Last Epoch: Beneath Ancient Skies Patch Notes

God, this makes me feel so hyper! So many updates and so much love for minions. You guys are truly doing your job with passion. Thank you for all your hard work. I really hope you guys keep making this game even better no matter what happens. Keep pushing, we’re with you.

This is just as expected the most disappointing patch notes you’ve ever released.

This is your minion rework? You call this loving minions and making them good?

You removed snapshooting (which I agree was not good as it’s an annoying mechanic) for what? 13% damage, a few changes to the tree that are both buffs and nerfs. Survivability is a bit improved but hardly anything that will make a difference and what did the player lost? 5x damage on minion which by the way, wasn’t anywhere nearly enough. lost survivability in the class which guess what, still doesn’t has it.

Oh and you even nerfed single minion builds by removing their auto crit on the dread shade as an option.

Minions are actually getting worse, not better. EHJ, you really failed in making minions fun to play. You have repeatedly done this every time when minions are nowhere near being top tier builds. You have failed to fix your campaign difficulty curve (I certainly see no mention of nerfs to majalsa related enemies which are absurdly powerful by comparison to all the rest so far) You don’t mention adjusting of difficulty for monoliths because people quit when they entered empowered monoliths and this is because they keep dying on empowered, the difficulty curve is way too severe and people start feeling the game getting hard on normal level 90 monoliths already let alone hitting empowered.

You are just as out of touch with reality and your player base as PoE 2 devs are. I have absolutely no faith in you anymore that you can bring this game to a good state when you repeatedly fail to make the necessary changes because you are afraid to upset the hardcore players which are a tiny part of the player base.

I no longer fear for the direction of the game now that you’ve been bought out, not with you keep failing to fix your game. it will never be fixed, you will only continue to bleed players, your new overlords will start taking control because you are failing to keep the game profitable and once they get their hands on the game is going to get much, much worse because they have even less of a clue on how to make a good game.

1 Like

The only actual use for Battle standard is dead RIP.

LMAO lets see if this round of numeric buffs will up their usage(doubt except igneous rain).

Expected nerf but its such a boring nerf.

Unexpected Squirrels nerf, since the helm doubles companion limit and this node doesn’t add to that anymore.

This is BS Earthquake has already been nerfed from a top tier melee skill to mid last patch. Everyone and their mother kill Uberroth with Erasing Strike while Earthquake has 0 kills. Preemptively nerfing the skill for players just because a minion can use it seems like an awful change.

Like the Paladin/Judgement nerfs were not enough just another fuck you to anyone else using healing as well.

He was already a corpse but look how they massacred my boy!

Ngl the overview was cool but patch notes really killed most of my hype. Hopefully it works better ingame.

2 Likes

I was planning to try something with Lich and then you just casually dropped:

Bloodkeeper’s Nest grants bees +12-16 health per attunement (from 7-12) and +6-8% physical penetration with bleed per strength (from 4-6%).

Why would you do this to me? It’s still gonna be bad. But I’m gonna try anyway.

if that the mobs i’m thinking this is huge because i waited for that change since 0.8, they literally destroyed my fps from 120+ to 10 when they casted they blood skill

What is going on with all the dex scaling in Lich? Did I miss something and a caster toon became a rogue? With the changes to the passives you now want to scale multiple attributes? That’s a bit rough.

Also in Beastmaster, I guess they tryna make Red Ring mandatory for all builds (after nerfing the imprint farming strat).

I kinda hate that time rot jav has been gutted to oblivion… Yes, you could 1shot uber, but with huge investments, almost everything must be double t7 slammed, like who does that? Hello? Ok you could get 75% void pen with time rot with new set ring… idk man… It looks like too much of a nerf to me, sadje =( Falconeer could destroy Uber with 1 T7 slamms, while time rot jav needed huge investments =(

  • The new coastal zones look gorgeous. I’ve always been a fan of bright blue water.
  • It will be interesting to see if I’m motivated to replay a primal hunt once I’ve gotten a primal item, since we’re only allowed one. The puzzle of having to choose which slot gets your primal is an interesting one. I’ve always been a fan of “build your own difficulty” systems, so this idea of guiding the dragon’s lineage is really appealing.
  • Going to start with a lich bleed build. I’ve bounced off the class a couple times, but the rework has me interested in giving it another go.
  • Glad we can ramp up stability faster, since I often find I’ve outscaled normal monoliths fairly early.
  • Highest quality loot filter of any game. Love the customization and ease of use.
  • Thank your for continued controller improvements!
  • The cosmetics look awesome. Happy to support further development on my favorite ARPG; you guys always put your own spin on things.
1 Like

Necromancer changes are largely disappointing.
Sure, nobody loved doing snapshotting, but that was the only way half of the builds had any damage, and so far i haven’t seen any change to compensate for it.
Tree changes are relatively minor, bit of increased damage, crit and int won’t make a dent in difference between meta wraith build and skeletons.

And neither Skeletons, nor Zombies were changed in any way too… When difference in DPS between them and Wraithlord, for example, wasn’t in tens of thousands, it was orders of magnitude.

Though i guess Wraithlord is now mediocre as well with the loss of autocrit from Dread Shade, still having to consume minions for half a minute just to hit three times and go back to eating.

So what does remain viable? Pack of fire wraith? And golems if you already have items from some other character maybe. Speaking of actual engame of course.

Where did that love for minions went into? 10% less damage from some enemies and abilities? Uber Aberoth is laughing, with any skill of it taking out most minions regardless of investment. Not like Necromancer has any solid defensive layers either tbh, it’s a race on who dies first - you or your minions.

T8 is cool, primordial uniques are cool and all, but it is hardly enough to fix minion meta, with changes like these IMO.
AI changes are very welcome however, assuming it’ll work properly.

I’ll still try to figure something out on release and definitely will be happy to be mistaken, but so far this looks much, much weaker than Sentinel rework.

6 Likes

Hopefully the flat increase in minion damage output and decrease in incoming damage to minions will balance out snapshotting removal. I really didn’t like that kind of activity; felt like playing outside of the intended game.

“Normalized how enemy damage is scaled with level for enemies that scale to level”

Can you guys confirm that Orobyss will be affected by this change as a “nerf” ? On live when reaching high corruption like 1.5k+, Orobyss is such an HP bag with a lot of one shot or insane damage output specialy when playing pure melee or minions builds. I mean in comparaison of echoes bosses and even Hardbringers that are pretty okay even if hardbringers are already crazy HP bags :smiley:

Btw quite surprised about no über Aby change and for sure i will not even try it next season outside playing pure FOTM stuff xD Did you guys even tried it with like a BiS forged weapon build to see how it goes ?

Not even remotely… sadly so.
Yes, snaptshotting was bad… but this balance pass is beyond weak, basically made nigh all minion builds unable to even think about looking at Uberroth, or often even looking close to any content to even engage with him.

This is 100% a good take.
In “Real” end game, minions defenses fall off hard. specially skeletons and zombies.
45% less damage taken per level to 60% and 50% to 60% less damage taken from dangerous enemy “abilities” is good but what about auto attacks ?
Uberroth deletes my minions unless i deal enough damage to skip phases (which is hardly possible as necro maybe T8 affixes help)
Also hopefully that stance change on top of the screen allow minions to teleport to us so we can have a way pull them out of harms way. if it was on top of action bar (ability bar) or somewhere near it would be awesome.
Necromancer aside, many unique items have no synergy whatsoever. we either need more uniques for them to compliment each other or buff the skills that those specific unique uses, for example Acid Flask.

I guess we have to see what other primal uniques are to decide how necromancer will be but limiting to only 1 unique is a bit harsh but its fine as long as other uniques are good as those showcased in the video.

all and all ,great job EHG, keep the buffs rolling.

Wording on these in the Death Seal tree makes me believe they work even when Death Seal is not active/on cooldown. I hope that is the case.

That would require a total of 600% increased cooldown recovery rate, which will not be achievable even when combining attack speed cdr and cdr scaling combined.

You lost something like 5x damage on infernal shade scaling onto dread shade for one simple example and gained 15% damage not to mention your minions are still made out of wet paper.

Even the 5x damage was nothing, it was already starting to not kill tougher rares instantly as soon as you hit empowered.

Necromancer minions needed an x10 or x20 damage buff before they are even playable not to mention how much hey need to gain defensively.

Minions are now more dead than ever. Not undead, just plain dead.

Melee Lich is mostly Dex and generic or caster Lich is Int? You don’t need to scale both, that is not rough, it just gives you more options.

They should not even try balancing around stipid nodes like that that carry an entire build so hard, by just that one node. Removing these and making room for actual flexibility is the way to go. This is treu for any builds or archtypes that use the same skill for massive scaling. Like Death Seal’s few hundred %inc dmg etc.

They are doing good work here. After the dust has settled and there is still more balancing needed they can totally do that. But getting rid of these extremely unhealthy nodes is the 100% correct step.

1 Like

And yet there was post after post stating the game is to easy and that players shouldnt need to reach 500c for this to kick in and challenge ur build.

What ur saying here is the opposite mob power cant keep up with player power. The mob difficulty curve doesnt catch up to the play power curve till much higher corruption lvl.

Sure following a build guid can make things easier. That however isnt the core issue as to why the game is to easy. Power creep is a big factore as well as recent content and crafting changes. On reddit players went into detail explaining what the issue is

1 Like