Ninety-Nine little bugs on the wall

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.

Alright, I haven’t been playing Last Epoch for a little bit now (playing Hades 2 and Nightreign) but I got plenty to say on this but let me start with a major core problem, Stun and Freeze.

Stun and Freeze are awkward right now, these are supposed to be helpful enemy control utility for players. However, they can cause many bugs which actually ends up being more detrimental to players. Stun can cause some enemy attacks to entirely skip animations which is a serious bug(especially when LE has a lot of attacks that do insane damage that are supposed to be balanced by clear telegraphing). In some cases the enemy attacks continue even after they are stunned and they are free to attack even when they should be stuck in animation. Particularly against Uber Aberroth, stun is really bad as he recovers almost instantaneously into his next attack and it can break him out of long animation attacks that are supposed to be a dps window for the players.

Ideally each issue would be in a separate reply but forum doesn’t allow more than 3 so I’m editing and adding more here.

Ailments
With 1.2 Timerot, Doom and Abyssal echoes that are ailments with limited stacks got a massive mechanical change in that “They will only be replaced if the newly applied ailment would deal more damage than the remaining damage of an existing application of that ailment.” It is now 1.3 and other ailments like Plague, Spreading Flames, all the acolyte curses, etc. which also have limited stacks, still have not received this functionality. Why?

Hollowed Branch
Hollowed Branch states that you get 200% ward retention for 6 sec ‘when you transform’, this is the same text as the Shapeshifter buff in Druid which also states ‘when you transform’. However, while shapeshifter activates when you go from Spriggan to Human form (which is a transformation right), Hollowed branch doesn’t (it only works when you go from Human to Spriggan).
Also it would honestly be better if the % increased spell dmg modifier was the same as the ward retention modifier.
Side note: The values for Ward per second per Maelstrom are pathetically low (even the champion affix) and it was weak even before the ward nerfs.

Issues with Abomination and Apogee:

  1. Apogee gimmick is that you gain a Frozen vengeance stack when a minion dies and can consume it by using a melee skill. So the idea with this build is to summon skeletons for Abomination to devour triggering frozen vengeance which we proc from manually casting harvest. The problem is Abomination does not devour skeletons when there is an enemy to attack nearby so you have to drag him halfway across the arena to make him consume the skeleton(which you can see in the video). This is dumb and probably bugged.
  2. Soul reave changes the Abomination’s melee attack into necrotic damage. But for some stupid reason the Abomination does not get the necrotic minion tag and hence does not benefit from the 3 levels to necrotic minions from the Apogee sword. This is dumb and probably bugged.
  3. There is a buff icon for Frozen vengeance stacks but there is no buff icon or indication when the stack is consumed and the buff is applied to the minion which means there’s no way to know when the buff has run out and you need to reapply it. This is dumb and bad design.
  4. There is supposed to be a white frozen effect on enemies when you freeze them with frozen vengeance. Sometimes it doesn’t even freeze the enemy and sometimes it freezes them but they don’t have the freeze effect instead just stand still. This is dumb and probably bugged

Poison
Poison is inherently worse than all other ailments in LE right now which is kinda sad due to the silly 0.9 changes. Poison has around half the base damage of other ailments like bleed, ignite, frostbite but with an additional 60% penetration at 30 stacks (used to be infinite pre 0.9) this additional penetration does not compensate adequately for the low base damage as it stacks additively with other sources of penetration(diminishing returns) while the higher base dmg ailments like bleed and frostbite scale much better with increased/more damage multipliers. Lich is one of the only classes poison can actually put in decent work right now and that’s due to heavy passive/skill support.

Idol Enchants
Idol Enchants are a solid addition but the process to get them is poorly designed and absolute dogshit. Firstly Weaver’s will is trash since you not only don’t have control of how high it rolls but also no control of what mod it chooses and how high the mod you want goes. Secondly rerolling is fundamentally flawed, If I get say T5 or T6 version of the enchant I want, I can’t reroll for T7 because it will remove my existing mod. Instead I need to farm a new idol with the exact 2 affixes as my existing idol, with affix rolls that are as good as my existing idols(especially awful since we don’t have idol imprinting) and then keep rerolling that new idol till it gets a T7 enchant. Also 90% of the time the weaver’s will just adds a useless enchant instead of increasing the tier on the enchant I want. Absolute waste of time and not worth the grind.

On the topic of Uberroth on top of being rather unbalanced, the fight also has bugs that haven’t been fixed since regular Aberroth was released. You already have stun/freeze which I’ve spoken about above. But another key issue is the Orb in the middle of the arena(from which beams fire) for some reason, the center is counted as an enemy(but is invulnerable) so auto target skills like Chaos bolts, Smite, Storm bolts can target it(instead of Aberroth) and waste your damage.

Another issue is that potion dropping is extremely buggy in this fight, sometimes even if you are at 0 potions and low on health it can choose not to drop potions and the potions always, ALWAYS drop inside DoT pools sometimes even far away from the boss. They can also drop in unreachable places at the edge of the arena which is pretty awful because certain builds can be reliant on potion effects.