It’s go time!
Who ever assembled the patch notes deserves a raise or at least a pat on the back!
Hi.
Is in-game pause planned for the offline mode? It would be great
Now I wait for the “EHG wastes a lot of time only working on MP duh!” crowd :). Looks like EHG worked on a bit more then only MP :D.
Yes! Can’t wait to play Beastmaster again Stormcrow Tele sounds promising good job EHG
Does .9 address the issues with items? Where people were able to completely degear their characters and still obliterate end game content? Specifically talking about this video - Last Epoch´s BIGGEST PROBLEM - YouTube
I’ve seen the devs talk about it on stream before and they address that they know this is a problem. But I don’t see any massive changes to item mods in .9 that address this problem?
So is this still going to be an issue with .9?
Ugh I can’t believe you guys posted this in the streamer only forum!
I’m seeing some potentially neat things in here that make me excited to start derping around with my heretofore woefully unsuccessful Bleed Lich concepts again. Will this be the time it actually works?!
Was there ever a fix for those who have had hard crashes or otherwise when certain void effects are on the screen? I see reports going back to 2020 for crashes that seem to still happen for some? Idol of Loathing I’ve seen mentioned more than once, and my friend can’t progress past that because he completely freezes up EVERY time halfway through the fight… and he has to hard reboot every time, and has never been able to get error logs, and thus cant send them in. (W10, latest drivers, GTX960)
Thanks! It may have been an overload of the page for the links as well with so many ppl reading it, they are working now.
Honestly makes sense, it lost the more fire% rolls sure, but its damage was changed to pure fire, and weapons got changed from melee phys to melee overall. That change makes sense to be honest. Its damage is fine.
Took a long time to notice, because no one was using chaining hammers, and now nerfed damage by 1/3 …
RIP bee paladin, for the sake of multiplayer balance
I guess this is the real reason we don’t have DPS meter
Isn’t it too much? Up to 300 endurance threshold for 4 sigils
Probably typo, per stack of time rot
New monster mods are brutal
I believe they are invulnerable while using movement abilities, is it changed?
Last time I spent this much on a single text I was reading War and Peace.
Yeah, it is sad that some single player builds are getting balanced out for the sake of MP balance. Any summon-related build, or forge guard build that was meant to complement holy aura is now not viable.
I hold my judgement but reading the patch notes doesn’t give me hope that the Assemble abomination AI is improved and is still mostly just going to run around the enemies in circles or try to hump your leg while being blocked by enemies instead of attacking them on it’s way to again just hump your leg.
If you are playing alone or are the highest level party member, you will gain reduced XP from enemies if you are more than 10 levels below the zone’s level, gaining xp as if the zone was your level plus 10. If you are not the highest-level player, this threshold is reduced by the level disparity between you and the highest-level player (minimum of 2).
I’m having trouble understanding this part. Could someone explain this a bit more?
I can’t recall if we made adjustments to Abomination’s AI. If you play and feel that it’s AI doesn’t feel great in 0.9 for this specific minion, please report it under bug reports. We can definitely tweak the values to make it feel more responsive in combat.
Monolith gameplay all occurs on the same server for a party so that load times will be shorter than in the rest of the game.
Does this imply that the large delay when joining new zones during multiplayer campaign will remain?
Increased cooldown recovery speed is one such stat, but one of the barriers to increasing its availability is the potential for gameplay to become too rapid and zoomy due to movement skills’ cooldowns becoming too short.
To prevent this from becoming a problem, we’ve changed traversal skills not to recover their cooldowns during use, as mentioned above, and are also increasing the base cooldown duration of many common traversal skills. These changes allow us to be more confident in greatly increasing the availability of increased cooldown recovery speed on items without it speeding up the gameplay too much.
With these changes if you have no increased cooldown recovery speed from items, but full investment into relevant passives and skill nodes, most basic movement skill cooldowns will be around 0.3 seconds longer, and with full investment on items (up to T5 affixes) their cooldowns will be around 0.3 seconds shorter.
I agree with the motivation behind the change, but increasing the base cooldown of abilities, while a solution, is not a good one. It is just hurting people who don’t need the stat and that’s not good since it seems like they were already in a good place. You are affecting abilities that are potentially needed for defensive purposes.
I think a better solution would be to either reduce the effectiveness of cooldown recovery speed on traversal skills or just put a hard limit on how low you can reduce these specific abilities. The latter also future proofs it against additional cooldown recovery speed changes. For example Shift stays at base 3 second cooldown but will never go below 2.7 seconds.
I believe they are invulnerable while using movement abilities, is it changed?
Yes, they can now take damage during the leap & will die at the end of it if they took enough damage.
You are affecting abilities that are potentially needed for defensive purposes.
Just as they do not want movement skills to become a willy-nilly method of speedily traversing levels (as opposed to running) like they are in some games, I expect that they also do not want movement skills to be treated as a willy-nilly defensive ability. In other words, if movement skills are going to be used as a line of defense, they want it to involve a bit more strategy than just spamming your dash button whenever you see damage incoming. In that light, a longer cooldown is not actually a problem.