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Last Epoch - time travel action-RPG

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
If only it allowed for more than 5 skills. Hell make those skill slots unlock via passives for all I care but give me something more to work with. Otherwise I am just continuing with Grim Dawn.
 

Peachcurl

Cipher
Joined
Jan 3, 2020
Messages
8,794
Location
(╯°□°)╯︵ ┻━┻
I think it was extremely easy to maintain Werebear form, no clue why they think that was hard.

Anyways, it's a fun build to run, so I'm looking forward to trying it with those new changes. Hope they didn't ruin it. ;)
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,735
https://forum.lastepoch.com/t/druid...I80XPJXRwMDopJNVoa1kGf9CMIVE0mmIaA-QJfcWGBJ90

Druid Overhaul - Spriggan Form (1)
We hope you enjoyed our new Entangling Roots design in the Entangling Roots Blog 46. We are thrilled to have you back again for our next reveal.

Today marks day three of our Druid Development Week, so stay tuned in the coming days to catch even more great news (full schedule below)! Today, we will be focusing on the Druid’s most adaptive transformation - the Spriggan.

Druid Rework - The Spriggan



The design goal of the new Spriggan form is to connect our players to the 'magical spellcaster rooted in nature' type of fantasy. This involved committing to a couple thematic design goals:
  • The Spriggan would not utilize any movement abilities. Being a tree-man, he can’t move very quickly without breaking the fantasy.
  • All attacks and spells should be deeply rooted in nature magic
  • The two major themes expressed through gameplay should encompass the feeling of controlling the environment and summoning nature’s creatures.
New Spriggan Visuals
The visuals for our current Spriggan form were a bit outdated and the abilities felt rather clunky and difficult to use. All around, he needed of a lot of love. Here is some of our early concept art for the model redesign:





Primalist_Spriggan_Concepts_011920×1903 211 KB






Primalist_Spriggan_Model_Sheet011920×739 189 KB



Once we decided upon the concept art and the details within, we set forth to create a new epic model for the Druid’s Spriggan form. Complete with hardened bark, a variety of natural growth, and an ancient glowing power within, our new Spriggan form stands ready to take on any threat.



New Transformation

We’ve given our new Spriggan form an exciting new transformation animation and integrated the casting of a new ability while transforming: Thorn Shield. Casting Thorn Shield while transforming into Spriggan strongly communicates the fantasy of becoming a tree. It feels great in dangerous situations, and connects the player with the soul of the Spriggan fantasy.


Spriggan Skills
This patch we have updates to all of the abilities which include replacing Vale Blast with Spirit Thorns, and replacing Root Wall with Thorn Shield. Let's dive into each of these decisions a bit more below.
Spirit Thorns
Vale Blast, while decent at single target damage, felt rather lackluster and its theming did not fit well. Generic green laser blast of sorts doesn't really scream "nature magic." Also, we're removing Ice Thorns from Primalist this patch, so we would be lacking in any spell cast where you are creating thorns, which is very appropriate for a nature caster. So that led us to building Spirit Thorns. This is a single target, or multitarget, skill that feels much more satisfying to use than Ice Thorns or Vale Blast currently does, and really hits on that Spriggan nature theme.


Thorn Shield

While we loved the theme of Root Wall, we’ve ultimately decided it wasn’t effective or impactful enough, so it was time for it to retire. Its replacement, Thorn Shield, is a rather different skill compared to Root Wall. It forms a protective barrier of thorns around you that grants armor and reflects a flat amount of damage to attackers. When the shield expires, a burst of thorns shoots out and damages all nearby enemies. For Thorn Shield, we wanted to double down on the thorn theme, and also fully empower and support a “thorns” style of gameplay, where things die just from touching you. Being able to cast it on your companions also enables a fun playstyle where you stand back and send your thorny bear into battle for you. Or you can even sprout some thorns on your friends as they charge into the fray.

 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,735
https://forum.lastepoch.com/t/druid...I80XPJXRwMDopJNVoa1kGf9CMIVE0mmIaA-QJfcWGBJ90
Druid Overhaul - Spriggan Form (2)

Summon Healing Totem & Summon Vines
Healing Totem and Summon Vines are both keeping their current base functionality but gain visual updates and several new options in the overhauled skill tree. The reworked Spriggan Form minions often feel like new skills when using them in battle.




New Spriggan Skill-Tree

As we discussed in the Werebear Blog, we’re moving away from a mana based resource for all Druid transforms and they will use a new resource called Rage. There will be many ways to recover Rage such as the examples below.




Spriggan_RageNodes1043×444 312 KB




Similar to the Werebear, one of our major redesign goals with the Spriggan skill tree is to allow players to bring in the power of other skills while transformed. This will allow players to make more strategic decisions when choosing which other skills they wish to specialize in.




Spriggan_SkillNodes1085×648 442 KB




The entire Spriggan skill tree has been redesigned with the intent to allow our community of Travelers to create many new builds and explore new ways to play.

Here are some of our favorite new nodes:




Spriggan_ExampleNodes1684×794 907 KB





Great Vine lives up to its name



Thank you for joining us for this reveal of the changes coming to the Druid’s Spriggan form in Patch 0.8.4. We hope you love the new direction for the Druid and, as always, would love to hear your feedback in the comments! We hope to see you again tomorrow for a sneak peak at our Druid’s new and final transformation!
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
11,485
Location
Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2

ADL

Prophet
Joined
Oct 23, 2017
Messages
3,682
Location
Nantucket
Werebearchads our time is now
Final transform is the ugly flying mantis type thing in the thumbnail lol
 
Last edited:

Peachcurl

Cipher
Joined
Jan 3, 2020
Messages
8,794
Location
(╯°□°)╯︵ ┻━┻
Hhhrmm... don't want to shit on their art department, because I like the new bear look alot (huge improvement). Spriggan is also very good, but should be larger (it's a tree! what the hell!).

But that thing... takes some getting used to. May play nicely tho.

PS: Of course I can still quibble about even the bear look. If I had a say in this, I'd get rid of that remainder of human scalp hair / tails. Looks odd on the bear. Still, much better than before.
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
11,485
Location
Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
Hhhrmm... don't want to shit on their art department, because I like the new bear look alot (huge improvement). Spriggan is also very good, but should be larger (it's a tree! what the hell!).

But that thing... takes some getting used to. May play nicely tho.

PS: Of course I can still quibble about even the bear look. If I had a say in this, I'd get rid of that remainder of human scalp hair / tails. Looks odd on the bear. Still, much better than before.

I think they all look cool, including the bug.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,735
https://forum.lastepoch.com/t/new-unique-and-set-items-coming-in-patch-0-8-4/45422


Last week we shared details about the upcoming changes to the Druid Mastery and revealed the deadly Swarmblade. If you missed that news, be sure to check it out here 21. We have plenty more big reveals up our sleeve so stay tuned in the following weeks. Today we are taking a look at a few Primalist and Sentinel specific unique items coming in patch 0.8.4.

All values are subject to change.




Unique_Aurelis1720×900 64.4 KB






Unique_FB1720×900 82.4 KB






Unique_FCH1720×900 72.3 KB






Unique_HakarPhoenix1720×900 85.4 KB






Unique_Paranoia1720×900 90.9 KB



We have much more to talk about in the upcoming weeks, including crafting changes and mysterious Legendary items, so make sure to follow along:
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,735
https://store.steampowered.com/news/app/899770/view/4349909560961501097
New Primalist Skill coming in Patch 0.8.4 - Upheaval
As you may have already noticed, our Primalist is getting a lot of love in patch 0.8.4. Not only is his Druid Mastery going through a complete overhaul, but he is also getting some new, powerful baseline tools added to his kit. Today, the new Primalist skill Upheaval is making its smashing reveal to our community, so hold on to your boots and lets get into the details below.
Upheaval - Skill

Upheaval is a powerful, semi-spammable ground slam ability. It will do decent amount of damage and have a medium mana cost. With the announced removal of Ice Thorns, Upheaval will be stepping in to fill its empty skill slot. This means that moving forward, upheaval will be an early and core addition to the Primalist theme and leveling experience.



We knew that the visuals of Upheaval needed to feel impactful for our players. We started by adding some additional screen shake, then we added another ‘slam’ visual object right when the Primalist’s weapon hits the ground.

The visual design of Upheaval also presented us with the opportunity to create a new visual skill-tool: Decals over a trail. This is a design tool that drops visual-decals every 1.5 units which results in a repeated trail of decals. This design truly realized the desired visuals for Upheaval, and we will certainly be using it to shape other future skills in Last Epoch.


Upheaval is a powerful melee attack with a solid range.


Upheaval - Example Nodes
Upheaval specialization tree offers a wide variety of powerful nodes to support many different builds. Here are a couple highlights from the brand new Upheaval skill tree. We can't wait to see the earth-shaking creations from our community once they get a hold of the full skill tree.

Values have been omitted as we are still balancing the skill.








The cold version of Upheaval cast by totem.








Excavating blow with Tectonic Slam obliterating enemies.






Upheaval will be joining the Primalist’s skill kit before the end of the year with patch 0.8.4. For those keeping score in the community, that means you’ll have patch 0.8.4 in your hands in no more than 46 days from now.

In that time you’ll be hearing from us a lot. In fact, we’ve barely scratched the surface in revealing what all is coming your way. We have more blog posts, feature reveals, announcements, and trailers heading your way in the coming weeks - so stay tuned for all the news for our Ete… oops, to patch 0.8.4!
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,735

covr

Prophet
Patron
Joined
Sep 3, 2006
Messages
1,315
Location
Warszawa
Guys, I've just bought this and after 10 minutes of playing I am thinking about refund. So correct me if I am wrong:
-skills are being unlocked with levels like in Diablo 3. There's no skill tree per se, you just get new skills after reaching some lvl threshold or investing some points in passives.
-there's no ability (?) points in game? I've leveled to lvl 2 and 3 and nothing happened. My life/mana got increased, new skill unlocked and that's all. Just like in D3. How can I customize my build after leveling up?
-there's like 4 or 5 skill slots (again, like in D3) - can I unlock more?
-I've read that you can customize skills by wearing some items - is that the only way of doing that?
-wtf, the art direction and sfx are terrible, much worse that Path of Exile from 2013 and lightyears away from D2 and D2 remastered
-is there any kind of level scalling in the game?
-I've heard that there is no multiplayer implemented yet, but I saw some in-game chat window with random ppl whining

So far it seems that the game inherited the worst stuff from Diablo 3, mixed it with some PoE shit + added UI that is the worst I've seen in any Diablo-like game. Does the game gets better?
 

Tacgnol

Shitlord
Patron
Joined
Oct 12, 2010
Messages
1,871,734
Codex 2016 - The Age of Grimoire Grab the Codex by the pussy RPG Wokedex Strap Yourselves In Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
Guys, I've just bought this and after 10 minutes of playing I am thinking about refund. So correct me if I am wrong:
-skills are being unlocked with levels like in Diablo 3. There's no skill tree per se, you just get new skills after reaching some lvl threshold or investing some points in passives.
-there's no ability (?) points in game? I've leveled to lvl 2 and 3 and nothing happened. My life/mana got increased, new skill unlocked and that's all. Just like in D3. How can I customize my build after leveling up?
-there's like 4 or 5 skill slots (again, like in D3) - can I unlock more?
-I've read that you can customize skills by wearing some items - is that the only way of doing that?
-wtf, the art direction and sfx are terrible, much worse that Path of Exile from 2013 and lightyears away from D2 and D2 remastered
-is there any kind of level scalling in the game?
-I've heard that there is no multiplayer implemented yet, but I saw some in-game chat window with random ppl whining

So far it seems that the game inherited the worst stuff from Diablo 3, mixed it with some PoE shit + added UI that is the worst I've seen in any Diablo-like game. Does the game gets better?

The game has a massive skill tree, you don't get your first point for a few levels. You get bonuses to strength/dex etc from gear and points invested in the skill tree.

It also has a "skill" tree for each ability. For instance the summon skeleton ability has it's own skill tree which allows it to be customised in about 10 different ways. Things like different types of skeleton summons, to the abilities each type of skeleton uses.

Around level 40 or so you unlock a specialisation class which unlocks another skill tree for the class.

If you play a few more levels you'll see more of the mechanics.
 

Peachcurl

Cipher
Joined
Jan 3, 2020
Messages
8,794
Location
(╯°□°)╯︵ ┻━┻
Guys, I've just bought this and after 10 minutes of playing I am thinking about refund. So correct me if I am wrong:
-skills are being unlocked with levels like in Diablo 3.
Skills are unlocked by level at first, some later skills are also unlocked by your master class (specialization).
Choosing a master class is part of your main quest progress.

There's no skill tree per se, you just get new skills after reaching some lvl threshold or investing some points in passives.
There is no 'tree of skills' as in Diablo 2. Instead, each skill can be modified via a tree of modifiers. To be accurate, it's not a tree, rather a graph, but that's splitting hairs.
In addition there are several passive modifier trees that are not directly tied to a skill (but may also modify your skills in some cases).

Overall, you get the following 'trees':
  • Five skill-modifier-trees, one for each of the 5 skills you select.
  • One passive-tree for your main class.
  • One passive-tree for your master class.
  • Two passive-trees for the master classes you did _not_ choose (but you can only invest into the lower half of those two). Note, that some master classes are not implemented yet.
There's a shitload more of customization involved, compared to D2 or D3.

-there's no ability (?) points in game? I've leveled to lvl 2 and 3 and nothing happened. My life/mana got increased, new skill unlocked and that's all. Just like in D3. How can I customize my build after leveling up?

Your skills level up separately from your character level. But you should receive skill points that you can spend on the skill modifier trees. You are probably ignoring some part of your UI.

Also, you should have received points for your main class' passive tree.

-there's like 4 or 5 skill slots (again, like in D3) - can I unlock more?
No. 5 is max.

-I've read that you can customize skills by wearing some items - is that the only way of doing that?
Skill modifier trees and some nodes in the class passive trees also customize skills.

-wtf, the art direction and sfx are terrible, much worse that Path of Exile from 2013 and lightyears away from D2 and D2 remastered
I sense a bit of rose-tinted nostalgia, but OK. ;)

-is there any kind of level scalling in the game?
The main campaign doesn't level-scale, but what currently serves as "endgame content" does scale (within certain level brackets).
Not final though, allegedly there's going to be some endgame stuff coming in the next patch. Didn't follow what it is supposed to be.

-I've heard that there is no multiplayer implemented yet, but I saw some in-game chat window with random ppl whining
Correct. Chat: yes. Coop/multiplayer: no.
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
Guys, I've just bought this and after 10 minutes of playing I am thinking about refund. So correct me if I am wrong:
-skills are being unlocked with levels like in Diablo 3.
Skills are unlocked by level at first, some later skills are also unlocked by your master class (specialization).
Choosing a master class is part of your main quest progress.

There's no skill tree per se, you just get new skills after reaching some lvl threshold or investing some points in passives.
There is no 'tree of skills' as in Diablo 2. Instead, each skill can be modified via a tree of modifiers. To be accurate, it's not a tree, rather a graph, but that's splitting hairs.
In addition there are several passive modifier trees that are not directly tied to a skill (but may also modify your skills in some cases).

Overall, you get the following 'trees':
  • Five skill-modifier-trees, one for each of the 5 skills you select.
  • One passive-tree for your main class.
  • One passive-tree for your master class.
  • Two passive-trees for the master classes you did _not_ choose (but you can only invest into the lower half of those two). Note, that some master classes are not implemented yet.
There's a shitload more of customization involved, compared to D2 or D3.

-there's no ability (?) points in game? I've leveled to lvl 2 and 3 and nothing happened. My life/mana got increased, new skill unlocked and that's all. Just like in D3. How can I customize my build after leveling up?

Your skills level up separately from your character level. But you should receive skill points that you can spend on the skill modifier trees. You are probably ignoring some part of your UI.

Also, you should have received points for your main class' passive tree.

-there's like 4 or 5 skill slots (again, like in D3) - can I unlock more?
No. 5 is max.

-I've read that you can customize skills by wearing some items - is that the only way of doing that?
Skill modifier trees and some nodes in the class passive trees also customize skills.

-wtf, the art direction and sfx are terrible, much worse that Path of Exile from 2013 and lightyears away from D2 and D2 remastered
I sense a bit of rose-tinted nostalgia, but OK. ;)

-is there any kind of level scalling in the game?
The main campaign doesn't level-scale, but what currently serves as "endgame content" does scale (within certain level brackets).
Not final though, allegedly there's going to be some endgame stuff coming in the next patch. Didn't follow what it is supposed to be.

-I've heard that there is no multiplayer implemented yet, but I saw some in-game chat window with random ppl whining
Correct. Chat: yes. Coop/multiplayer: no.

Massive :decline:
 

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