we just added a few and I think I just saw a couple more.
Any chance for old armours reworked visually? Most of them have early issue. Like the fish mtx.. who want to wear a smelly fish? For crab armour and its colour variants. It makes game fells very cheap and not polished. Instead some barbariam furs with heavy belts we have a crab. Fishyy
Dear devs,
A. I love the game
B. I love cosmetics.
C. some cosmetics make it very difficult to play games for an example, Aura of Decay when it's on, I have no idea what the area is covering.
D. will there be a large cosmetic launch? bc i am gonna buy them all as usual
are all ground, dot, environmental, generally anything that can hit the player, are they all tied to an entity the player can hit? for static shell purposes, armor applies to dot and such
I think this is a great example of how art is subjective. That helmet is one of my favourites. The character I was just testing a new ability modifier on was wearing it for fun. We are going to continue adding more of everything.
I think there are a couple exceptions, for example the ground dots in the necrotic themed arena.
Fun fact those also deal % current hp damage that goes through ward
We will continue to add more of everything. There is a new category of mtx coming next season.
I had forgotten that but you're totally right. Also means they can't kill you on their own.
It's the only thing that goes through ward in the entire game that's not self inflicted as far as I know
Blood pool in the emperor of Corpse arena too I believe
There's like three different arenas that have similar ones too. I kinda just put them all under one umbrella I guess
Feels like the only difference between them is how they look
What's the 3rd one?
The dmg type too
I mean is it? I don't think we know the damage type since they can't kill you lol
Maybe it's only two and I'm hallucinating one but the one with the big fire one in the middle and the one with the two on the sides are the ones I know for sure, thought there was another one with two but maybe not
last question: You're younger than me? 0.o 😂
For summon bear there is a node Rapid Swipse that decreases the cooldown of Bear using Swipe. Does that cooldown reduction become additive or multiplicative with minion cooldown reduction from gear? curious if it works like damage multipliers from skill trees
maybe, I feel like I can justify calling myself mid 30's still.
so 36/37
Gotcha, thanks though, we're on the same age, weird there wasn't he-man in your saturday morning entertainment
it modifies the bear's base cooldown of swipe so stat modifiers will have a multiplicative effect. The base cooldown is 0.5s modified by the tree node as it is added to the bear.
I didn't really get to watch saturday morning cartoons until I was 10.
Wait, where did you get base cooldown as .5s? The swipe node says base is 2s, so with all rapid strike nodes it would be 2/2.2 = ~.91s, no?
sorry, you're right, it's 0.5 charges a second gained in the code and I just read that as 0.5s cooldown.
The three are blood pools in EoC fight, big fire pit arena, and alternating necrotic thingies arena.
(Not sure if they technically deal damage or if they are just health loss.)
do two affix conditions side to side function as a logical 'and' or 'or'?
& is the AND operator, | is the OR operator
for filter rules
of you mean to check the .txt?
oh no no i've moved on, i noticed rings were showing i didn't mean to because 2 affix conditions are essentially an 'either/or'
here i'll resume what i wanna do
i want items to show with a select few mods (or empty affix spot) + a t6 + a t7
resolved
ah xD
great minds think alike ey
If you have multiple affix conditions on one rule, they are all ANDed together.
For example, to show items with a T7 and a T6+ affix, you need to have one condition for at least one any affix T7, plus a condition for two or more any affixes T6+.
Attacks have a base speed that has a duration portion and a delay portion. Does attack speed reduce both aspects or just the duration portion?
Wondering if there was any interest in answering this one
All parts (assuming the skill does indeed have attack speed scaling)
What are the stat differences between Bow shadow rend and Melee shadow rend, specifically like the animation delay? Bow attack feels significantly slower than melee but I can't find the differences on LETools
And, as soon as I say that I'm realizing that bows have a pretty significantly lower average attack rate than swords or daggers. I'm assuming that is the reason the bow attack feels like it takes longer to recover from?