0.8.5 on the Horizon | Development Update January 2022

Whatever happens with trading, please just don’t let it come to that point where it’s unresistricted and droprates and other stuff need to be heavily balanced around it, making SSF harder to enjoy in the process. That’s what drove me away from PoE personally.

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The big difference is that in PoE, getting your own gear that’s actually good is nearly impossible without a lot of luck and money. In LE, it’s beyond possible. Especially to get “viable to play” gear which even in PoE can be a massive challenge.

As long as itemization doesn’t get nixed, as was mentioned, it should be fine in my opinion.

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I got hyped about next patch and I still havent finished messing with this one.

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Watching the game evolve has been a great experience. Can’t wait to see where it ends up when all the pieces fit together.

Looking good!

I am really looking forward for the optimization, and the new dungeon rewards.

I’m curious to see how they’ll work in chapters 10-12…I’m assuming those would take place before empowered MoF, but would it be BEFORE the leveling timelines? I’m probably going to play through the game on a new character (my 2nd) and pay a bit more attention to the story this time.

Over the years Last Epoch became one of my favourite arpg and i’m always happy to see it come to fruition slowly but steady.

But I wonder if we will see the missing archtypes in this year?

Glad to see a lot more focus on this update, going from a lot of big ideas to focusing and zeroing in on the core features needed to make 1.0 possible in a realistic timeframe.

I would have loved to see an entirely new end game system, but dungeons fill that role nicely in terms of giving players new and exciting content that offers replay value and end-game systems to break up MoF.

And super excited to get more details about this new arena format! Might actually have to start doing Arenas now :joy:

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Awesome, cant wait to try it. Im very excited for when MP also release in the coming month,

I think player to player trading will be fine, it depends on what is trade-able and what isn’t, and who you can trade to and when.

If you can trade any dropped loot to party members present when the loot dropped, that would be great. It would suck to be farming with a friend, and have the item that they have been after for weeks drop for you, and be unable to give it to them.

Being able to trade items like Uniques and Shards, Glyphs, Runes, and potential future crafting items with any player would also be nice. Maybe only LP uniques, as those are essentially crafting materials themselves. Maybe rares and exalted items with either untouched forging potential, or maybe even 0 forging potential could be traded.

I think there’s enough diversity in the loot we pick up to make a p2p trading system flourish.

What missing archetypes are you looking for? I’m not really sure if I can think of any of the major ones that they’ve missed.

It’s insane how far this game has come from when I first saw it. Great work everyone.

There’s certainly some surprising changes being announced in this post, but I found this further delay most surprising considering it’s only been two months since Stanzwar wrote that. Hopefully the next multiplayer progress update provides some additional insight.

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Berserker/Barbarian type Warrior (neither primalist or sentinel quite fit this roll)

Rogue-ish Melee Brawler type (less range/ailment focus, more melee dodge/block focus - think more along the lines of the Duelist in PoE versus the sort of Ranger/Shadow combo the Rogue is)

Mechano-Mancer / Engineer type, summoning constructs and using traps and machines as minions and for damage. The rogue sort of has this “Trap Build” thing we got from the D2 Assassin and PoE’s Traps with her Ballista and Decoy, and now Umbral Blades to some extent, but with how many mechanical construct type enemies and objects we see in LE, I’d like to see a class that focused on it.

Dark Sorcerer / Evil mage - we have a handful of void spells and necrotic spells covered across the Acolyte, Mage and Sentinel, but there isn’t a true “bad magic” type class as all of those also specialize in Fire and poison and other elemental types, and neither have both Void and Necrotic (yet anyway). I feel like Runemaster and Warlock will cover this a lot more.

The Anti-Paladin is largely covered by the Void Knight, but that’s just the sentinel being edgy really. Some sort of Death Knight / Unholy Warrior class with demonic transformation and summoning abilities, void and fire and no light to speak of. Much more of a melee focused tank type than the Acolyte’s ranged approach.

Pure support / Healing / Bard type class, once multiplayer hits we have the Druid and the Paladin to help heal our buddies, but an entire class focused around being support in 3 different ways would be spectatular.

A monk/priest type class would also be fun. I could see them having a melee mastery, a support mastery, and a ranged tree in a number of different ways.

Someone else who can use bows? We have the Witchy Woman, we have the Wild Woman, where’s the Warrior Woman? The Amazon in D2 was one of my favorite classes, and another badass broad with a broadsword never hurt. 1handed spears and shields? Bow tree?

There’s a lot they could do and I admit most of these are super specific, and I wouldn’t really call any of them “missing” myself, but it would certainly continue to add to the awesome of LE if more classes were in the future.

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He/she is likely talking about the remaining 3 Masteries – Falconer, Runemaster, and Warlock – that are still in development.

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I feel like the berserker type could be covered by primalist if there was a decent petless option that didn’t focus on 2h.

I haven’t played it yet, but the swashbuckler style seems pretty much covered by melee rogues with flurry, although they don’t really focus on block…the glancing blows is essentially the same though. I’m still in the process of trying bladedancer, but in my mind, this is what they were going for.

I’m not sure if a full on engineer really fits here, and I’m not sure where they could put it…probably an off-shoot of rogue. Fire poison vials kinda leans that way a bit, but I haven’t leveled a rogue yet, so i’m not sure.

I feel like warlock will probably cover the “evil mage” part, but only time will tell. They may want void & necrotic to be mutually exclusive, I’m not sure if they’ve commented on this.

A warrior type that summons undead or demons, or possibly transforms into a melee version of Reaper could be interesting. I wonder if they could put in some passives or nodes to give reaper form more of a warrior feel, or if they’d need a whole new mastery or class to do it…or Warlock could have an option to be melee, as that’s pretty close depending on how they plan to build it. Some games have warlocks transforming.

There’s a chance the runemaster might cover some healing/support aspects that you’re mentioning, but I don’t think bard is going to fit in anytime soon. Usually I would say this mastery would be in the rogue kit, but not many of the rogue skills really scream support, or music, or anything particularly “bardy”. I sometimes like this type of character, but I’m not sure where’d they would fit it in.

I 100% agree on monk. Maybe pugilist as a starting class and have bards/monks as two of the available masteries? Usually bards are portrayed as having some acrobatic skill, so there’s some overlap here.

Another physical ranged specialist would be welcome. When I think d2 amazon, I think of her ability to be melee OR ranged, but not necessarily both. Warrior woman could have a link with monk, focusing on martial arts, kind of a blend of d2 amazon & assassin? There’s a bit of overlap between assassin & rogue though, so maybe someone that uses guns or crossbows? I feel like if they add another bow user, marksman would almost certainly be linked to that class, and then they would add in another mastery for rogue (maybe the monk or assassin kit?

While the current dungeon is nice for exalted items farming, even if you don’t want to use the “end-reward”, I do hope that the new dungeons have “End-Rewards”, that you can farm without the need of any other ingredient.

And together with that, hopefully the key to access those dungeons on top of that is a bit more rare, so everytime you get a key, you really want to go in there and reap some amazing rewards.

As much as I love planning out MoF Timelines and piling up items for “that one big item”, I feel like LE needs some really desireable and juicy “immedaite” rewards for some rather difficult endgame content.

Really looking forward to the two other dungeons.

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Well me too

As much as cards are still on the table, if this become a trading simulation and in turn the main source of gearing.

Im out

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Why not? Just put a big telegraphed hit down, he won’t move out of the way…

Yeah, that’s what worries me, as much as I’d like to have a functional AH.