Last Epoch Patch Notes 1.1.4

Balance Changes

Our recent fix to cases where conditional damage bonuses were applying incorrectly had some unintended consequences, which heavily impacted specific builds in ways players could not have anticipated. To correct this, we’re buffing these skills or effects to restore the power they had before this fix.

Witchfire

  • Base damage increased from 300 necrotic and 300 fire to 600 necrotic and 600 fire.
  • Grimhilde’s Domain now grants Witchfire 2% more damage per 1% ignite chance with fire skills (from 1% per 1%), and 4% more damage per 1% damned chance with necrotic skills (from 3% per 1%). It now has alt text clarifying that these damage modifiers are additive with each other, but multiplicative with all other modifiers (this is not a change of functionality).
  • Damned Overload’s description has been updated to “You deal 2% more Damned damage to enemies per 1% missing health on you and 1% more damned damage per 2% missing health on the target” (previously stated it was giving 1% more Damned damage to enemies per 2% missing health on you). Its functionality has always matched this new description.

Earthquake

  • All nodes which referenced the “initial hit” now instead describe it as the “initial slam”. This is still referring to the damaging slam of Earthquake, as opposed to its Aftershocks. This clarification was made so that we could specify whether these effects apply generic more damage or specifically more hit damage. No functionality has changed in this regard, these are only clarifications.
  • The Harder They Fall’s description has been updated to clarify that it gives more hit damage for the initial slam (previously was ambiguous about whether it’s more damage or more hit damage).
  • Seismic Smash’s description has been updated to clarify that modifiers to Aftershock damage on this tree apply to the initial slam (previously stated “Increases to Aftershock damage on this tree apply to the initial hit”).
  • Shatterquake grants 40% more hit damage to chilled or frozen enemies. It was previously described as “30% more damage to chilled or frozen enemies”, and was actually giving two separate multipliers: 30% more hit damage to chilled enemies, and 30% more hit damage to frozen enemies. It was always a bonus exclusive to hits, but it being applied as two separate multipliers was unintended.
  • Rupture grants 15% more initial slam damage (from 12%).
  • Earthquake now has a damage effectiveness of 700% (from 350%).
  • Earthquake’s Aftershocks now have a damage effectiveness of 200% (from 100%).

Changes

UI

  • Corrected some monster modifiers not being capitalized correctly.

Controller

  • Gamepad can now navigate to Pet additional slots (the little slot that augments the pet).
  • Allowed pressing R3 on a gamepad to pin/unpin quests on the map.

Localization

  • Japanese, Chinese and Korean language improvements.

Skills

  • Made the cooldown recovery indicator on ability icons show up when recovering additional charges, but at 65% of normal opacity.
    • The off cooldown flash still occurs correctly when going from 0 to 1 charge and there’s no equivalent flash when going from 1 charge to 2, etc.

Bugs

Aberroth

  • Fixed an issue that allowed accessing Aberroth without having joined the Forgotten Knight faction.

Skills and Passives

Acolyte

Drain Life

  • Fixed a bug where Necrotic Feast allowed you to drain mana from yourself or other players. People are friends, not food!

Ghostflame

  • Fixed a bug where Ghostflame would display incorrect active and inactive tags on the skill panel.
  • Fixed a bug where Fuel of Anguish was giving critical strike multiplier per 100 missing health, instead of critical strike chance per 100 missing health.

Summon Wraith

  • Echoes Inside has had its description updated, as it was contradicting its statline (it summons two additional wraiths, not three).

Mage

Disintegrate

  • Fixed a bug where Lucomancer’s stacks could fall off earlier than intended.

Mage Passives

  • Sun and Storms typo fix.

Sorcerer Passives

  • Clarified that Lost Knowledge triggers on direct casts only.
  • Fixed Spelling of both versions of the Talons of Grandeur blessing.

Primalist

Earthquake

  • Snowcrash now properly mentions it consumes mana rather than adds a mana cost.

Fury Leap

  • Fixed a bug where Fury Leap did not use cold VFX when the skill is converted to cold.

Gathering Storm

  • Thunderous Strikes typo fix.

Swarmblade Form

  • Locust Master no longer mentions it buffs your Locusts, as that functionality was removed.

Werebear Roar

  • Now uses the same text about cooldown recovery as Warcry.

Wolf Howl (from Summon Wolf)

  • Now correctly mentions in the description how much this heals you and allies.

Rogue

Falconry

  • Side by Side now correctly says Falcon Strike.
  • Removed the extra “your” from Rending Talons.

Lethal Mirage

  • Sundering Blows typo fix.

Net

  • Tinkerer’s Combo now correctly says the effect can trigger once per 2 seconds (from twice per 2 seconds).

Sentinel

Forge Guard

  • Fixed a bug where Master of Arms did not grant its +2 strength with a two handed weapon if you were wielding a spear.

Shield Rush

  • Desynchronous Charge now properly states it removes the Traversal tag.
  • Dark Regression increased mana cost now properly shows as a downside.

Forge Guard Passives

  • Champion of the Forge threshold bonus now more clearly states that it grants additional critical strike multiplier while wielding a 2 handed weapon.
  • Fixed missing ´e´ in Master of Arms description.

UI

  • Fixed a bug which caused The Last Ruin, The Age of Winter, or Spirits of Fire timelines to show no “current blessing” when replacing a blessing in the confirmation window.
  • Fixed an issue where the login panel’s title background could extend past the edge of the panel.
  • Fixed the height of NPC chat messages. Multiline NPC chat messages should no longer overlap.
  • Fixed a bug where a summoned crab was not highlightable, therefore players could not see the crabs name.
  • Fixed an issue leading to waypoints sometimes blocking projectiles.

Loot Filter

  • Fixed the display categories for "Increased Area for Melee Area Skills (of Conquest), Mana and Mana Regen (Manaforged), and Mana and Mana Spent Gained as Ward (Transfusing) affixes in the Loot Filter Rule Affix Condition UI.

Controller

  • In the battle with Aberroth, if the player is using a controller, the correct health bar is displayed on the UI. Additionally, the orb in this battle is not an auto-target for the controller.
  • Fixed an issue where the UI menu controller could block player movement.
  • Fixed an issue with gamepad where pressing the specialize button in the skill tree sometimes would not work.

Enemies

  • Reworked the Winged Fire Boss abilities that created the firelines. It should be much more fair and avoidable now.
  • Made the Winged Fire Boss projectile that goes out and back destroy itself when the enemy dies.
  • Reworked Avalanche spell on the Wengari Patriarch to be less punishing and gave it a new, more clear indicator.
  • Fixed a bug where the Wengari Patriarch and Matriarch had ward thresholds in the monolith.
  • Fixed a bug where the screen shake from the Void Horror Slam was a couple seconds late.
  • Fixed a bug where the Abomination Boss death animation would not play.

SFX

  • Fixed the SFX for the MTX Embermane Tiger.

Settings

  • Fixed an issue where the VSync dropdown was sometimes interactable when Limit FPS was enabled. These settings are mutually exclusive.
  • Fixed layout issues with checkboxes in the Graphics settings panel.
  • Fixed FPS slider labels making it look like the value was negative.
  • Removed checkbox for unsupported motion blur setting.
12 Likes

You made the same mistake as in last week’s post :laughing:
You should go fix that to “properly” like Kain did :wink:

3 Likes

Don’t forget about the evade not being usable by a controller!

Thank you, adding that to our Ctrl+F checks haha :blush:

3 Likes

This is exciting, these guys ruined many an echo run for me :joy:

2 Likes

I’m not sure I understand the rule behind this change. I know they had ward thresholds up until now, I’ve been fighting them in the Monolith. But why shouldn’t they?
I may be remembering incorrectly, but the lesser Wengari Beastmaster Raid Leader has ward thresholds too. Is that also a bug?
What’s the rule? Should no normal boss in a monolith echo (that is at least not the echo’s objective) have ward thresholds?

thanks, love the weekly patches :smiley:

I think the Matriarch and Patriarch they are referring to spawn as part of the circular gate events, and are not intended to be full boss strength.

No fix to the Swipe/Life Leech still triggering even if you have equipped the Boulderfist Gloves Ah well, maybe next update :slight_smile:

They don’t specify anything, and I’ve found lone Matriarchs or Patriarchs around the monoliths before with ward. Now those don’t have ward either.

Given Lightning Blast’s Shattershock node uses the same descriptive text (“Lightning Blast hits deal more damage to chilled or shocked enemies”), why is that intended to be 2 separate multiplicative bonuses but Earthquake’s node isn’t?

When are you going to fix the filtering options for the Merchant’s Guild? We currently can’t search for exalted items with differing tiers. For example I want something with a t6/7 affix but I also want mana. I can’t currently search for something like that,

1 Like

Hi,
I changed the controller settings in steam so my leftstick press = space bar = evade.
I know it’s not a perfect solution, and I hope we can rebind things for controller ingame in the future, but I thought maybe it can help for now.

It works for me. Just had to “restore defaults” in the keybinds. This set it back to the B button

There is a similar bug with the loot filter category for “Volatile Zombie Damage and Explosion Area”. It currently appears in the Acolyte category, but it should actually appear in the Idol category. I reported that bug back in 1.0, but it has not been addressed.

Sad to still se no actual real improvement to controller system, with a more responsive direction change, a more fair auto-aiming system, or the option to remove it in general, now does more negative things that good things, and correlated to the change direction topic this affect massively all the mobility skills and the evade.
At now to move properly on controller and change direction we are forced to stop using the attack skill, and I can kinda be ok with that, even if on mouse and keyboard you can bypass that, but with the controller you should also wait a good full second standing still without doing nothing to actually change direction in the way you really want.
The problem is even worse for the auto-aiming system, that simply don’t work and force every build to be a close range build to actual hit the target you want, really really bad.

1 Like

Another patch another localization fix for Asia region, maybe someday EHG give their attantion to anothers but not today…

1 Like

I don’t think this was a bug you should revert it to how it was pls pls pls pls pls

1 Like

Blockquote * Reworked Avalanche spell on the Wengari Patriarch to be less punishing and gave it a new, more clear indicator.*

After this patch within 24 hours I tried again, still get kill easily by Wengari Patriarch multiple times.

Not sure is this an intentional? or was it a bug?

Sometimes he could spam 5-8 hailstorms out of no where, you get one stunned and it’s over.

They still have ward :laughing: