Last Epoch: Beneath Ancient Skies Patch Notes

nice touch on the see-through effect with the primal rift portals

HYPE :smiling_face_with_three_hearts: :smiling_face_with_three_hearts: :smiling_face_with_three_hearts:

HYPE, lets go!

We all knew it was coming.

RIP Judgement Pally Uber Abberoth cheese.

Lots of good Beastmaster and Acolyte stuff in there. Sabertooth being able to trigger Upheaval sounds fun.

Thank you!!!

The King on the Throne the Omnisiah?

image

2 Likes

Dancing Strikes at 0.1 sec cast, thanks for the URF Epoch. Please don t nerf after.

Campaign zones as well?

I hope only starting in Act 10. Otherwise once again… that’s bad design. Don’t shove the campaign full of crap without bringing it into a decent base state.

A start defintiely.
Rework of the progression towards Lagon to prepare properly for the mechanical ask from the game is necessary though.

That’s a good change, but given the FP limitations it’ll only have quite limited effect.

That’s also a very good implementation. Kudos. I remember dimly that this was a problem for me the first time.

That’s utterly inadequate. 90% as a start should be a given. Those abilities demolish extremely tanky characters, minions can’t sustain those. Even with 90% it’ll be a struggle at times.

Finally a decent general ward generation! Long overdue.

Absolutely worthless node like all the high CD situational ward generators… that’s commonly 75 ward in 6 seconds, even if we should go high and actually have 200 in 6 seconds it’s still utter garbage 200/6 = 33,3 ward/second defense? Wow… that’ll surely do a lot!..

A proper value would be ā€˜10’ and not ā€˜1’. Those types of nodes need to have a severe sudden impact to be viable in any way. Pure noob-trap or ā€˜everything else is even worse then that’ node to take.

So basically Symbol of Decay is a method to bypass the god-awful boss-ward mechanics which are supposed to exist to not allow overly swift kills?

Is the DoT so bad that it’s feasable or are you guys just throwing the whole design reasoning for boss-ward into the trash?

One or the other… bad design. If it’s too low then instead adjustments are needed to be in line… and if it’s throwing the mechanical reasoning for boss-ward into the trash it’s as nonsensical.

The passive tree is not large enough to include potentially detrimental nodes like this into it.
Not a good design choice, should be a itemized thing instead on a unique.

Yeah, because clearly ward per second is in such a OP state, right? :rofl:

Same with the health regen, that ā€˜1’ will definitely do a lot :rofl:

Hopefully! That was one major issue with progression smoothness.

If that’s handled it’s a massive plus for the game. How exactly it turns out will have to be seen though outside of theory.

Most dog-shit tier design since ages. Big failure from your side EHG sadly.

Should’ve used the time to fix the issue with the Gold Limit instead or to handle access restrictions properly.

Hopefully by opening a menu to allow immediate adjustment and not enforcing all the ones on the item completely without choice!
That’s the difference between ā€˜it’s a good implementation’ and ā€˜it’s utterly useless’ after all.

Idol crafting is a big change, very interesting to see.
Isn’t it a bit OP though given how prevalent those drops are?
Makes the normal ones even less worthwhile, they were useless anyway already.

Nice, good inclusion.

ALso nice, very good inclusion.

Also a good UI change.
Now the adjustment for the costs need to follow up.

How about instead pausing the instance? Would be more reasonable.

Finally actual Regex usage possible! The 30 was relatively useless. Kudos there.

All in all seems like a ā€˜mediocre’ overall result. Some really good things, some potential wins and potential misses and also awful misses in it.
Hope in the future it goes more towards ā€˜really good things’ in total.

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Cooking

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its for the player, it means if you have say vessel of strife, DoT will go to your hp bar, and not your ward, and will be stopped by your health regen.

its a way to enable hybrid styles similar to PoE builds where they take the keystone that causes half damage to ignore ES. it makes it so healing is more effective vs certain damage types.

it does not interact with enemy ward lol

Le Toucan

10/10 PoE Reference.

1 Like

Hyped, when can we see the news items?

Fair… if the game wouldn’t have DoT as the most deadly mechanic in it.
Direct hits are commonly less deadly then DoTs in LE, which means bypassing the ward is a death-sentence unless high DR + high values are possible.

It’s enabling something while coming with extreme downsides not making it viable for higher-end progression sadly.

I’m really hoping that having the wengari guy accompanying my characters in the side area will be optional. I’m a solo player, and I don’t want help.

ā€œCarry on!ā€ :))))

Let’s GOOOO! I am PUMPED!

What does this mean for Javeling void knight? its dead skill now (and build) or does nothing serious to build?

With each update, you guys are really making the game more and more awesome. So far LE has one of the best summoning type classes I have ever played and I am really glad Season 3 is the minion’s season !!!

One more week, can’t wait !!! Servers take my energy * holding arms up like for the Spirit Bomb iykyk*

Somehow, you guys up the bar each and every patch. I genuinely am so excited for the future of LE. Keep on cookin :smiley:

Very mid patch, apart from new mechanics and new builds we will play same way as in 1.2. Hoped for more changes with endgame, how you progress in early etc.