Last Epoch and Skill Tags

Good Morning Friends! I’ve been playing an excessive amount of Last Epoch. With it I am playing a slew of different characters that all have their own different demands. At least in part, I am “yoloing” my way through gearing and speccing most of the characters, and it made me think about some of the skills key to that process. Path of Exile and Last Epoch have a specific tagging system that indicates how abilities, gear, and passive points interact with each other, but coming from Diablo it was not necessarily something that I was super familiar with. In Diablo you generally think about how to scale a Barbarian, or a Demon Hunter, or a Crusader… and less so about how to scale one individual ability in their wide array of abilities. In Path of Exile you could play any ability on any base class, and while this is not exactly the case with Last Epoch… you can make every class perform in wildly different ways based on your specific choice of abilities and how you support them with the talent tree and your gear.
Ultimately it is the skill tags that will dictate how this interaction is going to work. If you mouse over any ability in the game and hold down the alt button, you are going to see an extended amount of information about how that ability is interacting currently. I chose a wide number of abilities and specifically what we are going to focus on the most is Scaling Tags. For example, Static is a Lightning Spell, and as such has both the tags “Lightning” and “Spell”, but it also has the tag “Instant Cast” and “Intelligence” indicating that it scales based on your current Intelligence stat and counts as an instant cast for anything that interacts with instant abilities. Summon Thorn Totem is a Minion but more specifically a Totem and will scale based on those tags but also indicates that it scales based on your Attunement ability score. Every ability in the game has tags that map out how they are going to interact with other abilities, the gear you equip, and the sorts of passive talent points that you invest in.
It is that last bit that becomes very important because sometimes a skill talent tree can impact the tags associated with a skill. They can either add new tags, remove tags, or sometimes change a tag completely. Let’s look at Warpath specifically as I am currently running two different builds that use that ability in different ways. By default, Warpath has the tags Physical, Melee, Area, Channeled, Movement, and Strength and you can scale the ability based on any of those interactions. If you choose Apocalypse Whirl in the skill tree it causes that ability to lose the Physical tag and instead gain the Void Tag. Similarly, if you choose Earthscorcher it will cause the ability to lose the physical tag and gain the Fire tag instead. These two notable passives are mutually exclusive, and change how you would begin to gear for that ability. Most abilities in the game have some sort of version of this interaction that allows you to lean into a specific playstyle or damage type, allowing you to more efficiently scale.
If you look at gearing, the affixes that are on an item will more or less map directly to the tagging system. For example, the Two-Handed Mace above scales Void Damage, so it would work well with an ability that either starts as dealing void damage or one that you have shifted to void damage in the above Warpath example. The Bow has Minion Melee Damage and Minion Bow Damage, and as such would scale the damage of any minions you create that either do Bow Attacks or Melee Attacks, but would not scale Thorn Totems that we talked about above because they have the Spell tag associated with them and not Bow or Melee. Harthenon’s Vow scales Melee Physical Damage which would work great with Warpath in its original form, but does nothing if you shift it to Fire or Void. Things get a little more tricky when afflictions interact with items… for example, Warpath shifted with the Earthscorcher talent can inflict Ignite, which itself does fire damage over time. Knowing that means that Firestarter’s Torch will specifically scale the damage if the Ignite you are inflicting on targets, but not necessarily the Fire-based Warpath damage directly.
You can in theory limp through the campaign on almost any combination of abilities, gear, and passive points. However, if you want a build that feels exceptionally good, you are going to want to pay attention to synergies between abilities, the tags that scale them, and the gear that you were equipping. Shifting everything to a single damage type, for example, makes it much easier to gear your character and makes every interaction that much more powerful. On my Void Knight that I am pushing towards 100, I have shifted pretty much every ability that I am using towards Void Melee damage so that I can scale effectively off either pure Void Damage, Void Melee, or pure Melee scaling. For the Ignite character that I have been tweaking, I have been focusing more on Fire Damage Over Time and Ignite Chance so that I don’t have to worry too much about whether or not my abilities are critical attacks. I need to take a step back and rework some things because right now I am having survival issues… but knowing my core focus on that character will allow me to shift some things around to create a better functioning total package.
The awesome thing about Last Epoch is that the interactions between abilities, gear, and talents are extremely straightforward. In Path of Exile, there are a bunch of edge cases where something might be tagged as this but scales in a very specific way when it comes to the damage that is being dealt. I am sure there are probably SOME edge-case interactions here, but most things certainly feel more clearly outlined. Mostly I wanted to talk about the concept of tagging because I know at this point Last Epoch is interesting to a lot of players who have not gotten down in the weeds when it comes to character builds. When I was playing Diablo, I was not necessarily paying attention to the nuance of every ability and trying to glean their finer interactions because I didn’t need to. Skill Tagging however is one of those concepts that will help you go a long way towards making more enjoyable characters without following a guide. The post Last Epoch and Skill Tags appeared first on Tales of the Aggronaut.

Fire Bro On Hold

Good Morning Friends! I hope you all had a delightful weekend. I spent most of my in Last Epoch and a shocking amount of it grouped up with friends doing some multiplayer shenanigans. That is really the piece of this game that works so much better than Path of Exile… grouping with my friends does not feel needlessly punitive. In fact, if you happen to die while grouped with friends… you can res up and port back into the instance just fine. I’ve mostly shifted back to playing my Void Knight but I will talk about the reasoning for that a bit later. Kodra has come back from his trip and recently we have been trying to get him caught up and through normal monoliths. Originally my Fire Bro was an attempt to keep a character at his level… but then it was just too damned fun and I rushed through to empowered monoliths without really meaning to.
As far as my Void Knight goes, I have added a few levels but have not really made any major gear changes since I last talked about the character. I keep farming 120+ Orobyss but have had zero luck in finding another Apathy’s Maw Axe… specifically one with legendary potential and have not yet seen a Shattered Chains belt. Similarly, I’ve farmed God Hunter Argentus a number of times and have yet to see another Wings of Argentus chest-piece let alone one with legendary potential. I have levers that I can pull to keep trying for better get, but have simply not been lucky. I did find an LP1 copy of Darkstride boots but didn’t exactly get lucky on the craft, but wound up with something better than nothing. If you are curious I’ve dumped a build over on Last Epoch Tools for the current state of my character.
One thing that I had to do this weekend was create a significantly more strict loot filter. I had been using one that started out as something that came from Maxroll and that I kept tweaking. I decided I just needed to blow that away completely and start out on my own. I’m essentially hiding all normal, magic, rare, exalted, and idols and then only showing very specific stats that I care about. I have a broader rule that shifts things to pink that I specifically want to keep track of for sharding. Then I have some super specific rules for the Sceptres and Two-Handed Axes that I am looking for on both Void and Fire builds. Lastly, I have a rule to show ALL Tier 7 Exalted items, and then the one I am showing in the above screenshot in an attempt to catch any Exalted item with two Tier 6 affixes. This was made more important since I am just about to ding Rank 8 with Circle of Fortune where EVERY Rare drop will have a 25% chance of upgrading into an Exalted.
As for Fire Bro…. in truth right now in its current state, this build is just not good enough. I was able to get all the way to Empowered Monoliths… with some help from Ace in killing Elder Gaspar. However in Empowered Monoliths I either need more damage or more survival… because the combination of what I currently have is simply not good enough. I could tweak this build in a number of ways but I was trying to stay pure to the original goal of using the Torch and lighting everything on fire. I want to spend some time pouring over the character sheet and playing with it a bit in Last Epoch Tools to see if I can find a way forward either through gearing or respeccing points. I need to spend some time looking at other ignite builds to see how they are working and what sort of gearing they are going for. I’ve not given up… I just would rather focus on my Void Knight for the time being. I also have a bunch of alts waiting in the wings that I am probably going to level a bit as well. I have a Falconer, Bleed Wolves Beastmaster, Flame Reave Spellblade, and a character that I plan on trying to yolo my way into a Fire Damage Earthquake Shaman build. Still having a heck of a lot of fun with this game and trying out new characters that I have not played before. The post Fire Bro On Hold appeared first on Tales of the Aggronaut.

AggroChat #469 – Explosion Specialist

Featuring: Ammosart, Ashgar, Belghast, Grace, Kodra, Tamrielo, and Thalen Tonight we are back with the whole crew. We start off the show talking about how Secrets of Grindea, a game that we did an early gameclub show about…  has FINALLY launched out of Early Access. From there we talk about Last Epoch some more as Kodra was out last week and has much to say about explosions.  We also discussed building different characters and how the game rewards them.  Bel attempts a Tier list but gets shut down as he is the only one who still prefers Path of Exile. Finally, Tam and Ammo share their early thoughts about Final Fantasy VII Rebirth.

Topics Discussed:

  • Secrets of Grindea Launched
  • Last Epoch
    • Kodra Returns and Has Thoughts
    • The joy of building new characters
    • Bel’s Tier Ranking Gets Shut Down
  • Final Fantasy VII Rebirth
The post AggroChat #469 – Explosion Specialist appeared first on Tales of the Aggronaut.

Improving Last Epoch

Hey Folks! I am having a blast with Last Epoch but as always the case as I spend hundreds of hours playing a game, I start to create a mental list of things that I would change or do differently. Inevitably I end up making one of these posts where I talk through that list. At this point, I have clocked just over 350 hours of Last Epoch through various phases of its lifecycle and as such I have quite a bit to talk about. I feel like the game is a solid “A-Tier” experience that will very likely be an “S-Tier” game as it continues to evolve. For reference, the only S-Tier ARPG right now on the market would be Path of Exile because it just has an overwhelming amount of depth, but that is depth that has been built up over ten years of releases. Also for reference, I should probably say that I consider Diablo IV a C or D Tier game depending on the current patch cycle… Season 2… was a solid B Tier experience, but the base game would probably be C and the current season D. Diablo III in its current state would be a solid B or maybe even an A tier at times.

Character Customization

I get that gender-locked classes are a common ARPG trope… but that ship has long since sailed and it is actively a problem for picking this game up and adopting it. I have many friends who simply do not want to touch this game because they do not want to be an old man who looks like Charles Dance. There are probably some folks out there who want to play a rogue but don’t want to look like a discount bin Sera from Dragon Age Inquisition. I feel like players tend to sort into one of two camps when it comes to character customization… either it does not matter to them at all and they could play a colorless square named Jake happily… or it is the most important thing in the entire game experience. If you don’t at least offer some level of rudimentary customization… you are locking out an entire chunk of the player base that spends more time on the character creator than playing through the tutorial experience.
I’ve given Diablo IV a ton of shit since its launch but they absolutely nailed the character creator. It is simple enough that you can get through it quickly if you do not care in the least, but has enough detail that the folks who really want to tweak their characters can do so happily. Like there are still problems with it because each character is locked into a very specific body type, but I will take this as a good starting place as opposed to nothing. EHG has at least given lip service to wanting to add some sort of character customization but that they have not prioritized it in the development cycle due to needing to fix core systems. Now that the 1.0 launch is over… I feel like it is time to start working on systems that bring in the players for whom customization is king.

Collecting Armor Appearances

While we are on the customization bent… A lot of the armor in the game looks pretty cool, but I have zero control over the appearance of my character. My choice is to equip one of a very limited selection of cosmetic skins from the shop, or just accept the fact that my characters will never actually look cool. What I really want is the ability to collect item appearances while I pick them up, and then create a cosmetic appearance for my character out of a selection of existing default graphics and from any cool things that are added into the cosmetic shop later. Guild Wars 2, Diablo III, Diablo IV, and even World of Warcraft now have this sort of a system where you collect the appearance of items and then can utilize those to create a very custom-looking appearance.
This is another place where Diablo IV did a really good job. I would have liked it to go further, and the ability to dye individual channels on the items rather than just painting the appearance with a broad brush, but again… it is “good enough”. Even if they sold this system to me… I would pay more than the initial purchase price to get this sort of functionality added to the game. For some players legitimately cosmetics are the true end game, and you are sort of locking out that group of player from having any meaningful interactions with their appearance. I can make due with looking like a mess, but I would be much happier with some sort of collection system. I mean there is already an appearance customization system in Last Epoch, I just want to be able to use armor I have collected in addition to the limited selection of cosmetic options.

Map Persistence

One of the things that absolutely confuses every player from the start, is that “Town Portal” does not work in this game like it does in other games. There is no popping to town to do some vendoring, and then popping back into the existing instance of a map that you were in previously. Instead, if you leave a map… even if you accidentally bounce acrossed a zone boundary, you have effectively reset the zone. This leads to all sorts of problems, and I feel like this is a core issue with their system design. I get that this would be a massive overhaul of the way that some systems work, but I feel like map persistence within a play session is kind of an important thing. I would love to see them implement a system like Path of Exile where a map does not reset until you have been out of it for 10-15 minutes with a way to manually reset a map if you so choose.

Multiple Attempts on Activities

I feel like this is a side effect of the fact that map persistance does not exist in the game at all… but all activies are effectively oneshot encounters. If you take a death, you have to start over from scratch and if you consumed a resource to open that encounter like a dungeon key, that resource is gone. It feels real bad to get through the annoying assed maze that is the temporal sanctum only to fail one mechanic and have to go back to square one again. Even Path of Exile, which is known for punishing encounters… gives you six portals to attempt something. It feels extra bad when you are playing in multiplayer and just have to sit on the ground and wait for your friend to either solo the encounter or die so you can both start over. Similarly there are few things more demoralizing than failing a monolith echo and knowing that you will have to do it again… for no rewards… just to clear your way past it. I would like to see them rework how these systems function, because if I wanted to be playing in a one attempt and then you are done scenario I would have played hardcore.

Load Straight into the Ready room

One of my favorite parts about Last Epoch is running Monoliths. One of the things that I dig the most about that experience is how you have this thing that I personally refer to as the “ready room” that lets you take care of any of your needs between rounds. It essentially is a stripped down version of a town with a vendor, your stash chest… and an anvil for some reason because apparently people don’t just hit F to open up the forge interface. What I want almost more than anything… is to be able to load directly into this ready room. As it stands when you teleport into a specific timeline, you are put out in the overworld map and have to complete at least one echo to get back to your ready room. This has so many incidental rammifications, and makes me put off doing things that require me to leave it. Making it easier to pop into this specific chamber would be great.

Interact with Circle of Fortune/Merchants Guild from Ready Rooms

So I get that EHG put in a lot of effort to make interesting faction specific hubs. Thing is I don’t play ARPGs to interact with strangers. In fact I mostly started playing ARPGs because I could do everything in them solo and this is in large part why I shifted to them as my main gaming addiction over MMORPGs. The thing with ARPG players… is we crave efficiency. “Town is Lava” is a common phrase you will hear bandied about in ARPG circles in that the most efficient use of your time is to never go back to town or at least go back as infrequently as possible. One of the activities that I put off… is buying prophecies because I know I have to pop over to this hub… and then can’t get back to my ready room without running an echo. I would love to see the ready room concept expand to have a stripped down version of the faction experience. Maybe have a vendor that gives you action to either things available from Circle of Fortune or to your Stall interface for Merchants Guild without ever leaving the comfort of home.

Bring in Guilds

The one place where I feel like social hubs SHOULD exist, is that the game needs guilds. It is so much easier to connect with your friends while playing an ARPG when you are all sharing the same guild tag. As it is now every member of a social circle need to remember to throw an invite to every other member in that group so that they can see and interact with them in game. Guilds streamline this process and allow you to have a single invite that covers all of those bases and grants someone easy access to everyone. Since they like to build social hubs, you could even create a guild based hub similar to the faction hideouts that allows the players to have a meeting area. I love our guild hideout in Path of Exile because it gives us a common ground when we want to run maps together rather than one person “owning” the map device because you are in their hideout.
If we are throwing out all possilbities, I would love to see them implement something like Guild Wars 2 has. The ability to have multiple guilds that you can be a member of is really a game changer. In Guild Wars 2 I am in my main guild that I help run that I spent 99.9% of my time representing. However I am also in Knight of Mercy and Kamikaze Runners which are very small friends and family guilds that are specific groups of players that interact with them. Then I am in two mega guilds Gaiscioch and Prismatic Aspects that give me access to bigger groups of players and more directed activities. It is this perfect blend of having multiple places to call home without feeling like you are giving up something in the process.

Guild Found Mode

While we are talking about wishlists… and guilds… what I really want is for the implementation of a Guild Found Mode. This is honestly my ideal way of playing an ARPG where we pool our resources and help each other out… but are not necessarily engaging in trade. With the Affliction League in Path of Exile we started out as a Private Trade League called the “Bel League” and this gave us that sort of functionality. Having access to trade in POE is sort of a necessity because you won’t have access to large swaths of items without it… but for what it was I had a freaking blast. Last Epoch is way more Guild Found friendly because between the handful of us we probably have seen almost every build enabling item. I like knowing that I found something that one of my friends can play, and while the trade and resonance system works… there are a lot of my friends that I simply don’t have the same schedule as. The only time I can really play together with Kodra for example is on the weekend, because our active timeframes cross, and this weekend I really need to find an hour or two to play with him so that I can build up the resonance to be able to trade an item he needs for a build. A Guild Bank and Guild Found mode would solve all of those problems, while still keeping things out of the trade economy. Maybe lock everyone in that mode to a specific faction, or have it be based on a private cycle. Whatever the case I would love to be able to play Last Epoch, sharing freely with my friends… while also still being in Circle of Fortune.

Cycle Objectives

I am not normally an acheesement person and they don’t tend to motivate me in games. I’ve never bragged about getting “platinum trophies” or 100% percenting games. However there is something that I do enjoy about ARPGs with some sort of seasonal challenge system. Diablo III, Diablo IV, and Path of Exile all have something like this and it ends up influencing my activities in subtle ways. There will be times when I go out of my way to do this activity or that activity because I know I will be ticking off a box in the total seasonal journey. In Path of Exile I set it as my goal to make sure I do enough of the 40 total challenges in order to qualify for one of the totem poles that goes into your hideout as a decoration. If I am engaging with Diablo III season, I tended to do a full sweep because that was required to get a cosmetic pet. In Diablo IV my ultimate goal is to make sure I achieve all of the steps on the battlepass. Whatever the case having some sort of objectives to the seasonal content is a net positive for me.

More Random Events in Monoliths

Monoliths can be a bit samey after awhile. The most efficient method of running Monoliths is to rush to the objective, complete it, and then bounce out to head to the next objective. However for me at least that all changed in 0.9.2 when they introduced Rune Prisons and themed Treasure Chests into the Monoliths. These now became objectives that if I could see it on the map, I wanted to specifically veer over to complete that encounter because they offered specific rewards that I could not get elsewhere. This is ultimately what Path of Exile has done with seasonal mechanics, and why that game is so damned rich.
This is ultimately what makes Path of Exile as good as it is, is because there is so much optional content that shows up when you run maps… which is their equivalent to the Monolith. Seeing what an impact the relatively simple Exile Mages and Treasure Chests made to my overal Echo running experience… I crave more. I am hoping that with each new cycle they can add one or two new things that have a chance of showing up when running a Monolith. I am hoping after some time we build up a long list of random encounters that could happen. I would even love to see them introduce some of the random story events that happen in Diablo III maps. Those were super fun and while they are not the most efficient thing to run or the most rewarding… I always enjoyed doing them when they happened to align with whatever other objectives I was doing.

Bounty Mode

I know that there are a ton of players out there that HATED Bounties from Diablo III… but I loved them. I loved having a reason to go back and revisit areas of the campaign and then get rewarded for doing so. The format was super chill and just something that I could turn my brain off and do from time to time when I needed to lower my level of interactivity. They also served a really important way to get some resources. Last Epoch has so many cool areas in the campaign that you never really experience again, and I think it would be awesome to have a bounty system that asked you to revisit various objectives around the maps and then get a cache of rewards as a result. Affix Shards, Scrolls, and Runes already exist as the perfect reward structure for this sort of thing. Maybe even have the chance at dropping items specific that give you a little boost of faction experience. There are already ways in the monos to farm most resource but I do think it would be pretty cool to have this exist as it would help give you a specific reason to run the campaign prophecies.

Unique Modification Systems

So this often happens when you are going through the upgrading process with Last Epoch where you might start out with a build enabling unique that does not have legendary potential. When you do finally get a copy with legendary potential… it might not be as good as the item you were upgrading out of. The game already has glyphs to solve this problem, allowing you to reroll the stats on an item attempting to improve it. I would love to see some sort of crafting resource that works the same as a Divine Orb does in Path of Exile that would allow you to attempt to improve the rolls of a Unique or Set item.

Brute Force Legendary Potential

Similarly I would love to see a process to brute force Legendary Potential. Say you have two Siphon of Anguish laying around in your stash tabs, you could do something and get access to a crafting machine similar to the one you use to craft legendary items and brute force two rings with no legendary potential into a single ring that has it. Similarly you could trade in two rings with 1 LP to get a single ring with 2 LP and so on until you finally get a 4 LP item out the other end of a long sequence of swaps. So it would take 32 items without Legendary Potential to get a 4LP version but… there is a path there if you are commited to it. One of the things I dig in Path of Exile are some of the crafts where you swap multiple copies of an item and get a brand new item on the other side. It gives me a micro objective so that when I find a copy of Ventor’s Gamble for example, I chuck it in a stash tab until I have enough of them to trade in to try and get a better rolled one as a result.

Persist Chat Settings

I know that I have done a lot of navel gazing here… and throwing out some significant expansions for the game. I am going to close my round up of things I would like to change with more of a bug fix. I do not want to interact with public chat. I do however want to be open to messages from friends and folks that I happen to be grouped with. I would really love it if chat settings persisted between play sessions. Right now I have the option of either completely disabling chat, or manually turning off public chat every time I get into the game. This definitely feels like more of a bug note, and I have even submitted it as such… and not that I think anyone from EHG will ever find my blog post but… lord would I love this one fixed.
In spite of my lengthy want list, Last Epoch is a freaking wonderful game. I am so proud of the folks at Eleventh Hour Games as I have watched how much the game as a whole has evolved since 2018. I started out not exactly a big fan, and you have won me over time and time again. I look forward to watching this game turn into the experience that I know it can be over the course of several years. I will be here playing pretty much every new cycle from this point out. I am very happy to have something fresh and exciting to blend with Path of Exile leagues when they grow stale and I am hoping that the two companies can sort of reach a stagger step release cadence for content so I can bounce between them and other games that I care about deeply like Guild Wars 2. The launch was a bit of a wild ride but I am happy that things have stabilized and I am hoping that the EHG team has managed to get at least some rest. The post Improving Last Epoch appeared first on Tales of the Aggronaut.