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Post Echo Completion Deaths

Once an Echo is complete, I would like to see 1 of 2 things happen:

  1. All additional mobs despawn
  2. You can resurrect and clear remaining mobs then cast your portal to leave.

I find that occasionally I end up losing echo progress, even after completing the echo, due to inability to click to move due to the massive amount of loot/affixes on the ground.

Seems overly punitive to make you lose progress just because you have the floor littered in items making you unable to move out of fire.

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Is the loot filter going to help this problem in anyway?

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It will reduce visual and click clutter, but it still doesn’t address the QOL issue of having completed an objective just to be penalized for not taking the portal immediately.

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I die to this as well, and find it annoying. I’d add the huge “open portal symbol” which appears as a source of many, many deaths. Then there’s dying to the effects that linger for 5-10 seconds after you kill the monster who created them.

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I don’t think large changes are needed, but a little QoL love would be great.

Other day I died once my portal was open, clicked my portal while dead and was ported to town. When I resurrected it then advised me I had lost echoes.

I get the “yes but you still died” point of it, but IMO once and objective is complete, it’s complete.

You can’t call double dribble after the buzzer rings, know what I mean?

The funny thing is they just removed this option this patch. After you completed the objective you used to be able to die and not lose progress. Also I have never not been able to move do to affixes on the ground. maybe there is something more that is the problem here?

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Micro movements become difficult when you are standing in a pile of loot. More specifically the “cleanse X forge”quests. You finish killing the last quest mob but surround mobs are pulled in due to pets aggro or AoE.

Again it’s not game breaking or something that happens often, rather a QOL issue I see.

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I guess I don’t notice it bc I use force move all the time

You could toggle off the loot too if you are fighting still at least until lootfilter or some other change is implemented

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So to recap: This sucks, but there are work arounds. Still needs to be addressed, but can be worked around currently. Go!

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Would be interesting to know if the changes @Rimed mentioned are in for a purpose. I did not notice so far because it didn’t happen to me that I died after completion since the last patch. But it defenitely was possible before.

Also there’s a bug with the alignment of item icons and items on the ground.

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Absolutely, you can turn loot off until after a run. This solves the “oopsies” for the most part.

My point isn’t that I don’t know how to solve most of the possible accidental deaths, rather just that I don’t feel the penalty is appropriate.

Maybe the death keeps you from claiming after run chest loot, but doesn’t make you lose epochs?

There should always be a down side to dying, but once an objective is complete, it feels clunky for it to be “un-completed” from a post completion death.