Alpha 0.6 Patch Notes

This is it, the first patch of 2019! It’s great to be back, especially with our biggest patch ever. Here’s a quick overview of the patch, or read on to find the details for yourself! Last Epoch Patch 0.6 Overview - YouTube

Skills

  • Minion health now scales with character level. Each minion ability scales at its own rate
  • The base health of minions are now displayed on each skill’s alt tooltip
  • Re-ordered the unlock order of many skills
  • Changed move to attack behaviour
    • Previously, if you kept holding down the button and took your mouse off the target you were moving to you would immediately attack.
    • Now you keep walking to the target before attacking
  • Events such as “on melee fire crit” now require that there is base damage from the skill itself or its tree.
    • Previously, these could be triggered with added damage from an item or passive. The tooltip for a skill will list what events it is capable of triggering through what tags it possesses.
  • Added "Press A to give your minions an attack command" to the alt tooltip for summoning skills
  • Removed the Primalist’s Call of the Hunt - it was redundant now that you can command minions with A
  • Removed the Beastmaster’s Primal Challenge skill
  • Added a tree for Black Hole, including:
    • Twin black holes
    • Fire conversion
    • Pull strength and area
    • Explosion effects
  • Added a tree for Bone Golem, including:
    • The ability to change the golem into a Pyre, Spectral or Blood Golem
    • Summon two smaller golems, which can be different types
    • Defensive synergy with other undead minions
    • Improvements to Bone Nova retaliation
  • Flanking Strike no longer causes you to dash alongside your minion. It is now a heavy melee attack that causes your closest minion to dash to your target.
  • Flame Reave
    • Added a node that grants base added fire damage and fire penetration that connects to the root node
    • The "attack speed and added mana cost" node and the fire penetration node now connect to that new node
    • Added a node that grants mana efficiency and attack speed, but reduces wave speed
    • The "more damage against chilled enemies node" and the "ignite chance and reduced angle" node now connect to that new node
    • Clarified some node descriptions
  • Focus now grants 300 additional stun avoidance while channeling
  • Fury Leap
    • Cooldown no longer resets on kill by default
    • Removed the node that removed the reset on kill aspect as it’s now default behavior
    • Removed the node that allowed you to store an extra charge of Fury Leap
    • The node that resets the cooldown with kills from any skill no longer counts kills made with Fury Leap (it counts kills from any other skill)
    • The node for kills with Fury Leap’s lightning resetting its cooldown now only resets 30% of the time
    • Added an increased damage node
    • Added a node that resets the cooldown on kill, but reduces Fury Leap’s range
  • Rebuke
    • Now has a max duration of 2 seconds
    • Updated visuals and sound
    • Channeling now automatically stops when Rebuke ends
  • Rive is now a combo ability
    • The first two hits in a row are basic attacks
    • The third attack is a large sweep like before, but is faster and deals more damage
  • Poisons inflicted by serpent strike now last 40% longer
  • Added a four second cooldown to Shield Rush
  • Summon Bear
    • Bears now have a new model
    • Bears no longer roar to stun enemies
    • Increased damage of base attack and increased health regen
  • Added a new Beastmaster skill, Summon Sabertooth, which leaps into combat. The tree includes:
    • Cold themed nodes such as the ability to retaliate with an Ice Bolt
    • Cold conversion
    • Chance to bleed and related nodes
    • General defenses and damage increases
  • Added a new Beastmaster skill, Summon Scorpion, which requires 10 levels in Beastmaster. The Scorpion attacks with its claws and its tail, which also inflicts poison.
  • Wolves now leap slightly slower
  • Swipe
    • Removed the section of the tree that made the skill ranged
    • Added a section centered around adding lightning damage, lightning penetration and shock chance
    • Added a node for reducing the target’s armour and poison protection
    • Added a node for increasing poison duration
    • Added a node which increases damage and area of effect
    • The armour shred node is now a damage and leech node
    • The increased area nodes now also increase the distance you stop at when using an attack move
    • The Culling node now only connects to this new node, which occupies its old position in the tree
    • Added a new node (connected to the Claws of the Bear node) that makes you use a basic attack if you try to use Swipe while it’s on cooldown, and grants increased attack speed if you’ve hit an enemy with swipe recently
  • Tempest
    • Reduced the skill’s hit rate from 1/0.341 seconds to 1/0.5 seconds
    • Now has a 50% reduced chance to apply ailments on hit
Full list of minion health scaling:
  • Bear: 30 health per character level
  • Bone Golem: 35 health per character level
  • Frenzy Totem: 5 health per character level
  • Ring of Shields: 20 health per character level
  • Sabertooth: 20 health per character level
  • Scorpion: 35 health per character level
  • Skeleton: 9 health per character level
  • Spriggan: 15 health per character level
  • Storm Totem: 5 health per character level
  • Thorn Totem: 5 health per character level
  • Vale Spirit: 20 health per character level
  • Wolf: 15 health per character level
  • Wraith: 7 health per character level

Passives

  • Each base class now has its own new set of passives, which unlock 3 skills in total. You must invest 20 points in the base class before investing in the mastery classes
  • The passive system now has a separate tab for the base class and each mastery class, reducing clutter
  • Re-organized the passives in each mastery class

Knight Class Rework

  • The Sentinel Mastery Class has been replaced with the Forgeguard
  • The Knight Base Class is now the Sentinel Base Class
  • Added a new Sentinel skill, Manifest Weapon: Manifests a melee weapon to attack in a target direction, without interrupting your other actions (such as another skill or movement)
  • Added a new Forgeguard skill, Ring of Shields: Manifests a ring of shields around you. Each shield has 150 health and lasts up to 10 seconds. Shields draw enemy aggression and block projectiles.
  • Read more about the reasoning behind this change in our new dev blog! The Knight, the Sentinel... and the Forge Guard! - #9 by Ariamaki

Player Models

  • Added new models for the Mage, Primalist and Sentinel
  • Replaced all animations for the Mage, Primalist and Sentinel
    • Previously each character used the same generic animations, now each of these classes has its own
    • These will still be iterated on, so give us your feedback!

Level Design

  • Implemented the rest of Chapter 2, including new zones, sidezones and quests
  • Implemented part of Chapter 3
  • Overhauled the Chapter 1 boss fight
  • Chapter 1 side areas now have checkpoints for respawning, like other areas
  • Improved lighting and other visuals in the Armoury
  • Updated the floor textures for all Chapter 1 levels
  • Various lighting and other improvements
  • Updated more NPC models
  • NPCs now have some animations

Quests

  • Added several story and optional quests throughout new and existing levels
  • Added quest rewards to all quests
    • Currently, items cannot be quest rewards. Gold, experience and passive points are used for now
    • All quests that cannot be failed grant a passive point, for a total of 9 passive points available in the current campaign
    • If your character was created before this patch you will not be able to receive quest rewards for quests you have already completed

Items

  • Added the Isadora set of unique items
    • Isadora’s Gravechill leather gloves
      • +20 health
      • +12 cold damage with spells and attacks
      • +100% chance to chill with necrotic abilities if you have killed an enemy in the last 5 seconds
    • Isadora’s Tomb Binding plated belt
      • +200 armour
      • 15% increased cast speed
      • 50% increased health regeneration
    • Isadora’s Revenge jewelled circlet
      • +10% chance to receive a glancing blow when hit
      • +180 stun avoidance
      • +40 health
    • Set bonuses unlocked by equipping multiple pieces of the set:
      • (2) 60% increased necrotic damage if you have been hit in the last 5 seconds
      • (3) +30% mana efficiency with necrotic abilities
  • Added the Invoker set of unique items
    • The Invoker’s Static Touch sapphire ring
      • +13 lightning spell damage
      • +20% chance to shock with spells
      • 30% increased shock effects
    • The Invokers’s Scorching Grasp ruby ring
      • +13 melee fire damage
      • 50% increased fire damage over time
      • +50% ignite chance
    • The Invoker’s Frozen Heart silver amulet
      • 10% less cold damage taken
      • 50% increased duration of freezes on enemies from Snap Freeze
    • Set bonuses unlocked by equipping multiple pieces of the set:
      • (2) casting a lightning spell gives 20% more fire damage, casting a fire spell gives 20% more cold damage, casting a cold spell gives 20% more lightning damage
      • (3) +500 elemental protection
  • Implemented set affixes that spawn on magic items
    • Each set affix grants you an amount of a stat proportional to how many items you are wearing that have the set affix. For example, if I have two rings with the set affix “+2 mana per item equipped with this affix”, I will have +4 mana total.
    • A higher tier set affix increases how much it scales off of the total number of set items present
    • Currently there affixes for Set Added Health, Set Added Elemental Protection, Set Increased Dodge Rating, and Set Increased Health Regen.
  • The first 5 affix tiers on an item now add no fracture chance, as long as no affix is at a tier greater than 2
    • For example: If you find an item with 3 tier 1 affixes and 1 tier 2 affix, it is impossible for it to fracture when you add 1 shard, because the item’s fracture chance is 0 at the time of the craft. After the first craft, the item’s fracture chance will be 5% and fracture chance will increase as normal
  • Crafting materials are now saved globally, rather than per character
    • They are saved separately for normal, hard core and solo characters, like stashes
    • Unfortunately this does mean that you will not be able to access your crafting materials from the previous patch if they were in your materials inventory.
  • Halved ward generation of Ring of the Third Eye and Hummingbee
  • Reworked Eye of Reen
    • No longer has the property “5% increased attack speed per melee fire crit in the past 5 seconds”
      • This allowed for a snowball effect, particularly with Tempest
    • Now has the property “when you deal damage with a melee crit you gain a stack of Reen’s Ire for 5 seconds”
      • This does not require fire damage due to a change in how what events a skill can trigger are decided, which is detailed in the skills section. This change allows the buff to trigger in the same situations as in the past
    • Reen’s Ire grants 5% additional critical strike multiplier and 5% increased fire damage over time
  • Reworked Mourningfrost
    • No longer removes the attack and cast speed bonus of agility (because agility no longer exists)
    • Now causes you to take 1% increased damage per point of dexterity
    • No longer adds 2 cold damage per point of agility
    • Now adds 1 cold damage per point of dexterity (dexterity is about 3 times as available as agility was)
  • All items now have a base attack speed that multiplies your melee attack speed
  • Swords now have a higher base attack rate than other weapons, and no longer have implicit attack speed
  • Added new art for all ring base types

UI

  • Updated all UI windows and pieces (such as buttons and borders) to be in our new style. Highlights:
    • Replaced the main UI bar at the bottom left of the screen with one that is centered
    • Redesigned the passives menu to have multiple tabs
    • All nodes and passives are now hexagons
    • Check out some of the new UI and some details of the overhaul here: Feedback Corner: The User Interface
  • Completely re-wrote the damage number system. This should fully resolve the bugs some users were experiencing, as well as improving functionality and performance
  • Updated appearance of damage numbers, such as how they fade out
  • Overlay and minimap
    • The minimap and overlay map now have fog of war
    • The overlay map can now be panned using the arrow keys, and recentered using the same key used for toggling the overlay map. (If the overlay map is already centered, it will close)
    • Zoomed out the overlay map somewhat
  • Updated item tooltips
    • “Adds” and “subtracts” have been replaced by "+" and “-” in affixes and implicits
    • The numbers in affixes are now a lighter color
  • Abilities and some passives now have secondary tooltips accessed by holding alt. These contain scaling information and other mechanical details
  • Added new UI for selecting skills on the hotbar, accessed by clicking the particular slot
  • Waypoints of adjacent areas are now connected on each chapter’s map
  • Sidezones now appear on the world map (but cannot be teleported to)
  • The death screen now states if you were killed by an ailment
  • Improved multiple cases where Uniques did not update the character sheet correctly
  • Changed the font and added a black outline to the FPS display to improve legibility
  • Re-colored the move and basic attack icons to better fit the other skills

Enemies

  • Added several new enemies for chapter 2 and 3
  • Many enemies now have a ragdoll effect on death
  • Revamped the Chapter 1 boss fight
  • Enemy AI now prefer using high priority abilities that have minimum ranges against distant targets over low priority abilities against close targets
  • Added a new monster prefix, "Spiteful", which makes the monster briefly gain damage when hit
  • The explosion of Ravenous Voidforms deals more damage but has a greater delay and more visuals
  • Void Cultists with axes now use a different melee attack
  • Added a Myrcfoot miniboss to the Arena

Visual Effects

  • Added screenshake to many player skills (which can be adjusted or turned off)
  • Added new indicators for enemy abilities that hit an area. There is an indicator for each damage type, but they share a consistent style for clarity
  • Added a new effect for sources of healing
  • Updated the skybeam effect for unique item drops
  • Updated the waterfall effects
Updated the visuals for many skills:
  • Anomaly
  • Black Hole
  • Bone Golem
  • Ephemeral Stance
  • Erasing Strike
  • Flame Reave
  • Frenzy Totem
  • Healing Wind
  • Snap Freeze
  • Static Orb
  • Swipe

Music

  • Added new tracks for the Temple of Eterra and the End of Time
  • Added music to several levels that didn’t have any (not new music)

Login

  • Rewrote the back-end for logging in
    • Login speed has been improved
    • The majority of password issues have been fixed
  • Added more descriptive error messages

Performance

  • Refactored ailments
    • Greatly improved performance, particularly in situations where lots of ailments were being applied at once
    • Removed performance overhead the old system caused on most entities
    • Added support for more detailed parameters such as duration and scale
    • Centralized the functions of the system in code
  • Reduced size of some textures to improve load times
  • Refactored how damage numbers are applied
  • Greatly improved the speed of sending and receiving chat messages
  • Improved performance in cases where an ability hits more than one enemy
  • Improved the performance of applying damage
  • Slightly improved performance of hit detection and abilities that pull
  • Improved performance of movement abilities
  • Improved the performance of AI ability selection
  • Slightly improved the performance of AI in combat
  • Optimized ability tooltip updating
  • Improved performance in The Forsaken Trail

Attributes

  • Reworked attribute (strength, intelligence, etc) scaling
    • Attributes no longer grant offensive stats such as damage, attack speed or cast speed
    • Attributes now grant bonuses on a per skill basis. For example, Swipe now gains 4% increased damage per point of strength
    • Most ability bonuses are to damage, but minions may receive health and some utility skills receive mana efficiency
  • Reworked attribute availability
    • Sources of attributes now grant about 3 times as many points than before. For example, an item that gave 2 strength now gives 6 strength
    • Attribute bonuses are about a third what they were before, for example strength now increases armor by 5% per point instead of 15% per point
    • Attribute prefixes are no longer hybrid affixes, they now grant 1-2 attribute points per tier
    • This increase in granularity allows an increased flexibility in how attributes are made available in the future
Full list of changes to attributes themselves:
  • Strength now grants 5% increased armour per point, instead of 15% increased armour and 10% increased melee damage per point
  • Intelligence grants 5% increased ward retention per point, instead of 10% increased ward retention and 10% increased spell damage per point
  • Agility is now named Dexterity
  • Dexterity grants 5 dodge rating per point, instead of 30 dodge rating and 3% increased melee attack, throwing attack and cast speed per point
  • Attunement grants 5 elemental protection, instead of 30 elemental protection and 10% elemental damage per point
  • Vitality grants 15 void, necrotic and poison protection, instead of 50 void, necrotic and poison protection and 15% health regeneration per point
Full list of attribute scaling on each skill (LONG):
  • Abyssal Echoes: 4% increased damage per point of attunement
  • Anomaly: Does not currently scale.
  • Aura Of Decay: 4% increased damage per point of intelligence
  • Black Hole: 4% increased damage per point of intelligence
  • Cremate: 4% increased damage per point of intelligence, 7 minion health per point of intelligence and 4% increased minion damage per point of intelligence
  • Dark Fissure: 4% increased damage per point of strength and 4% increased damage per point of attunement
  • Defile: Does not currently scale.
  • Detonate Corpse: 4% increased damage per point of intelligence
  • Devouring Orb: 4% increased damage per point of attunement
  • Elemental Nova: 4% increased damage per point of intelligence
  • Entangling Roots: 4% increased damage per point of attunement
  • Ephemeral Stance: Does not currently scale.
  • Erasing Strike: 4% increased melee damage per point of strength and 5% increased void damage per point of attunement
  • Exhume: gains 2% mana efficiency per point of intelligence
  • Fire Shield: 4% increased damage per point of intelligence and gains 2% mana efficiency per point of intelligence
  • Fireball: 4% increased damage per point of intelligence
  • Flame Reave: 4% increased damage per point of intelligence and 4% increased damage per point of dexterity
  • Flanking Strike: 4% increased damage per point of strength
  • Focus: Does not currently scale.
  • Fury Leap: 4% increased damage per point of strength
  • Glacier: 4% increased damage per point of intelligence and 4% increased freeze chance per point of intelligence
  • Hammer Throw: 4% increased damage per point of strength and 4% increased damage per point of dexterity
  • Healing Wind: gains 2% mana efficiency per point of attunement
  • Hungering Souls: 4% increased damage per point of intelligence
  • Ice Barrage: 4% increased damage per point of intelligence 4% increased freeze chance per point of intelligence
  • Ice Ward: Does not currently scale.
  • Innervate: Does not currently scale.
  • Juggernaut Stance: Does not currently scale.
  • Lightning Blast: 4% increased damage per point of intelligence
  • Lunge: 4% increased damage per point of strength and 4% increased damage per point of dexterity
  • Mana Strike: 4% increased damage per point of intelligence and 4% increased damage per point of dexterity
  • Manifest Weapon: 4% increased damage per point of strength and 4% increased damage per point of attunement
  • Mark For Death: gains 2% mana efficiency per point of intelligence
  • Marrow Shards: 4% increased damage per point of intelligence
  • Meteor: 4% increased damage per point of intelligence
  • Primal Challenge: Does not currently scale.
  • Ravaging Stance: 4% increased damage per point of attunement
  • Rebuke: 4% increased damage per point of strength
  • Ring of Shields: Gains 10 health per point of strength and gains 20 health per point of attunement
  • Rip Blood: 4% increased damage per point of intelligence
  • Rive: 4% increased damage per point of strength
  • Sacrifice: 4% increased damage per point of intelligence
  • Serpent Strike: 4% increased damage per point of strength, 4% increased damage per point of dexterity and gains 4% melee poison chance per point of dexterity
  • Shield Rush: 4% increased damage per point of strength
  • Shield Throw: 4% increased damage per point of strength 4% increased damage per point of dexterity
  • Snap Freeze: 2% mana efficiency per point of intelligence
  • Soul Feast: 4% increased damage per point of intelligence
  • Static Orb: 4% increased damage per point of intelligence
  • Summon Bear: gains 30 health per point of strength and 4% increased damage per point of strength
  • Summon Bone Golem: gains 35 health per point of intelligence and 4% increased damage per point of intelligence
  • Summon Frenzy Totem: gains 5 health per point of strength and gains 5 health per point of attunement
  • Summon Sabertooth: gains 20 health per point of strength and 4% increased damage per point of strength
  • Summon Scorpion: gains 35 health per point of strength and 4% increased damage per point of strength
  • Summon Skeleton: gains 9 health per point of intelligence and 4% increased damage per point of intelligence
  • Summon Spriggan: gains 15 health per point of attunement and 4% increased damage per point of attunement
  • Summon Storm Totem: gains 5 health per point of attunement and 4% increased damage per point of attunement
  • Summon Thorn Totem: gains 5 health per point of attunement and 4% increased damage per point of attunement
  • Summon Vale Spirit: gains 20 health per point of attunement and 4% increased damage per point of attunement
  • Summon Wolf: gains 15 health per point of strength and 4% increased damage per point of strength
  • Summon Wraith: gains 7 health per point of intelligence and 4% increased damage per point of intelligence
  • Swipe: 4% increased damage per point of strength
  • Teleport: gains 2% mana efficiency per point of intelligence
  • Tempest: 4% increased damage per point of strength
  • Thicket Blades: 4% increased damage per point of attunement
  • Thorn Burst: 4% increased damage per point of attunement
  • Tornado: 4% increased damage per point of attunement
  • Transplant: 4% increased damage per point of intelligence
  • Vengeance: 4% increased damage per point of strength
  • Volatile Reversal: gains 2% mana efficiency per point of attunement
  • Volcanic Orb: 4% increased damage per point of intelligence
  • Wandering Spirits: 4% increased damage per point of intelligence

Bug Fixes

  • Fixed a bug with the unique item system that prevented certain effects from Urzil’s Pride, Rahyeh’s Light and Keeper’s Gloves from working
  • Fixed bug where items could not fracture when adding a T1 affix regardless of fracture chance
  • Fixed bug where fracture chance would display incorrectly at high values
  • Fixed a bug where if you quick moved a glyph into the crafting menu while a glyph was already there, it would delete the existing one
  • Added a safeguard for some rare bugs with items
  • Fixed a bug where Volcanic Orb did not have a cooldown unless you specialized in it
  • Fixed the Primal Serpent leaping with you when you have the Fury Leap node that allows wolves to leap with you
  • Fixed a bug where the Shaman’s Lodestone node was only increasing armour, rather than armour and elemental protection
  • Fixed a bug where the Retaliation node on the Forgeguard (then Sentinel) Mastery was giving the wrong stat
  • Fixed a bug where the Claw Guard node for the Beastmaster was causing you to take more damage instead of less damage
  • Fixed a bug where bonuses from passives of the type "Every 3 seconds the next melee attack deals 10% increased damage" were not being applied correctly in many circumstances
  • Fixed a bug where sources of leech for specific damage types would apply to all the damage of a hit, rather than excluding damage of other types
  • Fixed a bug where modifiers to leech for specific damage types would apply to all types of damage in a hit
  • Fixed many sources of mana efficiency not working correctly
  • Fixed various bugs with mana cost calculation
  • Fixed retaliation abilities targeting corpses
  • Fixed a bug where only the first monster in magic packs were benefitting from the suffix generated for that pack
  • Fixed a bug where increased health monster mods were not applying properly
  • Fixed a bug where if your cursor was over an item in your inventory or equipped to your character, you opened the forging panel with the hotkey and then clicked without moving your mouse much, the item would be dropped onto the ground
  • Searching in the Stash no longer opens and closes UI windows
  • Fixed many instances of tooltips extending past the top of the screen
  • Fixed a door not working in Council Chambers
  • Fixed the stash in the Council Chambers opening from a very far distance
10 Likes

This is such a huge update and with so many awesome features. Thank you guys for putting all this together and keeping up the communication. It goes such a long way. Also, I am so STOKED to get in and see all the new stuff.

2 Likes

Oh.
My.
Golly.
Gosh.

THANK YOU!!!

2 Likes

WOW! nice!!! thank you so much!

2 Likes

We’ve released a small patch to fix some minor issues. Seeing the community response has been great, keep the feedback coming!

Balancing

  • Reduced the damage of primalist’s bear, sabretooth, and wolf, especially the wolf
  • Increased the power of some enemies at the end of chapter 2 and in chapter 3

Performance

  • Enemies no longer wander when particularly distant. This should improve performance in open areas where enemies to the side of your path are likely to spawn and remain unkilled

UI

  • Updated Arena UI elements as they were overlooked

Bug Fixes

  • Fixed a bug where the xp bar did not display for people who had set their xp bar to high contrast in previous patches
  • Fixed a navigation issue in The Surface
  • Blocked a non-functional door in Imperial Welryn that would trap the player
  • Fixed some minimap issues in Imperial Welryn
  • Fixed a bug where the Shiver Armour node on the Snap Freeze tree gave twice as much armour as intended, but no cold protection
  • Fixed a Beastmaster passive node unlocking at the wrong level
  • Added a safeguard to prevent Artem’s quest from being uncompletable
2 Likes

OMG!!
Thank you for your hard work :wink:

1 Like

Awesome. Way more than I thought there was going to be.
And I’m said to see that wolves damage was reduced but I will admit it was definitely completely overpowered haha. But damn there goes my op build plans:P

2 Likes

One thing I appreciated in this patch, which I noticed and I hope continues to occur whenever there is an update that reworks items, is that their isn’t a legacy version of the updated items.

For example I have a dislike of how balance changes occur in POE. If something is overpowered and they remove that overpowered instance, those who had accessed the content previously get away with having exclusively rare items and effectively have an unmatched advantage over others that come later to access that content but can’t obtain the same results. This also devalues the sense of worth of newer iterations of those items that no longer have the potential that the originals had.

1 Like

Awesome sauce, thank you!

1 Like

Thanks for the great update!

One suggestion I have is if it is possible to make the launcher DPI aware. I am on Linux and have a 4K screen with 2x scaling, but the launcher is still scaled at 1x and not 2x, and therefore pretty small.

I hope this can be adjusted in a future update so it isn’t as small!

1 Like

You must not have a Legacy Kaom’s then eh? ;p

Great looking patch, today was the day to pick up the game it seems :smiley:

For example, if I have two rings with the set affix “+2 mana per item equipped with this affix”, I will have +4 mana total.

This seems a little ambiguous to me, is it +4 mana per item for 8 total mana, or does each item only grant 2 mana each?

A possible future feature request would be a good way to see what the effective dps of your minions is.

1 Like

This is great guys! Thanks for this update, looks and feels great so far.

Passed this on, thanks!

 

You’ll get a total of 8 Mana.

Each item grants +2 per eligible item equipped, so that’s +4 / item.

2 Likes

Exactly. It makes an otherwise perfect Kaom’s with a corruption a piece of crap in comparison. Although that is fairly boring item outside of the huge flat life bonus, :pensive:

I also agree that the language for the set life and mana affixes is a little ambiguous.

Either way I would think you would want to allow different affixes of sets to grant the bonuses for having a set of “affix types” in your gear rather than needing to have matching set affixes.

For example, if I have two rings, ring one with the set affix “+2 mana per item equipped with this affix type A” and the ring two with the set affixes “+1 Life per item equipped with this affix type A” and “+1 mana per item equipped with this affix type B." I will have +5 Mana and +2 Life total from this combination of gear (+2 Mana from ring one with an additional +2 Mana bonus coming from ring two for sharing set affix type A, plus the +1 Mana from affix type B; and +1 Life from ring two with an additional +1 Life bonus coming from ring one for sharing set affix type A.)

If you’ve any specific ideas on alternative phrasing, we’d love to hear about them. :slight_smile:

These are all great additions, my only critique would be in future patches link a picture to the item or skill you are talking about, unless I’m on the dev team (spoilers i’m not) or played 1k hours I have no clue what particular thing I’m reading about unless I was in game side by side reading it. I don’t mean everything needs a picture, just things like picture of the bone golem with +this +that would suffice, so I can see what the skill is in game without being there and see what changed from default skill description. Other than that good work.

Thanks for the feedback!

What do you think of us linking to wiki articles (where there is one, of course) ?

1 Like

I don’t mind that, I mean if possible just a hove over picture that shows the skill and a description would do the charm. Basically any form of picture works, its just hard to follow all the changes especially a lengthy patch if I have to pull out a dictionary to follow what’s going on lol.

That’s a good idea, especially as skills and items are filled out, it’s hard to remember what each little thing is, and having some kind of reference for what exactly is being modified would be great.

1 Like