Last Epoch: Beneath Ancient Skies Patch Notes

There are graphs out there that show case this player vs mob power curve.

This has been an issue pointed out for yrs going all the way back to EA.

But ya lets ignore all the players going into detail about why the game is to easy never mind the fact that judd even made a reply to one of these post stating the team is looking into this.

The mobs power literally doesnt catch up to the player power curve to much further into corruption lvls. The lack of challenge is a big part of the lack of play retention. Its been an issue for yrs including in EA.

Eh I think it would be hard, but guide vs non guide users have very different responses.

My play group has 3 players i introduced to the game, 2 struggled upon hitting empowered quite hard. The jump from the 90 echo to the 100 echo is quite large, not sure why anyone would say it isnt. going up 10 levels on top of then 60% more damage is probably in the realm of 75% more total damage, this leads to more stuns, more burst, more everything.

For reference going from 100 to 200 corruption is going from 1.6x damage to 2.69, which is 68% more damage, and is likely slightly less then the jump from 9o to 100 empowered monos.

The player who didnt struggle used a guide for hammerdin paladin(this was before sent rework)

The other two winged it, and had 0 problems until empowered where its like smashing into a brickwall. the curve from the first mono to the last unempowered is quite good, but empowered can be rough for many builds if they dont know how to farm up gear.

I think a bigger issue is that people are just used to more content. All of the people ive talked to who play LE and all the people ive introduced have over 1k hours on PoE, Where there is drastically more content.

1 player quit because not enough end game farming content, this was after he got over the hurdle of empowered. Cause player scaling stops around level 80, you have the majority of passives, and level 20 skills. And by this point if you have tanked the empowered wall, you are showered in Exalted. And so all that was left was chasing better base exalted, he more enjoys the poe gear curve.

The other one who struggled managed to get over the wall, but didnt enjoy many of the skills or build options, and also felt like a lot of the skills he did enjoy simply didnt have any uniques to change them up or make them cool. He is a big bow player, so yeah playing marksmen cant really blame him. He also enjoyed rip blood lich, and rip blood has 0 uniques other then random ones that proc rip blood sometimes on melee, he was a non melee caster


I think the problem of player retention is way more complicated then simply the game being to easy, its more so the game is easy until its not and then you get into the lack of gearing options and the stale end game for many players used to playing a juggernaut like poe, and its totally understandable why retention isnt there yet.

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FINALLY, YOU ADDED DROP SOUNDS AND LOOT ICONS

Now I will never miss a drop again

with all the stuff you added to merchants guild, CoF needs massive buffs to compete, not just this.

Which buffs exactly does the faction which is in all ways superior outside of broken access restrictions (like immediate access to boss uniques which MG shouldn’t have) need?

I went extremely hard into MG for a far too long time and can tell you outright: CoF is vastly better as soon as you hit empowered monoliths. Anything end-game related is much more powerful when using this faction.

In MG you won’t get 2 T7 items which actually have a realistic chance to fit your build, instead you’ll see a few during a full Cycle and all of them on the wrong bases and if not then with a high chance any crafting attempt failing. In CoF comparatively you get showered in high quality exalted items comparatively.

So let em fix MG
 EHG has screwed their economy up so massively it’s not even funny to talk about, it’s completely unusable long-term.

Most of the issue of MG is that they use GOLD to trade, should be using the tokens as the trading currency instead. This is not just because of the hyperinflation, but also because it means that MG gets to run mountain.

Earthquake nerfed again
ffs.

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This. 100% this. I’ve been trying to say this for ages but EHG does not seem to realize just how terribly balanced this game is. It’s horrible and nothing ever gets done about it because apparently they seem to think it’s fine. It makes the entire game boring/annoying/tedious/frustrating and completely irrational difficulty-wise.

Everything dies too easily so it gets boring fast until you are the one that dies too easily so it gets annoying fast.

And the way you need to collect item types with the right rolls and fill a million stash tabs with them to progress your equipment through an RNG system might work well on paper, but in reality it’s just tedious and unexciting. The “fun” part about this whole system just isn’t there.

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Yes, exactly.
Also as mentioned the access restrictions.
Restrictions should be revealed naturally, that means if you’ve killed a normal timeline boss those boss uniques can be bought. If you’ve unlocked T2 Julra only then only legendaries which can be created in T2 are to be unlocked, not those needing T3 or T4. The same goes for empowered drops and Aberroth/Uberroth.
The task for the player is not to cut off content through market access, it’s to allow an alternative source to acquire those items after showcasing they have the ability to do it in the first place.

The same issue as pricing in MG, EHG needs to implement a automated system defining a minimum Currency price related to the respective item power, which means Affixes, sub-base, LP, Affixes on legendaries and so on and so forth.
It’s nonsensical to have tons of items listed for 2k inside of it, which happens because they haven’t limited the listing amount and also are doing nothing to provide any use-case for favour besides listing and buying
 which obviously only takes a miniscule fraction of what you get for the majority of the playerbase
 so those nonsensical listings happen.

Which brings me directly to the next point
 limited listing slots. The market is utterly flooded with garbage because we cannot properly re-list (which can be solved easily but isn’t) as well as simply running into a myriad of situations where we don’t have any use for favour, so simply slapping tons of garbage in for the hope of ‘something’ selling is a viable strat at the cost of overal economic health in the game.
The solution long-term is to enforce a maximum of listed items and a enforced removal of items before starting to list anew at the start of any Cycle (in legacy). Hence the number shouldn’t be too massive, 100 suffices more then enough, enforces to only list the most valuable items and not simply shove everything in.

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I was wondering, what was the point of the previous polls asking community about doing balance changes during season while in the end there are basically no balance change at all even after large class rework when the next season start ?

As a former VK and specialy ES enjoyer I can’t believe the state of the build right now, spamy and no brain as hell, no effort to reduce the real deal which is nuke class dmg (+ free stun) with such crazy range and area, the gameplay dont even feel melee anymore. Vengeance synergy was a great idea but yeah the good old spammy version is safer and stronger and ofc no balance change to make less brain dead build variants at least as good or a bit better than the “original”.

Not even a single Volatile Reversal change in the patch note after a full rework of the skill and tons of feedbacks, how ? Why ?

Focus and optimization for minions, in the end i already know i will still not be able to kill ĂŒber aby with my Forge Weapon FG or maybe a single time if im okay to loose my sanity and my dignity xD

Overall getting a decent game experience while pushing corruption seems kinda unattainable, enemies dies too fast, or too slow or you’re getting rekt too much while already using all your defensive layers, or too safe, etc
 Orobyss is unbalanced and boring as hell at high corruption which doesn’t make you want to continue pushing and ĂŒber aby a pain in the ***.

So yeah in the end new stuff everytime which is great ofc but for consolidating the base and balancing the recent changes, not that much unfortunately.

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There are so many attractive primordial uniques that I can’t decide on my first build! :grin:

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Will the weaver’s tree be changed for the new patch?

After 200-300 corruption, mobs begin to hit too hard and one-shot the player (outside the broken builds). EHG can do what Blizzard did to solve the Rift problem with D3. Make the monster HP scale the way it does and slow down the damage scaling of monsters, say 50%.

ye i think they forgot that marrow even existed its soo old

The crew is amazing. You achieved so much in a short time. I hope that merging with Krafton won’t affect your productivity and quality. We love and believe in you, thanks for giving us the opportunity to spend our time enjoyably.

Yeah but the point is that all of these changes and buffs affect the few minion skills that are already being used in high level play, while leaving the vast majority of Necromancer minions behind. Necromancer players are disappointed because time and time again we express the desire for zoo builds to be usable at all, but the focus is always on the single minion builds. This is obviously not something that’s going to be updated mid-season, so for a lot of necromancer players that were hyped for the rework, it doesn’t lead to a meaningful change in bringing the weak minions up to the stronger minions, so we’re left pretty disappointed.

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While many of the minions skills that havn’t seen a lot of high level use didn’t received direct changes, I urge you to look at all the new passives. epsecially the threshold passives. These will 100% endable or support minion army builds in a meaningful way.

Also the baseline minion buff with player scaling affects all minion builds.
Plus the AI/Stance updates while could be labeled as QoL might make those army builds more playable and increase their effectiveness. So that could be a “buff” as well.

The season looks nice but damn it every time it falls at the same time as poe or poe2
 you really have to make an effort not to fall in front of it!

How so when they’re simply wiped out from a look at em?
The issue with zoo builds has always been that the individual minions aren’t able to tank a lot, which has caused severe issues during boss-fights or when dealing with any other high damage output effect. Heck
 even tomb guardians absolutely wreck minions.

No matter how well synergies work and how many effects minions get
 as long as they don’t survive to actually provide the damage and effects on the field they’re useless sadly.

The AI change sadly also doesn’t do anything here as they die when closer to you and especially so when rushing forward and being the prime target.