Weekly Patch Delay (04/04/2024)

There actually is one, I think, though it’s certainly not ‘advertised or noted’. Isn’t the gold ring when you’re standing in the way station for your current mono, what they consider ‘nearby’.

But we all have to admit the tooltips and clarity of many things needs a real, solid ‘going-over.’

The ring around the training dummy in the end of time was “nearby”. But they got rid of it. Plus I’d like to have that kind of indicator while out & about rather than have to port back to town (or wherever) to see how big/etc a thing is (ladies!).

1 Like

I was refering to this ring

I think the middle of the three was nearby. Or that might have been the range that the Bastion shield measured (4 meters), which given they actually gave a measurement with that is probably not ‘nearby.’ Maybe the outer ring is considered nearby?

But, regardless, I can see where some might want a visual while actually traversing.

They’re fixing a bug that kills u when u use a Falcon skill with the Gathering Fury Bow equipped, no “nerf” whatsoever.

Fair enough, but its a two sided coin if we go there. Up or Down, its all the same.
Maybe focus on some game changes like better nodes in monos, prophecies, balancing mobs and spawning, etc… I feel it’s just such a pattern for rpgs and it’s lame.

1 Like

Sorry first post here and know I’ll catch holy hell for it too, but here goes anyways:

For those saying a nerf is not what EHG is planning:

“we have heard your feedback that Falconer needs to be brought down in power”

How is that anywhere close to not meaning they are going to Nerf the living (bleep) outta it soon, possibly mid-cycle? How is this not contrary to EHG’s own statements about the matter? Supposedly resolved in a survey. I know I will be accused of playing the class as a favorite and therefor being biased (I am new at posting however I have read a post or two) - however it is only only one of several classes with which have made it to endgame. Like others say, it is a fun class and not sure why in a PVE game there is so animosity over “over-performing builds?”

Also like others have noticed, why is there no clear communication coming down from EHG on future plans outsside of nerfs to these builds? Why not take a buff hammer instead to all the ones that I hear are painful like shaman and forgeguard? In return make some endgame content (Ordybyss) much stronger and worth our time? Why not give us more endgame content besides saying we shouldn’t be pushing as high corruption numbers? Which by the way, are mostly youttubers and streamers anyways.

It can’t be just that “buffing is hard” like someone commented. Really? How is that a defense even when we have contributed so much to the development of the game, financially and otherwise? A little hard work is enough to make us give up on making the game actually better? Instead of more of the same?

Anyways those are just a few thoughts off the top of my head regarding this post, and the many comments following. It doesn’t matter though I have been here since kickstarter, I don’t play LE anymore sadly. Just too many punishing/unrewarding mechanics and in a sea of ARPGs, not sure this one has the right course “set in.” If EHG ever corrects this and stops listening only to their very most ardent supporters, I will gladly return to the game. Until then, the above is what I think about the game and its current status almost two months later.

Thanks for the patch.

-Sorry you have to deal with “what about THIS?!!” with every single patch. As if it can all be done at once with each patch. People are so… people-y.

Keep em coming and keep up the communication.

Cheers and much respect.

1 Like

Rogue has been subject to a number of heavy handed nerfs in the past. You can expect the falconer nerfs to be no different. I expect they will gut it until new items come. Seems like due to rogues popularity they continuely want to push people off it, even though acolyte has been stupid good since forever with nary a nerf in sight. Not that i think i either needs a nerf, but that their powerlevel should be what all masteries have.

Using a generator in between using explosive traps could do it, Cinder strike in particular has a lot of mana generation with fire eater and the rogue/marksman passives.

the issues with accuracy on second and third attacks are a problem and fire eater node only gives mana on every 2nd or third attack as long as you are constantly using it.

the generators dont generate enough to sustain it as much as it is needed to deal damage.

you give it a try against a shade on 500+ corruption, then you will see what i mean.

haven’t tried it myself but looks good on a 1000 shade.

yes, its very good. but did you see how often he ran out of mana?
what do you do when you need to use movement skill and dont have mana?

often you will find that you die because of that 1 moment you ran out of mana and couldnt get away fast enough.

But he didn’t and has pushed to 1000 corruption on this build, you can even see the push on his Twitch.

You need to know when to slow down on the Explosive trap (I use it with Acid Flask and Cinder strike on my Marksman). Cinder can generate upto 23 mana per hit even without Flame eater.

using the passive ‘Mana Warp’ increases the cost of skills by roughly the amount you get back.
e.g. 3 mana gain and 15% increased cost can be 3 mana cost increase, so have you really gained anything, if your cost is going up by the same amount as what you gain?

because mana can go into negative, higher cost means you go further into negative and take longer to get back to positive.

its not impossible.
my point was, it has very high mana cost compared to the melee version which has 0 mana cost for detonating arrow, and that is where most of the damage comes from as well as that being where almost all the mana goes.

that build isnt really possible without mg though and farming heaps of gold.

Depends what you mean by “isn’t really possible”. It’ll still work without the legendaries, it just won’t be quite as good.

The base of the build seems solid and should still work without the legendaries/sealed exalteds, maybe not 1000 corrupt but still viable until you farm your BiS.

The entire build is built around legendaries what do you mean? You need 4 uniques to make that build work and 5 to really make it pop. At least 3 of those uniques need at a min 2lp slam to make it work. And if you dont go mg will be farming for 500-1000 hours before you really start that build

Just because the build planner has legendaries doesn’t mean it needs legendaries to function. As I said. Here, if you missed it & I’ve bolded the relevant bit.

In fact, as the guy said in the video, it only actually requires 1 unique (the bow, because of the proc), with the boots making it significantly better (lots of flat added damage), all the other uniques just make it better & having any LP on them makes it even moar betterer.

Which 4 other than the bow & possibly the boits do you think it actually needs to be functional? 'Cause you’re wrong.

Nope, the bow is the only thing needed to make the proc happen, the boots make it better by adding flat damage, everything else (uniques & LP) just make it more.

At this point I think your standard for “makes it work” is “must hit 1k corruption otherwise scrubtier garbage that should be deleted from the game, would someone mind picking up my toys, I apoear to have thrown them out of my pram”.

But you do you.

Sure, I’m in complete agreement that it might take the lifetime of the universe or the decay time of a proton to be able to get a perfectly rolled 4lp version of each of those uniques plus a matching 4xt7 exalted (max rolls & appropriate affixes, obvs) to turn into a legendary to “get the build started”.

Coolstorybro.

But yes, getting everything would be easier in MG. Almost like that’s the point.