Beta 0.8.2 Patch Notes

I have only been able to read the patch notes between breaks this morning but did Bhuldars Wrath and perma stun EQ actually survive this patch? thats crazy if so as you could stunlock everything in the game not allowing it to move or do anything until it was dead. bonus points if you could stunlock all 3 Spirit of Fire bosses at once

For me nothing will change as I avoid mana spenders as much as possible and you will most likely run out of mana anyway against timeline bosses so you will most likely need a generator anyway…so all you did was make yourself a bit weaker for a bit of QoL - the best builds in this game dont seem to be tied down to mana anyway

I didnt see anything that said it got changed, but doesnt mean that it didnt. Also, Bhuldars wrath actually got a boost in overall damage so… :slight_smile:

But Earthquake didnt get changed in that sense

The fundamental issue is EQ has a stun node linked to a normal 6? second cooldown so its not meant to be spammed. Bhludars Wrath skips the cooldown of EQ…but does nothing to the stun value itself and im of the opinion if you can stunlock something to death and completely shut it down then it almost invalidates everything such as Life/Defence, you just want Cooldown recovery and damage

See you in Eterra!!

Guys this amount of work is insane! This is not a new patch, its more like a DLC or Expansion!! Thank you :kiss:

100% agreed that the the exponential nature of SD needed to be addressed but feel this should have been treated as a tuning fix instead of a functionality fix. Shadow daggers is currently propped up by huge damage effectiveness, 2 sources of flat damage, guaranteed crit and in part of the select group of idols that act as more modifiers instead of increased (numerical testing was showing 250% increase was doing 250% more).
The breakpoints were a really satisfying element that saw gear hunting turned into meaning changes in game play. It both increased clear speed as well as providing quicker, more frequent on demand damage. I was hoping the nerf would address what that damage is through all those sources instead of the gameplay component.

I’ll reserve my final judgement till patch but I don’t see SD being all that strong as a primary damage source or hybrid damage source due to its expensive affix budget to support it.

As a suggestion to the lead Dev if they wish to look at reintroducing that element could change ‘increased shadow daggers effect’ idols and affixes to ‘increased chance to apply an additional shadow dagger’.

If its anything like the last big change (when they changed the affix / suffix groups and resistance sets on gear) , then your existing items will be updated automatically.

Some of my items didnt convert perfectly last time (got a few legacy items with double affixes still floating around) but nothing “broke” that I could tell…

Oufti

it’s amazing !!

That is very very very impressive! Congratulations for this whole lot of work!
I’m a bit concerned by the damage raise during the campaign. I understand the reason, but I feel it will be painful for players like me.
And I was wondering… I feel the patch will make it even more difficult to be in permanent werebear form. Am I wrong?

It’s more than that 'cause amulets give bigger amounts.

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It’s a massive patch so they likely ran out of time. They can’t tweak everything…

Wow it’s like a whole new game now! But everything looks well thought out! :+1:

Secret cow level confirmed! :shushing_face: :grin:

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Diablo has cows and Grim Dawn has camels – maybe we need our own signature animal!

Llamas? grin

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yeah we do!

Though I didn’t notice camels in GD.

What we need is

and maybe a møøse.

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Finally, someone gets where my forum name comes from.

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I think you will have no problems during leveling. The spike between chapter 5/6 to Chapter 7/8 was too big. Before, there was almost no difference in difficulty after getting your mastery until chapter 7.

I’ve read in an article that Last Epoch was coming to Nvidia GeForce NOW in May.
Will this happen in this patch?