Is there any documentation for how “on kill” effects trigger in multiplayer? I see your Valdyr’s Chalice has an on-kill heal. I wonder if it triggers if your paly isn’t the one to take the enemy to 0.
Hopefully it works more like a tagging system where the game remembers all party members/pets that did damage to an enemy and procs on-kill no matter who finishes it off.
I’m sure that will need to be clarified during MP testing.
This is why I dislike Multiplayer and probably wont play it at all, people like you go into it with the goal of optimising/breaking the game to your whims and then ultimately having it nerfed for everyone else who just wants some innocent party play - its totally degenerate gameplay to me
There should be nothing of the sort
Infact all of your ‘Expirments’ is for me ammunition to never go near MP
I don’t get where you are coming from. Identifying ways to break multiplayer in a supervised game forum
enables EHG to create amore balanced multiplayer experience. If anything the guy is doing you a favor.
Which is fair enough, but min-maxin is a fairly common view point in computer games. There’s even a genre built around it (Factorio).
@Fragtal I think Shrukn just wants to chill & have fun, not break out his kid’s ADHD meds & go to town on optimising his dps/etc while demanding a particular group comp to serve him.
Yes, re-reading makes it clear when he calls optimizing degenerate gameplay.
I personally don’t have the patience to optimize to the ultimum. But one main aspect of the genre is find builds and loot to clear higher content. Some players strive for it more, some less.
I play fairly casually myself.
The reality is that if it is possible for players to do something in a game, they will. I’m sure the devs are already well aware that people will try to break their system. The goal of this thread is to get some of those ideas out in the open so that they can be designed around now instead of becoming fatal flaws later.
It should also raise some questions about what types of information partied players are interested in knowing. For instance, the on-kill effects listed in Zaodon’s build above. It would be helpful to add such information to the in-game guide instead of relying on players leaving the game to search through forums.
Some players will fight through the campaign once and be done with LE. Some will go straight to Youtube and copy the most powerful build they can find for empowered monoliths. Others will experiment with systems just for the joy of seeing how mechanics interact with each other.
I encourage you to have fun playing the game in your own way.
I’d like to post something I’ve said in forums of other games I’ve played.
The term “exploit” is an overloaded term. It’s fair to say most players think of illegal activity when they hear that word. But that is not necessarily the case. The definition of the word is “make full use of and derive benefit from (a resource).”
The problem comes when a player uses a bug in this manner. That is what makes the “exploit” illegal. If it is not a bug, then there is no illegal activity. HOWEVER - if it trivializes the game/content, then it is at least “unhealthy” for the game, and I’m sure the game designers (EHG in this case) would want to know so they can adjust classes, abilities, items, etc. to account for that interaction.
So, in the long run, players who do NOT exploit bugs, but DO exploit interactions of the existing game design, and who also are OPEN about it on forums/to the Devs, are ultimately a good thing for the health of the game.
I received an answer to this from Mike during a dev stream. On-kill will retain the same mechanics as it does in single player.
He did point out that lately skills have been shifting away from “when you kill an enemy” to “when a nearby enemy is killed.” This will keep the same flavor of death fueling a power while not having to worry about who in your party gets the last hit.
Just to clarify what I think I said in stream (or at least what I meant) was that when appropriate, like with the necromancer, we sometimes use when something dies nearby instead of on-kill.
We are just shiftng away from kill effects in general. Not 100% getting rid of them, just less popular than they once were.
If I remember well, you even said it doesn’t has to be an enemy. It could be one of the minions dying.
Well, in multiplayer, it could even be another player.
Google: [ How to kill other players Last Epoch ]
…
You don’t, enemies do. The node I was referring to says, whenever something dies nearby.
I know Mike, I was just joking. I personally hate both consensual PvP and, of course, griefing. But it is funny to think of benefiting from your teammates death in some way.
Oh I get it now. My bad
well i will say that if ailments stack across party members running a full team of one type of ailment would probably be pretty beastly. I mean just imagine with the way stacking is infinite.
I’m interested in how well things will scale with multiple sources of defenses, since they’re not going to ramp up the enemy damage with multiple party members.
Yeah, we need nodes for that, ideally on the Sentinel & Acolyte. It’d bring a new meaning to “taking one for the team”, if you die & someone else gets a massive dps/defensive/etc buff.
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