Last Epoch Patch 1.4.6 Notes

Quality of Life

  • Optimized the logic responsible for updating loot labels on the screen, improving the overall frame times when many items are on the ground.

Bug Fixes

  • Fixed an issue with key based interaction that allowed players to interact with objects while dead.

Skills and Passives

Acolyte

  • Profane Veil: Fixed an issue where casting Profane Veil while having the Singleminded node allocated would sometimes cause the player to teleport back to their starting location after the ability is ended.

Mage

  • Shatter Strike: Fixed an issue where indirect casts with the Clash of Lightning node allocated would play the wrong sound.

Primalist

  • Summon Storm Crow: Fixed an issue where when converted to fire crows were still showing a lightning area on cast instead of the intended fire one.

Rogue

  • Hail of Arrows: Fixed an issue where the player character didn’t animate correctly when channeling Hail of Arrows.
  • Shadow Rend: Fixed an issue where Loose Pockets would not work if Night’s Approach was also allocated.

Sentinel

  • Devouring Orb: Fixed an issue where Cosmic Impact’s hits could not apply ailments when hitting an enemy on subsequent hits after the first.

Items

  • Corrupted Items: Fixed an issue where, when corrupting item types that could have a Personal Affix but not a Champion Affix, corruption could fail and result in a “Nothing Happened” outcome.

Campaign

  • Fixed visual effects for fountains used in Chapter 9.
  • The Temple in the Sky: Fixed an issue where the cinematic could be disrupted if a party member left the scene while it was playing.

Monolith

  • Fixed the probable source of an issue where players would get an LE-64 Error when trying to start an echo until you left the scene and come back after defeating Aberroth.
  • Fixed the probable source of an issue where players would sometimes get an LE-63 Error when attempting to start an echo despite no other echo currently being active.

Factions

  • Weaver Tree: Echoes with the Rune Prison objective will no longer prevent Tombs from spawning the guaranteed Rune Prison encounter from the Weaver Tree’s Graveyard Prisons node.
  • Fixed an issue where the Forgotten Knight’s tutorial was reappearing incorrectly while you were not in Shattered Road.

Encounters

  • Cemeteries of the Erased: Fixed an issue that sometimes caused Cemeteries to be generated without Shrine Spots.
  • Nemesis: Fixed an issue where visual effects for Nemesis nodes would linger after your cursor was no longer hovering over the object.
  • Primal Hunt: Fixed an issue where sometimes multiple nests could appear in a single cave, often outside of the playable space.

Enemies

  • Aberroth: Fixed an issue where its Absorbing Chaos attack would occasionally spawn with vertically aligned visuals mismatched from its hitbox.
  • Haruspex Orian: Fixed an issue where his Flame Breath attack would desync from his face’s position if he was stunned or slowed during it.

UI

  • Idol Altars: Fixed an issue where comparing idol altars showed incorrect idol rarity background color for the equipped altar.
  • Player Portals: Fixed an issue where the name of a portal would not be displayed when in range to interact with it while using a controller.
  • Stash: Fixed an issue where opening a stash tab could result in seeing items from multiple tabs appearing to stack on top of one another.
10 Likes

Thank you for fixing Graveyard Prison bug xD

1 Like

Please fix the “Connecting” bug when logging out and back in.

3 Likes

Another week of no fix for controller players for Dancing Strikes. Getting ridiculous now.

yes this is terrible and needs to get fixed

1 Like

Can we get Marked for Death shield corruption fixed anytime soon? It’s been broken since the release of season 4. I’ve reported it both here and in game and got 0 response for over a month…

bug report: Marked for Death Shield Corruption not working properly

1 Like

By the way, this location hath very bad performance.

3 Likes

Have You fixed connecting bug yet ??

7 Likes

The Temple in the Sky needs a lot more work imo, one of the areas with massive fps drop and heavy lag, thanks for the patch though.

1 Like

remove monster penetration. remova monster penetration. do not touch any dmg modifiers for monster but remove monster penetration stat. %75 is crazy. fire who tell this idea.

this idea owner is criminal. this kills defence in this game.

NO! It is brilliant idea to add penetration to mobs. With this system if you have 75% res, after penetration it becomes 0% and you receive 100% damage, if you have 50% res, after penetration it becomes -25% and you receive 125% damage, by 1/4 more in result. But if it no penetration, with 75% res you recieve 25% damage, with 50% res you recieve 50% damage, 2x more in result, so keep you res at cup becomes mandatory and reduce divercity in building defenses.

3 Likes

If they removed penetration they’d have to increase mob damage based on area level or give players a resist debuff like PoE does. While mob penetration isn’t perfect, it does have the benefit of making the damage increase if you’re not res capped more logical, as Notiam shows, as well as not excessively punishing the player for not being res capped.

2 Likes

100% agree. The way LE now implement it is also far more intuitive. 50% res takes 25% more damage than 75% res, unlike the PoE system where 50% res takes 100% more damage than 75% res.

3 Likes

le defence is multiplicative not additive. so you can not let monster penetrate resistance. multiplicative system good for dmg scaling but bad for defence scaling.

anybuild in 500 corruption takes one shot from almost every hit.( shield using builds takes two shots.) tanking in le is do not get one shotted and leech the dmg taken.

No, it just means that you need to use as many defensive layers as possible to mitigate as much damage. For example, if you had 3 layers that all mitigated 75% of damage, you’d end up taking 1.6% of the original incoming damage. ARPGs tend not to have additive defences & if they do they keep a firm hand on how much you can get to make sure the player doesn’t become functionally immortal.

If we take PoE for example, their defences are similarly multiplicative. For example, if you had 75% resist, spell suppression & reduced damage taken (eg, Slayer’s Brutal Fervour for 10% DR while leeching), you’d take 11.25% of the incoming spell damage.

Yes, that is generally what tanking means. Mitigate as much of the damage you can & then leech/regen/life on hit/etc the rest back before you get hit again, it’s the same in all arpgs.

Then they’re not tanking & need more mitigation/defenses if they want to tank said hit. Like using a shield or something else.

in poe monster does not penetrate our 75 resistance. this game has this modifier in base game. in poe hc players does not do maps has penetrate modifiers

I never said it did. PoE handles player defence scaling differently, by applying a resistance malus after act 5 & 10 (-30% each time). In LE the resistance penetration can be ignored as it isn’t able to be avoided, as long as you keep your resists at or near cap you’re ok.

1 Like

I’m a casual player. The way things are I play until ~300 corruption and finish LP1 items for my slots. This takes about 2 weeks. I stop there because I can’t improve without crazy time investment. LP2 and double exalts or better are super rare and upon crafting are junked most of the time. Playing ~20 hours after reaching this point I was unable to upgrade this season. Maybe imprints were abused, but they’re just dead now. And there is no other way to consistently get craftable copies of your exalted and LP2+ items.

I hope this issue is addressed for next season. I was having fun and if I felt I had a chance of not wasting my time I would have played far longer.

2 Likes