Last Epoch: Tombs of the Erased Patch Notes

Brilliant patch notes, been reading almost all of it for about 5 hours now.

I’ve said this since long in the beta, and now I think I’m about to be proven right: Last Epoch will revolutionize crafting in the whole industry.

The randomness standard is a thing of the past, it needs to go. This patch is gonna be a masterclass in how to treat players, jesus christ.

Yes, you can !
On the frontpage of letools, there is a link for each list of new stuff (items, skills, etc.)

Here’s the link of the specific page for items : https://www.lastepochtools.com/db/version/version120/new/items

And you can hide normal and set items to just show uniques. It’s cluttered with the cocooned ones, but it’s not that bad. :smiley:

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Should be ok with servers since it isn’t PoE2

You’ve cooked up for this update and I am very excited to play it on the 17th. Great job!

There are a few things I like to mention here.

Catching that bug with the minion damage reduction is huge. It’s probably one of the major reasons why necromancer minions feel so inadequately weak and die to a slight breeze. Hopefully this will improve things significantly.

The reforging of set items seems big but I think there are a few unexpected things here so let me mentioned the ones I caught.

First, you just said that all we needed was to have an open affix. The way I interpreted this was ANY open affix but in fact it depends on the item itself what affix it uses rather than it being up to player choice. I imagine it might have been a bit harder to handle because a shard would need to be able to be placed on either prefix or suffix slots which is not normal behavior but I don’t think it would have been that hard to figure out.

Now, I’m going to mention 4 items that I feel might have not been done justice in the reforging of said items.

First we’re talking about all of the Pebbles set. The melee damage was expected but the resistance was certainly not. i understand you tried to theme it around the specific element but the idea of the 2 affixes that get transferred are the most important and iconic. In this case it should have been both the elemental melee damage and the minion % damage. Those are without a shadow of a doubt the iconic ones and the ones players want.

Then we have Lich’s Scorn and this one is the one I am actually very sad about because a bad choice of set here means that there is absolutely 0 possibility to reforge this item and it has to be used as is. The dread shade to cold is of course 100% correct but the cold damage with spells and attack per infernal shade is absolutely not. It’s something you kinda care on archmage builds but not even that much. The one and most important thing is the cold penetration per intelligence. Be it archmage or any other build, if you picked the pen and the dread shade then this would have been an item that could be targeted for reforging but if those are not the 2 picked it is impossible to reforge because passing the penetration is just not an option. It is the best affix and it is the most iconic. I hope you will reconsider to change this before launch because the Pebbles set is a small loss but it isn’t a big deal where Lich’s Scorn forces the players to be in a position where they either use the item without reforging and as a result kinda lose on a lot of power cause set items are weaker. Or they just don’t use the set item at all which also makes the build significantly weaker since the bonus it gives is very powerful too and possibly even build enabling. Again, please reconsider this. We need Dread Shade does cold damage and we need cold penetration per int on minions.

Last, I really like the QoL on Dread Shade so we don’t need to keep recasting it and I’d go as far as make a suggestion you could potentially implement by 1.3. Add one node linked to Lone Watcher that makes all ranged minions follow and always stay inside the dread shade aura so we don’t have to keep shepherding them like headless chicken.

Again, great patch and I can’t wait to start playing on the 17th.

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Just like the first PoE 2 beta, Im going into this totally blind. Havent been excited for an arpg since December, thanks for this EHG!

edited - called yall GGG :sweat_smile:

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I just love you guys … Keep up the good work … I’m sooooo hyped :heart: :egypt:

Changes look amazing, can’t wait!

Wish you’d added a low level spear unique to level up using Jav from 18+ rather than needing to wait til 40 :frowning:

Can a dev please elaborate: is this to mean that Furnace cannot become a “nova” or cannot become a “cone” from Detonation? Detonation I believe converts SW into a nova, not a cone. And as such, can Furnace in any way become a nova-area now in 1.2?

I’m a little confused about something…

Magic and rare enemies are tougher and drop more items, but regular enemies drop items less often.
(Magic enemies) Drop 205% more items than regular enemies (from 150%).
(Rare enemies) Drop 520% more items than regular enemies (from 400%).

If the BASE LOOT RATE for the regular enemies is being lowered (no mention of how much) then wouldn’t raising the loot rate for other monsters that are BASED on that loot rate, just be a compensation, not a buff?
Like, if the base loot rate was 100% down to 75%, then the Rare enemy loot rate would have gone from 400% > 390% with this change.

How come you don’t mention the amount the Regular enemy was changed? Is this secretly an overall nerf? Not to mention you’re replacing some item drops with gold, according to the

Some of the items from large explosions of loot are exchanged for extra gold, and gold drops in multiple piles when a large amount drops at once.

Thank you EHG.

I see where you are coming from, but you are over complicating it. In the absence of numbers, you just need to read the numbers as they are stated.

It’s just that nearly every other bullet point in this update that I can see is very specific and precise about the changes to any other number, but then the baseline used by several other points in the patch notes (which are also, themselves, precise) is somehow miraculously left blank.

It seems like an intentional obfuscation so that they can disguise a nerf as a buff, which always aggravates me. Nerfs can be necessary, but intentionally hiding them and disguising them as buffs is going to upset the community, and when someone tries to point out the change, others will be quick to quote the two changes that ARE precise despite being BASED ON those hidden changes, and say “it was a buff, actually” despite being wrong.

It’s a really shady and unfavorable thing to do.

Bring back Honour!!!

I totally understand this, and it gives me flashbacks to a couple years back when GGG said they were improving drops but in reality, they got nerfed to hell.

Maybe @ an EHG dev, they are always happy to clear up confusions. Probably have a better shot on discord honestly. Either way, hope it gets clarified for you.

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Been awhile. Excited to dive back in!

I feel that game lacks seasonal challenges. For most players it doesn’t matter I assume, but I will be glad, if my accomplishments during the season will reward me like some free cosmetics. For me it brings some goal to force me to progress in game every season.

I am so unspeakably excited. Last Epoch was my first love in the ARPG space, and I miss it dearly.

I’m more worried that it might lack challenging content until very late game. If it will be not interesting in the first few hours, I will probably drop it.

Can you define what ‘early challenging content’ means to you ? I mean it in a concrete, factual way. (and I hope it’s not perceived as condescending)

Since you can go as fast as you want and choose your fights (what POE2 absolutely hates and refuse you to do with the movement speed debate right now elsewhere), you can easily just rush some campaign zones, gets fewer but more challenging encounters and get rewarded for it (by just… not wasting time).

I had the same stance as you, but i’ve changed my approach* after starting ‘speedrunning’ (with amateurish attempts).

Now, my encounters are spicy, I do campaign (the 15/8 in SCF) under 4 hours (and I think I can get under 3h30 with some masteries), and I don’t feel the slog anymore. I feel like I was wrong asking for a more challenging campaign : I was just slow and sticking too much to zones. Now I skip some zones and I feel way more engaged with what I do AND I get to a proper build so much faster.

I think I kinda need to apologize for posts where I was asking for harder content early game. I was just staying in zones too much. Plus, EHG finally seems willing to gives players tools to skip some content and gives them agency to what/how they progress with the new dungeon passives/idols rewards. I can’t wait to find ways to be better and faster.

So, I genuinely ask you : is it possible that you don’t engage the game in the best way it could be for you ? It is presumptuous but sometimes, the game wants to meet you ‘halfway there’, you know.

But also, maybe the game is not for you and that’s absolutely okay. Take care!

*Okay, language question. In french we say “Changer son fusil d’épaule”, which translate to ‘Switch my rifle … from one shoulder to the other one’ ? Google says that the translation is “change one’s approach”… it gets the meaning but the image is so far off, I’m wondering if there is an equivalent expression in english ? Sorry that’s random and irrelevant but I’m curious :stuck_out_tongue:

Edit : I still think that the masochist boots were an arrogant and lazy insult to players that were asking for challenge. Like “Oh, you’re so cute, you want a challenge. Here! Suffer for no reason, you dumby-dumb-dumb”. Still hate it the way it was conveyed and offered.

login dude