Last Epoch Patch 1.2.3 Notes

As this really doesn’t affect CoF players in any meaningful way. Even less so SSF players.

I am playing SSF CoF. I have 1 red ring with 0LP. I was completely shafted…what are you talking about?

How many Red Rings do you need to play the game?

How many do I need? I guess that depends on how you define “need.” It’s a video game and none of it matters, so I guess no one needs anything. But realistically, what I wanted was to find 2 red rings with 1 LP. That was somewhat possible with the old way of imprinting and basically impossible now. So yay, I get to look at my 1 red ring with 0 LP in my stash that will never get used now and be happy with the “accomplishment of having a Red Ring” (what does that even mean?).

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What the hell are you talking about? If anything it’s a massive nerf to COF. You can’t target farm uniques INCLUDING common uniques. MG can just buy common uniques, but COF can’t. The only thing this fixes is a MG problem that doesn’t fix anything since the damage is already done. It’s a gigantic nerf to any COF players.

The reality is imprinting any uniques is completely worthless now. They might as well just disable it on the node.

The proper solution here is to simply make imprinting a CoF-only perk. It was clearly designed to help SSF and CoF players target farm items. With MG, you don’t need this because you simply buy said items. All giving imprinting to MG players did was destroy the market. It wasn’t properly thought out (no big surprise) and “fixing” how it works 3 weeks after the economy was already destroyed by it doesn’t help anyone.

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It didn,t destroy market tbh most good items sells for billions anyways if ya get red ring lp1 it costed 1.5 bil now with imprint nerf it will drive prices even more up and listing cap is 1.5bil so there ain,t no way to sell it for more atm.

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So the only argument anyone even has in this thread for why “fixing” the imprint “bug” was a good thing is irrelevant. Nice lmao

It’s sad because I was just talking to people about how it was refreshing to see EHG not take themselves too seriously and just let people have fun. Like the entire game philosophy compared to PoE2 is all about having fun and QoL instead of trying to justify why the game should be slower/shittier/less rewarding/more time consuming because…checks notes…the “vision”. Then they pull this and it’s like…oh cool, another “no fun allowed” nerf like every other studio. Just felt like it came out of left field.

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You already have one though :stuck_out_tongue:

That’s anything beyond ‘realistic’.
The expected timeframe to find that in CoF is 1500 hours+

Your expectations are wildly beyond the situation existing. Red Rings don’t come with LP, if one comes with LP then it’s a item you usually don’t see.

See above why.
Reducing 1500 hours of grind as intended for such a massively OP item to… 10…20? That’s as broken as it comes, obviously needs to be fixed.

A 0 LP red ring not being used is kinda a waste. How much better then ‘10% less damage taken’ do you want? That’s one of the strongest items in the game beyond anything else.

You never could deterministically target a singular item, can’t now either. You can only increase chances of acquisition in LE.

Hence by that alone it was broken, albeit LE should have such systems in the game. But… properly and balanced implemented and not like this crap we had going on.

If you wanna get a ton of common uniques of a specific type then go and do the prophecies, that’s their goal to exist, you can literally get 4 uniques per prophecy for that and stack 10+ prophecies at once per boss-clear for example. How many more uniques do you wanna drop?

Once more… such hyberbole is baffling.

‘It’s useless!’
Yes, clearly a 2000% friggin increase in drop rate of a specific item is a waste. Why have it? Insubstantial clearly!

Get a grasp and check the actual drop-rates and then make comments. It’s a joke, that’s a clown-comment you made.

Ah yes, because MG clearly is in the better state right now, yes? So lets give CoF even more upsides then it already has because EHG can’t get their crap together to properly balance 2 player factions accordingly to ensure a mostly fair environment. No, instead we have a ‘but I don’t wanna loose my shiny!’ stuff entirely screwing over the other half of the playerbase basically loosing out on a mechanic which is supposed to be universally available and hence with the need to be balanced for universal need.

It can’t get higher then 1,5 bil because that’s market cap.
Which is another MG problem, market is simply broken and you don’t even realize that that’s the maximum you can sell an item for. So what if something is of higher value? Well… who knows, everything at the top end is the same with that system anyway and below we have nothing to bridge the gap!

Don’t make me start about the MG state overall.

Like any sane developer who gives 2 shits about their game surviving for more then a year into the future plainly spoken.

But well, so many people with in-depth development struggles knowledge here it seems. If it’s just that easy why not learn basic coding and making your own product is my thought every single time. Ah yes… because it’s not that simple… I remember! :stuck_out_tongue:

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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