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Megaman's Jockstrap
Jul 16, 2000

What a horrible thread to have a post.
Just so you guys know the Bazaar (the subsystem that will have player trading) is going to be designed specifically so that you don't just go shopping for the item and affixes you want.

Also this is just speculation but they've repeatedly said they want the vast majority of your items to come from drops, so I personally expect the bazaar to be a fun little subsystem similar to the gambler, except player-driven. My expectation is that I might find something cool but most of the time I won't.

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Magus42
Jan 12, 2007

Oh no you di'n't

Captain Foo posted:

How _is_ the economy / rare drop rate in this game?

There is no economy lol

marshalljim
Mar 6, 2013

yospos
Speaking of the gambling vendor, what the hell is up with making every purchase take 10 seconds or whatever? Whoever came up with that punitive BS needs to have their game design privileges revoked.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Magus42 posted:

There is no economy lol

That’s kinda what i thought lmao

Megaman's Jockstrap
Jul 16, 2000

What a horrible thread to have a post.

marshalljim posted:

Speaking of the gambling vendor, what the hell is up with making every purchase take 10 seconds or whatever? Whoever came up with that punitive BS needs to have their game design privileges revoked.

They want the vast majority of your items to come from drops, not from a UI element, they are very upfront about this. The idea is you pull the lever a couple of times and then head out again. Again I would caution everyone - if you think the Bazaar is going to be an Auction House or trade channel you are going to be very disappointed. It might end up there if there's a ton of player pressure, but it is certainly not going to start out that way.

Sab669
Sep 24, 2009

With the loot filters and crafting system I really can't even imagine needing to trade, but then I mostly just play this game leveling up alts and have done very little with Monoliths so I don't fully understand Legendary Potential and all that stuff :v:

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

Megaman's Jockstrap posted:

Just so you guys know the Bazaar (the subsystem that will have player trading) is going to be designed specifically so that you don't just go shopping for the item and affixes you want.

Also this is just speculation but they've repeatedly said they want the vast majority of your items to come from drops, so I personally expect the bazaar to be a fun little subsystem similar to the gambler, except player-driven. My expectation is that I might find something cool but most of the time I won't.


Megaman's Jockstrap posted:

They want the vast majority of your items to come from drops, not from a UI element, they are very upfront about this. The idea is you pull the lever a couple of times and then head out again. Again I would caution everyone - if you think the Bazaar is going to be an Auction House or trade channel you are going to be very disappointed. It might end up there if there's a ton of player pressure, but it is certainly not going to start out that way.

This answers my questions perfectly- no trying to be an Auction House Baron in this game. It's probably a good idea for the long term health of the game to let self-found be 100% viable though.

Follow up on pre-made loot filters: how easy is it to combine the filters for two different playstyles so you'll see both drops? Like right now, if you're leveling two characters at the same level, you may want to have it look for gear good for your other character, but mostly I'm thinking in the future when I'm playing with my girlfriend and we can both find loot either of us could use.

marshalljim
Mar 6, 2013

yospos

Manyorcas posted:


Follow up on pre-made loot filters: how easy is it to combine the filters for two different playstyles so you'll see both drops? Like right now, if you're leveling two characters at the same level, you may want to have it look for gear good for your other character, but mostly I'm thinking in the future when I'm playing with my girlfriend and we can both find loot either of us could use.
It's easy. You could start with a premade filter that suits one play style and then just go through the rules checking additional boxes (item types, affixes) that work for the other player.

Sab669
Sep 24, 2009

Yea, like if you're looking for a Staff with +Physical Spells and Cast Speed or something for your Primalist as well as a bow with +Physical Damage and Crit chance for your Rogue you can just make a filter that encompasses both.

You're allowed 75 rules per Filter, so it's extremely powerful.



The game even has built in stash tabs & sub-tabs, too! So you can just make like an "Idols" tab and then subtabs for each class specific one. Or a tab for each class and then subtabs for item types or whatever you like best. It's really just a well thought out game that has some good QoL features PoE will never get lol

Magus42
Jan 12, 2007

Oh no you di'n't

Captain Foo posted:

That’s kinda what i thought lmao

Multiplayer is kind of important for trading/economy to exist and it isn't in the game yet :)

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Magus42 posted:

Multiplayer is kind of important for trading/economy to exist and it isn't in the game yet :)

I wasn’t sure if the bazaar as designed actually required multiplayer

Magus42
Jan 12, 2007

Oh no you di'n't

Captain Foo posted:

I wasn’t sure if the bazaar as designed actually required multiplayer

How exactly would you get items from player to player without multiplayer? :confused:

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Magus42 posted:

How exactly would you get items from player to player without multiplayer? :confused:

Through the functionality of the bazaar? Imagine if you could trade directly through the poe trade site and your stash would automatically update

Sab669
Sep 24, 2009

Yea I mean you could still have some sort of interface for searching & buying items without physically seeing player models in the same instance of a zone.

But it's all offline single player now, your saves are stored locally as a JSON file

Dallan Invictus
Oct 11, 2007

The thing about words is that meanings can twist just like a snake, and if you want to find snakes, look for them behind words that have changed their meaning.
I mean yeah the Bazaar as presently imagined COULD exist without multiplayer since the game still needs you to be connected, but without server-authoritative characters/inventory it would be very, very breakable.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Dallan Invictus posted:

I mean yeah the Bazaar as presently imagined COULD exist without multiplayer since the game still needs you to be connected, but without server-authoritative characters/inventory it would be very, very breakable.

Oh, very much so. Thanks!

The Locator
Sep 12, 2004

Out here, everything hurts.





Got a little too overconfident and got blapped by a map boss at level 50 on my fire minion necromancer. Not enough defenses and probably a resist hole, although I'm not 100% certain.

Oh well, I'm a softcore player anyway so it doesn't really matter, but I was a bit disappointed that I died so early in the game with such an apparently strong build.

I definitely have a huge poison resist hole that I'm going to have to patch up, and might have to give up some offense for that I suppose.

I really need to figure out the loot filter stuff better, as I randomly toggled it off after a boss and found an item that had been hidden that was pretty amazing for the character - 12 Int, 12 ward/second a solid + minion damage stat and some resists... I was using an imported filter from Boardman21 as I'm objectively terrible at figuring out gear in all games of this type (I'm shaking my fist at you, PoE).

Other than that, this build just rips through everything (and even ripped through that boss when I wasn't being an idiot and standing still on top of him). I have the Pyre Golem, 4 x Pyromancer Skel Mages, 9x Skeletal Archers (with fire arrows), Volatile Zombies (all fire damage) and Dread Shade as my specced skills.

Downside of the build is mostly that I can't see poo poo on the screen in the area where my pack is concentrated with all the fire effects going on, so I have to keep moving outside of the primary fight area in order to see what spots not to stand on, which also tends to make my pack of undead move around and probably costs DPS, although I'm unsure of that, they may do just as much DPS on the move as standing still.

The Locator fucked around with this message at 01:24 on Dec 31, 2021

Sab669
Sep 24, 2009

Visual noise and a general inability to read the screen at all is how you know it's fun :haw:

I said come in!
Jun 22, 2004

When multiplayer is introduced I hope last epoch still has offline and local saving.

SynthesisAlpha
Jun 19, 2007
Cyber-Monocle sporting Space Billionaire

I said come in! posted:

When multiplayer is introduced I hope last epoch still has offline and local saving.

It will, single player characters will remain as offline only. Multiplayer will start with only fresh characters, and presumably be stored online to prevent save editing.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

lol i realized my filter had been hiding quivers for 30 levels so fixing that and doing a run through an echo helped out a lot

Sab669
Sep 24, 2009

I don't know what changed but suddenly my Maul has a giant ground explosion after effect?



I don't yet have the Passive Skill that makes Maul cast Upheaval, but I'd swear I've never seen this effect until just a few minutes ago...

Chubby Henparty
Aug 13, 2007


Just got my flurry/shift rogue to blademaster and I'm not sure why I'd want to switch over to the new skills, pretty as they are. I guess I'll spec up dancing strikes for fun when a slot opens at 35, but I'm not losing any existing points to focus on it now. This is annoying.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

I got to the mid 60s on my archer (did kill majusa though) and decided to reroll as sword and board sentinel, thinking forge mastery. Is it just me or is multistrike strictly worse than rive, especially if trying to focus on phys damage?

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Captain Foo posted:

I got to the mid 60s on my archer (did kill majusa though) and decided to reroll as sword and board sentinel, thinking forge mastery. Is it just me or is multistrike strictly worse than rive, especially if trying to focus on phys damage?

looking more at the tree, using multistrike to trigger forge strike should be pretty good

Hollow Talk
Feb 2, 2014

Chubby Henparty posted:

Just got my flurry/shift rogue to blademaster and I'm not sure why I'd want to switch over to the new skills, pretty as they are. I guess I'll spec up dancing strikes for fun when a slot opens at 35, but I'm not losing any existing points to focus on it now. This is annoying.

Shadow Cascade deals a ton of damage (and can be transformed so that it shoots out projectiles as well, and Dancing Strikes can proc Shadow Cascade (while also dealing good damage and giving you "localised" mobility). I use Flurry as my left button attack, Dancing Strike on right button, Shift for mobility (and survivability), mix in the occasional cast of Shadow Cascade (especially after Shift'ing) and I mix in Umbral Blades to "pre-soften" targets before or after Shifts (and it decimates groups nicely just on its own).

So usually, my rotation looks something like Umbral Blades -> Shift -> Shadow Cascade -> Dancing Strikes / Flurry / Shadow Cascade -> Shift etc. That said, I will have to reevaluate some of my specialisation points/choices depending on how actual endgame things (other than Majusa :saddowns:) treat me, and how survivability etc. is at this point, but this absolute obliterates even large groups of enemies, and it all feels very fluid.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Taste of Blood is carrying the leveling process hard so far

Cinara
Jul 15, 2007
Played a druid through the campaign, tried out the different shapeshift forms but nothing felt that strong at least with the garbage gear I had. Most of the forum guides for druid had quite a few "required" uniques from what I could tell. Damage seemed like the biggest issue, my Lagos fight took forever though that was likely because I was forcing a pretty dumb build.

Rolled up Boardman21's VK autobomber and it really just blasted through the story and monoliths. Gonna use that to farm up some stuff to try out more builds, almost done with every initial monolith to unlock the empowered ones and so far nothing has really been a challenge.

Sab669
Sep 24, 2009

My Werebear is feeling a bit weak, but I've been doing level 70 Monoliths no issues. A little slow, but plenty tanky so I never die :shrug:

I've got Swipe, Leap Slam, Werebear Form, Warcry and Upheavel specialized. The Leap Slam tree applies to Maul, and Maul triggers Upheavel. Plus Roar triggers Warcry too.

I've been using a thicc 2H all in on Physical Damage, I've got a ~45% Crit and... my Crit Multi doesn't report correctly on my character sheet, but it's probably like +400%? The weapon is a little old at this point, but everything I find/craft is a downgrade.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Definitely just killed lagon for a second time before learning that you get half the other masteries' trees....

Lagon is also way too long of a fight

skeletronics
Jul 19, 2005
Man
I stalled out on that Lagon fight and had to do echoes to level up some before I could get through the tentacle phase. What a pain in the rear end fight, but it got me to finally stop ignoring resists.

I'd really like an ARPG where it's not mandatory to cap your resists. Especially when there are so many of them. At least this game is a little better than Grim Dawn on that.

Sab669
Sep 24, 2009

It's really easy to get capped in this game though between the loot filters and crafting system.

Heithinn Grasida
Mar 28, 2005

...must attack and fall upon them with a gallant bearing and a fearless heart, and, if possible, vanquish and destroy them, even though they have for armour the shells of a certain fish, that they say are harder than diamonds, and in place of swords wield trenchant blades of Damascus steel...

skeletronics posted:

I stalled out on that Lagon fight and had to do echoes to level up some before I could get through the tentacle phase. What a pain in the rear end fight, but it got me to finally stop ignoring resists.


Most late game boss fights are pretty good, but Lagon is really a pain in the rear end. Big models that are outside of the map work really poorly with many mechanics and some builds are especially screwed against him. The rematch is even worse.

skeletronics posted:

I'd really like an ARPG where it's not mandatory to cap your resists. Especially when there are so many of them. At least this game is a little better than Grim Dawn on that.

Actually LE is that game. Resistances work differently here and it’s an explicit design goal of the devs to make completely capping them optional. All enemies in LE get passive resist penetration per level, so by end game, capped resistance means you take the base damage a monster deals instead of 75% less. The result is that going from 50% to 75% resistance means a 25% increase in effective hp, not a 100% increase like in other arpgs. Resistances are still the cheapest and most readily accessible layer of defense and are the first to get heavy investment for most builds, but if you’ve got a really good source of another defensive layer on your build, you can focus on that first. Like all arpgs, though, at some point you have to start prioritizing defense over offense, that’s just an inevitable part of the strategic level of these games.

skeletronics
Jul 19, 2005
Man

Heithinn Grasida posted:


Actually LE is that game. Resistances work differently here and it’s an explicit design goal of the devs to make completely capping them optional. All enemies in LE get passive resist penetration per level, so by end game, capped resistance means you take the base damage a monster deals instead of 75% less. The result is that going from 50% to 75% resistance means a 25% increase in effective hp, not a 100% increase like in other arpgs. Resistances are still the cheapest and most readily accessible layer of defense and are the first to get heavy investment for most builds, but if you’ve got a really good source of another defensive layer on your build, you can focus on that first. Like all arpgs, though, at some point you have to start prioritizing defense over offense, that’s just an inevitable part of the strategic level of these games.

Oh that's really refreshing. I'm liking this game more and more all the time.

queeb
Jun 10, 2004

m



yo someone hook me up with that VK autobomber thing, sounds dope, and can i level as it?

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

just beat majusa with this rive/forge strike build, basically was capable of entirely facetanking her

https://www.lastepochtools.com/planner/KBgRqyLQ

Cinara
Jul 15, 2007

queeb posted:

yo someone hook me up with that VK autobomber thing, sounds dope, and can i level as it?

https://www.youtube.com/watch?v=g0Kojr9fRSY

Older leveling guide, though it's a patch out of date so some of the points are a bit wrong.

https://www.youtube.com/watch?v=s2OZIkw5Flo

Full guide that's more up to date. Build is pretty simple to figure out and gear, is pretty defensive and fast and more than enough damage to blast all the early content. And if you put some work into the gear it can do all the very endgame stuff also.

Hauki
May 11, 2010


For what it’s worth, I dicked around with whichever VK skills until like 35-40 and swapped to the autobomber setup then, I don’t recall offhand the basic skill points needed before it starts to come online. He also has a written guide for it on the forums that’s linked in the video notes if that’s more your speed. It’s very doable with just crafted rares though.

zoux
Apr 28, 2006

I didn't really care for the autobomber playstyle, because I'm not a fan of autocast builds in general. Also I have no idea what I'm supposed to do with reversal. I found a forge guard minion build that seems alright that I'm going to level another sentinel up to.

I've played GD, D3 and PoE significantly into endgame, and it's interesting to see what LE is taking from those (and what it's not). In pretty much every season of every ARPG I've ever played, there's been a WW/spin-to-win build that's viable. The issue is that the keystone skill of the build usually doesn't show up until mid game, so you spend the first 20-40 levels using some crappy leveling build before you get to play the fun, effective build. So imagine my shock when the loving first skill you unlock for Sentinel is whirlwind. The first skill you get for acolyte is summon skele - and you can summon 3 immediately! Giving you good skills up front instead of requiring you to wait until mid/end game for fun builds is a great design choice. Also love the way they handle crafting materials in this one, I was trying to figure out how I was gonna set up my stash to organize them when I saw a "transfer all mats" button on my inventory. And away they went, autosorted into an infinite bag of holding that I never have to think about. There's a lot of little things like that that are persistent small hassles in the other ARPGs that they just don't make you do in LE and it's revelatory.

I don't love the respec system, I tend to like to gently caress around with different builds and it's just brutal to lose all that progress if you want to swap up a skill when you haven't built up a minimum level yet.

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Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

How are you doing minions? I’m also playing forge Guard and they’re definitely a decent part of the build but i wouldn’t call it a minion build

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