Last Epoch’s first post-launch cycle arrives in just a couple of weeks on July 9th, and we can’t wait to talk about it any longer!
Today, we’re going to be covering the big new features you can expect with Harbingers of Ruin on July 9th! For those that were with us in beta, we had previously done a “hype week” with smaller blog posts leading up to the patch. This time around we’re going to be combining everything into two big posts, today’s “What’s New?” and a second post that will come soon covering Quality of Life, and other changes. Then as we close in on patch day, we’ll be releasing the full patch notes for everyone to have a look through and get ready for the Harbingers! Today, let’s start by jumping into the new features with Harbingers of Ruin, starting with the new Evade Mechanic!
Evade
An Evade or “dodge roll” mechanic has been a highly requested feature, and with Patch 1.1 it will become available for all classes and transformations!
Evade provides a fast, short distance movement allowing players to quickly avoid many powerful attacks. We specifically call it an “Evade” rather than a “dodge roll” for several reasons. The first is that Dodge is already a mechanic in Last Epoch, which can lead to some confusion. The second is that Evade is not always a rolling move for all characters.
First, let’s talk about how exactly Evade works. All characters will have Evade available from level 1 with a default of two charges available and a four second cooldown. As your character level increases so will Evade’s cooldown recovery speed. So as your character grows more powerful, you can also Evade more often.
It’s important to note that Evade does not grant any immunity frames. It lets you more easily avoid enemy attacks, but you are still vulnerable to damage. If you Evade but are still inside an attack area, you will still take the damage. This is why we wanted to avoid confusion with the existing “Dodge” mechanic as Evade does not provide damage mitigation. This also helps keep some of the power and identity to movement skills, as more specialized and often safer movement options.
The most important thing with introducing the Evade mechanic is that it now allows us to assume a baseline of mobility for all characters. This doesn’t mean utilizing Evade will be essential for all builds, as many players will prefer traversal abilities. Having Evade simply means we have a “lowest level” of possible mobility every player can be expected to have. This allows us to increase the base level of difficulty in some fights, regardless if players use Evade or another movement ability.
By introducing an Evade mechanic, we also open up some build opportunities within Last Epoch. Most builds currently feel forced to include a traversal skill purely for evading incoming attacks, which has a limiting impact on potential build diversity. By providing all characters a default method to quickly avoid enemy abilities, there’s not as much pressure to include a traversal skill in every build. Of course, many will still prefer one for overall speed, but it will no longer be as mandatory for survival.
We also wanted to make sure that Evade wouldn’t simply be replacing traversal abilities in general. As such, Evade will not have a skill tree or be assigned to a slot within the skill bar (you can still change its keybind). In addition, there will be powerful options to modify Evade, including a number of Uniques which can drastically change it. Some of these options will even replace Evade completely with a different mechanic, such as (double checking with design team)… summoning a crab?
Nemesis
Nemesis is a new random encounter system you will encounter during Harbingers of Ruin. While 1.1’s primary focus was around a Pinnacle Boss system, many players may take some time to reach that point in the game. We wanted to make sure these players didn’t feel left out of 1.1, as well as introducing more systems for everyone to engage with.
While Traveling throughout Eterra, during both the Campaign and Monolith of Fate, you may randomly come across this new encounter type: the Nemesis. Upon spotting one of these powerful warriors, slain by a Harbinger, with its armor circling around its body, you will be provided with an opportunity to add more loot to your hoard. Interacting with the remains will present you with a window showing several items available from the Nemesis, as well as three options on what you would like to do in regards to the items.
Banish
Banishing the Nemesis will cause the encounter to be put to rest, banishing both the current Nemesis, and the items it offers. This will provide you the opportunity for a completely new selection of items with the next Nemesis you find, without fighting the current Nemesis.
Challenge
The second option you will be given is to Challenge the Nemesis. By selecting to Challenge, the Nemesis will rise from its grave to return to the fight. Should you succeed in putting the Nemesis to rest, you will receive all of the items which were displayed in the earlier UI. If you defeat the Nemesis, the next one you encounter will have a new set of items.
Empower
The final option you will be provided with is the ability to Empower the Nemesis. By selecting Empower, the Nemesis will awaken and attack you in its rage. Then upon defeat, it will flee instead of dropping its items. You will encounter this same Nemesis again next time, which will have the same items available but giving them potentially increased Affix Tiers, Forging Potential, or Legendary Potential. Empowering a Nemesis can also add new Affixes to items, including non-experimental Sealed affixes. Empowering is able to upgrade Sealed non-experimental affixes all the way to ranks 6 and 7, which hasn’t been possible before.
You can Empower a Nemesis twice, increasing the quality of rewards as well as the power of the Nemesis holding them. Once an empowered Nemesis has been Banished or defeated after Challenging it, the next Nemesis encountered will start over as unempowered with new items.
Egg of the Forgotten
Nemesis can also be found with a special reward type: An Egg of the Forgotten. If you immediately challenge the Nemesis, the egg will reward a random Unique. However, you can instead replace it with your own Unique item that has no Legendary Potential. This item is then empowered through the Nemesis system, and can become a Legendary by gaining random affixes or instead even gain Legendary Potential.
Harbingers and Forgotten Knight
And so we get into the titular system, the heart of the new Pinnacle Boss system coming on July 9th. Learn more about the history of Orenthia, The Forgotten Knight, as her past catches up with her. Align yourself with the Forgotten Knights as a new Faction, as you progress through the new Harbinger system, and eventually challenge the Leader of the Harbingers.
Harbingers
To gain access to the new Pinnacle boss, you will first need to challenge and defeat the Harbingers. These are new bosses which can be found deep within the Monolith of Fate. As you progress corruption in different Timelines, you will be able to encounter new Harbingers to progress your ranks within the Forgotten Knights faction and get closer to challenging their leader. Harbingers can be found in two main variants: Agile and Brute. Beyond having greatly different combat styles, the Harbingers also gain abilities from the Timeline’s boss, bringing unique considerations into each of the 10 Timelines.
You will need to defeat the Harbingers in each of the 10 Timelines before being able to access the portal to the most difficult fight in Last Epoch to date. You also have a chance to harvest an Eye from a Harbinger upon defeating them, which you will use as a currency to access the Pinnacle Boss fight. The first 10 unique Harbingers you defeat are guaranteed to provide an Eye, with a chance afterwards. This will provide you with 10 attempts at the Pinnacle Fight when you first unlock it. Once you have defeated all 10 Harbingers, you can continue to challenge the Harbingers to gather additional Eyes for further attempts.
The Forgotten Knight
After defeating the first Harbinger you will begin your journey with the Forgotten Knights Faction. You will find the Forgotten Knight herself in her camp upon the Shattered Road. Here you will learn of the Harbingers and Orenthia’s history. With the advice from Orenthia, you will set out on your quest to track down and end that which has caused her to all but lose hope completely.
Forgotten Knights Faction
As you make your way through the Harbingers, you will progress your Rank with the Forgotten Knights Faction. This faction is available to both Merchant’s Guild and Circle of Fortune players, rather than being an alternative choice.
As with other factions, increasing your Rank with the Forgotten Knights will grant unique Rank Reward benefits. These benefits include increasing Harbinger Unique drop chance, lucky Blessing rolls, and even an increased chance to drop a new crafting material: The Glyph of Envy.
Pinnacle Boss
With Harbinger Eyes in hand, and all 10 Harbingers defeated, you can make your way to the portal beyond the Shattered Road. Place an Eye upon the altar, and you will be pulled into the Harbinger’s Domain.
Within this domain, you will face off against the leader of the Harbingers, and servant of Orobyss: Aberroth. Your fight will take you through the four Eras, each presenting unique arena mechanics and empowering Aberroth with new abilities to further crush your hopes of facing the void.
With the release of Patch 1.1: Harbingers of Ruin, Aberroth will only be able to be challenged in the Online Cycle. This allows an opportunity for this new Pinnacle fight to be experienced and learned through natural progression rather than instantly solved by characters outfitted in the very best gear. Once the boss has been defeated in the Cycle, Aberroth will be made available to both Legacy and all Offline modes within the next business day. If Aberroth remains un-slain for the first week, we will automatically release the encounter to all environments to prevent too long of a delay for Offline and Legacy players.
Boss Defenses
Out with the old and in with the new. As some are aware, Bosses in Last Epoch, up until 1.1 had a “Dynamic Damage Reduction” (DDR) mechanic. One of the biggest issues with the system was little awareness about it. It wasn’t a very clear system as it didn’t have any sort of visual representation. It also was easy to misunderstand due to its dynamic nature, and generally resulted in “feelsbad” of seeing yourself doing less damage to bosses after a few hits without anything actively telling you why. While more damage per second was always still more damage per second against the boss, sometimes it didn’t feel like it because of the scaling damage reduction. Dealing more damage early on could also lull you into a false sense of security with more leech from that damage, leaving you more vulnerable later into the fight.
In response to this feedback, we’re replacing Boss Dynamic Damage Reduction with a Boss Ward system. With this new system, as a Boss reaches pre-determined breakpoints it will gain a burst of ward that then decays over time. The longer the ward is present, the faster it will decay. The goals of this are the same as the DDR system: that bosses are given a better opportunity to exist and fight back without punishing lower DPS builds that already get this experience. As the ward decays at an accelerating rate, lower DPS builds will have less total damage necessary to cut through, while higher DPS builds will continue cutting through the ward while it decays. This means higher DPS builds will still kill bosses much faster than lower DPS builds, but it does so in a way that doesn’t suddenly make bosses sponges for higher damage builds.
This system also provides a much clearer visual representation of how you’re actually progressing through the boss’ health. Previously, with DDR, because the resistance could stack up, some parts of the health bar could take longer to get through than others. This created false expectations of how long the boss was going to take to kill based on early damage.
Alongside the change from Boss Dynamic Damage Reduction to Boss Ward, we’ve made a couple of other defensive changes to bosses. Because boss health no longer has such high damage reduction for high DPS builds, it would inherently be easier to randomly stun. As such, we’ve given bosses 50% more resistance to stun and freeze (effectively adding 50% more life to their calculations for stun and freeze). We’ve also reduced the effectiveness of Slow and Chill against bosses to 50%, matching the effectiveness of these ailments on players. Lastly, we’re adding a maximum stun/freeze duration to powerful endgame bosses, such as Harbingers to increase the difficulty of “CC Locking” them.
Glyph of Envy
A very common area of feedback we see is that it can feel very slow to progress through Monoliths on subsequent characters. When addressing this feedback, we didn’t want players to simply skip Monoliths as that can lead to a worse experience especially for newer players.
Alongside tweaks to stability rates, we’re also introducing the new Glyph of Envy with Patch 1.1. This item allows you to greatly accelerate progress through normal Timelines you have not completed yet, and add a large amount of stability to Timelines you have completed.
By upgrading an affix using a Glyph of Envy, it will have two effects. One on the item itself, and a second effect on your most recently accessed Timeline.
On the item, it will upgrade the selected affix as normal. In addition, every other property of the item will be changed other than Item Type. This means a ring will remain a ring, but the three other affixes as well as the Sub Type of ring will be randomized to completely new stats.
Having destabilized the item, the glyph siphons that lost stability and grants it to your most recently accessed Timeline. The bottom of the Forging window will tell you which Timeline will receive the stability. If it’s a normal Timeline and you have not already completed it, the glyph will grant that Timeline full stability. This allows you to immediately conquer the Timeline quest objectives. If it’s an Empowered Timeline or a normal Timeline you have already completed, it will instead have a moderate burst of stability added.
Glyphs of Envy can only be found within level 100 zones, and drop most commonly from rare enemies and Harbingers. This helps to reduce negative UX for new players feeling forced to use them and makes progression more even. It also prevents interruption for community race events, where a sudden Glyph of Envy could completely determine the race.
Harbinger's Needle
Harbinger’s Needle is a new item coming in Harbingers of Ruin to further assist with pushing Corruption. This item is very unique, in that it’s the first consumable equipped item.
If this unique item is equipped in your idol inventory when you kill any Timeline boss above 90 Corruption, you will gain three additional Gaze of Orobyss for that Timeline. Upon granting the additional Gaze of Orobyss, the item is destroyed. This allows you to quickly build large Corruption boosts.
For those unfamiliar, Gaze of Orobyss is a mechanic found within Empowered Timelines. This stackable bonus acquired from defeating Timeline bosses rewards additional Corruption the next time you defeat a Shade of Orobyss. We have some other improvements coming to Gaze of Orobyss to make it a smoother mechanic, but we’ll dive more into that in the upcoming QoL post.
New Uniques
Patch 1.1 will be introducing 30 new Unique Items to be found and built around. Most of these will be able to be found throughout Eterra, though a select few can only be found through the new bosses. Today, we’re sharing a few examples of the new Uniques you’ll be able to find on July 9th.
Closing
Thank you everyone for taking the time to join us for today’s Blog Post, covering new features coming with Harbingers of Ruin. Make sure to keep your eyes out for the upcoming post on some of the Quality of Life and other changes coming in just a couple weeks time, followed by the patch notes prior to the release of Patch 1.1 Harbingers of Ruin on July 9th at 11:00am CT!
Starting July 9th, you can head on over to the Last Epoch category on Twitch and look for users who have drops enabled. Then, watch for at least 2 hours each day on any drops-enabled stream to be rewarded that days drop!
There are two cosmetic items available and they will be available three times each - in case you miss it the first or second time. You will not be able to get the same drop multiple times.
Schedule: July 9th - 14th
Tuesday July 9th - Gloomfeather Cosmetic Pet
Wednesday July 10th - Midsummer’s Dream Cosmetic Back Slot Item
Thursday July 11th - Gloomfeather Cosmetic Pet
Friday July 12th - Midsummer’s Dream Cosmetic Back Slot Item
Saturday July 13th - Gloomfeather Cosmetic Pet
Sunday July 14th - Midsummer’s Dream Cosmetic Back Slot Item
Any creator who is streaming Last Epoch can enable these drops. Make sure to find a streamer from an amazing pool of creators on July 9th - when Last Epoch 1.1: Harbingers of Ruin launches.
Today is a very special day in Eterra and we invite you to celebrate. The Summer Solstice is upon us and with it the warmth and light of the summer sun is here to guide us through to the end of the year. On this day we come together to recognize all we have achieved thus far when the celestial light illuminates the world in vibrant detail.
In ancient times, more than 12,000 years ago, people celebrated the turning of the world and the life and death of the seasons. The Summer Solstice was one of the greatest celebrations, marking the day when the sun hung highest in the sky and the day was longest. This tradition has survived the test of time and is still celebrated around the world today. In many cultures, people gather for festivals in reverence of the sun and the bounty it offered.
These celebrations last for three days at minimum, encouraging community and an abundance of food and drink. Bon-fire jumping was, and still is, a popular tradition and it was believed the highest jump would predict the height of the crops for the year. While we don’t have many fires to jump in Eterra, we still think the Primalist would win. Once the food had been eaten and the drink imbibed, they would settle down around that bonfire to share stories and record their history as the the day drew to an end.
But just as they welcomed the longest day, we must acknowledge the approach of the longest night. On the horizon, a darkness brews, a harbinger of despair that we can do little to stop. We must prepare. Eterra needs your help.
The Light Before The Dark
The Headmasters at the College of Welryn worry for the history of Eterra currently scattered throughout the land; and while they have tasked the Last Archives Researchers with recovering this knowledge, they are not best suited for the trials outside of the library sorting system. In their plight, the Headmasters have now reached out to you, Traveler.
Eleventh Hour Games and Last Epoch is proud to bring you a very special Lore Hunt Event! Keep your eyes on our Forums on July 3rd where we will be revealing the details of the event and how to participate. Then, on July 12th, at 11am CST, join your fellow Travelers in a race to discover the secrets of Eterra and protect this ancient knowledge before it is lost forever.
Last month, we released our 1.1 through 1.4 Roadmap and our plans for the upcoming 1.1 Pinnacle Boss. As always, collaboration with our community is a big factor in creating Last Epoch, and we use polls like this to help us make informed decisions. With that came the Poll discussing different ideas around the release of the new Pinnacle Boss and its timing. Well, thousands of you gave us feedback, and we are excited to share that information with you today.
Our decision regarding releasing the Pinnacle Boss is as follows:
We will proceed with our suggested plan, which involves a short delay in releasing the Pinnacle Boss to Offline and Legacy environments.
After a week has passed since the launch of 1.1, the Pinnacle Boss will be released to all environments, even if it has not been cleared within those environments. More precisely this will happen on Tuesday the 16th.
If the Pinnacle Boss is defeated within the first week, it’ll be released to all environments within the next working day. If Pinnacle Boss is defeated on Friday the 12th, it’ll be released to everyone on Monday the 15th, for example.
Clearing the boss in any 1.1 Cycle game mode will count. It is also not required to be defeated solo.
We examined different sets of data from the survey based on responses to different questions, but we are showing the full data in this post. Now, let's review the concepts, the poll results, and how this feedback shaped our future plans.
First, we asked players how they felt about the concept surrounding a specific part of patch content releasing to Legacy and Offline characters after a specific in-game event or timer. More specifically, we asked if the community liked the idea of releasing the upcoming Pinnacle Boss to Legacy and Offline with a delay instead of immediately, which encourages playing naturally through the content to experience the new Pinnacle Boss with new characters instead of immediately crushing it with existing Legacy or Offline characters. This type of release delay can also be used to make events or races much more interesting in the future, and it doesn’t make players feel the need to prepare characters in Legacy or Offline before new patches so that they can practice them before attempting them.
We were in favor of this concept internally; it was the main reason for the survey to begin with. However, it was the kind of decision that would benefit greatly from more communication directly with the community. Well, 69.9% thought that utilizing a format like this was something they agreed with, while only 14.8% said it was something they didn’t. This survey also sparked discussion in the community about potentially having “Cycle-only” content be restricted to Cycles for a shorter amount of time instead of the entire duration.
In question 2, we wanted to know if there was any demand for a maximum period before we release the Pinnacle Boss to the Legacy and Offline environments as a failsafe in the event that the Pinnacle Boss isn’t defeated. While we are confident that our community will totally smash our decided 1 week failsafe time, we wanted to ensure that there wasn’t a situation where the content was withheld unintentionally.
This question definitely saw a split and not one that we anticipated from the community. Mostly a position where the “No Time Limit” option garnered as much of the vote as it did. We expected a smaller minority of people who liked this idea, so 30.2% was much more than expected. We also wanted to clarify that these times would only take into account working days, as our 1.1 patch release date of July 9th was not yet public when the survey was put out to the community.
Internally we were quite heavily leaning towards one week. And with the data collected, it was close, but the results aligned with utilizing a one-week solution too.
For question 3, we were a bit more split on how long it should take after the first clear of the Pinnacle Boss in Cycle Online before we would also release it to Legacy and Offline modes, so it was naturally a question we wanted to get the community to provide their feedback on.
The results were very close, and we considered and examined how answers from questions 1 and 2 would relate to question 3 and how those votes would be aligned to help us make the final decision. Our decision came down to “The Next Working Day,” and we will start working on what a timeline for this would look like. It’s likely that we will choose something like 11am CST (Epoch Time, as we call it) the next working day. This means that if the Pinnacle Boss is cleared on a Friday, the next working day at EHG would be the following Monday.
In question 4, we asked, “Well, are there any specific game modes that would be preferable to consider it to be defeated to count for releasing it, or would any game mode be fine?”.
The response to this question was very unified, and was a clear winner even when the poll data was further narrowed down to only see the results of people who liked the suggested release delay of the Pinnacle Boss to begin with. We were also heavily leaning towards this option internally.
One thing to keep in mind however, is that in the future if we decide to utilize this for events or races surrounding new or old content like defeating endgame bosses, there might be restrictions such as needing to kill solo in an environment where you cannot trade with other people, or Hardcore.
As always, we greatly appreciate the community supporting the work of Last Epoch, and we look forward to seeing you in Eterra on July 9th for Cycle 1.1 - Harbingers of Ruin.
Alongside today's Patch Notes, we also wanted to provide notice that on Monday, May 20th, we will be cleaning up all records of Redeemed and Cancelled auctions from the Bazaar. This means closed listings prior to the May 20th cleanup will no longer be displaying on your redeem page. With 1.1, we will be introducing an automated cleanup for this, which will remove old Redeemed and Cancelled auctions after a given time period.
Changes
Moved the spawn point in the Keeper's Camp by the waypoint
Gathering Storm's Friends of the Tempest now requires that the minion's tag matches Gathering Storm instead of requiring that the minion's ability's tag matches Gathering Storm. This means that, for example, if Summon Wolf has the minion lightning tag, all attacks from your wolves can trigger Friends of the Tempest. This also fixes bugs where some converted minions, such as cold Storm Crows or cold Warcry Totem, could not trigger Friends of the Tempest when Gathering Storm is converted to cold.
Bug Fixes
Fixed a bug where specific circumstances could cause a character to instantly revive after death. This could result in a hardcore character becoming a standard character without the feedback of having hit zero health (death screen).
Fixed a crash when a stash tab's name has a specific mix of emoji's & line breaks.
This was caused by a Stack Overflow in the text/ui layouting.
Fixed a bug with Ring of Shields, where having unlocked "Rush Wall" node in "Ring of Shields" skill and then using "Shield Rush" would very often result in shields having incorrect rotation.
Fixed a bug with Ring of Shields, where after using "Shield Bash" skill with "Wall of Shields" node unlocked, the shield wall disappears immediately after being spawned
Fixed a bug with Ring of Shields, where after using "Shield Bash" skill with "Wall of Shields" node unlocked, the shields would remain attached to the player
Fixed a bug where Warpath could cause Ring of Shields to change distance from the player.
Fixed a bug where removing channels in chat settings would not remove them from channel selection in the input section.
Fixed a bug where if a player had all chat channels disabled, then tried to send a player a direct message, the message would be sent to global if they did not already have an existing conversation with that player
Fixed Smite not triggering Healing Hands while you are out of mana if both are free and you do not have the Desperate Measures node in the Smite tree.
Fixed floating health bar location for Gaspar Husk, Volatile Zombies, Emperor of Corpses' Volatile Zombies, and Death Knights
Fixed a bug where Enemy Crows, and Black Sun Rahyeh were on the wrong layer resulting in some decals laying on top of them.
Fixed a bug where prophecies would not save correctly for some players causing them to re-roll
Fixed a bug where the waves would start themselves in The Fall of Ledria quest echo
Fixed "armor shred" and other affixes not appearing in the affix search for certain base types
Fixed a bug where pressing Alt after picking up an item would open its tooltip
Fixed a bug where some Sentinel helmets would not display on the character
Fixed a bug where you could load into Echo of a World with no floor
Update - 14:25PM CST
Released Hotfix 1.0.8.1 to fix a bug where Runemaster Icons were not appearing, and not providing passive bonuses.
We are thrilled to give you an early look at what's coming for Last Epoch over the next few cycles!
As always, the team here at Eleventh Hour Games is dedicated to making the ARPG of our dreams, and we all know that’s a process that takes time, determination, and commitment. As of this writing, we have brought on excellent new people, continue looking for more, and are developing new and exciting content faster than ever. Our roadmap continues to showcase that we have long-term plans for Last Epoch and its content, and we are excited to showcase it here today.
Here’s the thing about roadmaps, though: we are striving to be one of the best and most community-centered game studios in the industry, and oftentimes the best-laid plans of Groles and Gods need to change. While this could be for a variety of reasons; the primary one is you, the community. As each new cycle is released, we plan to collaborate with the community to let you know what’s being worked on, listen to your feedback and suggestions for those plans, and continuously monitor how we can improve.
Each of the items listed on the roadmap are just a few examples of key features we plan to introduce for that cycle and do not represent the only things being worked on. Rest assured; the team is working harder and developing faster than before while also expanding with many new team members to bring you the game you deserve and produce a whole host of other features we have planned beyond those listed on the roadmap!
As we move toward each new patch, we also plan to update our roadmap to keep you informed of our plans and any changes that may have been made based on feedback we hear from the community!
We plan to update the roadmap just after Update 1.2 and again after Update 1.4.
Pinnacle Content - Realm Release Timing Poll
Lastly, development for 1.1 is coming along nicely, and we’re excited to show you all of the great content, balances, bug fixes, and end-game pinnacle boss content coming along with it. Over the last few months, the community has started discussing Cycles and how content is made available to both Legacy and new Cycle characters. Our current plan for the 1.X series of patches is to bring all content to Offline, Cycle, and Legacy realms; but we also believe in allowing Cycle characters a small bit of time to attempt new pinnacle content before extremely well-geared and optimized Offline and Legacy characters have a chance to showcase just how fast they can conquer it.
For a refresher, existing Cycle characters will be moved to Legacy at the beginning of a new Cycle. Creating new Cycle characters will give everyone an even playing field with an economy reset and the need to re-roll a new separate character. Cycle is also where people may compete on that Cycle’s leaderboards.
With that said, we would love to hear from you about our currently proposed plans. Please take just a few minutes (it is 4 questions) and help us continue to grow with our community.
Fixed an issue where the second item suffix would sometimes not display.
Fixed an issue where item tooltip comparison always required Ctrl+Alt to see affix ranges, regardless if you had auto-compare enabled. It once again only requires Alt with auto-compare enabled.