mediocrepoet
Philosoraptor in Residence
I don't even like druids and that looks cool.
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:
New Spriggan Visuals
- 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.
The visuals for our current Spriggan form were a bit outdated and the abilities felt rather clunky and difficult to use.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:
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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.
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.
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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:
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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!
They are going to show a new transformation for the druid today.
https://forum.lastepoch.com/t/druids-third-transform-teaser/45368
Were-Scorpion?
Let's see.
I'd probably prefer something Lizard-like, but I dunno why that would have six eyes.
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.
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.
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We have much more to talk about in the upcoming weeks, including crafting changes and mysterious Legendary items, so make sure to follow along:
got my finger on the trigger on steam for this
worth it?
has it been on sale recently? november steam sale when?
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!
Eternal Legends
Saving Eterra is going to take more than time, it will require becoming something else entirely: Legendary. Last Epoch is proud to announce that with Patch 0.8.4 comes the launch of our first endgame Dungeon and the rise of Legendary tiered items. See you in Eterra on December 10th for the Eternal Legends Update.
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?
Skills are unlocked by level at first, some later skills are also unlocked by your master class (specialization).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 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.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?
No. 5 is max.-there's like 4 or 5 skill slots (again, like in D3) - can I unlock more?
Skill modifier trees and some nodes in the class passive trees also customize skills.-I've read that you can customize skills by wearing some items - is that the only way of doing that?
I sense a bit of rose-tinted nostalgia, but OK.-wtf, the art direction and sfx are terrible, much worse that Path of Exile from 2013 and lightyears away from D2 and D2 remastered
The main campaign doesn't level-scale, but what currently serves as "endgame content" does scale (within certain level brackets).-is there any kind of level scalling in the game?
Correct. Chat: yes. Coop/multiplayer: no.-I've heard that there is no multiplayer implemented yet, but I saw some in-game chat window with random ppl whining
Skills are unlocked by level at first, some later skills are also unlocked by your master class (specialization).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.
Choosing a master class is part of your main quest progress.
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.There's no skill tree per se, you just get new skills after reaching some lvl threshold or investing some points in passives.
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':
There's a shitload more of customization involved, compared to D2 or D3.
- 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 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.
No. 5 is max.-there's like 4 or 5 skill slots (again, like in D3) - can I unlock more?
Skill modifier trees and some nodes in the class passive trees also customize skills.-I've read that you can customize skills by wearing some items - is that the only way of doing that?
I sense a bit of rose-tinted nostalgia, but OK.-wtf, the art direction and sfx are terrible, much worse that Path of Exile from 2013 and lightyears away from D2 and D2 remastered
The main campaign doesn't level-scale, but what currently serves as "endgame content" does scale (within certain level brackets).-is there any kind of level scalling in the game?
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.
Correct. Chat: yes. Coop/multiplayer: no.-I've heard that there is no multiplayer implemented yet, but I saw some in-game chat window with random ppl whining