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Diablo, Path of Exile, Last Epoch and other lootcrawlers

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Post by Gregz »

rusty_shackleford wrote: March 16th, 2024, 21:42
Decline wrote: March 16th, 2024, 21:42
rusty_shackleford wrote: March 16th, 2024, 21:37


Neither game has Everquest-like itemization so I'm not sure if he's ever played the game.
No idea why he'd say that then as the itemization in Diablo is nothing like Everquest.
I'll even ping @Gregz as he regularly plays both.

Thanks; I enjoyed the interview. Diablo (I and II) and EverQuest are both brilliant games, and David Brevik is probably my favorite game designer of all time, as a person.

There are no RNG stats on EverQuest items. That's an artifact of sales pressure from Verant designed to encourage players to buy the next expansion. It's a vestigial remnant of the sales model that they were exploring at the time. If you remove that, then Diablo and EverQuest itemization are essentially identical. Tremendous loot variety has all kinds of desirable and interesting effects, which both games exhibit hugely, as I'll explain.

An RPG is not much more than accumulating levels and items. So, if that's the constraint your character is working within, then the pieces you're carrying are essentially half of the game. Combining those pieces to optimally support the build you're trying for is, therefore, an interesting problem. Because the math is so outrageous, it's difficult both as a designer and as a player to anticipate all of the different ways to combine equipment and abilities to do novel things in novel ways. Which is where the real art, and fun, of this hobby shines. Having said all of that, both EverQuest and Diablo II grant the player tremendous flexibility through item variety. If that were not the case, then there would be no reason for different classes with different roles to equip the same items, which happens all the time. It's a fantastic system of itemization because there is always something better, and it encourages trading with other players. Whether you need to slay RNG or an end boss to get that next upgrade is irrelevant.

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Post by Decline »

Gregz wrote: March 16th, 2024, 23:49
Whether you need to slay RNG or an end boss to get that next upgrade is irrelevant.
Regarding end bosses, rather than another loot pinata they are more a test of skill/your build and are consequently heavily inspired by arcade games (e.g. positioning, learning the attack patterns)
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Post by rusty_shackleford »

Tweed wrote: March 16th, 2024, 22:47
Rusty's idea of a good time is sitting in the same spot for week waiting for a monster that only spawns once every eight hours so he can get shield he doesn't even need.
If I has a quest I has to finish it, simple as.
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Last Epoch Patch 1.0.4 Notes
Changes

Players can no longer stun themselves. An example of this was by using the Signet of Agony node in Bone Curse
Replaced the XP Tome sound effect in Echo of a World
Flagged more prophecy rewards as "rare/valuable" (which animates them to rotate and makes them slightly larger than other stars in the Constellation)
Increased the favor cost multiplier for Glyph of Despair Prophecies
You can no longer gain experience while in the grace period (the period of invulnerability after arriving to a new area)
Added missing name in Graveyard
Overhauled terrain, spawners, and shrines in the Hidden Oasis Echo Map to both improve visuals, and performance, and fix hideable issues with palms
Overhauled visuals and added Scene Variants for Lightless Pits Echo Map



Bug Fixes

Skills & Passives

Fixed a bug where Upheaval's "Master of the Totem" didn't buff Tempest Strike Totem damage and armor
Fixed a bug where Storm Crow's "Arborist" didn't buff Tempest Strike Totem with Flat Spell / Melee Lightning Damage
Fixed a bug where Swipe's "Avatar of Stone" doesn't buff Tempest Strike Totem, Warcry Totem & Upheaval Totem with Flat Melee / Spell Damage
Fixed a bug where Storm Totem's "Fulgrite Core" wasn't providing Flat Spell Lightning damage based on character Shock Chance
Fixed a bug where Tempest Strike's "Heorot Arsenal" node was not providing stats to the Cold Projectile that Tempest Totem shoots when each Tempest has been removed in the skill tree.
Fixed a bug where Tempest Strike Totem, Warcry Totem, and Upheaval Totem were not benefiting from Spell Lightning Damage for Existing Totems (such as the Omen of Thunder Unique Item)
Fixed a bug where directly transitioning from channeling Warpath to channeling Rebuke while at negative mana would not start mana regeneration.
Fixed a bug where Fury Leap would play the landing animation in mid-air on long-range casts of Fury Leap
Fixed a bug where the Acolyte's Wraith's weapons would drift during animation transitions
Fixed a bug where Mirage hits on Puncture would not grant stacks of Bleeding Fury
Fixed an issue with Acid Flask's "Alchemist Gift" throwing animation where the trap would spin in place then teleport to its destination
Fixed a bug where Acid Flask's "Alchemist Gift" node did not have a throwing sound
Fixed a bug where Healing Hands would not get a Fire tag when taking the Searing Light, or Skyfall Nodes
Fixed a bug where the Spell Tag would be removed from Healing Hands with Seraph Blade when you also took Skyfall
Fixed a bug where Ballista's "Armed Construction" node was giving 1% increased radius per dexterity instead of its listed 1% increased area per dexterity



Visuals

Fixed a bug with the sword in the Fallen Ronin set was deforming in a weird way on the Primalist
Fixed Terrain and floating vegetation in several scenes



UI

Fixed a bug where some Game Guide pages couldn't be linked in chat
Several Localization updates



Enemies

Fixed bug where Void Despair would spawn in place for a brief second before starting its emerging animation
Fixed a bug where the Idol (big worm) could become stuck after knocking guards off their platform in Last Refuge Outskirts



Controller

Fixed a bug where advancing dialog with a controller would skip pages if there were multiple.
Fixed a bug where menu options could still be selected with a controller while they are invisible/inactive on the Death Screen. This was resulting in potentially closing the respawn menu preventing you from being able to respawn.



Other

Fixed a bug where your stats could become out of sync with the server. This could result in issues such as the client believing you had less movement speed than you did.
Fixed a bug where Prophecies could be re-rolled on login in multiplayer
Fixed a bug where you could not return to character select while in-game on an offline character
Fixed a bug where Vsync was not applying during Splash Screens (this appears before the login screen)
Fixed a bug with pickup range reliability in Multiplayer
Fixed some instances of Gates blocking paths in the Preserved Sanctuary Echo map
Fixed a bug which caused the game to freeze after switching inputs on the Skills panel



Known Issues

When exiting a transform such as Werebear Form, your stat sheet may display your mana regeneration incorrectly. This is only a display issue.
Gambler’s Fallacy and Soul Gambler’s Fallacy state they do not work with channeling skills
This was wording only and functionality has remained unchanged.
This is a change we are intending for 1.1, and the description change got through early. To be transparent, this is a change we are intending, though we are planning to go over Disintegrate at the same time providing it with buffs to compensate and stand better on its own instead of relying on this singular item interaction.
https://store.steampowered.com/news/app ... 1679733530
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Post by somerandomdude »

I'd be interested in the number of players who quit playing after getting noob-walled by Lagon?

I've heard people tell me they couldn't beat campaign Lagon with 1100-1200 HP. People think they can just stand there and get hosed down like a ****** by Bull Connor. Even a ****** knows enough to run for the stairs, which speaks volumes about the IQ levels of the people gated by Lagon.

Imagine getting walled this hard!
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Last edited by somerandomdude on March 27th, 2024, 20:10, edited 1 time in total.
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Post by Decline »

somerandomdude wrote: March 27th, 2024, 19:13
I'd be interested in the number of players who quit playing after getting noob-walled by Lagon?

I've heard people tell me they couldn't beat campaign Lagon with 1100-1200 HP. People think they can just stand there and get hosed down like a ****** by Bull Connor. Even a ****** knows enough to run for the stairs, which speaks volumes about the IQ levels of the people gated by Lagon.

Imagine getting walled this hard!
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Lagon is the easiest boss in the game, he has pretty slow attack patterns you can easily avoid.
The issue with him is that he is a sudden difficulty spike (which makes sense considering he is a god) compared to everything that came before and when you meet him in your mid 40s many builds still struggle with resists and/or damage.
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Post by rusty_shackleford »

did they add usable controls yet
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Post by Nooneatall »

somerandomdude wrote: March 27th, 2024, 19:13
I'd be interested in the number of players who quit playing after getting noob-walled by Lagon?

I've heard people tell me they couldn't beat campaign Lagon with 1100-1200 HP. People think they can just stand there and get hosed down like a ****** by Bull Connor. Even a ****** knows enough to run for the stairs, which speaks volumes about the IQ levels of the people gated by Lagon.

Imagine getting walled this hard!
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I died to him one time but then just focused on dodging and let my minions kill him.
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Post by somerandomdude »

Decline wrote: March 27th, 2024, 21:04
Lagon is the easiest boss in the game, he has pretty slow attack patterns you can easily avoid.
The issue with him is that he is a sudden difficulty spike (which makes sense considering he is a god) compared to everything that came before and when you meet him in your mid 40s many builds still struggle with resists and/or damage.
Resists are super easy to get in this game, and you don't have to worry about stacking them to overcome a deficit like in many ARPGs. Even in the mid-40s you can find pieces with a generous amount in a single resist. It could be reasonably deduced that Lagon would use mostly cold/lightning element, and that it's probably a good idea to max those. You can survive all his attacks except for the water spray with 500-600hp, which is attainable even on a glass cannon build. Those waves in phase 2 only do a couple hundred, tops if you max cold res. Any class that can stack ward, or leech HP could basically face tank everything except for 1 attack. Most classes have solid mobility skill options in the mid-40s as well, and players who choose to not use them are choosing poorly in a game where choices matter.
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Post by somerandomdude »

Nooneatall wrote: March 27th, 2024, 21:28
I died to him one time but then just focused on dodging and let my minions kill him.
The first time I fought him was in beta with a Beastmaster. He got me once too because I made the mistake of not respecting the boss the same as many others, but that's a mistake you shouldn't make twice.
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Post by Decline »

somerandomdude wrote: March 27th, 2024, 21:32
Resists are super easy to get in this game, and you don't have to worry about stacking them to overcome a deficit like in many ARPGs. Even in the mid-40s you can find pieces with a generous amount in a single resist. It could be reasonably deduced that Lagon would use mostly cold/lightning element, and that it's probably a good idea to max those. You can survive all his attacks except for the water spray with 500-600hp, which is attainable even on a glass cannon build. Those waves in phase 2 only do a couple hundred, tops if you max cold res. Any class that can stack ward, or leech HP could basically face tank everything except for 1 attack. Most classes have solid mobility skill options in the mid-40s as well, and players who choose to not use them are choosing poorly in a game where choices matter.
Obviously but the complainooors just want to grill win.
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Post by Decline »

rusty_shackleford wrote: March 27th, 2024, 21:11
did they add usable controls yet
I am playing this on steam deck exclusively. It is playable but the controls are far from perfect.
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Post by somerandomdude »

These 2 unique armors are amazing pieces for leveling, ward is a pretty tremendous survivability boost, even if it doesn't seem like it at first. Int based builds benefit more from it, obviously, but you can stack ward on builds that would otherwise be total glass cannons and afford them some workable survivability.

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Post by Decline »

Hello Travelers,

In today’s Patch, we are fixing a list of things for you!
Changes

Improvements have been made to Monolith visuals and performance along with several bug fixes
Fixed a bug where some channeled movement skills such as Rampage could end abruptly in the Alpine Halls monolith echo
Fixed issues with trees obscuring your view in the Hidden Oasis monolith echo

Added a fix that will warn players when files must be verified.

Fixed Loot filter toggle “X” sensitivity

Fixed bugs where the following skills’ damage areas were not scaling with area modifiers from their trees or from items
Abyssal Echoes
Dancing Strikes (not all parts of the combo were affected by this bug)
Erasing Strike (just the initial hit, not the void rifts)
Forge Strike
Healing Hands
Necrotic Mortar (from Summoned Skeletal Mages)
Reap (from Reaper Form)

Fixed Passive and Skill Tree localization issues

Updated visuals for Announcement banners

Updated Unique Reward icon in Monoliths from Ring to a generic icon

Added missing name to Graveyard

Bug Fixes
Skills & Passives

Fixed a bug where the player’s Falcon could fail to be unsummoned after the player has died
Fixed a bug where Warpath would cause players to become stuck in place and unable to move
Fixed a bug where Drain Life with Blood Pact and Ghostflame with Arteries of Malice would stop channeling when at very low current health
Fixed a bug where Healing Hands was still scaling with cast speed instead of melee attack speed when Seraph Blade was allocated
Fixed a bug where Gathering Storm was still scaling with melee attack speed instead of cast speed when wielding a staff and Lagonian Diplomacy was allocated
Fixed a bug where Thunder Tempests from Tempest Strike’s Cloudburst Conduit could not hit enemies
Fixed a bug where Added Spell Damage Affix with Tempest Strike did not work
The grace period for your minions now ends when your own grace period ends
Fixed a bug where attempts to cast minion-targeted abilities like Dread Shade on minions that were in grace period would always fail
Fixed a bug where stationary minions would never leave grace period, resulting in them never attacking

UI

Fixed a bug where items sold in Online mode were displaying original price in the “Buy Back” tab
Fixed a bug preventing Defensive Conversions from displaying in the character sheet online

Other

Fixed a bug where Soul Embers would persist after the dungeon was completed
Fixed a bug causing Void Despair to be invisible
Fixed an error when leaving Offline mode
Fixed a bug where, players spawning into a new location would reveal part of the map too soon.
https://forum.lastepoch.com/t/last-epoc ... es/69977/1
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Post by rusty_shackleford »

Decline wrote: March 27th, 2024, 22:19
rusty_shackleford wrote: March 27th, 2024, 21:11
did they add usable controls yet
I am playing this on steam deck exclusively. It is playable but the controls are far from perfect.
so they're still seething over wasd I take it?
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Post by rusty_shackleford »

fyi this game has no cheat protection
don't really see the point of playing an online game with mass cheating
Last edited by rusty_shackleford on March 28th, 2024, 22:27, edited 1 time in total.
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Post by somerandomdude »

I haven't played online, because I'm playing the repack version of the game. I wouldn't touch online with a 10ft pole, regardless.

According to feedback I've read about the game, people have been banned for cheating, so it appears that they have some sort of method to detect cheat injections when online. How robust it is would be anyone's best guess.

That's different than people getting banned for RMTing. Based on reading player feedback, it appears prices are hyper inflated to utterly ridiculous levels, people putting up items for 99 billion gold (or whatever the cap is for trading), and people are actually RMTing gold to buy this ****, and some of them are getting busted and banned for it. I'd wager they got code in place to flag players who trade for certain amounts of gold at once.
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Post by Decline »

rusty_shackleford wrote: March 28th, 2024, 22:27
don't really see the point of playing an online game with mass cheating
ARPGs are played non-competitively with bros, don't really see how cheating in these games even could affect you unless you like to trade.
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Post by Decline »

EHG_Kain, post:1, topic:71790 wrote:
![1.1_LE_Steam_EventHeader PATCH NOTES](https://forum.lastepoch.com/uploads/def ... 42668.jpeg)

###

Patch 1.1: Harbingers of Ruin launches [date=2024-07-09 time=11:00:00 timezone="America/Chicago"]!

[ Last Epoch Patch 1.1 | Patch Overview ](

*Last Epoch Patch 1.1 Overview by Game Director, Judd Cobler*

Greetings Travelers, it’s Patch Notes Day!

The team here is incredibly excited to bring this patch to the community, and we have a ton of awesome features to share. Over the last few weeks, you have seen the “[What’s New](https://forum.lastepoch.com/t/harbinger ... ing--evade)” and “[Quality of Life](https://forum.lastepoch.com/t/harbinger ... ore/71756/)” posts, as well as a smattering of announcements including our [Lore Hunt Event](https://forum.lastepoch.com/t/lore-hunt ... ils/71747/), and [Twitch Drops ](https://forum.lastepoch.com/t/last-epoc ... rops/71655).

Heading into the weekend, we are excited to share the official patch notes for Patch 1.1 - Harbingers of Ruin. These Patch Notes are massive, so we suggest taking a look at the Developer Overview Video from Game Director Judd.

**To prepare the servers for Harbingers of Ruin on July 9th, we will be shutting down our servers 24 hours before the patch, starting: [date=2024-07-08 time=11:00:00 timezone="America/Chicago"].**

With that, let’s get to the Patch Notes!
HUEG update, didn't get to play yet due to being busy but controller finally works correctly on Native (Linux) which allows me to finally play on Native for a considerable performance boost. :music:
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Post by gastovski »

What's the point if you have dozens of skills, abilities and passives but only able to use 4-5 for entire game? i hate this gameplay its disgusting.
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Post by Decline »

gastovski wrote: July 19th, 2024, 22:34
What's the point if you have dozens of skills, abilities and passives but only able to use 4-5 for entire game? i hate this gameplay its disgusting.
choices & consequences & controllers
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Post by Decline »

Because this is more of a general ARPG thread now I will put this here:

I have played some Diablo IV and think it is a pretty good. The game is a good successor to Diablo II and think it is better than that game in pretty much all dimensions. What is especially awesome is that Diablo IV is able to deliver a constant 60 FPS and everything plays very smooth. Blizzard has delivered a game how it should be delivered, that PoE and especially LE fail at sadly.
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Post by Unhelpful Contrarian »

Hopefully the expansion DLC for Diablo 4 will be decent even though it seems to retread of Diablo 2 plot , I wasn’t really impressed by game but maybe I will be surprised.
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Post by Finarfin »

Unhelpful Contrarian wrote: August 31st, 2024, 21:43
Hopefully the expansion DLC for Diablo 4 will be decent even though it seems to retread of Diablo 2 plot , I wasn’t really impressed by game but maybe I will be surprised.
The Cutscenes are always top notch. They showed the expansion intro and it was pretty messed up. I'll probably won't be playing it since I will play Path of Exile 2.
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Post by Unhelpful Contrarian »

Finarfin wrote: September 2nd, 2024, 21:25
Unhelpful Contrarian wrote: August 31st, 2024, 21:43
Hopefully the expansion DLC for Diablo 4 will be decent even though it seems to retread of Diablo 2 plot , I wasn’t really impressed by game but maybe I will be surprised.
The Cutscenes are always top notch. They showed the expansion intro and it was pretty messed up. I'll probably won't be playing it since I will play Path of Exile 2.

Yep. Diablo 4 was differently an improvement from 3 however the switch to a live service model really undermines a lot of the good the game does ( especially in regards to the story)
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Post by Decline »

Finarfin wrote: September 2nd, 2024, 21:25
I'll probably won't be playing it since I will play Path of Exile 2.
I highly doubt PoE2 will be even close in fluidity of game play to D4, considering GGG is one of the most incompetent companies on the market.
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Last Epoch: The Imperial Uprising Event Patch Notes
Posted By EHG_Kain on September 17, 2024 (Source)

LE_Steam_EventHeader_ImperialUprisingEvent-Patch1.1.71920×622 130 KB

The Imperial Uprising Event Launches September 19, 2024 at 4:00 PM

It’s Patch Notes Day!

The Imperial Uprising begins in just two days and runs from September 19, 2024 at 4:00 PM through to October 20, 2024 at 7:00 AM. This event introduces Loyalist Undead, Loot Lizards, the Stash Tab Priority system, Bazaar improvements, UI Scaling, and more. We’re excited to kick off this event with you in just a couple of days, and share with you today the patch notes for this event patch.

As previously announced, and confirmed with a community poll: Coinciding with the start of the event, there will be a Cycle Refresh. This means all current Cycle characters will be migrated to Legacy, and a refreshed Cycle will begin with fresh economy and leaderboards.

Online services will become unavailable 24 hours prior to the patch starting at September 18, 2024 at 4:00 PM in preparation of the Cycle Refresh, and event start.

Continue reading below for more information on the features to find in this event patch, as well as specific patch notes.
Table of Contents
Cycles
Loyalist Undead
Loot Lizards
Stash Tab Priority System
Bazaar Improvements
New Shrines
UI Scaling
Dungeon Changes
Steamdeck and Linux
Performance
Level Design
Systems
Enemies
Skills - Warpath
Go to Comments
Cycles

The 1.1.7 Cycle begins September 19th at 11:00am CT, and will be continuing until Patch 1.2.

All new characters can be created in Cycle or Legacy realms
All 1.1 Cycle characters are now moved to Legacy
Those character’s stashes are also now moved to Legacy, and shared among similar game modes as usual
Each stash from the previous cycle is now available as a remove-only stash in the appropriate Legacy stash. You may remove any of these items on any Legacy character with the same optional challenge settings, and use them as normal.
Solo Character Found characters who abandon the challenge will get their SCF stash as a remove-only stash

[Top of Page]
Event
Loyalist Undead

During the event from Sept 19th through to October 20th, additional Loyalist Undead packs will be added to all Monolith Echoes. Each Loyalist Undead pack will contain a rare Leader, and a pack of Magic followers. These Loyalist Undead packs have new unique modifiers specific to them, shared amongst the pack. These packs will show up in Cycle, Legacy, Online, and Offline.

All players who participate in the event by logging in and killing skeletons will be awarded a special MTX at the end of the event. (participation cannot be tracked when playing in full offline mode). For the duration of the event we’ll be tracking the progress of player’s efforts against the undead legions, and sharing updates on our socials.

Loyalist Undead packs contain a rare leader and a group of magic followers. There are specific pools of undead that can be selected as leaders or followers.
All Loyalist Undead have a new mod from a pool of 8 ability based mods, which are applied in addition to the regular magic and rare mods. Loyalist Undead mods include throwing Acid Traps when the undead uses an ability, and teleporting near the player when they start to move towards them.
All Loyalist Undead in an echo share the same mod, but the effect is much stronger for leaders than for followers.
While this additional Imperial Uprising Event modifier is active, the percentage of enemies in the Echo you need to kill to reach maximum bonus stability is reduced by 25%
(the Loyalist Undead inflate the number of total enemies in the Echo and could otherwise make reaching maximum bonus stability harder)

[Top of Page]
Event Modifiers

For the duration of the Imperial Uprising Event, all players will benefit from the following Event Modifiers:

+50% More Favor Gain (Added with community feedback)
+50% More Reputation Gain
As Reputation is gained from earning and spending Favor, this means you’ll be receiving a total of 125% more Reputation
+50% More Gold Drop Rate
+50% More Random Unique Drop Rate

These modifiers will end on October 20th with the end of the event.

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Loot Lizards

Loot Lizards are a new type of Fauna to be found within Eterra. These Overburdened Lizards carry a wealth of items and crafting materials, and will attempt to quickly flee from danger. If reduced to zero health, the Lizard will drop all loot it’s carrying, and quickly scurry off. If a Loot Lizard is left along for too long, it will make its escape with its items.

Added Loot Lizards to the game
These are a new type of random encounter that can spawn whenever an enemy issues a Call to Arms (when it alerts other enemies around it because it took damage, or the player got close).
Loot lizards will flee from players towards enemies, and while fleeing will drop a trail of gold
Bringing a Loot Lizard to 0 health will cause it to drop its loot and burrow underground. If a lizard takes no damage for 20 seconds, it will escape without dropping any loot.
There are five different types of Lizard, with different colors and loot pools

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Stash Tab Priority System

The new Stash Tab Priority System allows you to set a priority configuration for any of your Stash Tabs. With your tabs configured, quickly moving an item into stash (shift + right click or X / Square on controllers) will deposit the item into the tab matching the item’s properties, regardless of what tab you currently have open.

In the Stash Tab Priority system, you can define:

Item Type (for example, Boots)
If only one selected item type, then you can also specify Sub types, such as Citadel Boots
Rarity (this is also where you can choose Keys)
If you choose Unique, you can also then specify Legendary Potential and/or Weaver’s Will
Class Requirement (For example, Mage)
Level Requirement
Item Faction Requirement

Multiple tabs can be set to the same, or similar configuration.

If multiple tabs meet the conditions for an item, the items will be deposited in the leftmost tab (on the top of the Stash UI) which matches the conditions.
If the first encountered tab matching the conditions are full, it will proceed to following Stash Tabs.
If no stash tabs are found with priority configuration that matches the item, or all matching tabs do not have sufficient room, it will attempt to deposit the item into the currently open tab.

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Bazaar Improvements

We’ve heard your feedback on the Bazaar, and are implementing some of the most highly requested changes for searching listings. We’ve completely overhauled the Item Subtype and Affix selectors with a shiny new panel allowing far more specificity when searching for the perfect item. Being able to select a value within the roll range allows for finding that best in slot idol, or the ultimate Exalted item. These new features and adjustments for the Bazaar help make both finding the right item, and listing items easier, to get back into the fight faster.

Affix Search now supports selecting “must have” affixes and “optional” affixes.
For each affix you can specify a min desired tier and a min desired roll in that tier.
Subtype selection now supports selecting a minimum roll per implicit.
Affix selection is now capped at 5 must have affixes, and 10 “optional” affixes
New panels are localized and support controller.
Bazaar Filter state is now saved and restored per stall.
Fixed gold cost fields in the Bazaar not modifying search results.

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New Shrines

We have added 28 new Shrines to Eterra to discover. With all these new Shrines, you will be able to rain meteor showers from the sky, incinerate foes in front of you, automatically cast player abilities, gain powerful temporary buffs, or engage a chase with a number of new Loot Lizards for some big loot explosions.

Added 15 Player Skill shrines, 2 Loot Lizard Shrines, 10 Power Shrines, and 1 Dungeon Shrine
Player Skill shrines will cause the player to automatically cast a given player skill at a regular interval and benefit from the player’s skill trees where applicable
Shrine powers will now be removed when entering an Echo or Dungeon Boss Floor to discourage Shrine fishing

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UI Scaling

UI scaling options have been added for both Steamdeck and PC. You can now set scaling for:

Tooltips
Skill Panels
Monolith and Map panels
Login Screen and Character Creation
Game HUD
Ladder Panel

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Dungeons
Changes

Reduced the size of regular dungeon floors by around 30%.
Reduced the number of obstacles in dungeons (this is a reduction relative to their size).

Bug Fixes

Fixed a bug where shrines and other random encounters such as Nemeses could not spawn in dungeons in online.
Fixed a bug where shrines and other random encounters could spawn in inaccessible areas in some dungeons.
Fixed a bug where shrines and other random encounters could only spawn in one location in Soulfire Keep.
Fixed a bug where clicking on a key didn’t zoom in at the dungeon doors.

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Steamdeck and Linux

We’re no longer building a native Linux client and recommend Linux players use Proton on Linux which provides a much better experience.
This change also allows Steamdeck players to automatically launch with Proton which is the preferred compatibility layer
Fixed a gamepad issue where the forge didn’t show the Left Trigger icon to move to it from the Inventory Panel.

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Performance

Fixed a few memory leaks where assets were being held onto by static references resulting in them never being released.
From our testing this saves around 500MB of memory (VRAM & RAM Combined) after 1 hour of back to back echo farming.

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Quests & Level Design
Changes

New interaction added in The Precipice.
Visual improvements to the Crumbling Ruins.
Visual improvements to the Outcast Seer in the Risen Lake.
The ‘A Study in Time’ quest has been changed slightly to decrease the amount of backtracking needed
Reworked The Sanctum Bastille quest pings.
Update The Lotus Hall end.
Isle of Storms quest reworked to use new independent quests and altars in Moonlit Shrine changed to reduce the chance of players entering a state where altars can’t be interacted with.

Bug Fixes

Update The Lotus Hall end.
Fixed Golabi shop in The Oracle’s Adobe.
Fixed Lost Sapphire Nagasa in The Temporal Sanctum.
Fixed Liath’s Tower entrance in Liath’s Road.
Fixed an issue in Heoborea where the Nomad Leader would show up every time.

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Systems
Changes

Added an option to respec all passive points in a Mastery or all points in the base tree and all Masteries.
Updated the Game Guide to include three new pages: Stash Tab Priority, Shrines, and Loot Lizards.
Added Loot Filters to Steam Cloud saves

Bug Fixes

Added system to display a mirrored item sprite for items that are legitimate duplicates, such as from the Vaults of Uncertain Fates to help resolve confusion around duplicate items
Fixed mod rounding being biased against the extremities of a range.
Previously the extremities of a range (e.g. 2 and 5 in the case of the range [2-5]) having a roughly 50% lower chance of occurring compared to every other individual value in the range (e.g. 3 and 4 in the case of the range [2-5]). Now they have roughly the same chance of occurring
Another way of understanding it are that the chances of rolling values in the ranges [2-4] are now roughly (33%, 33%, 33%), when they used to be roughly (25%, 50%, 25%)
Certain players that had their Forgotten Knights rank accidentally reset will now have it restored to match their quest state.
Note: if you were impacted, your faction panel UI will be out of sync with your rank following this fix. It will show no harbingers killed and the “Go kill them to unlock Aberroth” even if you are rank 10.
Added preloading for certain enemies such as Harbingers and Exiled Mages to reduce loading hitch when encountering for the first time
Fixed display issues with redeeming free items in the cosmetics store.

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Enemies
Changes

Skeletons have improved models, animations, and VFX.

Bug Fixes

Fixed a bug where Ethereal Reflection didn’t scale with level or monolith/dungeon mods.
Fixed a bug where Ethereal Reflections lost their ethereal material when hit.
Fixed a bug where Ethereal Reflections attacked their creator if its alignment didn’t match its prefab.
Fixed a bug where Siege Golems’ and Siege Spires’ explosions did not play their vfx.
Fixed War Tombs and Transfusion Caskets not counting as undead. This resulted in them spawning less often in the monolith.
Fixed a bug where Transfusion Caskets’ blood orbs dealt no damage.
Fixed the vfx from the soul warden’s soul cage buff persisting incorrectly near the soul warden (RIP floating orb).
Fixed Lightning Wraiths being able to spawn in certain divine era timelines, but not all imperial era timelines.

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Skills
Warpath

Made Warpath more consistent in how it damages enemies

Previously warpath hit all enemies within its range around every 0.33 seconds (affected by attack speed). So you could move into range of an enemy and warpath could take up to that length of time before actually getting hit.

Now warpath maintains that hit collider, attached to the player, for the full duration until the next one is created. So any enemy that comes in range is always hit immediately.
An enemy moving out of the AoE and back in within a single damage interval will not be hit more frequently than it would have otherwise.

This makes Warpath’s hits feel a lot more responsive while moving, especially at lower attack speeds.
https://www.lastepochtools.com/news/art ... otes-73753
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Ranselknulf
Turtle
Turtle
Posts: 1689
Joined: Feb 3, '23

Geolocation

Post by Ranselknulf »

I tried PoE2 for an hour last night.

It was fun times. The game seems a little slower paced at the beginning and loot drops seem more rare.

There were a lot of people in global chat complaining about not being able to beat the devourer. Go get better weapons and then fight the boss.

Kids these days.
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DagothGeas5
Posts: 2590
Joined: Dec 13, '23

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Adventurer's Guild

Post by DagothGeas5 »

Now that Path of Exile 2 is around, I wanted to ask, is there a chance that Path of Exile (1) will be shut down? I am not familiar how these things work, and last I heard Destiny (1) was still around, yet I can't help but worry after seeing World of Warcraft private servers getting shut down one after the other. It will happen eventually, sure, but not too soon, right?
- Here to show my support for normal gaming.

Thank you for existing! :bounce: