Last Epoch Patch 1.2.3 Notes

I’ve been in software development for over 25 years and have made plenty of successful products. I’m not sure what that has to do with anything or why it matters…

This is simple. You wait until next season when the economy is reset anyway to make a giant change that effects the economy. You don’t do it in week 3 or 4. That is just common sense.

You’re arguing for the sake of arguing at this point. I’ll see myself out.

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Ah yes, ‘software’ demands seemingly the same fundamental psychological loops to be adhered to then a game. Because that’s what I’m talking about.

As a game-dev you don’t solely handle UI and user interface issues while having clear and strict functionality presented (and not even that gets properly handled all too often sadly, but that’s another topic) but also the psychological aspect on top.

A small fraction of that is included in normal software development, which is ensuring that people don’t missclick and ruin their whole work-process through that… and even that is messed up beyond end with several products and not fixed for years.

With a game you have the distinct part that if it’s not fun people don’t engage, they’re not enticed… they don’t use it as a tool, they use it as a means for relaxation, gaining success which our brain deems meaningful. And that is quite hard to do!
Too much fun? Well, where’s the value? Now our brain shuts off swiftly and we stop engaging after 10-15 hours rather then 500+. Too little fun? We stop engaging in 10-15 hours too, because why engage with it without rewards? The golden middle? Good luck finding that with 15 different types of players rambling what should be done in 30 different ways entirely opposite to each other.

That’s why you have a core design philosophy and follow that. It keeps it stable, it ensures the people liking your product will keep liking it… and like-minded people gradually gather together. But if you got a product like LE where people from PoE and D4 at the same time gather together and now vey for control of how easy/hard… non-grinding/heavily-grinding and so on the game should be what do you do? You are unable to please them all, so where do you actively wanna position yourself?

Keeping the imprint is D4 level engagement. You’re through extremely quickly and got basically nothing to strive for. Making it long-term and gradual is PoE levels of grinding. You need a long while but there’s steadily something there.
I would argue LE is supposed to be in the middle between them… you know, like promised. Not as hardcore as PoE, not as casual as D4.

So I’m getting mighty pissed at people wanting it D4 Volume 2.0 with different graphics style and worse story.

Oh, absolutely! I never argued against that :slight_smile:

IT’s a Day 1 fix, and EHG dropped the ball, as mentioned.

But it needed to be done anyway since it’s that extreme of an issue balance-wise.

Regex AND Macros. My dream has come true :sob:

30 character limit max, so good luck doing any proper in-depth regex search :stuck_out_tongue:

That’s plenty. Sometimes I just want to see T7’s for gambling or listing to trade. Sometimes I just want to see what has LP for a slam, etc… I’m not smart enough to do something complicated.

Still awaiting for bazzar nice sort filtering items,
especially unique items, such as Nihilis strait, :joy: aint kidding to find 1 by 1 for the good strait

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Thanks for fixing the imprinting bug : it did feel way too OP !

Now, it feels more like a prophecy (for the imprinted item type) that procs from time to time for free, which sounds good to me :slight_smile:

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Sure:

Reported this Season:

  • Trinity of Elements (Runic Invocation : Fire>Cold>Lightning) instead of three rotating beams, now is just one.

  • Runebolt - Runic Evocation (Node with projectiles seeking enemies): They don’t seek enemies.

Reported First Season:

Rogue - Bladedancer - If you equip two katanas, increased melee attack speed doesn’t take into account the 1.2 base speed of the two katanas: supposedly is like a more multiplier of the average of both weapons speeds, like 20% more attack speed, so if I use something that gives me 5% increased melee attack speed, should apply 6% instead. Could be a character sheet issue, or a mechanics change I am not aware, though.

https://forum.lastepoch.com/t/mp-weapon-speed-scaling-not-working-on-mp/54443/2

Confusing and wrong tooltip on Sync Strike - Crimson Storm node.

Reported Pre 1.0 Maybe these one got fixed? not aware of it tough:

Increased damage per shadow not working properly:

Armor shred duration not working from idols

You need to understand that this has always been happening. You just didn’t realize because it made rares instead of uniques, and those got hid by your filter.

I’m getting Palaruses from my imprints just like before, in addition to other swords. I’ve seen people say that they’re still getting multiple red rings a day too. It might be a bit rarer, it might not be, it’s hard to know so quickly with this level of RNG, but it certainly doesn’t look like a situation that calls for doomsaying and hysteria,

Still, it would be ideal if EHG just clarified whether this affects the odds at all or not.

  • Trinity of Elements (Runic Invocation : Fire>Cold>Lightning) instead of three rotating beams, now is just one.

I have a ticket in for this. I remember other players bringing this up a week or so ago. I poked the team about this one personally.

  • Runebolt - Runic Evocation (Node with projectiles seeking enemies): They don’t seek enemies.

This works as intended. It’s not homing like we have with fireball homing node, hence why we worded it differently. It will try to target at least one of the rune bolts to a target. There is a clear difference in the tracking with and without the node.

Rogue - Bladedancer - If you equip two katanas, increased melee attack speed doesn’t take into account the 1.2 base speed of the two katanas: supposedly is like a more multiplier of the average of both weapons speeds, like 20% more attack speed, so if I use something that gives me 5% increased melee attack speed, should apply 6% instead. Could be a character sheet issue, or a mechanics change I am not aware, though.

I asked one of our designers about this one and he confirmed that what players see on the character sheet is correct and said it’s working as intended.

Same as 2 years ago: it says gives you 1 second of Crimson Shroud but it lasts normal 4 seconds (1 point invested)

This was updated a while ago. It should state the correct timing on the tooltip which is 4 seconds.

“% Increased damage per active shadow with shadow cascade”

This looks like it’s working as intended. I tested this spawning shadows from Syn Strike and used the Shadow Torment node in Shadow Cascade. With shadows present my damage is much higher.

Increased Armour Shred Duration not working?

I just tested this and looks like it is working as intended. I have 100%~ increase with 2 idols and hitting a dummy is providing me with a longer armor shred duration.

Hope this helps! Take care.

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Hello,

Yes I tried the shred duration on idols and now works!!

The increased damage per shadow worked with the same damage increase as if only one shadow were spawned. Didn’t have the chance to test it out.

EDIT: Crimson Storm tooltip still states 1s duration with 1/3 investment: while is 4 seconds always and the point increase the max stacks.

In offline the more/less damage from base weapon speed for dual wield seems to work different.

Anyways, many thanks for taking the time to check all of this, and thanks for the clarifications.

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Not true. I just imprinted common uniques for 5-6 hours and didn’t see a single one of that drop (but I got a lot of uniques/sets of the same item slots). In fact it appears to actually not give you the unique that you imprinted more often. It seems like its almost exclusively “randomly roll [item slot] that are set/unique”. Palaruses has a pretty low pool of things (13) it can randomly roll into, so that’s probably why you’re seeing a lot of the same item. If you choose a unique slot (e.g. boots - 19 options) with a lot of other unique/set options you’ll see it far less since the random pool is huge and that seems to be the only way to get them now.

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How much LP?

The “Increased Melee Attack Speed” value shows a sum of all your increases to melee attack speed, and intentionally does not factor in your base attack rate. This is for the sake of effects such as Void Knight’s Rot Grip, which cares about the sum of increased melee attack speed and does not consider your base attack rate.

The “Melee Attack Speed” value factors in both your base attack rate and all modifiers to your melee attack speed.

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Just so you know, this was already available by just typing in “legendary p” in the search box.
You could spell out “potential” rather than just “p”, but I like making things as short as possible so I would do something like “ary pot”.

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AYO REGEX BAYBEEEE
Swapped to Circle not long ago, started playing HC for the spice… the stash has been rough. Was fine but kept wishing we had regex…and there it is!

Now just remove ward from the rest of the enemies, cap fp-loss a bit and ggs

+1 good patch as always

OH and the party/weaver-imprints is low-key HUGE change. One more thing to incentivize actually playing with the homies. Love to see it!

It’s okay to have big feelings.

“Added an alternative interaction mode for WASD that disables ground movement with the left mouse button while allowing rebinding for ability, to be used for both regular interactions and ability casting.”
Here is my feedback for this. Certainly, this is a huge improvement for the player’s experience. But two problems exist and need to be fixed:

  1. The skill bound on left click can’t be cast without a target or Shift being held down. Should add a “Use skill without moving” as an option for each skill.
  2. The skill bound on left click can’t be cast continuously by holding down left click, even if Shift is being held down and/or the skill is targeting an enemy, they should work the same as when they are bound to other slots (eg, right click).
    Hope you guys can take a look at this and solve these problems.

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Please add models for unique armor! I can’t describe how disappointed I was when I found nicely looking bear made set for my primalist and it turned out it looked the same as raptor, which imo looks terrible :confused: