What does everyone think? Happy? Thank you all for watching and don't forget to checkout the official Action RPG Patreon: www.patreon.com/actionrpg?fan_landing=true
nice to know none of them give a damn about marskman as Dark Quiver is not even on their radar... or even worse, they LIKE how anti-QoL it is.. same with charged Puncture
From a dev perspective, "engine update" does mean "new engine". Ask the people behind Fallout London how much it meant that their "engine", the Fallout 4 base game, got an update.
Ngl I love seeing Mike have genuine joy from people playing, this game is lucky to have some great devs and awesome creators I hope it keeps growing :)
Suggestion for making dungeons fun: Make them mostly linear. Make them not take a long time to run thru. Put in one or two checkpoints for mini-boss fights, with a big final boss at the end.. IMO making dungeons a maze is a mistake, people hate back-tracking. Also, if it feels like you're spending a lot of time in an activity with nothing exciting happening to break up the monotony, it can feel tedious (hence mini-bosses).
I have to disagree. Linear Systems are the most cheap & easy "version" of a *"real dungeon".* Repeating a LOT more then vs a *"real" dungeon with *for ever respawning* mobs & mini-boss/Boss in each of their rooms. Linar System have NO patrol Mobs wandering along "Mine ways/paths" between each rooms, also respawning. Every boss has a respawn Timer YOU have to keep an eye on. Grinding constant in pne of the rooms, at your power LVL not only needs you to kill 1 or 4, but perma. So *endurance* is needed to keep KS at max rate, until you are strong enough for the stronger rooms. Some with 30/40 mobs in some with 3-6 but tuffer ones. Loading & out is a breaking point in immersion. You grind your way UP instead repeated over & over into the same linar system. Also allows for *specific* grinding vs mob typ X dropping Y for developers. *On Top:* Allows to farm as a High Tier version, that mobs there have a chance *to drop a empty creature card OF THEIR TYP.* > Allowing to catch souls of this specific mob to be catched until Full. Unlocking THIS specific creature card, of this specific mob, to be perma summoned by a player. Able to Lvl Up like a normal Char. Able to go through 3 evolutions. Able to wear Char weapon & Armor. In different *"creature classes"* Tank/ DD/ Ranged DD/ Magic/ Support-Healer Creature Classes as well as Hybrid classes like a *"Hawkman"* which is a Tank/DD creature. Each with their own specific skill tree. Each evolution of 3, they get another skill-tree added. Able to be *overbreeded.* adding more skill-point-tokkens to be used within the skill-tree as without. Each with their specific *"Unity"* toggle buff, adding to the owner & itself Stats like a Hawkman *+300Armor/+180 Melee Damage* for both. Witch can be increased within the creature skill tree. ... *"Real Dungeons"* allow also to be cross used at the same time with other players/teams/squads. So *gaining* more immersion when suddenly another player/group is walking by to check for rooms they wanna *farm in/try out.* Linear is *always* the cheaper one. Always was, always been. Search pictures of *"Rappelz Palmir Plateau Map"* • Within this dungeon are several portals beaming you in different locations. It is *a skill* focused version vs linar simple system.
i think the problem with white saber tooth is how it gets outclassed by wolf. The swipe tree allows you to buff whitesaber tooth but there is no equal skill to spirit wolves in that tree. Lich was defined by Death seal. Death seal was probably one of strongest skills when it was stronger but the issue is that Lich only has 1 unique skill and that unique isn't that good anymore. So there is lack of reason to pick Lich. I also think Lich is suppose to be the melee class of Acolyte yet... Acolyte melee kinda sucks. In almost every case, Warlock is just the better Lich. they need craft out some niches for Lich so that there is reason select him over warlock. Maybe go with like some Spellblade curse theme where you can proc spells off melee strikes like Auto-cast hungering souls, Infernal shade, auto-cast rip blood, Maybe killing enemies creates minions in which you can apply aura of decay on them to poison said minions, than these minions spread their status effects like Mark of the Rat. there is definitely some poison theme going on in that class. Another aspect i found strange is how Lich has 2 scythes but is not allowed to duel wield weapons.
Re: mercenary discussion --- in my head I was actually thinking it works well with a rogue subclass. The idea of being a hired hitman or hired assassin that works in a pair. I'm kinda tired of the gaming trope of rogues always working alone and being solo.
i hope with the 1.3 update we will spend a bit more time in each monolith and have to complete less monoliths overall to get the bar full. i noticed this when playing POE again, that the time you spend in a map seems a bit more healthy. IMO monoliths are a bit to fast which means more loading screens less mob killing etc. something like vaal side areas would fit monoliths very well i think
What I would do with Abomination is several things: - Make it such that you can actually manually just cleanse it of the Infernal Shade. To prevent you from having to re-assemble the abomination when idling at your monolith. Where the shade will continue to tick. - Give it better AoE. The whole skeletal archer thing for the abomination, allowing it to cast arrow volleys is just, well... bad. It doesn't work. It's a waste of skill points. It needs base AoE, regardless of the minions used to assemble it. - Streamline the assembly. Maybe something akin to the way that Path of Exile 2 will do summons or how D4 does them. Essentially, you just 'permanently' configure it, somehow, to use a specific combination of minions. Then preventing you from actually summoning those minions but just immediately popping the abomination based on those minions. Having to manually construct it every single time is just a nuisance. - Make the permanent form of it less restrictive. Or maybe even just making the permanency baseline. As in, regardless of what minions are used to assemble it, it's just a permanent abomination.
There is an item already in the game the eludes to the potential of mercenaries. A scroll used in the relic slot that summons a crossbow mercenary. The item is very much designed for the rogue.
13:04 damn. This is music to Steam Deck owners everywhere. My first and most played game on SD is Last Epoch. We’d love to see better UI and especially, optimization and frame rate stability at 60fps. Honestly, playing on SD is good until you fight Harbringers or at 160+ corruption.
No mercs for Barb, should be for a rogue subclass do like a pirate theme add 1h/2h guns and crew/merc skill, or like a demon hunter theme add 1h/2h crossbows.
I've stopped playing this cycle because the balance seems way off. I generally main a Sorc of some flavor and this season I just get one shot/two shot all of the time. Never had that issue in the past. Even with 1500-2000 ward and over 1000 life and max resistances I get destroyed all of the time. It's beyond frustrating. Also I'm tired of hunting for my mouse cursor, so if the engine upgrade is required to offer a customizable cursor then hopefully that gets done soon.
I love the game, and I know a lot of people really like cof. But if they don't really do a complete overhaul of everything about their trade league, the game won't grow and will eventually die. The trade league faction ranks need to be completely removed. They need to add currency that replaces sanctum and becomes the main currency of the game. You need to be able to trade items you've bought. All runes, glyphs etc need to be tradeable, and you need to be able to do it all without restrictions from lvl 1
@@minhphuoc22 i mean thats a perspective that you are entitled to. but from every measurable metric, its very much not a shitshow compared to last epoch. i love both games, though. theres some things last epoch does incredibly well, like the skill tree system. but an economy in a trade league is something that is created and mastered by a game people are actively playing right now, and theres nothing wrong with taking a few things from them and putting their own twist on them
they need to make sentinel actually tanky for me to want to play again. sentinel got all the clunkiness of a tank, all the slowness of a tank, the low dps of a tank, but no tankyness of a tank.
The only worry i have is the speed that they are putting out updates. They have said for about 7 months that Steam deck and/or UI scaling is "soon" but i see zero steps in the right direction. The UI in this game is By Far the most important to fix at least in my experience as it is very cluttered and has no customization settings or very limited. The game in it self is very good.
The quick fix for the nemesis loot would be that On nemesis kill, your character gains invulnerability for 3 seconds or something like that. So if there's a lag or a DoT, you don't die to poodles or DoTs immediately after killing it.
Honestly none of this matters. "Small independent studio" or not, you need to put out as much content as other arpgd or youll be left behind. 1.1 wasn't low players because you didnt market it. 1.1 was low because one boss and his minions is literally not enough to come back for.
If this game doesn't get a graphical overhaul PoE style (which was pretty significant), i don't think anything will change for better in terms of visuals. It's the animations that are so floaty and impactless.
@@DoctorStrange01 To be fair, I do not care much about graphics fidelity, as long as the style carries it. The animations are not bad because of Unity but because of art direction. The issue that Unity brings, is terrible performance for something that doesn't even have that high fidelity models and stuff. I wouldn't even have minded if this game had pixel art graphics, but smooth animations and performant gameplay.
They should make us able to chose which affix to slam not just stupid RNG That's why i use mids offline to avoid that trash system Let's hope they will fix it, assuming the game is still alive by that time
The current crafting system is fine. There are ways of accomplishing what you suggest within the current system. Just keep playing offline so you can cheat. No one cares.
What mod do you use? I understand why the crafting system is the way it is, but I am not that invested into the game to spend a week grinding to make a good legendary just to get screwed by RNG
FOOOK MIKE, what about goddamn Dark Quiver and charged Puncture!? Those are both at maximum anti-QoL FIX THE ARCHER I knew none of the devs were playing an archer but it's still disheartening to see that it's so unloved it's not even close to being on the radar. Like WTF just rename Marksman into elementalist if you're not supposed to build an archer!
Precisa de buff em todas as classes e tb esse negócio de regenerar mana não da certo! Tem que ter opção de criar recurso joguei de mago e precisei para porque não tinha mana e esperar regenerar é frustrante e ter outras opções de endgame sem corrupção de monólitos
What does everyone think? Happy? Thank you all for watching and don't forget to checkout the official Action RPG Patreon: www.patreon.com/actionrpg?fan_landing=true
nice to know none of them give a damn about marskman as Dark Quiver is not even on their radar... or even worse, they LIKE how anti-QoL it is.. same with charged Puncture
Saying "New Engine" on your thumbnail will only add to the confusion Aaron. Could've just said "engine update" or "working on updated engine".
But that won't get you clicks 🙃
Still that is a lot of work.
He explains that more clearly on his Patreon stream..
From a dev perspective, "engine update" does mean "new engine". Ask the people behind Fallout London how much it meant that their "engine", the Fallout 4 base game, got an update.
And here I was hoping they‘d move away from Unity 😅
Ngl I love seeing Mike have genuine joy from people playing, this game is lucky to have some great devs and awesome creators I hope it keeps growing :)
Suggestion for making dungeons fun: Make them mostly linear. Make them not take a long time to run thru. Put in one or two checkpoints for mini-boss fights, with a big final boss at the end.. IMO making dungeons a maze is a mistake, people hate back-tracking. Also, if it feels like you're spending a lot of time in an activity with nothing exciting happening to break up the monotony, it can feel tedious (hence mini-bosses).
I have to disagree. Linear Systems are the most cheap & easy "version" of a *"real dungeon".* Repeating a LOT more then vs a *"real" dungeon with *for ever respawning* mobs & mini-boss/Boss in each of their rooms.
Linar System have NO patrol Mobs wandering along "Mine ways/paths" between each rooms, also respawning.
Every boss has a respawn Timer YOU have to keep an eye on.
Grinding constant in pne of the rooms, at your power LVL not only needs you to kill 1 or 4, but perma. So *endurance* is needed to keep KS at max rate, until you are strong enough for the stronger rooms. Some with 30/40 mobs in some with 3-6 but tuffer ones.
Loading & out is a breaking point in immersion. You grind your way UP instead repeated over & over into the same linar system.
Also allows for *specific* grinding vs mob typ X dropping Y for developers.
*On Top:* Allows to farm as a High Tier version, that mobs there have a chance *to drop a empty creature card OF THEIR TYP.*
> Allowing to catch souls of this specific mob to be catched until Full. Unlocking THIS specific creature card, of this specific mob, to be perma summoned by a player. Able to Lvl Up like a normal Char. Able to go through 3 evolutions. Able to wear Char weapon & Armor. In different *"creature classes"* Tank/ DD/ Ranged DD/ Magic/ Support-Healer Creature Classes as well as Hybrid classes like a *"Hawkman"* which is a Tank/DD creature. Each with their own specific skill tree. Each evolution of 3, they get another skill-tree added. Able to be *overbreeded.* adding more skill-point-tokkens to be used within the skill-tree as without. Each with their specific *"Unity"* toggle buff, adding to the owner & itself Stats like a Hawkman *+300Armor/+180 Melee Damage* for both. Witch can be increased within the creature skill tree.
...
*"Real Dungeons"* allow also to be cross used at the same time with other players/teams/squads. So *gaining* more immersion when suddenly another player/group is walking by to check for rooms they wanna *farm in/try out.*
Linear is *always* the cheaper one. Always was, always been.
Search pictures of
*"Rappelz Palmir Plateau Map"*
• Within this dungeon are several portals beaming you in different locations. It is *a skill* focused version vs linar simple system.
I posted in Discord the Map of a *"real"* dungeon
Love his suggestion for the map objectives, please implement that
i think the problem with white saber tooth is how it gets outclassed by wolf. The swipe tree allows you to buff whitesaber tooth but there is no equal skill to spirit wolves in that tree.
Lich was defined by Death seal. Death seal was probably one of strongest skills when it was stronger but the issue is that Lich only has 1 unique skill and that unique isn't that good anymore. So there is lack of reason to pick Lich. I also think Lich is suppose to be the melee class of Acolyte yet... Acolyte melee kinda sucks. In almost every case, Warlock is just the better Lich. they need craft out some niches for Lich so that there is reason select him over warlock. Maybe go with like some Spellblade curse theme where you can proc spells off melee strikes like Auto-cast hungering souls, Infernal shade, auto-cast rip blood, Maybe killing enemies creates minions in which you can apply aura of decay on them to poison said minions, than these minions spread their status effects like Mark of the Rat. there is definitely some poison theme going on in that class. Another aspect i found strange is how Lich has 2 scythes but is not allowed to duel wield weapons.
“Lich needs more love… we took away a toy and didn’t give anything back” … so excited for this comment
Re: mercenary discussion --- in my head I was actually thinking it works well with a rogue subclass. The idea of being a hired hitman or hired assassin that works in a pair. I'm kinda tired of the gaming trope of rogues always working alone and being solo.
Love the hide UI suggestion! Add a sub box to turn it on at low health. (Low life builds just keep that un-checked)
i hope with the 1.3 update we will spend a bit more time in each monolith and have to complete less monoliths overall to get the bar full. i noticed this when playing POE again, that the time you spend in a map seems a bit more healthy. IMO monoliths are a bit to fast which means more loading screens less mob killing etc. something like vaal side areas would fit monoliths very well i think
What I would do with Abomination is several things:
- Make it such that you can actually manually just cleanse it of the Infernal Shade. To prevent you from having to re-assemble the abomination when idling at your monolith. Where the shade will continue to tick.
- Give it better AoE. The whole skeletal archer thing for the abomination, allowing it to cast arrow volleys is just, well... bad. It doesn't work. It's a waste of skill points. It needs base AoE, regardless of the minions used to assemble it.
- Streamline the assembly. Maybe something akin to the way that Path of Exile 2 will do summons or how D4 does them. Essentially, you just 'permanently' configure it, somehow, to use a specific combination of minions. Then preventing you from actually summoning those minions but just immediately popping the abomination based on those minions. Having to manually construct it every single time is just a nuisance.
- Make the permanent form of it less restrictive. Or maybe even just making the permanency baseline. As in, regardless of what minions are used to assemble it, it's just a permanent abomination.
Good to see them giving some good thought out plans for the future instead of just adding crap from other games or event content
great game! love these vids!
I'm still playing! I still can not figure out which mastery I want to main 😅
Btw the problem with lost nemesis loot may be fixed same way as in d4 lost uniques are available in towns.
There is an item already in the game the eludes to the potential of mercenaries. A scroll used in the relic slot that summons a crossbow mercenary. The item is very much designed for the rogue.
Why would you want to hide the UI? A R P G genre would lose it's identity without it
I wonder if new chapters will remain optional in terms of idols and talent points.
They should buff the crossbow mercenary from that one unique relic and maybe make "mercenaries" spawn as passives for various uniques
Will the engine upgrade come with visual improvements?
I think the Delete key currently hides the UI. Not sure if you can play or pick things up while that is being used.
some times i finish a profecy killing a boss and i cannot pick up the loot because instant pops the harbinger. i wish they change this
13:04 damn. This is music to Steam Deck owners everywhere. My first and most played game on SD is Last Epoch. We’d love to see better UI and especially, optimization and frame rate stability at 60fps. Honestly, playing on SD is good until you fight Harbringers or at 160+ corruption.
No mercs for Barb, should be for a rogue subclass do like a pirate theme add 1h/2h guns and crew/merc skill, or like a demon hunter theme add 1h/2h crossbows.
And yet, not a single one of these ARPGs, that are all about maxing your Damage, has been able to produce a simple DPS meter....
Hiding UI while playing is a great suggestion.
I've stopped playing this cycle because the balance seems way off. I generally main a Sorc of some flavor and this season I just get one shot/two shot all of the time. Never had that issue in the past. Even with 1500-2000 ward and over 1000 life and max resistances I get destroyed all of the time. It's beyond frustrating. Also I'm tired of hunting for my mouse cursor, so if the engine upgrade is required to offer a customizable cursor then hopefully that gets done soon.
pls, UI sugestion is amazing, is to much stuff in Ui, options for what u wanna hide is the cherry.
Yep GW2 does this and I love it.
Once human literally has stat sheet that you can just look up and as conditional things apply, you can see as they change. Just do that.
2:32 that loading screen looks different to mine. How do I achieve that? Is that a mod?
are you playing offline? if yes and that's the reason
@@SivaKumar-fh9ly yeah, but I made an online character recently. Is this only in the monoliths? (Still in the campaign)
@@pauley_eseprius that's right, this loading screen is only for monoliths - online
I love the game, and I know a lot of people really like cof. But if they don't really do a complete overhaul of everything about their trade league, the game won't grow and will eventually die. The trade league faction ranks need to be completely removed. They need to add currency that replaces sanctum and becomes the main currency of the game. You need to be able to trade items you've bought. All runes, glyphs etc need to be tradeable, and you need to be able to do it all without restrictions from lvl 1
Sound like you want to turn epoch into POE, which is a shit show to me at this stage lol
@@minhphuoc22 i mean thats a perspective that you are entitled to. but from every measurable metric, its very much not a shitshow compared to last epoch. i love both games, though. theres some things last epoch does incredibly well, like the skill tree system. but an economy in a trade league is something that is created and mastered by a game people are actively playing right now, and theres nothing wrong with taking a few things from them and putting their own twist on them
I think Archery need a big rework; bow isn't fun at the moment.
they need to make sentinel actually tanky for me to want to play again. sentinel got all the clunkiness of a tank, all the slowness of a tank, the low dps of a tank, but no tankyness of a tank.
you play the wrong sentinel builds then my friend :)
The only worry i have is the speed that they are putting out updates. They have said for about 7 months that Steam deck and/or UI scaling is "soon" but i see zero steps in the right direction. The UI in this game is By Far the most important to fix at least in my experience as it is very cluttered and has no customization settings or very limited. The game in it self is very good.
The quick fix for the nemesis loot would be that
On nemesis kill, your character gains invulnerability for 3 seconds or something like that. So if there's a lag or a DoT, you don't die to poodles or DoTs immediately after killing it.
Honestly none of this matters. "Small independent studio" or not, you need to put out as much content as other arpgd or youll be left behind. 1.1 wasn't low players because you didnt market it. 1.1 was low because one boss and his minions is literally not enough to come back for.
The "New Engine" is 3 years old Unity version, btw, don't keep your hopes high.
If this game doesn't get a graphical overhaul PoE style (which was pretty significant), i don't think anything will change for better in terms of visuals. It's the animations that are so floaty and impactless.
@@DoctorStrange01 To be fair, I do not care much about graphics fidelity, as long as the style carries it. The animations are not bad because of Unity but because of art direction.
The issue that Unity brings, is terrible performance for something that doesn't even have that high fidelity models and stuff.
I wouldn't even have minded if this game had pixel art graphics, but smooth animations and performant gameplay.
@@Halz0holicsame, idc how a game looks
LE runs like absolute trash once you get into endgame.
Hope they can get it running good, but i doubt it
They should make us able to chose which affix to slam not just stupid RNG
That's why i use mids offline to avoid that trash system
Let's hope they will fix it, assuming the game is still alive by that time
Even d4 which is made for brain dead mobile players doesnt have that. Arpg without rng is not it and 100% that they will never implement that.
The current crafting system is fine. There are ways of accomplishing what you suggest within the current system. Just keep playing offline so you can cheat. No one cares.
What mod do you use?
I understand why the crafting system is the way it is, but I am not that invested into the game to spend a week grinding to make a good legendary just to get screwed by RNG
FOOOK MIKE, what about goddamn Dark Quiver and charged Puncture!? Those are both at maximum anti-QoL FIX THE ARCHER
I knew none of the devs were playing an archer but it's still disheartening to see that it's so unloved it's not even close to being on the radar. Like WTF just rename Marksman into elementalist if you're not supposed to build an archer!
Forge Guard need a buff, and new uniques for him
Precisa de buff em todas as classes e tb esse negócio de regenerar mana não da certo! Tem que ter opção de criar recurso joguei de mago e precisei para porque não tinha mana e esperar regenerar é frustrante e ter outras opções de endgame sem corrupção de monólitos
plugging shitty add for 6$ a month lmao