Last Epoch Patch 1.0.3 Patch Notes

Because the difference is that these are BUGS and not actual balance issues: Falconer is unbalanced, these are BUGGED.
Thats a pretty significant difference bud, just like they fixed the bug with holding off hand items while using a two handed weapon. These things are balanced around the way theyre intended to function, and when that balance is being altered by BUGS thats not the same thing as it just being poorly balanced in the first place.

Why would they bother balancing anything at all, if they were going to let players exploit actual bugs that throw all that work out the window. Falconer will inevitably be nerfed in the future as well, since its overperforming. Falconer, however, is not BUGGED its unbalanced. Balance changes and bugfixing are not the same thing: bug fixing can effect balance, but balance changes are not bugfixes.

Nothing was nerfed. Skills that were broken were fixed to scale properly. Affected builds are still S-tier builds.

And there I thought you were someone who is capable to not be blinded by semantics…

But keep on saying a bugfix reducing player power is not a nerf, and skills/classes overperforming by a factor of 3 compared to any other build are just a little overtuned if that makes you happy.
Thank you for the discussion, some of your points were actually very good and interesting in my opinion.

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Never mind my other reply. I just realized that this was a patch that hadn’t downloaded to my computer yet.

Could you at least in the mean time implement say a 3-10 second timer between each chat submission so that way they cant send like 5 messages back to back?

It’s not complicated. Let’s look at the warlock build with broken Profane Veil skill, and let’s look at the Falconer explosive ballista build.

Warlock: Tooltip says 4% and actually gives 40%. That is quite clearly a mistake. It enables characters to trivialize huge portions of the game.
Falconer: Skills are not broken, but the interaction between skills and gear results in a build that’s a lot more powerful than they forsaw. For example’s sake, let’s say they intended the build to easily reach 500 corruption but in reality it blows past that to 1000 (again made up numbers to demonstrate the point).

One build enables a power level of Y that was always intended to be X, and is so far out of whack that it warrants an immediate fix. The other is one that doesn’t make sense to nerf in the middle of the cycle, because it has no bugs and the devs simply underestimated its power. It’s clear which is which.

It’s also clear that so far, the stance AND action on overperforming but NON-BUGGED builds has not changed! And until they do something to lose that trust, there’s no reason at this time to think that nerfing builds mid-cycle is going to become “normal”. There’s no question that Falconer is getting nerfed, but it will be post-cycle.

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Noticed some weird issues in Monoliths today. None of the mobs would disappear after you killed them, they would die, but their bodies would remain. Also, portaling to someone with co-op would cause you to show up, but you would be invisible, which means having to close out and reopen. Not sure what’s up, but it was a new bug to me. Still having frequent disconnects.

Now how do you know for certain that there is not a decimal misplaced somewhere in all the skills used by explode ballista players leading to beeing at least twice as strong as every other class?
I mean it would make perfect sense given how strong the build is.
That would classify it as a bug, and since mid-cycle bug fixes are now a thing all players who play that build can now anxiously pray every day that they wont bug fix their build they put so much effort and dedication into.

So again, I stand with my point:
no mid-cycle bug fixes unless absolutely necessary

They need to fix the Lunge animation. I keep getting stuck in the lunge position and have to hit another skill to get out of it.

I never said bugfixing cant be a nerf: I said BUGFIXING and BALANCE FIXING are two separate issues, so stop lumping them together. I’m sorry you cant understand the basic nuance here, but I’m done trying to explain it to you. You have already decided your opinion on the issue, and have insisted on saying the two are the same when they very much are not.

Falconer will be nerfed, appropriately, when the actual balance changes happen. BUGFIXING for major bugs in the coding are not balance changes, they are bug fixing that may or may not effect balance. If falconer was BUGGED it would be getting fixed too, as shown by the issue with Smokebomb being fixed since it was bugged. Its really not that hard to understand

Again, i am baffled that you know for sure that there is 0 buggy interaction with a skill performing at least twice as good as everything else in the game.

But I pray for all the explode ballista players that you are right on this one and it is not bugged.

Having your character nerfed, even if it was through a bugfix, is never pleasant and an absolute motivation killer.

And now again my song and dance:
No mid-cycle changes unless absolutely necessary pls!

You have exactly zero evidence that it IS bugged. If its proven to be bugged, it can and SHOULD be bug fixed. You keep saying “unless absolutely necessary” but these are major bugs being fixed so they ARE necessary.
If falconer is actually bugged, it will be changed: if these are being outperformed, and ARE bugs, you’d have to be an idiot to think they didnt bother to look at the Falconer at all for bugs at the same time.
They even made a major nerf to falconer BECAUSE IT WAS BUGGED. Stop spouting nonsense just because the build youre using is the one that got effected by the change. Come back when there is literally any evidence at all that falconer is actually bugged. And maybe try to learn why a lack of proof is not proof, but the burden of proof is on the claimant. If you think Falconer is actually bugged, do some math and prove it. It shouldnt be hard, if its just a misplaced decimal like you’ve claimed.

If you carefully read my last post again you will see that i actually dont claim that ballista is bugged - i said it could be bugged, i even wrote that i hope that it is not bugged… Why do you want me now to prove by math that it is bugged and tell me something about some claimant?

I think we both are a little aggravated at this point and should end this discussion - was fun nevertheless, thank you for your time and input

May you always hit your 50/50s in crafting

No problem man! Sometimes it happens, if u play strictly true offline :smiley:

Sophistry. The burden of proof is not on me to prove something is NOT bugged. You’re saying no changes mid-cycle unless absolutely necessary. If a build is bugged so badly that it trivializes the game, you don’t think that’s absolutely necessary? If that’s the case I think most people are going to disagree with you.

In the first cycle of a game that is still riddled with bugs, non-functioning skills/items/passives etc. i would not mind if they dont bug fix skills mid-cycle that are overperforming, no.
Taking power away from the characters of players mid-season should be avoided at all cost - Literally no one wants to be weaker than the day before in a game which is all about progress.
Personally i would rather put the focus on things that are not working at all.
However, if those skills affect the game or server stability, then of course.

And on the topic of trivializing the game - this game has infinite difficulty scaling, so if you climb high enough you will get to the ceiling of your build (as I did with my warlock before the patch).

That this ceiling is far higher for some and lower for other builds in a mostly singleplayer PVE game in its first cycle while it is still riddled with bugs doesnt really bother me.

However, i hope and expect that this discrepancy will be adressed with upcoming balance changes after the cycle.

Still waiting for a fix to the mage holding 2 hand swords backwards

(I will never read a reply) Still no fix to the game setting all graphics and textures on Ultra over and over between each area even though the player selected lower. You can tell it is happening because if you disable grass and run a couple monos the grass will be re-enabled after another mono.

Also, no matter what settings you put, the spell effects and animations are all in Ultra no matter what settings you put.

To put it simply… SIMPLY EMBARRASSING. I’m embarrassed for the LE devs that the game is this buggy. Neckbeards fix your game.

Let me preface by saying I love this game. I’ve sunk more than 100 hours into it and I’ve left a positive review based on my experience up until the end game. End game performance is a big problem: Playing solo the game is “fine” albeit with some fps drops but very playable.

However, in it’s current state, running arena’s or empowered monoliths / tier 3 or 4 arenas with a party of 2 or more is unplayable! I should not be dropping to 30 fps on very low settings on a 4090, 13900k 64GB ram system. I know a lot of people are posting in the Tech Forum about this but I have yet to see any substantial acknowledgment about this. I am really at the point of putting the game down until this is fixed and will consider changing my review if it is not addressed.

Also the spell effect density for some builds (ie. explosive ballista falconer in particular) is INSANE. Outside of it making it incredibly difficult to visually see boss AOE/attack cues, I also think this is a big contributor to the FPS issues. Can @Devs please comment on this?

Good patch EHG. Keep fixing bugs please.