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[Megathread] Feedback & Suggestions


#1

Greetings Travelers!

 
Due to a number of long-standing bugs, and consistent critical feedback regarding our forum, we are now looking at moving to an alternative forum package. While we did discuss attempting to make the transition in time for the launch of our alpha, we ultimately decided that it would be best to focus on one thing at a time. After watching how the initial alpha release unfolds, we’ll be making an improved forum our next priority.

 
We’re confident that our new forum will be worth the wait. Until then, please feel free to continue to post on this forum. While we’re hoping to migrate existing posts across, these megathreads will help to consolidate recent posts on this forum if the migration is unsuccessful. We’re also aware of a bug affecting the ability of a minority of people to create new threads, and these megathreads help to workaround that until the switch.

 
As always, thank you for your passion for Last Epoch. While we’re not yet ready to announce the forum solution we’ve been looking at, please believe me when I say that it is a much more modern and has many additional features compared to our current forum.


#2

Hi all!
Very excited to see how the game develops and in the meantime I downloaded the alpha earlier this evening and I have some things to share about my experience thus far. If this isn’t the right place to post this or not the kind of feedback you are after feel free to let me know!

Possible Bugs:

  • I seemed to have no SFX sound effects or they were so quiet I was unable to hear them, it was just my knight swinging silently
  • I replaced my default right click attack command with a skill and then was unable to find any way to bring back the basic attack.
    *I didn’t see anything in game to tell me what area of effect does for the skills I use it on. Not totally sure if it’s range, damage, or both.
    *I can’t seem to find a way to expand the mini map, if this isn’t implemented yet I would really like to see a way to make it bigger or overlay on the screen
    *There was no mini map in the precipice

My Own Thoughts:
*I would love to see a confirmation window locking in your choices for class and ability skill ups, more than once I placed a point while reading and then found something else I wanted more and had no easy way to change it.
*Possibly having a menu (or part of the skills menu) where you lock in your abilities that you chose to use, after that clicking on your actual in game bar will bring up a menu with available skills you chose so that you can move them around to your liking.
*Although Sentinel has some nice defensive options in the first row I really would love to see some damage component within the passives such as: Battle hardened giving you increased armor and a small damage increase if you have been hit recently giving you more incentive to be the tank, or steel aegis giving you a damage boost on your next hit after blocking.
*A way to equip gear directly out of your bag would be nice, after comparing I would prefer to just right click the item and have it replace my current one

  • Abyssal aura is wayyyy too strong in these early levels, killing me from full hp in less then 3 seconds, it’s possible during the constant damage it’s critting?

Just made it through a few areas and level 6 tonight but I’ll play more tomorrow and keep the comments coming if they are appreciated!


#3

They’re very much appreciated! That was excellent feedback, thank you. :slight_smile:


#4

Oh… :o I thought the forum had gotten a lot better already! I will miss this place… but maybe not too much if the alternative forums is really much better :stuck_out_tongue:

Edit: Will also use this post to keep track of comments/feedback I have while playing the Alpha.

Notes on Alpha Release:

Last Refuge Outskirt
Questions:

  • Grant [7…70] health -> what does this mean? Does 1 point gain anywhere between 7 to 70 health randomly? The wording isnt very intuitive.

Problems:

  • Starting outskirt area is very dark, cant really see what I am clicking and hard to make out enemies
  • Sequencing of waypoints is not clear from the waypoint map.
  • Elemental Nova vfx doesn’t look good/sharp (esp the fire particles)
  • Need to incorporate a clock on the UI
  • Need a way to expand the minimap

Good things I noticed:

  • The way the waypoint animates when I first see them looks really good!

The Council Chambers
Problems:

  • Crates physics abit too exaggerated at the moment, not being able to break them feels unintuitive
  • The speed at which NPC text scrolls feels abit clunky… it scrolls at a reasonable reading pace, then suddenly reveals the entire text narrative
  • combat feels clunky

Good things I noticed:

  • Stairs with white crystals look really good!

 

The Precipice

Problems:

  • Minimap not implemented yet?

The Woodlands Arena

Problems:

  • No loot barrels?

#5

Question on feedback during alpha/beta…

Would you all prefer more targeted threads that allow discussion, or larger threads/posts with lots of the little things?

For instance, I noticed a couple of QOL type things last night in my ~30 minutes of play

  • Minimap overlay
  • Skill specialization XP meter, so it’s easier to see how much work it’s going to take to get to the next point.

As we play more, would you prefer to see those as separate topics that are easier to discuss in more detail, or as longer itemized posts?


#6

The passive tree level requirements are a bit diffuse:

The skills that get unlocked, like in the screenshot, unlock at the player level that it says on the passive tree.

For a next tier of passives however, it isn’t player level, it’s amount of points spent in that tree:

I have 24 points in Spellblade and need one more point to advance to spellblade advanced passive tree. My current player level is 26.

Could you retag the passive tree requirements from ‘requires level 10’ to ‘requires 10 points spent in <this tree>’?


#7

Please try to post new feedback in new posts where possible. :slight_smile:

 
New post discoverability is much better than edit discoverability, and I want to make sure feedback isn’t missed.


#8

[quote quote=10089]

Jerle wrote:
Edit: Will also use this post to keep track of comments/feedback I have while playing the Alpha.
Please try to post new feedback in new posts where possible. 🙂

New post discoverability is much better than edit discoverability, and I want to make sure feedback isn’t missed.[/quote]

Do you prefer feedback to be placed here or in the discord? I know you monitor both, but surely you guys have a preference.

Also, TheTruth posted a good question: Do you prefer long lists of our niggling things or individual posts which are more conducive to discussions on that particular issue?


#9

[quote quote=10121]Do you prefer feedback to be placed here or in the discord? I know you monitor both, but surely you guys have a preference.

Also, TheTruth posted a good question: Do you prefer long lists of our niggling things or individual posts which are more conducive to discussions on that particular issue?[/quote]
Speaking as an individual, my preference would be the forum after we’ve moved to the new one - again it comes down to discoverablity. Discord is great at messages as they happen, but attempting to go back and find something a couple of weeks later can be time-consuming. There’s other members of the team who prefer Discord, and while we’re using this forum I’d be concerned about people growing frustrated when attempting to provide feedback. If you leave feedback somewhere, we appreciate it - and we’ll make it work for us. :slight_smile:

 
Appreciate the question! It was very thoughtful of you.


#10

i personaly think that when this goes multyplayer there should be a page kinda like poe.trade it would make trading for what u want easier and more efficient


#11

Hi,

I think it would be nice to have some sort of indicators above the heads of NPCs whom you can interact with (shop,respec ect) for visual clarity.
Also, is there a way to expand (to fullscreen) the local minimap shown in the top left corner? If not, it would be a nice feature too.


#12

Have you read about our plans for the in-game auction house called [color color=#999999]the Bazaar[/color]?

 

[quote quote=10401]I think it would be nice to have some sort of indicators above the heads of NPCs whom you can interact with (shop,respec ect) for visual clarity.

Also, is there a way to expand (to fullscreen) the local minimap shown in the top left corner? If not, it would be a nice feature too.[/quote]
Appreciate the suggestions! I actually thought the first one had been done at some point, but I’m having difficulty finding it now. Maybe I was dreaming about the game (I need to get out more…).


#13

maybe u could add something for the tanks its like a plus 1 to life flask charges u role it on armour n jewlry maybe there should me a max number so its more balanced without it you would be able to get like 8 but u could make the max like 4 or 5 an idea i had


#14

Hi,
I have been playing in the Arena in the Alpha build 0.5.0.3
I noticed something about the big purple/black jelly dudes (effigy of oblivion I think is called). They use the skill that creates a cascade of spikes on the ground travelling forward in a straight line.
The spikes are quite often unnoticable because their graphical effect clips under rock, terrain/various environment textures.
This is not top priority at this stage I understand, just thought let you guys know anyway for a later possible fix :slight_smile:


#15

Good idea, thanks! Will pass it onto the team. :slight_smile:

 

[quote quote=10665]I noticed something about the big purple/black jelly dudes (effigy of oblivion I think is called). They use the skill that creates a cascade of spikes on the ground travelling forward in a straight line.

The spikes are quite often unnoticable because their graphical effect clips under rock, terrain/various environment textures.[/quote]
We’ve gotten other reports of them being difficult to see in darker areas.

 
Not sure if we’ve heard of the clipping issues before, but there’s definitely room for improvement.


#16

i think after alpha u should get a alpha suporter badge in game and after beta a beta tester badge in game


#17

Tried to post this as a new thread - can’t find it now - the TLDR was:

I miss:

  • a progress bar for skill specialisations, as well as in game info on when slots unlock, and an ability to chose new skills to specialize (loosing progress on the one that is replaced)
  • ability to show full minimap (such as hold Tab to show)
  • “adds x spell damage of y element” as randomly appearing pre- or suffix in addition to as primary on wands - would allow better scaling of many spells, and not just the battlemage that use melee modifiers
    -spell critical chance on character card (there is “critical chance” and “melee critical chance”)

Mage:
-teleport: suggestions for skill tree - stun(novba/… on destination and or start, reduced mana cost, no mana cost but with charge system, damage and or defense or mobility buff for a short window
-Bug: have tried to get stuck in terrain with tp a few times - could not tp away again, could
town port.

-Focus: suggestions for skill tree: - lingering mana regen, defensive and or offensive buff while or after channel (ward, damge for next spell, …), allow movemet but at some cost
-Bug: tried once to get it to keep channeling focus, i could move and cast other spells while it
keept channeling, when focus was recast it worked as intended again - I was either being
pushed by a mob, or srted moving at the right time of the channel - could not replicate

Primalist:
-the ranged attack skill for bears makes no sense - a bear should be the front line tank, not a caster/ranged


#18

Tried to post this as a new thread - can’t find it now - the TLDR was:

I miss:

  • a progress bar for skill specialisations, as well as in game info on when slots unlock, and an ability to chose new skills to specialize (loosing progress on the one that is replaced)
  • ability to show full minimap (such as hold Tab to show)
  • “adds x spell damage of y element” as randomly appearing pre- or suffix in addition to as primary on wands - would allow better scaling of many spells, and not just the battlemage that use melee modifiers
    -spell critical chance on character card (there is “critical chance” and “melee critical chance”)

Mage:
-teleport: suggestions for skill tree - stun(novba/… on destination and or start, reduced mana cost, no mana cost but with charge system, damage and or defense or mobility buff for a short window
-Bug: have tried to get stuck in terrain with tp a few times - could not tp away again, could town port.

-Focus: suggestions for skill tree: - lingering mana regen, defensive and or offensive buff while or after channel (ward, damge for next spell, …), allow movemet but at some cost
-Bug: tried once to get it to keep channeling focus, i could move and cast other spells while it keept channeling, when focus was recast it worked as intended again - I was either being pushed by a mob, or started moving at the right time of the channel - could not replicate, but happend one more time.

Primalist:
-the ranged attack skill for bears makes no sense - a bear should be the front line tank, not a caster/ranged


#19

maybe with uniques the longer you use it the stronger it gets cause it like binds to you


#20