Last Epoch 0.9.1 Patch Review

Good Morning Friends! Yesterday was the drop of the latest Last Epoch patch, and as a result, it meant that Ace and I spent a chunk of last night hanging out while we both explored the changes. Since a big part of the content drop was a completely reworked leveling experience. This received mixed feedback when this news was dropped on Monday, but I absolutely understand why the focus was on the early game. Essentially you really need to grab the player in the opening minutes to an hour of the game if you really want to keep them engaged, and the previous starter experience was a little odd and uneven. It also was some of the very earliest content that had been released and was starting to show its age. If you want to see all of the features you can check out the highlight reel trailer below.

I used the patch as an opportunity to reboot my Rogue character that I never leveled far enough to actually specialize. That is the first major positive change is the flow of the content makes it so that you arrive at the “End of Time” zone which is the gate for specialization… at about the time when you would normally be needing to choose a specialization. The previous flow of the game made it so that you were usually wildly over-leveled by the time you reached the core hub of the game and could choose which specialization you wanted to go into. On almost every character up until this point, it meant that at about level 20 I just had to stop choosing passives because I could not put them into the specialization trees. On this latest character, I reached the End of Time at roughly level 16 and that felt pretty freaking solid.

The start of the campaign attempts to actually give you a reason for some of the things that you are doing and spends some time setting up a few of the core conflicts lore-wise. Previously you sort of just stumbled into bad things happening and rolled with the punches, now you are introduced to some conflict, get introduced to a bad faction doing bad things, and then are introduced to a plot MacGuffin that said bad people are after, and that you need to get to first. It flows so much better and a number of the content blocks and zones and been reordered in a manner that makes much more sense. It is still very much an “ARPG Story” which is to say it is pretty light on details and largely talks about things in broad terms… but I more or less find this as sufficient motivation to kill lots of things and chase loot. Someone on the team also learned how to draw women’s faces that do not all look like they are 10 years old, so that is a huge positive as well.

There are a few hilarious timing moments where an enemy swoops in to capture one of the NPCs… but there is this weird lag involved with it. You end up sitting there wondering what exactly is going on… and then suddenly someone flies away with the NPC and you are left to think “Oh, okay bye then”. This post is coming across as way more snarky than I intended it to. Maybe it is just that I have played so many of the early missions in this game that I am overanalyzing the changes. The biggest cool thing from the new content though is all of the really interesting enemy types. Ace and I talked last night about how much we are looking forward to seeing these new areas as endgame Monolith Echoes. Patch 0.9.1 was a good step forward, and I am hoping that also means that they plan on going back and smoothing out some of the other awkward transition points later in the campaign. For example how you rapidly go from being in frosty tundra land, and then extremely rapidly transitioning to adventuring on the literal ocean floor.

Another new feature of 0.9.1 is the introduction of “towns” as hubs that blend together random players who happen to be visiting an area. This is cool in theory, but also I have zero interest in grouping with a bunch of randos… but I guess maybe someone out there wants to do this. Right now unfortunately there is a bit of a performance hit every time you zone into areas that would be flagged as a town… so essentially any encampment that has a stash chest and vendors. I am sure they will iron this out over time, but for the moment it just takes a long while to load into any of these social hubs. As the game grows and has more activities that require you to group up with other players, I am sure this will become more relevant. For now, it feels more like they are laying the groundwork for something else and now have to solve the technical changes that come with it.

This patch also introduced the cosmetic shop and it largely seems fine. There was some gnashing of teeth over the pricing model when this was originally announced, and EHG has significantly watered down the cost since then. I have a bajillion fake shop currency points because I was a pretty early supporter of the game. Essentially everything is now priced in increments of 50 coins aka $5 and the highest items that I saw for sale were 150 coins each or $15. The options are pretty limited at the moment but we knew that going into this release. They are essentially just testing the waters and ironing out any problems with making purchases before adding what I am sure will be a steady drip of cosmetics at “priced to own” values.

The only problem that I have at the moment is with the way the supporter packs are being handled this time around. Traditionally Last Epoch supporter packs have been a tiered affair so that if you bought pack D you also got all of the benefits of pack A, B, and C. Now this might just be the challenges of working within the pricing structure of the Steam Store, but right now… you have four packs that each gives you a backpack, a generic colored-coded pet, and a portal. They all award you the same amount of cash shop currency, but each one is $10 more than the previous one… for “reasons”. It feels pretty bad, to be honest, and I am not sure if this is designed to engender some sort of elitist “I bought the most expensive pack” bullshit or FOMO… but whatever the case I do not like it. I did in fact buy the most expensive pack but largely to test this theory. I don’t mind giving EHG more money to support the development of the game, but it doesn’t make it feel any less shit.

I think another aspect of why it feels so bad is that I have gotten used to Path of Exile supporter packs which are admittedly more expensive, but have the structure I was expecting. So for example if you buy the $60 pack you get everything from the $30 pack, all the new stuff at the $60 tier… and the full face value of the pack in cash shop currency. So similarly I at least expected some sort of similar structure in Last Epoch where if you bought a $50 pack you got everything from the packs leading up to that tier as well as 500 cash shop coins aka the face value of the pack. In Path of Exile, the supporter packs feel like a phenomenal deal and there are folks… myself included, who tend to buy one every season even if we have zero need for more currency. They just feel like a value proposition that is worth partaking of and also has the side benefit of supporting more of the madness you are enjoying. My hope is that EHG goes back to the drawing board and at a minimum makes the packs additive. As they stand now they just seem like we are giving them more money out of the goodness of our hearts… which admittedly is a thing but when you are giving me back kitsch that has no real-world value… it seems like you should be generous.

The super fancy wings that you get from the $50 pack seem to be bugged as well and look nowhere near as large as are depicted in the artwork advertising the pack so I am hoping that is also a bug. Do I regret buying the pack? Not really. I was going to throw more money at the game regardless because I feel like EHG deserves it. That said… I want them to be better than the competition and that definitely means that they also need to be a better value proposition. So here is hoping that they rethink their pricing model a bit further and become a bit more generous with the swag.

At this point, I have spent zero time with endgame content changes, so I fully expect that to be the next thing I dive into as last night I finished up all of the new story. I know there are some tweaks and changes to the drop rate of uniques that drop from specific timelines, so here is hoping that maybe just maybe I can get that dang Herald of the Scurry.

Leaping Doggos

Hey Folks! I hope you all had a most wonderful weekend. I’m now beginning the weird phase of working at home while my wife is off for summer break. I took advantage of this nonsense by sleeping in until 6:30 instead of my usual 5:30… and as a result, everything just feels “off” this morning. It was a bit of a busy weekend, but when I did play games I spent some time playing Last Epoch. Coming up on the 25th Eleventh Hour Games is going to be dropping the 0.9.1 patch… which I mistakenly called 1.0 in a video I recorded. I’ve been trying to get back into the swing of the game and I spent some time playing captain toilet brush, seen above. While I love the feel of “mapping” on the Paladin, fighting bosses as a melee character that has its entire damage centered around having a big third hit… feels awful. So this sent me back to the drawing bin in trying to find a comfy new character to spend time on.

When I set aside Last Epoch for diving back into Path of Exile at the launch of the Crucible League, I was spending a lot of time playing a Beastmaster Primalist character. More specifically this was a character that I had intended upon doing the “Squirrel Build” where essentially you get a unique helm called the Herald of the Scurry and then it transforms every wolf that you can summon into two squirrels. If my calculations are correct it will mean that I have an army of twelve squirrels following me around and shredding my enemies. The only problem with this is… that in spite of spending a lot of time on my level 90 Necromancer farming for the helm… I’ve never seen one drop.

Over the weekend I recorded some gameplay of my build in its current state doing a monolith… or map as I will likely keep referring to it. So essentially I have focused my entire passive tree on making my wolves stronger and making them deal a lot of bleed damage and then I run around with a pack of six of them. I don’t have an active skill really, and the way I deal damage is whenever I leap it fires off an Upheaval when I land. However, my Upheaval is specced in such a way as to generate a totem that fires off six upheavals in a row. So essentially I leap around making totems and then use Warcry and Frenzy Totem to buff my doggos who are actually doing the damage for me. I had to go so far as to remove Upheaval from my bar because I kept hitting it periodically and screwing things up. Instead, I have Tempest Strike on my bar, which mostly sucks… but it keeps me from resetting the Upheaval Totem duration.

I have most of the key points in the build at level 74 and am largely just “gilding the lily” when it comes to putting additional points in to slowly flesh things out. It’s a fun build, but also a fairly squishy one. I’m hoping to improve that over time as I get better gear, but right now I am just trying desperately to avoid getting hit while leaping around and letting my doggos shred things. I think in theory the build will improve feel-wise when I can finally get a Herald of the Scurry and double the total number of minions that I have on the field. Essentially my goal right now is to work my way to empowered monoliths and then spend all of my time in the second one… Black Sun… until I get a helmet to drop.

Alternatively, I could just log into the Necromancer and see how it feels now, and farm Empowered Black Sun until I get the helm. Admittedly I have not played the Necro at all since coming back to Last Epoch over the weekend. That might be a good option to see what I think about the character and the current state of that build. I mean I enjoyed it quite a bit while I was leveling it, and I am already in Empowered Monoliths… and I think I will probably have a much easier time GETTING TO Empowered Monoliths on the Beastmaster if I have the helm. Anyways… Last Epoch is still a lot of fun and it was pretty fast for me to get back into the swing of things there. I’m looking forward to this week’s patch and seeing what all gets tweaked and changed. More specifically I am curious what new content gets added to the game as that has been teased and potentially today we will get some answers in the last of the hype week blog posts.

I hope you all have a great week and for those in the United States… a good lead-up to Memorial Day weekend.

Dawnbreaker and Backyard Greybie

Hey Folks! I spent some more time yesterday tweaking and leveling my Wintertide Brand Occultist. I’ve dialed up the defensive layers a bit and I have a Watcher’s Eye that should also help whenever I can get the free passive points to allocate a jewel socket for it. This is never going to be a bossing character for me, so with that in mind, I am largely leaning into comfortable mapping clears while upping the survival. Essentially I think my next play is to pick up another strength travel node, which should allow me to drop a +30 strength node and then use that point to allocate the socket for the Watcher’s Eye.

I had a Dawnbreaker laying around in my vault that I picked up off Searing Exarch, and I decided to give it a spin. Sure I lost some damage by dropping the caster shield with +1 to cold gems, but I also gained a number of defensive layers baked into the shield alone. Essentially what this is doing is splitting some portion of the damage I am taking and then making it resolve against my Fire Resistance. Sure my Fire Resistance is not amazing and nothing like the 90% that I have on my Juggernaut… but it is enough to sort of blunt the blow for all other attacks a bit. The shield alone is worth almost 2000 armor by itself and has a small amount of life baked into it along with a 46% block chance. While it doesn’t make a ton of sense thematically… so far I am thinking the Dawnbreaker is helping.

I recorded another video yesterday afternoon of me playing the class and talking through some of the decisions that I am making. Now this video was recorded before I made a number of tweaks like the Dawnbreaker last night but still shows the general state of the build. If you want to look at the state of my tree here is a POB, but note that I currently am muling a new wand with my Juggernaut to level it because I can handle crucible progress so much faster with that character. In the grand scheme of things, I am pretty happy with where things are so far. Sure it is weaker than most of my other builds but I am actually enjoying running around with Wintertide Brand again. Would I start that build in another league over RF Jugg? Probably not. That does not mean however I am not enjoying myself.

Now that the weather is warmer, my wife has been spending a lot of time out in the backyard in the evenings reading. Around 8 pm I decided to go out and check on her, since often she comes in way earlier than that, and found that Greybie had decided to hang out as well. He’s been coming around to the backyard more often lately and it is pretty great. So I spent about an hour out there petting him and trying to coax him up onto my lap. He is still a little too skittish for me to actually lift him up and place him there… and expect him to do anything other than run away. When not actively getting attention he would set up shop underneath one of our chairs and just lay there.

All the while we were back there Tripod was over on the concrete patio off our kitchen… some 15 feet away. Greybie and Tripod seem to tolerate each other, but I am not certain they are actually friends yet. She kept coming closer to us… like she wanted to come over and get attention as well and then would retreat back under the patio table rubbing up against the chairs. I feel like she is on the brink of being more sociable, but I am not entirely sure how to tip her over. Our thought is maybe if she watches us petting Greybie… and him being seemingly happy about it… that she might realize that she too can get love and attention. I would honestly love it if Greybie set up shop in our backyard as well because at least knowing those two cats are relatively safe and happy would be a load off my mind. He lives somewhere down the cul de sac but given that he spends MOST of us time in the orbit of our house… I don’t think he has another family.

I really need to start taking my Steam Deck out into the backyard with me and playing something while just chilling with the feral cats. Last night was delightful but other than when I was actively playing with Greybie I was somewhat bored. You can only screw around on your phone so much before it is no longer interesting.

Uber Elder Down and Wintertide Occultist

Hey Folks! Yesterday I went down yet another rabbit hole of trying to figure out what exactly I wanted my exit condition to be for the Crucible League. The problem with Path of Exile is there is a nigh endless amount of goals that you can have, and at the same time it is perfectly reasonable to complete none of them. A Diablo III season is far more clear-cut in that you have a single seasonal journey with fixed rewards at the end of it, and a clear “finished” point where it is pretty safe to walk away from. With Path of Exile it all depends upon your core activities, and this league for better or worse has been a league of me revisiting old builds and trying to make them work. I did this with Toxic Rain Pathfinder and then again with Explosive Arrow Champion. Then there was the somewhat meme build of Explosive Raging Spirits where I largely created the build entirely around a single pseudo-eight-link that I found in my travels. It worked well enough, but I also didn’t really enjoy it enough to keep the build around for long.

So yesterday I set my sights on completely changing this character up and revisiting one of my first builds that I fell in love with… Wintertide Brand. Now my first Wintertide character was actually a botched attempt at Righteous Fire. I really enjoyed the brand gameplay and I leaned into that rather than actually transitioning to RF when I should have. More modern Wintertide brands tend to focus around the Occultist ascendency, and it is easy enough to respec my Necromancer into that as a result I set out doing just that yesterday with increasingly misnamed BelNecroSrsly. I did not necessarily follow a guide for this transformation but instead went out to my favorite source for the research of builds that are actually being played… POE.ninja. If you set the search parameters to Occultist and the main skill to Wintertide brand, you can see a rundown of what is actively being played.

Now the highest dps version of the build had a Mageblood and a corrupted Loreweave… so I decided that I needed to set my sights a little lower than that. The next one was running Chaos Innoculation which again… not exactly something that I wanted to mess with for the time being. Eventually, I decided to go with the level 90 build for a character called Frosty_Lady. I figured that I could tweak that to my tastes which gives you a POB that looks a little something like this for my current path forward. ultimately I was trying to make as few changes as possible so essentially I needed to swap out my gloves because they were minion damage based, but there really was nothing else special about those. I needed to pick up the remaining resists that I needed off my Necklace since I would be dropping the unique I had been using for SRS. The key unique to make the build feel good was a corrupted Rime Gaze with a Labyrinth Enchant on it giving Wintertide Brand +4 Maximum Stages. Lastly, I swapped out and sold my expensive SRS shield for a more standard Spirit Shield with +1 levels to all Cold Spell Gems. Technically I spent probably 3 Divine Orbs assembling the specific components of the build but then made back way more than 3 Divine Orbs selling the gear that I was using for Summon Raging Spirits.

I have some problems to work through but for the most part, it feels really good clearing maps… considerably less good clearing bosses. I’ve gotten very used to the Juggernaut and Champion that can largely laugh off most incoming damage. This is absolutely a squishier build as a whole, and there are some tweaks that I would probably do to make it feel better. Firstly I would like to get my Armor and Regen up considerably higher. Next, I would love to figure out a way to stack some blocks considering that is not yet a really viable means of defense. The only reason why it feels as good as it does is because cold damage is in itself a defensive layer. Wintertide Brand slows and ultimately freezes mobs around you making it so that they are either not dealing damage to you… or are moving slow enough that you can easily avoid them.

My defenses are honestly pretty puny at the moment. I only have roughly 3500 health and a little over 600 regeneration which combined with only 69% physical damage reduction from armor and a measly 24% block chance… and all of my Energy Shield going to Eldritch Battery… means that when I get hit I get hit it lands extremely hard. My resists are also not amazing… because while capped I don’t have much that is increasing my maximum resistances. So essentially I need to evaluate my tree a bit to see where I can drop some damage and gain some additional life and defensive layers. This will never be a bossing character for me, so in theory I mostly just want to make it feel good for mapping purposes, and as it stands Wintertide Brand already decimates trash mobs so I can afford to lose some damage to gain some a bit of comfort level. I am sure I will probably record one of my dumb videos showing the current state of the build.

After fiddling around with the Wintertide build and getting functional, I decided to spend some time clearing out influenced maps that I had sitting in my bank. This ultimately led me to acquire another set of Shaper Fragments. So I decided to test my mettle against Shaper on my Explosive Arrow Champion, and much to my surprise, it was way easier to do the fight than on my Righteous Fire Juggernaut. I managed to get through the fight without any deaths and acquired the last Uber Elder fragment that I was missing. So here we are… organically arriving at being able to potentially attempt defeating the memory of The Elder in the Shaper’s Realm that has been haunting my sidebar for a month.

For this fight I opted to go back to my Juggernaut, and took a few deaths in the process but ultimately defeated “Uber Elder” which means I acquired my third void stone… and now all of my maps drop significantly higher. I think the lowest level map can drop for me now is 14, giving me a much wider range of things for farming purposes. I have to say that mechanically on some levels the fight was easier than doing The Shaper or The Elder by themselves. I took deaths in part because I was not prepared to dodge specific mechanics happening at the same time. I think given enough iterations of this fight, I could probably go deathless once I got used to everything. Mostly my key problem with boss encounters in Path of Exile is that they take so much effort to be able to even attempt. If I could run them back to back I would ultimately memorize the patterns and get really good at them. However, doing these once every few weeks… means I lose a lot of progress each time I drop into the encounter because I am going to be rusty each time.

Ultimately though I guess I now know what I have to do to get through this league. I am going to set my sights on beating The Maven encounter, which admittedly feels much easier to get to than Uber Elder given that you just have to chain-run invitations until you get enough fragments to face her. At this point, I am at 8 of 10 fragments so I should be able to burn through this pretty quickly if I actually set my sights on accomplishing it. My hope is that I can take her down by exercising the fact that I have six portals… because I sincerely doubt I will successfully complete a memory game phase. Having three void stones means I am officially further along in this league than I have ever been before. It just feels like Uber Elder was such a pain in the ass that I have to get through Maven now just to finish the job.

I also plan on devoting some time to making Wintertide feel a bit better. Feeling confident enough to tackle this mission is its own accomplishment in my progression through Path of Exile as a whole. I guess the next major achievement would be to go after a build of my own design, without specifically following anything active in the meta. I still feel like I am years away from that accomplishment even though I am well over a thousand hours into this game now. I have no real clue WHY Path of Exile is so engaging for me, but it feels like it is this puzzle that I must solve and each time I clear something new… it uncovers a whole series of other puzzles to be solved just beneath that surface. I will probably spend some more time researching various Wintertide builds on POE.Ninja in order to see how they are solving the survival challenges so that I can devise my own path forward.