Bug fixes/suggestions/QOL/first time

This is my first time playing through Lost Epoch. I have a few things I would like to suggest that I think would be an improvement on the QOL or things that I think are maybe just over tuned. I tried to be as descriptive as possible to illustrate my points accurately. I hope I did an ok job of relaying them.

  1. Axe throwing cows. They feel very very dense compared to other mob packs. But most of all can we reduce the range before their first throw. I cant tell you how many time I died to a million axes come flying at me off screen while I’m fighting a different pack. Especially if they are above or below me on 3440x1440. Whether there agro range is too high or their range is slightly too high please adjust.

  2. In game help. Had a person play with me and this was there first experience in any kind of ARPG. They didn’t understand why they kept dying. Ended up being not fully resistance caped didn’t realize void, necrotic, and poison are considered elemental, but it was mostly cause he didn’t have crit strike avoidance and I didn’t either. Can that get moved up to the additional defenses or something to make it more of a known thing. I think the tooltip text on the resistances can be cleaned up too many words to say the same thing twice in the middle. I’m not even sure what the 3rd paragraph is trying to even say it never changes as far as I can see and seems like its broken. Defense tab doesn’t take into account things like Prisma Wraps. no elemental damage leeched as health or how the 30% reduced elemental damage changes your defense.

  3. Map and Monolith spiderweb. Widescreen support would be nice, but also can we not scale the map scrolling or dragging based on the level of zoom. Would be super nice to not feel like a snail while zoomed out.

  4. Runes, specifically shattering and removal. Please make shattering persistent on vendors so I can stop area swaping between Soreth’ka and Oracle’s abode to buy them (shortest vendor runs without moving the map back and forth). A tiny buff to removals drop rate would be awesome. Once I discovered by trial and error that removal gives more shards I almost used them all to get those skill shards. I’ll admit Discovery seems useless and I don’t know what would ever be the reason to add a random affix to your gear with the amount of dmg and survivability you are trying to focus. Would be so awesome if they instead discovered forging potential. So those bad luck rolls you can fix or so that bad tap RNG can at least be helped instead of tossing it in the garbage bin because your 22 forging potential got Avada Kedavra into oblivion when adding a t2 resistance to your awesome purple. Make using your Refinement and Shaping runes actually do something instead of almost never being used because you have 0 forge potential.

  5. Skills getting clipped on terrain. For example static orb on the water map. It does nothing but instantly go off at your body defeats the whole build I feel like. Honestly not sure if that is a bug or intended. Same thing goes with the huge bomb fires in some zones. Its like your skills can’t go through smoke. It’s crazy the wall hacks enemies have where no range attack gets blocked by terrain with them but I get blocked by a hill or invisible smoke.

  6. Stash/Gear/#wherealltheloothordersat Would love a unique tab. I’d even donate some of my hard earned money for it… would love to know if there was a way to pull affixes off purples to be stored for later legendary potential upgrades. I just don’t like that most of my tabs I have currently are for purples or Unique/set items. if nothing changes can we at least have a filter option to only search purple text and not every item that has “health” on it. Can we please increase the click to drag on the tabs I move them all around. Lock on the quick view to always keep it out there. Gear lock so it can be destroyed or sold. I killed 2 really good piece cause I hit right click on the crappy one so it put it on (was the same icon as my good equipped gear) then got the shift right click to shatter it and poof it was gone then wondering I was dying so much. Swap the transfers keybindings or add them into the keybindings so I can swap them myself.

  7. Game play loop. Add dungeon quest line in. I was level 89 in empowered mono’s before I stepped foot in one and even then I only had a few of each key other then arena keys. a simple quest line I think would be awesome since they seem to be key parts of the gameplay. I googled what the arena was after I found out they weren’t keys to fight the end boss of the monolith with.

  8. Chat I think most has been said about it but linking gear, when you do /p it changes the “global” text to party so you know where your talking. more channels.

  9. Gameplay please add a force command. force walk, force cast, etc. could just be an option in keybindings or a little box like poe on that skill slot. I think sometimes the game gets confused and things don’t trigger still even though I pressed my shield 4 times or my health pot. Can we either dump the yellow health missing or gray it out a lot more? Sometimes I get hit hard and I have 10 hp left but I see a full yellow health orb so I thought that meant that it was staggered damage to give you a sec to tap your health potion but its not when your health hits 0 so its deceiving to me. To think I can save myself but really I’m just dead. On the death screen I like that it tells me what element I died too but I would prefer just knowing what it was I got hit by that led me to my death and if I was crit since that is a thing we try to avoid with gearing. Knowing how much would tell me a lot. If I’m too low on health so I cant take hits or I only died cause I forget my crit avoidance. I like the extra mechanics in the game but I’m lost at times as to what I died too. (especially love the “block skills further away,” that was something fun and new)

  10. Added skill points not reflected in skill tree and no skill goes past level 20 in the text. when you get your double skills on your helmet it shows you have +2 to each one until you put those skills in the first skill. Then your other skill shows’ you have 0 unspent points but they are still there if you just try to spend them. Can you also please add them to show up with the icon of you have unspent skill points when they are not used. I played for a very long time not knowing they where unspeced because I swap a helmet on accident.

Great job so far on the game though been having a lot of fun for early access especially. Can’t wait to see your full vision come to life.

That’s a bug.

Your skills have exactly the same “wall hacks” as enemy skills, the game doesn’t check to see if a projectile is from a player or npc.

On their list of things to do.

Bug.

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