Harbingers of Ruin: Quality of Life & More

You weren’t missing out on anything not having rank 10 no one was buying Legendary items the only ones listed were peoples failed ones imo those ranks are awful but now it will be way faster to hit rank 12 then it was for rank 10

The patch notes haven’t been put out just yet, though they should be out in the next few days (mentioned above in the dev blog) somewhere between today and Monday.

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I see quite a few people saying that the CoF reward that gives you double rewards should be reverted back to duplicating. To be honest, as an extremely casual player that doesn’t have the time or patience to be failing crafts over and over again I really hated the item duplication reward. It literally just filled my inventory with more garbage, and when I got a weapon I wanted, I now had two of them with identical stats, which was lame and unexciting. However, it seems like people actually really liked how it used to work as well. I don’t know if these sorts of compromises are ok or not, but maybe you add some extra option when selecting prophecies that asks you whether you want to be rewarded twice or have your reward duplicated. That way, everyone gets what they want.

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Cant wait for the new season <3 much love to the devs, your work has been legendary

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1 LP uniques are going to be even cheaper relative to 0 LP ones, thanks to eggs (many 2 LP items were 0g vs their 0 LP counterparts being as much as 500k). Was really hoping to see merchant’s guild tiers split by t6/t7 and LP amount rather than weapons/non weapons :frowning: . At least it looks like it will take less favor to unlock “all uniques” than previously.

Oh my god i love you guys so much for this after my post and other discussions about this!

I really love your guys vision on buffing/changing other parts instead of only nerfing certain overpowered interactions. With this you guys are acknowledging that there might be multiple problems instead of oh this interactions is overpowered lets nerf it and nobody plays Disintegrate anymore. Instead you guys adjust the passive tree. I love it!

Great point, I didn’t even think about the eggs. Yeah the market will be flooded. I made a recent post about MG.

And an older one that motioned splitting ranks if you want to check it out.

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I really hope we see some major changes to Rebuke in the patch notes with a way to damage yourself instead of relying on hits from enemies.

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Man I wish I could play test this whimsical 800%+ ward retention with absolutely bonkers generation RM.

On the other hand, dropping two of the same unique with 2 or 3 LP gave you two immediate chances to craft a legendary you might be gunning for. I dropped twin 4 LP Kestrels that was fun because I got to make my own chest piece with a pretty fun ‘implict’ (ie. all the uniques abilities at 4 LP essentially become a ‘new type of implicit.’

No that was not answered. Their question was not if max rank needs longer.
But if the new rank 11 will take longer than the old rank 8 (they are the same bonus)

Forever holding onto the hope for font size adjustments

any chance we can get the new loot filter early so its rdy on launch day?

I believe that it’s the best decision how they made it, you can make your build work right way in an alt, but you still have to grind (much less after he update btw) to min-max your build. I believe it’s a good balance of things. Just getting it max account wide would make, for me at least, less rewarding the next min-max.

OMG! So many nice changes! All the QoL changes were so much needed! Almost every point of the game that bothered me a little has been fixed! As always EGH showing they know what they are doing!
I’m very curious about the market changes, though. Scrolling to find an item with the right affixes value was the greatest pain I ever had with the game! Looking forward to it.
And as a little improvement I want to see in the future, is the ability to filter the leaderboards by mastery and not only classes. I had to use Last Epoch Tools ladder to get a better understanding of where my spellblade build was compared only to spellblades. I get that some players want to be competing to be the best of them all, and some don’t even care about it. I was in the between, wanted to compete, but not that hard. My goal last cycle was to be among the first hundred of spellblades, manage only 120º but it was fun to go for it after I was ultra late game.
Anyways, very good work here, guys. Best patch to date! Congrats, keep the good work!

Why does the Ward Decay formula use a 0.5 multiplier to Ward Retention in the denominator? Why not just remove that and halve all sources of Ward Retention? Right now, that multiplier makes Ward Retention very unintuitive. To make ward decay 100% slower, you need 200% retention. 200% slower requires 400% retention. Without the 0.5 multiplier, 100% retention would mean 100% slower decay, 200% retention would mean 200% slower decay, etc.

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Cool beans :smiley:

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Really great changes! But still no minimap icons in lootfilter improvements? :frowning:

So, the question I have is; how easy is it for a sorcerer to get 1000 mana?

Thank you.
I always look forward to seeing what new information you come up with.
I think this update is very good and I am looking forward to playing it, but I have one personal concern.

It is about the unique boss specific drops.
I feel that in the current build process, obtaining the boss unique equipment with LP has become end content.
I feel that this is requiring players to play the same dungeons and constellations over and over again, and excludes other forms of play.

I identify as a casual gamer, but for me, this play is very painful and I would like to see something done about it.

For example, measures such as ensuring that it is the bosses that are the surefire drops, but that there are random drops in other places as well.

Am I the only one who thinks this is the problem with this part of the game?

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