Last Epoch: Beneath Ancient Skies Patch Notes

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Can we get the Tyrannosaurs base stats?
E.G Base damage/added eff/AS or Roar uptime

Since it doesn’t scale with companion nodes I doubt it can cut doing anything more than being a support bot for something like squirrels… which I feel is a miss

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i think it’s hugely nerfed, since as far as i understood it, this exact multiplier was working as a “general” multiplier, because it just said “300% more damage [for anything]”, so stacking void damage and then getting this multiplier made Anomaly hit like a truck … but both got nerfed and this multiplier is now dead for this build unfortunately, i think … :confused:
i was planning to maybe have it as my starter build, because i LOVED it in 1.2 … but i think instead of the millions of damage it did to one-shot some bosses, it will now do just some hundred thousands … so you would need to either find something else giving the biggest general multiplier possible before nuking with Anomaly, or rework the build completely … shame, cause it wasn’t a 1-button-killer and you actually had to use a combination of skills for the effect.
But some people cough have abused it to the max and showcased it in absolute extreme cases (like the 8s? kill of UberAbby with super specialised gear), so that they had no other option than to absolutely kill it

Yes, there are is a minuscule amount of players saying that and they are wrong. They are very good players, it doesn’t matters what you throw at them if it’s not PoE 2 levels of BS like last league and they will still say, it’s easy.

The fact of the matter is, according to EHJ the majority of players quit as soon as they hit empowered. The tin foil hat narrative these people want to push is that they are quitting cause the game is so easy and they are boring.

Does this hold water. People are quitting as soon as the game takes an actual sharp rise in difficulty because it’s easy, not to mention that you can keep scaling difficulty? Anyone with half a functioning brain cell can see how much BS this is.

It is more likely that the game took a sharp increase in difficulty, they are dying left right and center, they can’t even fix their character because some of the defensive layers of the build are locked behind grand blessings and they are now stuck. They can’t progress without doing empowered and they don’t have the power needed to do empowered, so they quit.

Also this is also why I quit very shortly after I hit empowered. Even the most busted builds of last league will suffer from this. Remember, the average player is not your no life hardcore player so he needs the build at it’s core to work even if he makes mistakes or isn’t good at seeing through the visual spectacle on the screen that makes almost everything hard to see and be able to dodge 99% of the attacks.

While EHJ keeps listening to a part of the player base that doesn’t even makes up 1% of their players, this will only keep getting worse.

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It literally has all the scaling a tree or companions would get, but on stat stacking. You defintely need to build around it, but yeah that is primordial unique in a nutshell anyway.

Will it be viable as a prue solo minion? probably not, but will definitely do some heavily lifting along side other minions.

Mad Lightning LOG IN

Chapter 10 that is so cool! :vulcan_salute:

What? Now I have to scale Dex that offers nothing but a drop in the ocean when it comes to dodging. Harvest for example was easiely scaleable with int, if not the skill would be even worse. Those are no options those are more boxes you need to fill for the base fuinctionality the class had. No idea how this ended up in the game to such an extent.

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The problem is imo this “when the dust settles” isnt real. I dont think burning minion players for a patch is the answer to “fixing minions” Especially because we likely wont see wide sweeping passes to minions next patch as they have other fish to fry.

So really what it is, is “We dont know how to balance minions so we are gonna fix the noisy complaint of snapshotting then frick off, gl everyone!”

No changes to skeletons or mages is crazy when those two builds get absolutely gutted the second you get to bosses with lots of aoe at like 500c+

Sorry, I just dont really think its enough especially because they didnt do light changes to sentinel and “wait for the dust to settle” they made them correct if not overtuned.

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But they don’t burn minion players, there are more than enough buffs to make up for a lot of stuff.

Yes its less then many people hoped for, but its not all bad, there is so much good minion stuff as well.

Also I don’t know why you would think they wouldn’t touch minions again. they very often touched the same class/skill/mastery in successive patches.

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I feel like they didnt listen to any of the minion feedback personally.

Snapshottings benefits were not needed to have your minions do damage, a lot of the meta minions did damage regardless of snapshotting. What they lacked was HP. The DR changes do not do enough for that.

I have had 700%+ minion health and watched my skeletons get absolutely deleted. Getting a bit more DR isnt going to change anything.

Crows got a damage nerf, for what? they only did anything because snapshotting let them survive in fights. now they do less damage, AND will die on chain cause they got 0 buffs to help them survive.

The companion meta for BM has been solo companions which they all just buffed massively.

Necro was wraithlord and Abom, Abom was the only necro minion to get changes.

So the status quo for minion builds hasnt changed in the slightest.

I think the patch is still going to be fun, but its shame that its going to take another patch before we maybe see minion buffs that make the unplayable minions actually playable.

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I feel like they don’t listen to a lot of feedback at all. But that’s just my oppinion because what I deem important isn’t as it seems. For the minion changes… yeah they look like a joke but they can increase the numbers at any time so let’s see what we end up with.

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Isn’t that exclusively for things like Dungeon Monsters spawning in echoes via Warden’s Echo Weaver’s node?
I remember reading someone suggesting to not ever get that node if playing HC, cause Dungeon Monsters were getting hyper buffed because they scaled to both level and corruption if they spawned in echoes.

And I’m not sure Orobyss scales to level… I’d imagined it only scaled to corruption.

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The patch looks great! The game is for sure going in the right direction and always has been

But man, how did shaman not get any balance changes? It was/is the worst performing uber Abby mastery… It has little to no build diversity from patch to patch and hasn’t received a unique since 0.8. It doesn’t have its final skill.

The skills are just so weird. Tornado might have the single worst scaling in the game. It requires so many items and playstyle gimmicks (like swapping into and out of spirggan form to get mana) to be able to get 50+ of them up on the screen to (at best) have decent damage. For that you have to give almost all stat lines on gear, forgoing any real meaningful defensive layer.

Then you got Earthquake which is better used as either a druid or beastmaster, and even has uniques promoting its use as either of those masteries. It should probably be taken off the shaman mastery and be a primalist general skill.

Avalanche scales great, but is just missing any real build defining unique around it. Currently, there are a couple amazing synergies between avalanche and other skills, but yet again mana makes it near impossible and requires way to much investment, sacrificing other needed aspects of a build.

Maybe I’m living in the twilight zone but the mastery seems forgotten. I thought we would for sure see some massive passive tree buffs or something.

Either way, looking forward to the patch but let down about my favorite class fantasy.

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That paragraph needs dismantling for every sentence separately here.
Do they do ‘good work’? I’m in-between here, those patch notes are not really great plainly spoken. Outside of the new mechanic.

After the dust has settled: Anyone playing minions can see that there is no ‘dust to settle’ needed. If you can’t see the skyscraper if someone tries to hide it by holding up a curtain personally then that’s kinda a problem… and for a dev a non-acceptable state plainly spoken.
And don’t tell me now ‘but how should they know?’ or anything of the sorts.
You can copy the build of top-equiped players in a testing environment, have minions summoned and then try out how they fare. And I’ll tell you a little ‘not so secret’ here… they fare badly if you throw em against Yulra or Uberroth for example. Remove snapshotting and many minion builds are outright awful.

Unhealthy nodes should be removed: 100% on your side there though! Absolutely!
But those unhealthy nodes sometimes are used since it’s the only thing upholding something, as you’ve mentioned yourself. So provide the baseline to at least make up for it.

This patch was told to be the ‘minion patch’ basically… and yes, they definitely did kill em good :rofl:

Nah, they really aren’t.
If you struggle to progress into empowered monolith you’re simply a bad player still, be it from a lack of experience or overall.
The only alternative is you’ve messed up your build so fantastically that it’s a facepalm moment with how badly messed up it is.

The questions start to arise at ~200c, 100c is piss-easy for every single non-scuffed build in the game.

You realize that the ones complaining the most about PoE 2 difficulty were PoE 1 veterans rather then other players? Which was fairly hilarious to watch by the way.

It’s mostly about the different playstyles needed between the different games. What’s easy for one is hard for another.
But Last Epoch generally leans towards extremely easy for most until you reach end-game where the scaling screws people over relatively swiftly.

Which is a problem of the scaling system itself, people not tackling it accordingly to stay in the difficulty range which would fit their character state. It’s also a issue of EHG’s implementations there being fairly much ‘out of whack’ at times.

Yeah? So? 70% of people quit in PoE 1 before reaching level 70. From those leftover around 30-40% - as much as I know - quite before hitting red maps. And so on and so forth.
That’s hence kinda normal.

What do you wanna say? You’re providing a correlation here, it’s not causation. There’s a important difference between both.

Because it’s no tin-foil hat narrative? Go along… tell me… what is to achieve in empowered leftover? Aberroth and Uberroth. Weaver nodes are presented as a extra mechanic and alleviate it… but they’re not following any clear-cut progression line.
There is basically nothing which keeps players railroaded on a goal anymore, that puts of many many many people.

It’s always been the case in the history of gaming, you need a specific mindset to follow self-made goals rather then pre-set ones. The subset of people having this mindset is just significantly smaller then the total playerbase in general.

So… if you played a VK in 1.2 and has this issue arising then you’re plainly spoken a atrocious player.
VK goes into 400c+ blindfolded basically. You got to get out of your way to die.
Only at 400c+ starts the point where VK actually feels like playing most other builds at 100c… and at 700c+ it starts to feel like other builds feel when reaching Aberroth.

That kinda reads as if people run 50 times into the same mob and same type of death without ever using their brain cells to realize what actually kills them.

Obviously you’ll die when you aren’t prepared for the lasers of toom at the tomb guardian as an example and stand in it with your mouth open rather then pre-emptively positioning yourself. Obviously you do die when running up to mobs and then standing stock still in front of dangerous ones rather then circling them. And obviously you die when you run headfirst directly into a group of ranged mobs even if they individually hit for little.

You adjust, you change the playstyle accordingly, that’s normal mediocre level gameplay.

Your arguments bare no basis, provide distinct examples at least and then people can dismantle them accordingly if they’re crap. And if they’re good examples people will support your claims. You just rush in and say ‘trust me bro’ with your information though.

Nope. Absolutely ‘nope’. Not even remotely. Laughably ‘nope’ still.

Acolyte was defensive wise at the absolute bottom rung of all classes in LE. It got slight increases there and the majority of minion builds there got hit hard DPS-wise.
Yes, they survive a bit longer now… but surprise surprise… the majority of the time they only survived because they had the ability to kill enemies fast enough to make that even a thing.

I cannot say how often my wraithlord - which is a hella tanky minion - has died randomly from some garbage mob because a effect hit it at the wrong time before it managed to burst them down. And when your minions die you have a layer of defenses gone and all your offenses to boot, so you’re screwed. Which is the downside of minion playstyle and why it’s so mandatory for them to be survivable.

Mhmm… they make successive patches about the same stuff.

Sadly they also produce outcomes like boss-ward (which still breaks the initial design philosophy even now) and MG (which still is broken as heck) despite repeated changes there… so… why should people trust in em getting it ‘right’ when the mark was missed not by a hair’s breath but by throwing the ball off the continent?

Im not gonna lie after reading your answer im pretty sure you’re right :laughing: :sweat_smile:

Well, it will be a kick season for me this time :sweat_smile:

A lot of good changes and additions here, nice job!

However, lack of Mage (one of weakest classes in Season 2) changes and especially fire builds changes is very concerning. I had a glimpse at new uniques at maxroll calc and they don’t address the issue much - Wildfire Embers is interesting, but requires sacrificing a LOT from losing Nihilis / Omnis, Horn of the Bone Wisp is generic and does not have a good offensive unique off-hand for fire builds to pair it with and that’s pretty much it - most likely fire builds would still be stuck with low level uniques or defensive Aergon’s Refuge.

I’m not sure whether you can still make additions / changes to patch notes, but if you can - please address these issues:

  1. Move Wildfire Embers to ring slot. That would allow to develop and scale Ignite builds (currently underperforming) without sacrificing as much as amulet version demands. It being a ring that has 2 slots does not matter since you can have only 1 primordial unique anyway.
  2. Significally buff fire Sorcerer builds, especially fire Meteor that is vastly inferior to lightning version.
  3. Add a way to meaningfully scale Spreading Flames in endgame where their damage output is extremely low. That could be done via adding an affix to Wildfire Embers (via making it also scale Spreading Flames damage based on your global Ignite chance) or similar passive in Sorcerer tree that follows and synergizes with Inferno. Such effect would also prevent SF from getting too powerful early game since its scaling would be tied to a high level unique / high level passive and be based on Ignite chance that would need to be scaled separately.

I hope that some changes can still be made and people who enjoy fire Meteor / Ignite builds would not need to wait 3-4 more months to receive necessary boosts.

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Thank you for the in-depth patch notes. I am looking forward to all of the upcoming content for season 3.

There’s so much ambiguity in the game, which makes build creation a nightmare sometimes. Could someone at EHG PLEASE explain how the Natural Weapons node in Upheaval works when Upheaval is used by your Sabretooth? Does it do anything at all? Does it still take into account the player’s weapons?

Kind of the same thing with the Glacial Crash node. The Tremblor node I assume won’t work at all.

Same thing goes for the Twin Fangs node in the Swipe tree. Sabertooth’s Endurance makes Aspect of the Panther work on the Sabertooth, but the way Twin Fangs is worded it makes it very unclear if that bonus also works on the Sabertooth or not. Since we can’t see the pet’s stats in the game, it makes it nearly impossible to know if this node works on it or not.

I don’t want to spend two days leveling a character just to test this out and find out nothing works as I hope. So, could you please explain? I have asked this before in both the forums and on your Discord but I get ignored every time.

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Yeehah!