Ninety-Nine little bugs on the wall

Hello Travelers!

One of the pieces of feedback we hear regularly is about long-standing bugs or issues that haven’t been addressed in Last Epoch. In our ongoing efforts to be responsive to our community’s feedback, we’re making a concentrated effort to address these in upcoming releases.

We’ve been gathering information from discussions across our social platforms and putting our own list together from bug reports submitted to us. Though what may be classified as a “bug” often requires considerable knowledge of systems. Understanding that, we want to make sure we are addressing the issues our community wants addressed, and not just what we classify as “bugs”. Our goal is simple: identify which long-standing issues still exist in Last Epoch and fix them if they’re not behaving as expected.

So, we are reaching out to our our amazing community, to ask you directly: what issues do you have a bone to pick with?

Thank you for your constant passion,
EHG Community Team

P.S. Bees are not bugs. Bees are friends.

11 Likes

One bug that has been around since beta is that the clock on the minimap is not refreshed while the overlay map is open and the clock is not shown. I usually play with the overlay open and sometimes press tab to check the clock to see if it’s already 2am. Problem is when I press tab the clock doesn’t update immediately, it needs like 2-3 seconds to update. This means if I have the overlay map open for 3 hours and never close it for more than 2 seconds then the clock will show the time 3 hours ago.
The solution would be easy, simply update the clock immediately after it’s shown.

6 Likes

The white color option no longer working on filters would be a nice bug to fix. Currently, it acts as a no color option, instead of changing the color to white (like it used to)

4 Likes

Collapsed Horizon and the Harbinger Gauntlet weaver nodes. They’ve been introduced in 1.2 and they are still bugged or contain the incorrect tooltip.

The tooltip claims they should drop everything a Harbinger kill should grant the player, but they never drop eyes, despite one of the devs saying (on Discord) ~6 months ago they most certainly should drop them.

I’m fine with them not dropping, but then the tooltip should mention this to avoid confusion in the future.

It’s a small one but I certainly have suffered severe insanity when I was initially testing them lol.

3 Likes
  • Half the text on Wildfire Embers doesn’t do anything.
  • Most subskills don’t inherit the damage multipliers of the skill, so lo and behold they do no damage.
  • Leading into that; The subskills on items (like Decimate on Gaspar’s set) have no way to scale them effectively so there’s no point in using them for that. Either give those skills unique effects or give them a way to scale their damage.

Are you able to provide information on what part of the text you’re finding isn’t working?

Do you have more information on which subskills you’re encountering this with?

1 Like

Seeing friends who are currently online marked as offline in my friends list.

6 Likes

One of the biggest issues I have is the ability to search stash to find exactly what I want efficiently. There could be a number of things that would make this better, but the one thing that still irks me is the inability to search for an item and my search terms giving me results based on implicit capabilities of items and especially alt text.

The search of the Stash should never give results based on the alt text of the item. One example is searching for rings with a specific ability modifier and it shows items that have the “All Attributes” affix.

It should also never give results based on the item description. One example is searching for “carved” gives the Decayed Skull Unique because it has "decay carved in bone and steel in the description at the bottom.

7 Likes

Not a bug but I need to make a HUGE cursor! Is there something wrong about yolo mouse? nope it works but i’d like it if I didn’t have to use it so i’ll remind you of this from time to time XD keep up the good work!

2 Likes

This is an engine limitation currently unfortunately. We would need to create something similar to Yolomouse, at which point, Yolomouse already exists. It’s something we regularly look into, as we’d love to have it as well!

3 Likes

gotya it’s just the only fundamental flaw I find with the game while there are things I like more or less that is what comes to mind when I have to find something “wrong” with the game. I’ll keep thinking if there is something but nothing comes to mind atm

  • Lagon will regularly fail to teleport all players to the second stage arena in party play
  • Using a movement skill while holding LMB will occasionally lock you in place until you release LMB and re-click/hold it
  • Concentration does not grant its bonus damage while not wielding a bow, but will give you negative more damage when you get hit
  • Shield Rush occasionally fails to restore mana with the “Mana Memory” node if you spam it
  • Smoke Bomb does not gain the “Dexterity” tag when converted to a traversal skill via the “Cloaked Incursion” node
  • Fangs of the Berserker’s Frenzy-based effects do not appear to work at all
  • The added melee damage while you have Frenzy from Sword Catcher does not show up on the character sheet at all, so it is unclear whether or not it’s even working as intended
  • Silver Shroud regularly fails to activate
  • Many of Explosive Trap’s “on-detonation” nodes do not work when using the “Impact Trigger” node to remove arming time
  • Party chat is regularly missing when joining a party
  • Shadow Dagger hits are not consistently considered a melee skill when granting stacks of Perfection, or stacks of Dusk Shroud via the various “gain a stack of Dusk Shroud on melee hit” effects
  • The number of Demise stacks from the Symbol of Demise is rarely accurate. You still gain the correct buff amount as seen in the character sheet, but the display is very regularly wrong. This seems to happen most often when going above 100 stacks
  • Devouring Orb’s “Void Adept” 90 Vitality threshold is actually at 91. I suspect a > 90 was used rather than a >= 90 EDIT: I’ve been told this has since been fixed.
  • Necrotic Self Destructs will sometimes go off on your first hit of an enemy without any sort of warning, and usually one-shots you.
  • If you are inside of a Tomb or Cemetery, and you teleport to another party member who is in the echo, but outside of the Tomb/Cemetery, the map occasionally fails to load entirely
  • Changing zone while in a party teleports other party members to the beginning of their zone. For example: If you are both in the Eternity Cache room of the Temporal Sanctum, and one party member teleports to The End of Time, the other party member will be teleported to the beginning of the Julra boss arena
  • When multiple party members are interacting with the nemesis egg, and one party member slots an item into the egg while another is browsing the stash that party member will be forced out of their menu, and the nemesis egg will not be intractable until the nemesis menu is closed and re-opened
  • Heorot will regularly be able to move around during his “Sons of Artor” phase, despite the phase not being complete. During that time he will be mobile, but still invincible
  • Lowering your corruption via the Temple (can’t remember the exact name) echo does not lower the monster’s increased health, damage, and experience gained until after you complete one echo on the new corruption level. The first echo after lowering your corruption keeps the bonuses from the old corruption. This also applies to the timeline boss
  • Using the scroll bar in your stash by clicking, holding, and dragging will sometimes consider it a new click, and unintentionally moves your character

EDIT. Some more that I remembered:

  • Unclear if this is a bug, but Chakram did not receive that same 100% → 125% bump in ADE that Shuriken did
  • Shadow Cascade does not dynamically check for “Careful Assault” when used indirectly via Shift, Dancing Strikes, Lethal Mirage, etc. Instead, it uses the value from whatever the last direct use was, regardless of the number of currently active shadows. It should be noted that fixing this would result in a sizeable nerf to many Shadow Cascade builds, and might need some kind of damage compensation.
  • Also unclear if this is a bug, but Shadow Cascade’s channeled Dagger Dance casts after the first use do not consume shadows. Even if this is not a bug, it completely ruins the node
7 Likes

The issue with Summon Wolf, where wolves unsummon when transitioning to another zone, putting a point into Summon Wolf or a passive that impacts Wolves. Occasionally a wolf will disappear mid-zone for no reason (not killed).

I’ve personally reported this one multiple times (for each specific manifestation of the issue).

3 Likes

The bug that’s been bugging me forever is getting stuck in the Lagon fight if you kill him too quickly in the first phase.

3 Likes

Since 1.3 when lightning blast hits an enemy, the sound effect is very loud.
When it hits the ground, it’s roughly as loud as electric elemental nova (works as intended). But when it hits an enemy, it’s much louder than most other sound effects in the game. If I want to play it, I have to reduce the sound effects by a lot, but then the rest of the game is basically silent.
I really want to play lightning blast, but I can’t enjoy it until this is fixed.

2 Likes
  • After you defeat a timeline boss the very first echo you start next has the teleport button available right away as if it is completed
  • The FPS counter (F11) still uses the old LE font and is different size than the version number. Literally unplayable
  • Indicators for skills leveling up are missing their plus icon. Literally unlevelable
  • Stash UI/UX is clunky in just pretty much every aspect
    • Adding/editing tabs shuffles their order
    • Moving tabs is super hard especially if they have short names and/or scroll horizontally
    • On rare occasions when you edit a tab the affinity checkbox doesn’t appear and you have to reopen the tab edit window
    • It doesn’t remember your last tab, I know it remembers the last edited tab, but that doesn’t help
    • I think currently the two search fields are out of sync
  • When you click the top right corner of the quick switch buttons in the factions window your character starts moving
  • Highlight in inventory for newly picked items only works in offline (most people probably don’t even know this exists)
  • You can’t type commands while chat is disabled, which only makes sense from technical point of view
  • Exiting to character select currently doesn’t exit to character select … I think
5 Likes

As far as I know the proliferation doesn’t inherit any of the damage multipliers of the skill that applies them and only spreads half the stacks to 1 enemy at a time. The halving itself isn’t bad, but base damage ignite might as well do 0 damage. Secondly, the repeated skills say ‘‘Skills cast from Wildfire Wisps still count as you casting the skill and scale with your stats’’, but they do not use your skill tree at all, so once again no multipliers. Currently you might as well ignore the first half of the item and just use it for the ignite chance and increased health.

As for subkills, it’s quite a few. Just scrolling through the skill list:
Tornado - Storm orbs
Glacier - Ice vortexes
Meteor - Shrapnel
Hammer Throw - Disintegrating aura
Just to name a few. Compared to something like fissure smite, which is its own build outright, these nodes feel more like for flavour than any practical use.

2 Likes

On Wildfire Embers:

  • Tooltip says: your ignites are spread
    • What players hear: every ignite on an enemy will be copied to nearby enemies, massively increasing ignite damage in aoe situations (scales with square of targets, like area damage in D3)
    • What actually happens: half the ignites on each enemy are moved to another nearby enemy, total ignite damage is unchanged; all it does it give purely single target skills better clear by moving ignites around so you don’t have to hit every single enemy
    • What needs to happen: update tooltip to clarify behavior, update behavior to match player expectation based on tooltip, or rework.
  • Tooltip says: “Skills cast from Wildfire Wisps still count as you casting the skill and scale with your stats”
    • What players hear: every time a skill repeats, it’s going to do as much damage as if I used it
    • What actually happens: It triggers the base version of the skill, ignoring most skill tree nodes
    • What needs to happen: update tooltip to clarify behavior, update behavior to match what players expected, or rework.

I was actually just discussing this with the team a couple of days ago. They haven’t been able to reproduce this, though we have been seeing reports of this. Are you able to provide the build you were using where it wasn’t using your skill tree / how you were determining that it wasn’t using your skill tree / what specialization nodes weren’t applying to the wisp cast?

1 Like

IIRC Chthonic Fissures cast by Wisps do not work with the Return Below node; that is, they do not pop Infernal Shades when enemies are tormented; haven’t tested personally but that was reported by Dread in one of his videos. This makes the amulet useless for that build, as when a Wisp copies your cast of Fissure, it replaces the player-cast Fissure.