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ICR
Dec 31, 2008

Trailer: https://youtu.be/IA4auxVRQYw
There's a demo you can download too I guess: https://goo.gl/uDHM51 (pulled from their Kickstarter)

So on April 30th, this game launches on Steam as a BETA. It’s been in alpha for a long while and has a ton of promise. Since beta launches today, I will make this OP short enough to hit the high points at least.

What is this game?

This is a hack n slash ARPG that literally borrows many of the good (and arguably some rough parts) from Diablo, Path of Exile, Grim Dawn, Guild Wars 1 and Rift. You watch the trailer above and you’ll see the elements specifically that jump out.

It’s a loot game. It’s a dungeon crawler. It’s just what you can expect from the games I mentioned above.

I want to talk about this game with goons and play with goons

Discord: It’s in the ARPG channel and there’s a bot that posts daily news there. Mute and hide what you don’t care about : https://discord.gg/WmhJZ4NeNk

Being it’s a loot/build game, yeah, there will be plenty to talk about and theorycraft.

What makes this one different?

15 Mastery Classes:



Big Passive Tree:



Then you can expand it out a little more:



Some of the active skills:



But the real kicker: Look at this crazy poo poo. 110 Skill Trees with some RIDICULOUSLY deep customization.



There’s like, 2 dozen ways to do skeleton summons or something crazy like that. It’s pretty insane. I’ll see in the beta just how many different ways there really are but just know, it’s pretty princess dress up hardcore on the skills. You got poison skeles, explodey skeles, tank skeles, the list goes on.

Your character inventory:



OK, but what about trading?

So I’m just lifting this straight off the site:

quote:

Trading

Player economy is one of the most enjoyable aspects of this genre for many players and we want to do it justice. Last Epoch will have a Bazaar system in which players will be able to anonymously buy and sell items from other players using the gold they’ve found on their adventures.

As a seller, you may have up to 5 items listed on the Bazaar at a time and once a starting price and closing time have been set you will be unable to prematurely remove the listing. Other players will then be able to bid on your listings and once the bidding window is up the winner will receive your item and you will receive the gold they bid on it. While you will have to be physically at the Bazaar to list new auctions, you will be able to track your current items at any time through a special UI window.

As a buyer, you will be able to search through all of the items within the Bazaar using an extensive filtering system to narrow down your options and help you find the exact item you want. Once you’ve bid on an item, the gold you’ve bid will be removed from your inventory and if someone outbids you this gold will be returned to you. If you have the current highest bid on an item once the auction closes, congratulations! You won the item! Be wary to not get too caught up in bidding wars though, the Bazaar takes a percentage of the gold you’ve bid if you win, and this percentage increases as the listing’s closing time draw nearer.

We are designing this system very carefully to ensure that while the Bazaar can be a fantastic way to find certain items, it will never overshadow the rewards of engaging with the world yourself. In the world of Eterra, particularly powerful uniques known as “legendaries”, gear crafted using rare and potent materials, relics and more will not be able to be traded. We want playing the game to be the core focus of Last Epoch, not maximizing your trade skills, even if skillful trading can help fill holes in your build.

Fear not, friends will be able to freely gift items between each other as long as they have been friends for a reasonable amount of time and both own the full game. The definition of “reasonable amount of time” will be a function of the level of items you are attempting to trade and the length of time you have been on each other’s friend list. In addition to this, gold will not be giftable to other players.

End Game Stuff

Lifting this directly from the devs:

quote:

End Game Systems

Monolith of Fate

Travel through worlds that never were and times that could have been by exploring the Monolith of Fate. The Monolith has been obscured by the Void and it is up to you to rediscover all the possibilities of history and construct new timelines!

A quick example: You start off with a single timeline zone, accessible via the Monolith, which lets you play through a new questline in the Ancient Era. Perhaps this questline has you participating in the war between northern God Heorot and the rebellious tribes that follow his corrupted son. The normal series events would be that Heorot prevails and rules kindly over the humans of the north, this version of the Divine Era is what you witnessed in the main story’s timeline, and you could, of course, let this transpire and have that timeline on the Monolith. OR you could betray Heorot and side with his son and the rebel barbarians. This makes a new branch on the Monolith, an alternate timeline, and subsequently a new timeline zone and questline to visit.

When you finish this questline and make this choice, you’ve now unlocked an alternate timeline zone for the Divine Era. In this alternate timeline, instead of Heorot peacefully ruling the humans of the north it is now ruled by his vicious son and hordes of his centaurs and satyrs are sweeping through the world. This new questline in this new alternate timeline would offer even more choices that result in even more alternate timelines.

Gates of Memorium

Travel back to the world of Eterra that you knew, even as its dangers rise to meet your newfound strength. Though the Gates of Memorium bring the recollection of your adventure to life, no memory is perfect, your memory and thus the version of Eterra you find yourself may become fearsome in ways you do not expect. (explore the pre-endgame world again but scaled to your level with the possibility of augmenting areas of the world to add new challenges)

Epoch’s Call

As you adventure through the different times of Eterra, the Epoch will guide you to sources of aberration in the timeline. Creatures that belong to another Era, places that should not exist, even other time travelers with goals less noble than yours. Correcting them will result in valuable rewards that will make you eager to hunt these anomalies down. Even as you explore the Monolith of Fate and traverse the Gates of Memorium the Epoch will still beg you to heed its call!

Time-Lost Colosseum

Enter the Time-Lost Colosseum and battle other travelers lost in the infinite pathways of time. Engage in duels, 2v2, 3v3, 5v5, and free for all combat as you vie for dominance in an arena discarded and forgotten by reality, the perfect battleground for warriors with nothing to lose. Earn cosmetic rewards that flaunt your skill in battle and grow your Pile of Skulls!

Lost Memories

In Last Epoch, you will see and engage with countless stories, from world-shattering champions to lowly orphans, each of these stories leaves its mark in the form of Lost Memories. You will find these Lost Memories in places that are important to the story of these individuals and assemble them to gain unique benefits.

To illustrate this, let’s look at the Lost Memories that tell the story of Leonus Wyvernbane. You first learn of Leonus from battling the Legionaries of Rahyeh, one happens to drop a Sunspear of particular significance. This is a Lost Memory. This Memory will guide you to hunt the wyverns of the mountain, you go forth and slay one after the other until finally, a Wyvern Tail drops. You are close now, and you have your final hint. You are lead to a time after Legionnaires, where wyverns are long extinct. You track down an old woman willing to sell you a Venom-stained Death Shroud, her last heirloom from a long-forgotten ancestor. This last Memory completes the story.

Leonus Wyvernbane was a Legionnaire of Raheyh who favored coating his spear with the venom of wyverns, he took great pride in hunting them. Alas, that pride would be his downfall as the hunter became the hunted. With this Lost Memory assembled you have unlocked the ability to strike with the deadly venom of a wyvern in addition to knowing a little more about the history of Eterra.

What’s the status of this game!

So, it’s in early access and the price is steep at $35. It will be cheaper when it launches in April 2020. Yes. Beta will last a full year.

This thread is here to let you know about this game more so than to say “jump in now!!!” We will know if it’s truly worthy in a couple weeks after we get some big playtime in.

However, if you got the money to blow, you can get it here: https://store.steampowered.com/app/899770/Last_Epoch/

Also, no multiplayer yet! That is coming very soon after this beta launch they said. With no ETA technically, who knows what soon means.



The Plan for Multiplayer with this game

quote:

There will be online and offline: We know that many people really want to either play offline or online and not having your preferred play mode available could make a game unplayable. We want you to be able to play the way you want and with the people you want. We are building Last Epoch with cooperative and competitive online multiplayer, offline single, and LAN support. Form a party of up to five players online to take down the biggest baddest monsters in the timeline or face the terrors alone. The online experience will be crafted to prevent cheating of all sorts.

PVP: Battle other players lost in the infinite pathways of time by entering the Time-Lost Colosseum. Engage in duels, 2v2, 3v3, 5v5, and free for all combat as you vie for dominance in an arena discarded and forgotten by reality, the perfect battleground for warriors with nothing to lose. Earn cosmetic rewards that flaunt your skill in battle and grow your Pile of Skulls!

Ladder System: We know how much players enjoy seeing their power in relation to others - the sensation of seeing how far you've grown when you see a new player or seeing how much higher you can go when you see a more experienced one. We will have multiple ways to track your progression in the Last Epoch player base and use these tools to foster a strong sense of community.

Cycles: Stagnation is a threat to the health of any game, and with our Cycles we will keep Last Epoch fresh to players new and old for their entire game experience. When a new Cycle starts, the Ladders that track your progress will reset, your current characters will be moved to a different non-Ladder mode, and most importantly, new quests, items, and even game systems will be added for players to enjoy. With this system of regular updates, Last Epoch will be a game that you can be engaged in for years.

What's to Come for PRICE?!

The planned pay model for Last Epoch upon release is for the game to be free to all players until level 20 with restrictions on player interaction in order to deter spamming. To advance beyond level 20, players may spend $14.99 ($10 if you go through Kickstarter: https://www.kickstarter.com/projects/lastepoch/last-epoch) to unlock the rest of the game's content and full social features. These restrictions on free players will go a long way to deter spam and botting accounts, which will help keep the game’s community and economy healthy. This one-time payment will be all that a player will have to spend to have the complete Last Epoch experience and be on the same footing as other players.

The only form of real money microtransactions Last Epoch will ever have are cosmetic, the currency for such is even named Cosmetic Points (CP) to emphasize this point. They will continually add in new exciting armor skins, skill effects, companion pets, and whatever else dreamt up that can make your character visually more awesome and unique. No experience speed items, stat boost items, character boosts, or any other source of player power will be purchasable with real money. They do not believe in pay-to-win models.

Item Customization

As you play the game you will find consumables that add a bit of the specified stat to an equippable armor piece, jewelry piece, or weapon. Said equippable gear has a meter that starts at 100% and as you use consumables to add stats to your gear, this meter drains. Every attempt to add stats to an item is a percent chance to succeed, and every successful upgrade drains a portion of the meter. Eventually you fail the success chance, or hit 0%, and the item locks forever.

Screenshots!!!!!

Literally, Diablo:









Let’s see how this thing turns out!

ICR fucked around with this message at 06:50 on Feb 21, 2022

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ICR
Dec 31, 2008

Reserved for builds, patch notes, etc.

Patch Notes:

https://forum.lastepochgame.com/t/beta-0-7-patch-notes/12334

quote:

The wait is almost over! Beta will be live at
Today 11:00 AM . The website and login will be down for up to an hour beforehand.

Here are the patch notes!
Campaign

Implemented a new prologue chapter to better introduce the player to the game world.
Set in the Divine Era
7 short zones with NPCs and quests
Includes basic tutorials and new story details
Added the rest of Chapter 3
Added Chapter 4
Added a crafting tutorial quest to the Outcast Camp.
Added a quest to introduce the player to the Monolith and Arena.
Moved the entrance to The Smelting Halls to near the end of the Armoury. This should improve navigation of the area.
Polished the events in the Lower District.
Increased the xp requirements for skill and character levels to better suit the amount of content in the Beta.

The Monolith of Fate

A brand new endgame system for when you have completed the campaign but want to continue advancing your character.
Start your journey by choosing from two random combinations of zone layout and a modifier for the enemies.
Complete the zone’s objective, then receive a reward and choose again.
As you progress, the modifiers from each zone carry over for several future zones. This means that you can influence how the challenge ramps up by thinking of what’s best for your build and managing how many modifiers are active at once.
This is an early version of our vision for the Monolith. Over time, we will be adding more options and depth to the system.

Arena

The Arena is now accessed using keys which drop during the Monolith of Fate or Arena.
The Arena now scales much more rapidly than before.
Once you die in the Arena you cannot return until you have another key.
Deaths in the Arena do not count for the purposes of ending hardcore characters and removing the “Deathless” status from a character.

Steam

Last Epoch is now available through Steam! https://store.steampowered.com/app/899770/ 261
You can now link your Last Epoch account to your Steam account. There will be a thread describing this process in the announcements 235 section shortly before release.
Linking your accounts allows you to:
Receive a Steam key to play through the Steam client
Automatically login when playing through Steam
Login to the website using your Steam account
Users who buy the game via Steam will create a Last Epoch at the first startup and they will be automatically logged in afterwards.

Cosmetics

The Kickstarter Sylpine pets are now implemented. There may be some accounts that are not updated yet, and we will continue to work on getting everything up to date.
The Beta exclusive pets, the Skullen, have been implemented. New Beta packs will be available at https://www.lastepochgame.com/supporters 95 when Beta launches.

Acolyte

Added an augment tree for Mark for Death.
Increased Marrow Shards’ damage by 20%.
Transplant
Now costs 13% of your current health instead of 50 mana.
Added a 3 second cooldown.
Increased damage by 25%.
Changed the health decay of Wraiths. The duration of wraiths that are not taking damage scales less with increased health than previously.

Mage

Added an augment tree for Teleport.
Reduced Black Hole’s base pull strength.
Elemental Nova
Increased the damage of the base nova (before specializing) by 20%.
Increased the damage of Lightning Nova and Ice Nova by 20%.
Increased the damage of Fire Nova by 18%.
Increased the freeze rate of Ice Nova by 33%.
Added 2 crit focused nodes to Meteor.
Snap Freeze
Now freezes for a base 2 seconds (up from 1.2).
Now has a 10 second cooldown (up from 6 seconds).
Snap Freeze is now unlocked at level 4 and Fire Shield is now unlocked at level 9. This should help the early game for Mages as Snap Freeze is a powerful crowd control.
The Reactive Ward passive now grants 10 ward per point (up from 7) and has a cooldown of 12 seconds (down from 17)

Primalist

Added activatable abilities for all Companions. When a Companion is active, the summon skill is replaced with a secondary ability. If you can have multiple of the same Companion summoned, the ability changes when you are at the maximum.
Wolf - Howl, a stacking buff that increases your damage and your minions’ damage by 10% for 4 seconds.
Sabertooth - Flurry Swipes, which causes your Sabertooth to make three melee attacks in short succession.
Bear - Bear Roar, a debuff which fears all enemies near your Bear causing them to run away.
Scorpion - Poison Nova, which poisons enemies around your Scorpion for twice as long as normal.
Spriggan - Healing Wind, which heals all allies around your Spriggan over time.
Companions are now resummoned on zone transition, this means that any minion stats you gained since you summoned them will be applied when you switch zones.
Fury Leap
Fury Leap’s cooldown can only be reset once every 5 seconds.
The node that granted increased movement speed on landing has been replaced by one that grants you and your minions increased damage on landing.
The rage node that grants increased attack speed on landing can now have a maximum of 3 points allocated (down from 8).
The crit multi node now adds 25% multi per point (down from 50%) and has a maximum of 6 points (down from 8).
The pull node now grants 100% chance with a maximum of 1 point (rather than 25% chance with 4), but requires 3 points in the previous node (up from 1).
The stun chance node now grants 35% increased stun chance per point (up from 25%) and can have 6 points allocated (up from 5)
Regain Stamina now grants 5% chance to reset cooldown on kill per point (down from from 10%), but can have 4 points allocated (up from 3)
Serpent Strike
Added a new node that adds poison chance and poison duration.
Added a node that buffs your existing Primal Serpent instead of summoning a new one when a new one would be summoned.
The poison projectile node now reduces poison duration by 35% rather than reducing attack speed by 20%.
The projectile created by the poison projectile node no longer has 50% reduced poison effect, but now has 35% reduced poison duration (this is a buff in most circumstances).
Removed the node that removed the poisoning projectile.
Adjusted some connections and requirements.
Increased plague damage by 50% and spread range by 20%.
Primal serpents now gain 4% increased health and damage for each point of strength or dexterity.
Reworked the Summon Wolf Tree
Added several new nodes including
+1 maximum companions
Your wolves cannot be stunned
Your wolves’ damage and health scales with your attunement
Redid most of the connections on the tree, increasing connectivity
Removed nodes that reduced the mana cost and cooldown of summon wolf
Adjusted some existing nodes
Swipe
Added a node that makes Swipe scale with Attunement.
Battle Howl now grants 12% increased damage per stack but can only stack twice.
Spirit Wolves (Swipe) and Claw Totems (Swipe and Summon Bear) now scale with attunement.

Sentinel

Added an augment tree for Rebuke.
Changed Juggernaut stance
Old Stats
40% less damage taken
20% less movement speed
40% less attack and cast speed
New Stats
50% more armour
15% less damage taken
15% less crit chance, movement speed, attack speed, and cast speed
Removed Dark Fissure. Shield Throw is now unlocked in its place.
Warparth no longer snapshots stat buffs, meaning that if you have a temporary buff when you start channeling it will expire on time instead of expiring when you finish channeling.

Beastmaster

Increased Summon Bear’s Briar Thorn damage by 75% and reduced its cast distance to 6m (down from 7m).
Ancient Call no longer disables minion health regen, but instead reduces minion health regen and health leech by 50%
Hunter’s Emanation now causes the healing from Hunter’s Restoration to apply to your minions as well.
Added a new passive node that grants you and your minions +2 melee physical damage per point.
Re-ordered early passive nodes.

Druid

New mastery class!
Added Spriggan Form. You do not regenerate mana while transformed, and return to human form if you run out of mana or choose to. While transformed, your skills are replaced with the following:
Root Wall, which summons a line of roots to block enemies.
Summon Vines, which summons 4 temporary poisonous vine minions
Healing Totem, which summons a totem to heal allies at range.
Vale Spirit Bolt, a spell which hurls a bolt of vale lightning at the target.
Added Werebear Form. You do not regenerate mana while transformed, and return to human form if you run out of mana or choose to. While transformed, your skills are replaced with the following:
Ravage, a melee bite that debuffs enemies.
Charge, a dash towards a target enemy that has knockback.
Roar, a spell which slows enemies and causes them to run away.
Werebear Swipe, a melee attack that hits all enemies in front of you with high damage scaling.
Entangling Roots and Summon Spriggan are now unlocked from levels in the Druid mastery rather than levelling as a Primalist.
Changed Summon Spriggan’s aura
No longer increases health regen by 50%
Now heals for 10 health every second
The node that used to make the aura grant 25% increased health regen per point, now increases the aura’s healing by 40% per point
Added a new node that causes the aura to restore 100% more health to minions per point

Forge Guard

Added Forge Strike, a melee attack that hits all enemies in front of you and has a chance to manifest temporary weapons to fight by your side when it kills an enemy.
Added Molten Blade, a slashing attack that sweeps a wide area with a blade of molten steel. Penetrates 100 armour and fire protection.
Added Manifest Armour, which manifests an animated suit of heavy armor that attacks slowly.

Lich

Added Reaper Form: Increases your physical abilities and grants you the Reap ability. While in Reaper Form your health degenerates over time at an increasing rate. You cannot die while in Reaper Form, and will instead return to your human form when you run out of health.
Reap: A short ranged melee dash with a short cooldown.
Wave of Blood now scales with intelligence (4% per point).
Soul Barrier now has a cooldown of 12 seconds (down from 15).

Paladin

New mastery class!
Added Holy Aura, which passively grants added elemental protection and vitality and when activated grants 200% increased stat effects for 4 seconds. Has an augment tree.
Added Healing Hands, a targeted area healing spell.
Added Sigils of Hope, which summons a sigil that orbits you for 20 seconds granting nearby allies health regen and added fire damage.
Added Judgement, a powerful melee attack that leaves consecrated ground, which debuffs enemies and heals allies.
Added Smite, a bolt of holy fire that descends from the sky directly onto a targeted enemy and heals nearby allies.

Spellblade

Added Shatter Strike, a cold melee attack that hits an area around you, culling frozen enemies at low health.
Added Enchant Weapon, which passively grants your melee attacks 15% more elemental damage and increases to 50% for 5 seconds when activated.
Changed Flame Reave’s Reaving Assault
4% increased attack speed for four seconds on hit.
Can stack up to 3 times per point.
4 points maximum.
Previously it could stack infinitely and had less max points.
Added a new passive node than grants dexterity and additional damage to elemental melee attacks.
Lightning Rider’s buff now lasts 4 seconds and cannot stack.
Storm Duelist now grants lightning damage and shock chance instead of dexterity and melee shock chance.
Replaced Decimation Blade with Triple Strike, which grants intelligence and adds damage to elemental melee attacks.
Reordered several nodes.

Shaman

Added Avalanche, a channeled spell that pummels enemies in a target area with ice and snow.
Added an augment tree for Storm Totem.

Void Knight

Devouring orb cannot cast more than one void rift every 0.1 seconds. This means that if you kill multiple enemies at once it will only cast one void rift.

New Uniques

Boulderfists unique Lagonian Gauntlets
160% increased melee stun chance
+160 armour
+60 health
You cannot leech health
Chimaera’s Essence unique Jade Amulet
140% increased damage while transformed
10% increased move speed while transformed
20% reduced armour and protections while transformed
Eterra’s Path unique Brigandine Boots
You and your minions have 20% increased movement speed
You and your minions have 80% increased healing effectiveness
Every second if you are moving you have a 20% chance to cast Summon Vine or Entangling Roots
Hammer of Lorent unique Sledgehammer
+20% chance to chill on hit
+1 melee physical damage per level
+1% melee stun chance per level
The Last Laugh unique Ancient Blade
Instantly kill enemies that are below 15% health
+5% melee critical strike chance if you have less than 100 dodge rating
+30 melee physical damage
+5 strength
Prism Wraps unique Leather Coat
-30% elemental damage taken
+30% increased damage
+30% leech with elemental hits
Rainbow Edge unique Eastern Blade
+7 melee fire, lightning and cold damage
+20% ignite, chill and shock chance for melee hits
+25% critical strike multiplier
Reach of the Grave unique Necromancer Wand
Your minions’ spell and bow attacks deal 100% increased damage.
Your minions leech 10% of damage dealt by their spell and bow attacks as health.
Riverbend Grasp unique Leather Gloves
15% chance to throw an axe at a nearby enemy on hit.
+60% increased throwing damage
+100% increased dodge rating
+40 health
Soul Bastion unique Imperial Shield
+10% block chance
+500 block protection
Gains a Soul Charge on kill, which lasts for 10 seconds
At 5 Soul Charges, casts Soul Eruption, which applies Mark for Death to 5 enemies and yourself.
Wing Guards unique Iron Gauntlets
+120 dodge rating
+40 health
35% increased melee attack speed
You cannot deal critical strikes

Uniques

Increased Unique and Set drop rate
Bone Harvester
Now grants 45 melee necrotic damage (up from 25)
Draalsting
Now grants 175% increased poison damage (up from 75%)
Deathrattle
Now grants 140% crit multi for minions (up from 40%)
Clarified an affix to “Your minions take 20% increased damage”
Now has the Turquoise Amulet base type.
Reworked Decayed Skull
Now grants 80% increased void damage (up from 40%)
Now grants 20% of void damage taken as physical (up from 10%)
Added “20% of necrotic damage taken as physical”
Added “80% increased necrotic damage”
Now has the Dome Cap base type
Doublet of Onos Tull
No longer increases the damage taken by minions.
Added “100% increased bleed duration for minions”.
Dreamthorn
New affix: +250 block protection.
New affix: +125 void penetration
Now grants +25 melee void damage (up from 15).
Exsanguinous is now a Noble Raiment.
Eye of Reen now gives +25 melee fire damage (up from 15).
Fighting Chance now gives 15 health on kill (up from 10).
Isadora’s Gravechill is now a Noble Gloves.
Isadora’s Revenge is now a Bronze Casque.
Renamed The Monolith to The Slab
Preparation
Now named Yrun’s Wisdom.
No longer grants 40 armour.
No longer grants 20% more armour when above 65% health.
Now grants 100 health (up from 25).
Added “100% increased freeze chance”
Added “+30 melee cold damage when above 65% health”
Added “30% of melee damage leeched as health when below 65% health”
Stormbreaker
Now grants 30 melee lightning damage (up from 17)
Now grants 30% of physical damage taken as lightning (up from 20%)
New affix: +30% of lightning damage leeched as health
New affix: 150% increased lightning protection
No longer grants 50% increased lightning damage
Now has the Lagonian Hammer base type.
Titan Heart is now a Copper Plate
Torch of the Pontifex
Now grants 13 spell necrotic damage (up from 10)
Now grants 130% increased fire damage over time (up from 100%)
Now grants 13% increased fire damage taken (down from 15%)
New affix: 130% ignite chance
Now has the Great Mace base type.
Volcanus
Now grants 37 melee fire damage (up from 17)
New affix: flame shards deal 8% increased damage per point of intelligence or attunement.

Items

Changed item colours
Magic items with 1 and 2 affixes are now blue (there is no longer any colour difference between items with 1 and 2 affixes).
Magic items with 3 and 4 affixes are now yellow (there is no longer any colour difference between items with 3 and 4 affixes).
Set items are now green.
Added many new item base types, mostly for mid-late levels.
4 new body armour types
3 new helmet types
3 new glove types
3 new boot types
2 new belt types
3 new 1h sword types
2 new 1h axe types
3 new shield types
2 new ring types
Spaced out the level requirements for sceptres, wands, 1h swords and 2h swords, axes and maces. This will smooth out the progression of base types throughout the campaign
The Acolyte now starts with an Acolyte’s Sceptre (which does not drop naturally) rather than a burning branch.
Changed the glancing blow prefix
Max value is 17% (down from 21%).
Is now a hybrid affix and also adds up to 50 armour.
Now also spawns on all items except weapons.
Updated rune descriptions to reference instability rather than fracture chance where relevant.
Imperial shield changed to Tower Shield
Ancient shield changed to Imperial Shield
Different shield base types now have different 2D art
The sprites of the longsword and broadsword are no longer stretched

Mechanics

Changed the stun formula to take ward into account, making increased stun chance more useful and preventing ward heavy builds from being more vulnerable to stuns.
Old:
stun%20old
stun old.png696×61 4.62 KB

New:
stun%20new

Animations

Refined all animations for the Acolyte, Mage, Primalist and Sentinel. Now that their new models and animations have been complete for a while, we had the chance to improve the quality of each animation.
Added a new animation for Judgement.
Added a channeling animation for the Primalist (used with Avalanche)

UI

Added unique backgrounds to the passives for each base class and mastery class.
Added an option for a healthbar to appear directly above the player’s head (off by default).
Added an xp bar for specialized skills, visible on their augment trees.
Added icons to NPC dialog to indicate if a response will lead to background information, a quest, or end the conversation.
Added a description of each base class and mastery class to the character creation screen.
Added a slider for adjusting controller pointer speed.
Added a realtime clock to the top of the minimap.
Streamlined the minimap and quest tracker to take up less space
The world map now centers to your current location.
Improved the appearance of item tooltips.
Uniques now display each stat separately in item tooltips.
Updated the appearance of descriptions and tutorials for the passives and skills windows.
Updated the quest objective arrow to stand out more
Updated the potion display with new icons.
Updated the quest rewards window and moved it to avoid overlapping with dialogue.
Improved the appearance of the input menu.
Improved the layout of the quest journal.
Improved the appearance of the gamepad radial menu.
Improved the appearance of the shop interface.
The shop window now shows your current gold.
You can now stop tracking objectives for a quest via the Quest Journal (J).
Improved the quality of ward visuals
Moved the shard creation message into the crafting window
Added a new icon for gold.
Added missing entries for some windows to the action bar menu.
You can now select “no ability” from the skill flyout menu.

Graphics Settings

You can now choose which monitor the game displays on (requires a restart).
Added support for different light rendering modes which can improve performance (at the cost of quality) in some scenarios.
Screen Space Reflections now vary with Master Quality, making the performance cost more granular.
Added more Levels of Detail for common objects in the game, meaning on lower graphics settings less detailed models are used for better performance.

Chat

Replaced the chat backend, allowing for better speed and functionality.
There isn’t much difference for now but there will be more changes in the future
There is now a profanity filter.

Visuals

The Acolyte now has a helmet model.
Updated visuals for Serpent Strike.
Updated Fireball’s projectile
Updated Elemental Nova’s nova effects (base and individuals)
Updated the Fear ailment’s visual.
Improved Ice Ward’s visuals.
Replaced most void masses in zones with different ones
Adjusted settings for lightning effects, which should make them look better in some situations.

Sound

Added 3 new pieces of music for the Prologue.
Added sounds for the following new skills:
Avalanche
Healing Hands
Holy Aura
Judgement
Shatter Strike
Molten Blade
Sigils of Hope
Smite
Werebear abilities and transform
Wolf Howl
Added new sounds for Warpath and summoning a Sabertooth.
Added a drop sound for Unique items.
Added an entrance sound for each class on the character creation screen.

Enemies

The delay on healing after not taking damage is now doubled for monsters with a chance to dodge.
Dodge change monster modifiers now give smaller amounts of dodge rating, making affected monsters easier to hit.
A monster can no longer simultaneously have the "heals after damage taken" and added dodge chance modifiers.
Enemies that heal when not taking damage now have a 3 second delay before the healing begins (up from 2.5 seconds).
Reduced the damage dealt by Venom Weavers’ projectiles by 25%.
Reduced Umbral Pursuer stun avoidance.
Reduced Umbral Pursuer damage by 20%.
Reduced the damage of the temple guardian’s fireballs by 14%.
Venom Weavers now fire three projectiles per burst, down from four.
Reduced the damage of Void Touched Spriggans by 20%.
The void damage auras used by rare Void Mauls and Umbral Pursuers deal 25% less damage
Voidfused Earth’s attacks are now resisted by minions.
The Effigy of Oblivion now spawns at later levels which reduces its damage at end game.

Bug Fixes

Fixed fracture chance being 6% higher than stated when adding a new affix.
Fixed fracture chance being 1% higher than stated in other scenarios.
Fixed a bug where item fracture chance would not update after adding a new affix with a glyph of the guardian.
Fixed ability and menu hotkeys not working on login and in some situations with search boxes.
Fixed a bug where opening Hungering Souls’ tree would cause the shop to stop working (yes, really).
Fixed a bug where the skill xp gained from levelling up was not saved. This could result in you gaining a skill level twice, gaining a skill point each time.
Fixed a bug where exiting the game shortly after a skill levelled up could result in specialised skills having the wrong number of total skill points.
Fixed the ascend button for masteries not appearing if you were previewing passives when it became available.
Fixed chat appearing on the character creation screen.
Added a failsafe for the portal failing to spawn at the end of Last Refuge Outskirts.
Fixed a bug where lightning blast always cost 5 mana (rather than 3) and the chain node did not correctly add 2 to mana cost per point.
Fixed a bug with fireball’s mana cost ended up very high when it was supposed to cost 0 mana.
Fixed Mana Strike’s Teleporting Strikes node casting directly on top of the player, effectively causing the skill to be unusable.
Fixed the Rush of Sacrifice node for Shield Rush not removing the skill’s cooldown.
Fixed the Thorn Totem’s additional duration node not working.
Fixed Serpent Strike’s nodes that granted stats to your Primal Serpent not working.
Fixed Thorn Burst node that makes it cost 0 mana while you’re using a 2h weapon wasn’t working.
Fixed Swipe’s Shamanistic Presence node not working.
Fixed a bug where Fury Leap’s cooldown could be reset by the regain stamina node when you killed an enemy with fury leap, instead of only kills from other skills.
Fixed a bug where some sources of increased Meteor damage would not work with meteor shower.
Fixed a bug where Harvest cost 5 mana instead of 0.
Fixed Vengeance using the old style of void essences. They now work the same as the Void Knight’s passives.
Fixed companions not having overhead healthbars if they were previously downed.
Fixed the Frenzy node for Sabertooth displaying a requirement of 1 when it required 2 points in the previous node.
Fixed Volatile Reversal displaying that it gained 2% mana efficiency per point of attunement (it costs no mana).
Fixed Mana Strike mistakenly saying it has 50% added damage effectiveness (it hasn’t for a very long time).
Frenzy Totem and Storm Totem can no longer be placed in inaccessible locations.
Fixed the Void Knight’s Woe passive not working.
Fixed the Sorcerer’s Reaction Point passive adding to mana cost instead of subtracting
Fixed River of Bones not granting stats.
Fixed the Void Knight’s Void Corruption node not working on relog.
Fixed the Swipe node that replaces Swipe with basic melee while it’s on cooldown not loading properly.
Fixed Empty the Graves not giving enough armour.
Fixed Reactive Ward not scaling per point.
Fixed the Primalist’s Survival of the Pack giving added damage instead of increased damage.
Fixed passives that required exactly one minion applying multiplicatively instead of additively.
Fixes the Lich’s Mental Cacophony node having incorrect requirements.
Fixed the Beastmaster’s Steel Teeth passive not unlocking when it should.
Fixed Taste of Death having incorrect wording.
Fixed added minion health regen affecting the “increased minion health regen” stat in the character sheet (such as from the Necromancer’s Blood Armour).
Fixed a bug where on kill effects could proc multiple times on the same enemy. This resulted in Torch of the Pontifex spawning far too many minions.
Fixed a camera issue in the south of The Council Chambers.
Fixed some objects blocking the camera in The Lower District.
Fixed a wall obscuring the camera south of the Last Refuge Outskirts wave fight.
Fixed a bug where monsters could spawn on the wrong side of a wall in the Precipice
Fixed fury leap’s targeting on controllers.
Fixed some bugs with right click to equip.
Fixed a bug where Venom Weavers could cause hits that deal mostly necrotic damage to stop working.
Fixed a bug where rare monsters were granting much less xp than intended.
Fixed spriggan enemy corpses blocking projectiles
Fixed a bug where enemies whose rare variants had a larger health increase than usual would not start at full health
Fixed hostile neutral enemies having floating health bars even if enemy healthbars were disabled.
Fixed a visual issue with Torch of the Pontifex.
Fixed a bug with Frenzy Totem’s particles.
Fixed scaling issues with the Acolyte’s summon vfx.
Fixed a visual issue with Hiveless Phrax
Fixed the Mark for Death visual persisting long after the ailment expires.
Fixed search visuals (grey out and glow) on passives.
Fixed the crafting window’s help screen being hidden under the inventory.
Fixed line breaks in the alt tooltips for nodes not working properly.
Fixed framerates higher than native refresh rate not working.

ICR fucked around with this message at 16:52 on Apr 30, 2019

ndub
Jun 9, 2007

There is an important system that was not mentioned in the op: item customization. As you play the game you will find consumables that add a bit of the specified stat to an equippable armor piece, jewelry piece, or weapon. Said equippable gear has a meter that starts at 100% and as you use consumables to add stats to your gear, this meter drains. Every attempt to add stats to an item is a percent chance to succeed, and every successful upgrade drains a portion of the meter. Eventually you fail the success chance, or hit 0%, and the item locks forever.

Here is an early draft of their planned trading system. They emphasize that killing poo poo is intended to be the best way to acquire gear, better than buying it from players. Last Epoch is planned to be both offline like Grim Dawn, and secure online like Path of Exile

Buy this beta on steam so that you can refund it if you hate it

ICR
Dec 31, 2008

ndub posted:

There is an important system that was not mentioned in the op: item customization. As you play the game you will find consumables that add a bit of the specified stat to an equippable armor piece, jewelry piece, or weapon. Said equippable gear has a meter that starts at 100% and as you use consumables to add stats to your gear, this meter drains. Every attempt to add stats to an item is a percent chance to succeed, and every successful upgrade drains a portion of the meter. Eventually you fail the success chance, or hit 0%, and the item locks forever.

Here is an early draft of their planned trading system. They emphasize that killing poo poo is intended to be the best way to acquire gear, better than buying it from players. Last Epoch is planned to be both offline like Grim Dawn, and secure online like Path of Exile

Buy this beta on steam so that you can refund it if you hate it

Gonna snag this and make the addition. Thanks for this. Good stuff in here.

I said come in!
Jun 22, 2004

This looks like all of the best bits of Diablo and Path of Exile rolled into one game. Last Epoch could be a serious new contender for best or at least new popular action RPG. Added to my Steam wishlist to buy once its available later today.

Mordja
Apr 26, 2014

Hell Gem
I messed with the KS demo a while back and I just didn't think it played that well. Combat felt stiff and janky but hey, it was very early. But looking at that trailer, it kind of doesn't looks like much has changed...The fights just looks stilted to me. I dunno, hope I'm wrong or they polish it during EA because I love games with way too many classes I'll never play.

Mordja fucked around with this message at 17:11 on Apr 30, 2019

ndub
Jun 9, 2007

The vertical talent tree system that unlocks active skills is straight out of RIFT, as is the aesthetic for the post-apocalypse era. LE is cribbing from a lot of games that had innovative customization layers - the skill trees are basically just POE support gems done right, in that they mutate how you play rather than being conditional damage bonuses. Off the top of my head, skeletons alone can go 6 or 8 ways - melee damage, tanks, lots of weak skels, a small number of strong skels, split shot archers, poison cloud archers, single target or aoe casters, or you can blow them up manually I think. Then there are other nodes in other skills' trees that key off having a specific number of minions and other things like that.

ICR
Dec 31, 2008

Mordja posted:

I played the KS demo a while back and it just didn't play that well, I thought. Combat felt stiff and janky but hey, it was very early. But looking at that trailer, it kind of doesn't looks like anything's changed there...The fights just looks stilted to me. I dunno, hope I'm wrong or they polish it during EA because I love games with way too many classes I'll never play.

Fingers crossed then! I'm a sucker for a loot game period, so here's to hoping. Appreciate the comment though about this.

Also, here's what's new in this beta for any alpha players:

quote:

What's New in Beta?
Our first end game system, the Monolith of Fate
2.5 more chapters of story content (up to 5 chapters total now)
2 new mastery classes
12 new skills
6 new skill trees
UI updates

WebDO
Sep 25, 2009



RIP this game, whatever it is. With Marvel Heroes ICR waited for the console port to kill the game. With Anthem, he murdered it on release. Now apparently a beta isn't safe.

How soon, then, before we see him in the news, the blood of a game lead on his hands mere moments after the next great concept is born?

ICR
Dec 31, 2008

WebDO posted:

RIP this game, whatever it is. With Marvel Heroes ICR waited for the console port to kill the game. With Anthem, he murdered it on release. Now apparently a beta isn't safe.

How soon, then, before we see him in the news, the blood of a game lead on his hands mere moments after the next great concept is born?

I'm on my redemption story im trying to be like Theon!!!!!

Pylons
Mar 16, 2009

I'll wait a couple days before I pull the trigger on this. I'm a sucker for loot games and especially loot games with a good summoning class.

ICR
Dec 31, 2008

Got a 4 hour delay on launch. Cursed!!!!

Prel
Jan 12, 2012

Been playing the alpha on and off. It's kinda early PoE levels of ugly but I don't really care about graphics in my ARPG. The systems are pretty well designed so far and the combat has good mouth feel. Tentatively positive about the future direction (now that I gave them $60 or whatever already).

Necromancers are wild, skeletons can be built about 14 different ways and that's just one skill tree. I saw that Druid is available now with beta launch so I'm gonna roll up a werebear next I think.

ICR
Dec 31, 2008

And the game is officially out and live.

Check twitch for some streams and follow along. We’ll post some takes and see how this thing is!

I said come in!
Jun 22, 2004

Bought this last night against my better judgment probably. :v: Won't really get a chance to put serious time into until this weekend though, but what i've played so far has actually been pretty positive.

queeb
Jun 10, 2004

m



ill follow you anywhere icr

Cao Ni Ma
May 25, 2010



Strap on everyone ICR is gonna be hyping this for a year.

Watching Ziz streaming it, seems pretty good. Dont know how it'll match against something like PoE which has had years worth of content slowly added to it, but it can be a nice diversion when PoE has a stinker league

Wizard Whateley
Apr 12, 2002

I am a bootlicking scab who loves seeing people be paid less than living wages. If the workers don't like it they should just kill themselves. Let me know who is organizing so I can report them to management. I pine for the days of the Pinkertons.
This game is thoroughly dope and I had no idea until yesterday it existed. The standouts so far that I'm digging is the skill customization/trees associated with each ability. And then the loot in general is everything I want it to be, coming from a Diablo 2 background.

queeb
Jun 10, 2004

m



cant wait to dig in tonight.

ICR
Dec 31, 2008

It’s pretty cool. Listen, it’s got major polish to go and a LOOOONG way to go but it’s worth keeping on your radar, whether you buy in now, later or don’t buy in at all.

nearly killed em!
Aug 5, 2011

hey goons that are playing this, i need a full report on the mother loving FALCONER. thank you

Ichabod Tane
Oct 30, 2005

A most notable
coward, an infinite and endless liar, an hourly promise breaker, the owner of no one good quality.


https://youtu.be/_Ojd0BdtMBY?t=4

queeb posted:

ill follow you anywhere icr

ndub
Jun 9, 2007

nearly killed em! posted:

hey goons that are playing this, i need a full report on the mother loving FALCONER. thank you

rogue isn't in the beta yet

ICR
Dec 31, 2008

New patch is up

https://forum.lastepochgame.com/t/beta-0-7-0b-patch-notes/13079

quote:

Our first patch to Beta is live! To update on Standalone, close the game and run the Launcher. For Steam, you may have to close Steam (by right clicking on the taskbar and selecting “exit steam”) before the update is visible.

Arena

Approximately doubled arena scaling speed. The goal is that you will die, rather than just log out.
Skills

Bone Golem
Bone Growth node grants +7 health per point (up from 5) and requires 3 points in Amalgam of Mages (up from 2)
Amalgam of Rogues now grants melee attack speed and movement speed per point, but only 7% of each (from 8% melee attack speed) and has a max of 5 points (up from 4).
Twinned Golems’ health modifier is now 35% less (from 45% less) and it requires 4 points in Amalgam of Rogues.
Unnatural Speed now grants 4% increased movement speed per point (from from 10%) and also grants 4% increased movement speed to all nearby minions. Has a max of 4 points (down from 5).

Storm Totem
Now has 50% added damage effectiveness (down from 100%)
The flat damage node now grants +4 damage per point.
The flat crit node now grants +3% per point (down from 8%)

Enemies

Soul Spear now deals 17% less damage and the ai uses it at ranges of 4 to 9 metres, rather than 0 to 8 metres.

The following enemy types can no longer spawn with the "Summoning" monster mod
Immortal Eye
Oculus Mortis
Soul Cage
Soul Carrier
Soul Prison
Avialine Chimera
Visuals

Improved Meteor, Lightning Blast, and Glacier’s vortex visuals.

Added a casting effect for enemies using Soul Spear so it is easier to anticipate
Improved visuals for Flame Remnants, Frost Wyrms and Headless Acolytes
Improved the visuals of the enemy Soul Arrow ability

Bug Fixes

Potentially fixed crashing issues when loading zones by adding mipmaps to newer enemies. Mipmaps allow the game to use less memory (at the cost of quality) if memory is running low, so the fact that these were missing may have been causing crashes when memory ran out.
Fixed the game attempting to login via Steam from the Standalone client if the steam client was open in the background.
Fixed “A Study in Time” being impossible to complete.
Added failsafes to the Admiral Harton encounter to prevent the questline from stopping.
Likely fixed a bug with the Sane Cultist.
Fixed many effects with the “Elemental” tag not working, such as “increased elemental damage” and “chance to ignite with elemental skills”. Effects tagged Fire, Lightning and/or Cold were not affected.
Fixed multiple Storm Totem nodes not working
Fixed item tooltips continuing past the edge of the screen (which has been a long-time bug).
Fixed a bug with the Wolf Howl vfx.
Fixed some zone transitions automatically being used when you were close enough.
Fixed the world map opening to the wrong tab in End of Time and Echo of a World.
Likely fixed a bug where the character model could go invisible after transforming back to human form.
Fixed the trails behind Void enemies occasionally having a very large performance impact.
Fixed incorrect login errors being shown.

Ichabod Tane
Oct 30, 2005

A most notable
coward, an infinite and endless liar, an hourly promise breaker, the owner of no one good quality.


https://youtu.be/_Ojd0BdtMBY?t=4

That patch seems to have added and fixed more then the entirety of Anthems patches.

The Moon Monster
Dec 30, 2005

I just killed a "bear of the lizard".

Cheap Trick
Jan 4, 2007

Been watching some Path of Exile streamers play this game, it's looking decent in its Early Access state.

But also,

queeb posted:

ill follow you anywhere icr

802.11weed
May 9, 2007

no
There’s teleporting bears named Jahith Bears, goty

Jinnigan
Feb 12, 2007

We shall pay him a visit. There will be a picnic. Tea shall be served.
I've been playing a bit of this and it's pretty good, but I wish the sound and hits were meatier. Things feel a bit floaty at the moment. And please update the 2D weapon art!!

ICR
Dec 31, 2008

This game just released their biggest update yet.

Definitely a game to watch. Great devs and awesome gameplay!!

ratchild13
Apr 28, 2006

Fun Shoe
I got this a while ago, and like it. I never realized the connection to RIFT like skills/talent unlock, till you mentioned it above, but that totally makes sense now. I've got a necromancer in the 50s and love having a huge army of bony boys doing all the work. The mage class is pretty good too, i like the customization of the spells so you don't have the same boring fireball the whole game or whatever.

DumbWhiteGuy
Jul 4, 2007

You need haters. Fellas if you got 20 haters, you need 40 of them motherfuckers. If there's any haters in here that don't have nobody to hate on, feel free to hate on me
Is this game online multiplayer yet?

ICR
Dec 31, 2008

DumbWhiteGuy posted:

Is this game online multiplayer yet?

Not yet. Next phase on the roadmap is multiplayer.

I said come in!
Jun 22, 2004

Been waiting patiently for this to come out of early access. I hope it still happens, progress has been very slow though.

The Ol Spicy Keychain
Jan 17, 2013

I MEPHISTO MY OWN ASSHOLE
This actually looks pretty badass. Going to buy it though not sure if I'll get into it right away. Might just wait for 1.0 to come out before playing. Thanks OP

ICR
Dec 31, 2008

The Ol Spicy Keychain posted:

This actually looks pretty badass. Going to buy it though not sure if I'll get into it right away. Might just wait for 1.0 to come out before playing. Thanks OP

It’s one of the few bright spots, I feel, in early access.

This is a game I don’t see flopping like a Wolcen.

The big updates lately continue to shine on the game and real talk, it’s pretty loving awesome. I know my goon pals who really love these types of games are all in on this ones trajectory.

I do need to give a big OP update and I’ll do that really soon as the game has gotten even better over time. The roadmap is about 60% done from what I see.

Impermanent
Apr 1, 2010
yea its real good

ExiledTinkerer
Nov 4, 2009
Granted, a large part of why this won't suffer a fate like Wolcen is down to them having the benefit of witnessing that wrenching series of events(though, I still hope with their staffing up and theoretic next big couple updates) in real time and surely making note of things accordingly---but yeah, the game is clearly a slow simmering champion making fine and deliberative strides.

Jinnigan
Feb 12, 2007

We shall pay him a visit. There will be a picnic. Tea shall be served.
Newest update borked my Lich until they hotfix it (they deleted a skill and replaced it with another - but the deleted skill is still on my 'specialized' skills with no way to remove or replace). Going to start a new character. Some kind of melee would be good. Any suggestions? Void Knight looks fun, Spellslinger looks good too.

The fact that the story areas are NOT randomly generated is kind of a point against rolling new characters, though :/

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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...

To anyone reading this who doesn’t have the game yet, I’ll agree with the past few posts: it’s really good! I like it better than Grim Dawn already, and I like Grim Dawn a lot. A few thoughts, mostly on what I like about it:

Good:
-Great combat pacing. Movement and positioning are deliberate and enemies have very clear tells on their high damage attacks. There are plenty of normal enemies that are really threatening, but that have obvious weaknesses.

-The skill trees are mostly really awesome and give tons of ways to play just the kind of character you want to play.

-Mana is a hard tactical limit on what you can do rather than a gear check. But, the game gives interesting options for managing it.

Mixed:
-Skill and passive choices have more weight compared to gear than in other arpgs I’ve played. Similarly player skill is more important. Overall I like this, but it means gearing decisions are limited and relatively boring compared to other titles. Mostly offense comes from skill and some passive choices, while gear meets defensive requirements. Hopefully as more planned aspects of the itemization design are implemented, there will be more interesting and impactful gear choices.

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