Depths of Eterra Update - Beta 0.8.5 Patch Notes

I think you guys missed putting the passives changes section. In the table of contents the link doesn’t move down to where they are in the patch notes. And when I scroll through they’re not in between Skill changes and Campaign.

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Passives changes were put into respective sections elsewhere. I have removed the link to a dedicated “passives” section. My apologies for the confusion.

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Yes, I recognize that they are different mechanics. What I meant was will they ever be changed to count as “healing” for the sake of other mechanics.

Getting 8 health on a block is pitiful, even if it was to be changed to act as a source of healing with 400% Increased healing effectiveness this wouldn’t be good - better, but not good.

What would be really impactful is some of the other bonuses characters can get when they heal.

Consider it.

Edit:
I am mostly asking regarding other sources of this same effect, such as the “Aegis of Renewal” passive node in the Sentinel tree.

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Does the Unique item nerfs apply to existing items, or just the future drops?

So is this changing from hit dmg to generic dmg? or mistype?

If an item base type is reworked, your items will retain their affixes but become a different base type. Changes to the minimum/maximum of affixes on all item types apply automatically. If an affix is removed, it will be replaced on your items with a different random affix. If an affix is removed from the affix pool of a certain item type, any existing items will still have that affix. So with this, unique items will be updated to the new stats available on that item.

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Swarmblade changes don’t seem to address any of the actual problems with the skill. Hives are still mechanically awkward. I’d never play a build that actually presses that skill, at best I could see autocasting it and nothing about this update changes that. Locusts doing a bit more damage is fine, give anything enough damage and people will play it no matter how clunky it is to use so I guess this is one way to try to fix it. Same with Locust Swarm, it’s still awkward but if it does enough damage I guess that doesn’t matter? I don’t like the Locust Master ‘buff’- increasing the cooldown is the best part but the damage buff part needs you to be in melee while summoning is functionally a ranged action. I guess it’s there to encourage players to run up to enemies and summon locusts right on top of them so they proc the buff every 8 seconds? The initial swing does nothing since you have no locusts yet, so you need to summon them and then hit the enemy but do that in a way that doesn’t reduce the amount of summon casts you’re getting in.

I like the idea of a Swarmlord in theory, but these designs just feel like they’re actively trying to create the least fun ARPG build of all time. Do they actually have any ARPG pet players on their team? It seems like there’s a fundamental misunderstanding as to what makes these builds fun for the type of player that gravitates towards them.

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Can new blessings be introduced to increased the maximum number of mods able to be chosen for each tier?!

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People are going to cry hard about Bastion and Ravenous Void, but they are still great items. Just not obvious auto-picks in every case.

Did you fix incorrect texture on characters screen in Linux version of the game? (link)

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(post deleted by author)

We are tracking this issue, though do not yet have a fix in place for this linux issue for this patch.

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I welcome the changes to bastion of honor and ravenous void. I couldn’t get behind the idea creating items so powerful they are bis for almost any build.

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For some reason the Ravenous Void changes seem like a slight buff to me. :face_with_raised_eyebrow:

But RIP my Flurry Rogue. Back to playing MA Forge Guard against big boy bosses again I guess. :expressionless:

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Self damage should not effect the Pyre Amber’s light radius, including self bleeds.

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Not a typo, this is in fact changed to generic more damage to also scale ailments inflicted by Static.

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Yeah I’m not feeling it either… Lightless Arbor looks okay I guess but the rest is dissapointing.

Good thing Lost Ark has come out because that game absolutely nails the combat in terms of visuals and especially SFX. That’s honestly the level of polish I’m looking for or them atleast aspiring to reach that level of satisfying combat…

Or hell, replace the current Arena system with Lost Ark’s Chaos Dungeon instead of slow spawning waves in packs of 4-5 mobs.

EDIT: That’s not to say everything is bad in Last Epoch, it’s just that for me, personally, combat is the most important thing and that’s what’s mostly missing for me here, hope I’ll eat my words someday.

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how oblivious are you? Lmao. 3 and a half months for quite a bit of content, tons of new 3d models, new uniques, lots of rebalancing, like 100 bug fixes, and a behind the scenes multiplayer which will be ready to test very soon that’s probably taking up a massive amount of their resources.

Maybe you should start your own game development company and do things your way, then you can show them how to allocate resources and develop an impossible amount of content in a short amount of time, because I’m sure you totally have that skillset and would teach them how it’s done.

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I was playing a channelled poison flurry and din’t even know it was bugged, guess that’s why it was so strong.

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Did you miss the word ‘pet’? Because it’s a very important word in that statement. I think that many of the active builds in LE are great. There’s a lot of very good designs. It also has about the best support I’ve seen for hybrid pet builds, which is an interesting side note. It’s just the dedicated pet builds that are bad.

Both pet classes now have temporary pets even though it’s not a huge design space, making locusts heavily overlap with wraths. All the companions are balanced around active abilities which can make them feel less like pet builds and more like cooldown based casters that just happen to have some animals following you around. Many of the pet trees in Necromancer aren’t very well balanced, making build choices too obvious. The Necromancer pets are also too weak defensively, I think because they have some sort of idea that even permanent pets need to be constantly re-summoned or it will be bad for gameplay.

I’m honestly tempted to just do a full review of every pet skill in the game, but none of them would get above a 3/5. Good pet support should feel like a rube-goldberg machine, complex interactions and interesting choices when building your character that you then turn loose against the world to see how it fares. In LE the choices for pets are too obvious and limited, and the gameplay tries too hard to push the roll of the pets down below the player rather than letting them shine.

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