Ninety-Nine little bugs on the wall

My two bugs - for everyone’s favorite bug form - Locust Swarm conversions. Both locust swarm conversions are bugged, and have been for a very long time.

The cold conversion (the Swarmblade Form node Frost Bites) stopped converting the poison half of locust swarm to cold in 0.9 when multiplayer released. Frost Bites converts all your poison chance globally, so there’s no reason why I would want to scale poison damage if I take that conversion.

The minion conversion (the Swarmblade Form node Soaring Scourge) might not have ever worked, not sure how long it has been broken. This one disables all damage scaling for locust swarm from the swarmblade form skill tree, as well as disabling attribute scaling, making it a completely unusable node. (If you fix this node, it might be a nice touch to have locust swarm scale from locust-specific stats, too.)

P.S. Does it count as a bug that we don’t have a swarmblade form / locust bee MTX yet? :honeybee:

  1. Breakables in general have a VERY inconsistent hitbox. Different sets in different areas have their personalized glitches: some aren’t highlighted as breakables when hovering over, some can’t be targeted properly by projectiles (those just zip right through or overhead harmlessly), some leave behind their meshes as invisible obstacles, rendering the terrain they’re located on untraversable (looking at you, casket heaps in Majelkan Catacombs).
  2. Traps spread out way too far apart in a fan shape when thrown in a cluster (No Man’s Land node in Explosive Trap tree, Server of Tricks node in Net) regardless whether thrown by a player or by a shadow, which results in traps landing in non-traversable areas. As a solution I’d offer using the “Grand Diversion” Decoy logic, as in placing traps in a tight circular cluster around the cursor and do preliminary traversability checks for each trap.
  3. Summoning a totem consumes mana and cooldown but does no actual summoning when hovering over a non-traversable area (case in point: Totemic Grove enabled Thorn Totem).
  4. Adding to what’s been said about subskills not inheriting damage multipliers: Ring of Shields (Immolation and Collateral Damage), Forge Strike (Shrapnel). Likely Shield Throw (Eruption of Coals) as well, but that’s a whole another issue in itself, given the node’s tooltip.
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Sentinel: Shield Rush bug: It feels like whenever you change instances (going from echo to a tomb for example, or going into a rift beast side area, or coming back out from either of those) the first time you use shield rush, it uses it in place. Consuming the mana and cooldown, using the animation, but you’re standing in place.

the new low life note in the acolyth passiv tree only half ur live u not count as low life for all low live notes that trigger at 35%

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Too few bee idols. Gotta bee a bug?

Oterhwise the summon wolf bug. No matter what I did i just couldn’t summon more than one wolf (or two squirrels).

Move to target when melee is janky as hell.

Don’t know if it’s a bug or not, but when getting stunned no icon shows that I am. And then continuing the attack doesn’t seem to work everytime.

Simgear is detected as controller and mess with game when game is out of focus.

Here is example of this issue. I have pedals connected and this happens all the time and I’m unable to play untill I disconnect pedals what is not convenient at all. I have this issue since season 2 and was not fixed. That is also a reason why I do not play anymore.
Link to post on bug report forum

The general lack of clarity on very important mechanics >> for exemple subskills.
The get more dmg from the parent skill but not if its based on a condition of the target >> This is written nowhere in the game, most people dont know the even benefit from More Dmg from the parent tree.
Same with the Attribute scaling (btw cleaning some of the tooltips like Lightning bolts in Smite, or Flame Burst in Shield Throw is very necessary to not throw off new player).

Also coming back on the tooltips situation, they need to be maintained better. Int in the character sheet still saying it gives 4% Ward Ret for exemple is pretty bad. I am sure they are a lot more.

Just fyi regarding wolves, you can summon whatever your limit is (with the Predator Node) by making sure 1) you don’t have Tyrant’s Skull equipped 2) Remove any other summon companion spells from the hotbar including Summon Wolf.

Then return all the Summon Spells, cast Summon Wolf and, if using the Claw or Fang, you should get the one default wolf + others up to your companion limit. You can then re-equip TS if using. You can also then summon any other companions (which of course will unsummon 1 wolf for each additional companion you summon).

It’s a pain to do that every time you transition or put points into Summon Wolf or any passive that impacts wolves.

I really wish a dev would acknowledge it as an issue and agree that this is not intended behavior.

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Sentinel’s shield rush (And Werebear’s Rampage) when both have their cooldown’s removed, can get the worst stutter in the world, I believe because of server desync? Idk, its been an issue since 1.0, possibly before then.
Forge Guard’s Smelter’s Wrath Axe Volley apparently doesn’t benefit from anything else on tree, or has certain mechanics/stats to it that don’t work alongside it even though they should.
The armor/endurance threshold node in smelters, I can’t remember for sure but I think the endurance threshold part of it doesn’t work.

It was an issue way before 1.0, most of the time the mana gets returned, sometimes it doesn’t, likely, as you say, desync.

Not longstanding but the wolf summon issue where you suddenly only summon one

My list of things that need to change to make Last Epoch better

1: Delay in abilities triggering. The more stuff on the screen, the more the abilities will not trigger for seconds even if the UI shows them ready. This is the number one cause of death in the game when you start pushing corruption. If EHG wants the game to have more staying power during seasons, this must be solved. I get so frustrated watching my character stand around and not trigger abilities for seconds and die to a one shot. The ability shows ready, shows pressed when I hold it and it never fires off. Movement skills, healing skills and pots should all be prioritized over what other mobs are doing. I feel like there is one queue for skills action for all the mobs and the player ordered by a timestamp and this is the issue. It’s not a player skill issue, it’s a game issue.

2: Increase the rewards for corruption level and make it effect more things. I find pushing corruption above 500 to be pointless and frustrating when it comes to rewards. Nem has been nerfed for farming high level purples. Rewards are lost due to issues 1 and 3. Something that would help a lot would be a weaver node to remove unique nodes and replace them with purple nodes.

3: Constant one-shots of normal damage. When you start hitting later parts of the game c600+ you take more damage from normal white damage then you do from crit yellow damage and this just is not logical. I’m not sure how the damage system works but something is very wrong with this. I assume you are flagging the damage as crit or as normal and the code path is different for each damage bucket type. What would solve this is to remove the two buckets and just have normal damage roll with additional damage done on top if a crit happens and then call the mitigation functions. Damage is so spikey in the game its a little crazy.

If you combine these three issues together, you have a very poor c500+ experience. It’s frustrating and not fun.

I feel this :frowning: Pretty standard feature in games & having to install another app to do something fairly basic is frustrating af. You can adjust your mouse size in the windows settings, thats how i do it. Unfortunate as it is the only game i have to do this for.

Missing commands & inputs. As a HC SCF player this is without a doubt the most infuriating thing to have to deal with. I died at Rank #1 Marksman on HC this season because game missed 2x inputs & it lead to my character getting 1-shot by a mechanic i had already avoided (lightning horns… if you know, you know.) I lodged bug report & you guys were quick to fix the monster mechanic however the monster mechanic is not even really the issue. My big gripe with this was the missing inputs. Silly mechanics can be dealt with, you can adjust your playstyle, missing inputs cannot be catered for. The mechanic in question still exists in the game as an attack for exiled mages however the damage is much more reasonable so it does not cause any problems. Missed inputs will drive people away & make it very difficult for anyone to build community involvement as people die to stuff like that & they just give up & move on to something else.

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UI bug: Especially with the filter UI you can click ‘through’ the window, this causes your character to move and interact with things in the background. Some form of the UI seems to be simply visual and not related to any interactable (or well… non-interactable for the background at least) area.

UI bug: Regularly as you play the clickable buttons become gradually desynced, turning the hitbox pixel by pixel away from where they’re supposed to be.

UI design issue: UI windows overlap. Especially the idol enchant windows blocks the expanded tab overview.

UI design issue: Interactable windows allow interchanging items from the stash to the inventory during content. This seems like a quite clear exploit which circumvents the proper usage of the limited inventory capacity. If inventory capacity is of no issue then why have it? Could simply have a expandable list, would do the job as well.
Solution for that: Have the interactable windows be ‘placeholders’. The items not going inside directly but being ‘snapped’ back from where they were chosen. As a secondary measure having a toggle between stah and inventory to be opened so they cannot overlap by being open both at the same time and hence allowing potential exchange between them. Alternatively generally causing opening of a interaction window of some kind to only use ‘placeholder’ usage, returning it to the base after clasing.

Hitbox issue: Enemy hitboxes tend to be slightly inprecise. This has been substantially improved over the years but is still not perfect. This means when hovering over a enemy it sometimes can be off a few pixles, causing the wrong target to be chosen.

UI issue: Rarely Boss healthbars are not displayed. I don’t know why or how to recreate it, and it happened to me still in 1.2 at least.

UI issue: Tooltip DPS is ‘something’ indeed. I have no clue what exactly it maths out there but it’s not even remotely close to any actual damage, even for direct hit based skills. It somehow still has a rough relation to each other but for numerical reasons is entirely useless.

Skill related problem: Teleport has the chance to get you stuck inside of hitboxes. This has become better but is still existing. Collision is not causing you to get into a position where you could actually move away again, or there’s holes in some hitboxes which allow teleporting into the small gaps it creates.

Tomb related: The loading in of interactables like shrines takes a while. This means when you enter a Tomb you can miss out on one which loads in too late for you to see right at the beginning. Includes Nemesis as well.
Solution: Pre-load the map and the interactables before entering. For enemies it poses no issue as they first spawn location is substantially far enough in to allow the loading to happen.

Lagon Fight: You can safespot by using the few pixels at the edges near the tentacles blocking the arena. This isn’t supposed to happen and trivializes the fight substantially.

MG UI: More bad design rather then bug. When sliding the roll-range slider it should ‘lock’ onto the respective positions rather then smoothly slide. Unless I got it wrong it indicates that it displays the value showcased on the item but still uses the percentile roll-range in functionality. If I’m wrong great! Should still be changed. If I’m not wrong then that means if I just nudge it right before it flips over to the next value I’ll basically not get the roll-range minimum I declare I want to see as the majority of items in that specific roll will be excluded (since they include several percentile of the roll-range).

General issue: When interacting with UI’s the game simulation should stop. Accidentally clicking on a nemesis and then having a UI pop up in front of you is not a fun way to die. Not directly a bug but a very annoying way the system is handled.

Hitting through enemies: Especially with a melee detonating arrow build you can easily hit ‘through’ the enemy. Being point zero you often don’t do damage as you’re not perfectly in hit-range. This is extremely frustrating. Too far away is acceptable, but when clicking on a enemy while basically standing ‘in’ the enemy you should always hit.

Skill related bugs have all I’m aware of already been mentioned.

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Monolith of Fate - Slay both patrolling Profane Fleshes never work for me. I cleared the whole map and nothing ever works so assume it’s a bug.

The most important stuff that comes to mind:

Memory leak/performance. After playing for 20-40min performance degrades massively until I restart the game.

Loot filter issues:
Sometimes stuff isn’t shown that should show.
Filtering uniques by roll ranges sometimes doesn’t work.
Filtering by roll ranges doesn’t work for some rolls. (Wildfire Embers fire resist conversion is stated as 0.04-0.07 but the rules is rounded to integer)

First issue:

as far as i have tried every now and then and been told since then, still bugged.

Second issue: the whole german translation. i generally play in english so for a long time i wasn’t aware, but since becoming involved with a german discord community, i have seen wordmutilations that defy reason and meaning. please claw back as much money as you can. clearly the translator’s knowledge of the german language only extends as far as Donaudampfschiffahrtskapitän.

example A: Transfusing sceptre
the german “translation” there is for “transfusion is commencing”, not transfering.
also the wording on the prefix is bad. subject and object are swapped, gaining ward/schutz makes us “consume mana”/manaverbrauch.

example B: greater strength of mind
Geistesgroßstärke is absolute insanity, should be baseline: “stärke des geistes” to mirror strength of mind and putting the grand/groß in the middle of the word is pure madness. it should always be in front to easily distinguish it from the normal blessing.

Apostate’s sanctuary

(36% bis 48%) von Verlorene LP und Schutz bei direktem Wirken eines Zaubers

36% of lost?/missing? life and ward on direct cast of a spell
there is a verb missing here, what do we do with the missing life and ward?

also all damage taken conversions need a rewording in the german language.

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Unfortunately this is a Unity issue rather than an LE issue, Unity just doesn’t allow it.

Spirit plague - Laceration node.

Laceration node in acolyte skill “spirit plague” does not work. Sure, your hits to spirit plagued enemies inflict bleed, but the bleeds inflected are not affected by your bleed stats (increase to phys damage, bleed penetration, bleed duration etc).

Wildfire Amulet

Wildfire Wisps cast your spells without your skilltree having any effect on them. Why is this bad? Well, because I can only have one instance of certain types of spells, like for acolyte chtonic fissure. Wisps will cast fissure, and because ‘there can be only one fissure’, they will overwrite my fissure with one that has no effects what so ever from the skill tree, effectly completly disabling my build. So this amulet is worse then not working; it is actually overwriting your spells with zero-specced ones, and getting you killed.