Posts by KarvarouskuGaming

Loot Lizards are friends, packed and loaded up with items they can barely carry anymore. We help them by relieving them from this burden, to set them be free of these items they have no use for.

We do not kill them, as they bury back to the ground when they have been relieved, or to look for someone else to help instead them incase someone ignored them...

Yeah, you're right about the potions following you to character select, that is a bug and I totally had forgotten about that part of this post when I responded to you earlier.

How those potions are generated via Ballista's Care Package node is not a bug which I was referring to, and it will be changed in Season 2 so you won't be able to get nearly as many potions anymore.

There's no bug to be fixed in here. We're just changing the functionality of an old node that wasn't too powerful when it was originally created, but became a problem as the game got more itemization and synergies with it.

You're very unlikely to have this problem in Season 2.

The downsive of farming for higher numbers on hours played on Steam I suppose.

In patch 1.1.2 we fixed a bug with damage conditionals:

  • Fixed a bug where some cases of damage conditionals applied their effects even when the conditional wasn’t met. For example, Doom Herald’s more damage to damned enemies while channeling was applying to enemies that were not damned.

This ended up affecting some builds that were benefitting from the bug and even unraveled some other very old bugs. One of these affected cases is Earthquake, and more precisely the node Shatterquake, which was providing much more damage than the node made players expect.

We'll be buffing EQ to compensate as we didn't intend it to be nerfed and just weren't aware of the node being that bugged in the old EQ tree.

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This is a bug and will be hotfixed.

Reading this comment chain makes me think that you may have not used your favor that much. Reputation (ranks) is tied to earning and spending favor at 50/50 ratio, so if you want to rank up faster, you want to use the favor you have earned too.

Why can bosses one-shot us but we can't one-shot them?

It is possible to one shot a boss through ward thresholds.

For example:

  • Boss has 10 000 health, and 1 ward threshold granting another 10 000 ward after the boss has lost 5 000 health. This totals to 20 000.

  • If you hit the boss for 20 000 damage, it'll die in that single hit.

Stash Tab Priority is an expansion to the stash system, so that we can be even more organized with hoarding all the items.

When configuring a stash tab, you will be able to check a mark in a box called Tab Priority that then expands to provide options to specialize this specific tab with conditions similar to the Loot Filter.

When an item matches the conditions set for a tab, quick-storing that item from your inventory to the stash (shift + right click or X / Square on controllers), it will automatically go to that tab instead of the one that is currently visible. You can also have several tabs with same or similar priorities, and it will place them from left to right, as long as the tab has room for more items with the selected conditions. Once all tabs with conditions are full, then the item will go to the currently opened page.

Here's the conditions you can customize a tab with:

  • Item Type (for example, Boots)

    • If only one selected item type, then you can also specify Sub type...
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One feature you definitely need to have here is to be able to copy your stash setup and share it (like with the loot filter)

That would indeed be awesome, and would also handle a similar desire where you'd want your previous Cycle stash setup to be 'remembered' in a new Cycle. I'll bring it up.

I do agree, it'd be cool if it could be a thing in some way.

I expect it to not to work because both technical restrictions (Loot Filter has much more options to customize than Tab Priority for one) and potential User Experience issues - if you switch your Loot Filter, does the Tab automatically understand the switch, or do you have to manually go re-apply that? On first thought I think both of the above cases are what players might expect or want.

There might be other solutions for the particular issue you're having, like an option to mark items in the inventory based on the Loot Filter rule #. I'll bring this particular issue up internally, I'd expect there to be better solutions for this particular problem that don't have anything to do with the Tab Priority.

Edit: Fixed some typos

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If you go to your stash, you can merge your Cycle progress over to Legacy. We don't do this automatically for lots of different reasons.

We are looking in to making it signposted better to players as this confusion does come up quite often.

This is a visual bug, which occurs with other passive trees too. The nodes provide the expected effect from 1.1 and in some cases nodes that display less points than they should you are able to spend more points in them, such as Mana Well in Sorcerer. It displays 0/1 but you allocate 5 points on it and it provides the mana correctly.

Edit: typos

There's a bug that causes passive tree visuals to be incorrect from what they are actually doing.

For example, Mana Well in Sorcerer does still provide the benefits as expected and you can allocate 5 points in it despite the node only showing 0/1 on it.

So if you look at the trees in Last Epoch Tools for example, they should be correct.

We're looking in to the fix.

This node in Flame Ward is the only way of obtaining this mod, correct. We will probably remove that line from the stat page, as it's only avaialable to Mages and through a specific node that already explains what it does.

I believe we have a fix for this internally already, just waiting to be verified. I'd expect it to be patched next week.

It's incorrectly requiring at least 1 corruption for the 1st kill to count (which can be seen in your screenshot too in the top right corner of the UI), so if you re-kill the Harbinger in Empowereds or by increasing the corruption of the level 90 timeline it will count.

The Crest not working is a consequence/second part of this bug. If you're at 0/10 in the Faction panel (as the level 90 Timeline kill didn't count), the Crest doesn't allow you to block the spawn because you didn't have the correct (incorrect) requirement of 1 Corruption for the first Harbinger to get to 1/10.

Once you have gotten through this weird state of 0/10 and are in the correct state of 1/10 of completed Harbingers as you should when you kill the level 90 Timeline Harbinger for the first time, then the Crest should work and allow you to block the HBs from spawning.

Just like any other Timeline, you can increase the corruption of a level 90 Timeline by killing a Shade in that Timeline to meet the minimum corruption requirement of 1 to have an easier fight. This then gets you to the correct 1/10 state in the Faction and the Crest should allow you to prevent Harbingers from spawning. Hope this helps, and sorry for the bug!

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It should, since you're still in that weird 0/10 state with the Faction. If that doesn't work, you can also try another 90 Timeline with at least 1 corruption.

This is a topic we have discussed quite a few times by now, and it's bit of a tossup between having the icon change to match your damage type (like Lightning Fireball not having icon looking like a Fireball, but more like a plasma or lightning infused fireball).

It does come up with a downside of newer players not being able to recognize skills they see in guides or by content creators because the icon doesn't match any of the skills they can see when they open the skill's page. It's also a lot of extra art work.

There's a certain threshold where too much icon modification might actually become a detriment and a lot of wasted work instead, such as from Fireball (1 fire projectile icon) to fully converted lightning Fireball that shoots multiple projectiles, be it in a sequence or not (lightning Fireball icon with several projectiles in it, arranged based on behavior).

Personally I would love to see this one day, but it would likely be just based on damage type and not other aspects...

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