4 Mod Items with Drop Only Exalted is quite boring

you monster troll omg Oo my all item brick wich 95% chance upgrade Oo full T5 is not possible in that game.

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What are your guys’ thoughts since patch 8.4? I think a lot of what they did helped freshen up the crafting and itemization aspects of the game. Still early to say, but I think they did a good job and are at least heading in the right direction.

They definitely could of been more communicative about the odds for legendary potential. And some of the odds are just ludicrous, which needs changing. And I think it was a mistake to exclude set items from the legendary system (or at least do something to keep them relevant). But the idea of legendaries is sound. I also like how the glyph of despair works. New crafting system as a whole is less frustrating. It is a lot easier to get 4x T5 items, I’m finding. So maybe it could use tuning to make it a little harder.

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I think anytime they add new unique items that open up new builds it gives the game a fresh feeling. For the first time, I can build a legit ‘damage dealt to attackers’ build and its fun.

The rework of druid brought some life back into it too.

Legendary crafting gives more upper end on the crafting system. The new dungeon rewarding with Exalted items. Lots of reasons to grind and have more fun while doing so. The Rune and Glyph reworks and the Crafting rework as a whole made crafting much more fun. More items that drop are viable crafting targets now because of the new runes/glyphs/system.

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True. I think the implementation of Legendaries will make interesting combinations. With more Uniques LE add with his own mechanics, new builds will born.

With this, I don’t think at all this game will need to have more than 4 affixes for the rares ones, unless they have something special in mind.

I don’t think the Sets items fit well with the Legendaries thing, so I vote for the “do something to keep them relevant”.

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Its more RNG than before. I assume their idea was to go away from the literal item editor (white bases and go) to give magic and rare items more identy.

But this new forging potential mechanic is even more RNG than before in regards how successful it is if you build workable (not great or perfect) items.
Going from an item editor (for T4/T5 affixes) with some RNG (on high tier affixes) to a fully fledged RNG slot machine, and you can be happy if it does not brick at T2 even with Glyph of “Hope”.

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Can we please… Please in the future sell a SLOT MACHINE theme pack for the crafting bench. I want JACKPOT sounds when I hit big and wheel spinning sounds to get my dopamine going on each roll.

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i agree with you, well written and finally something on topic again after Heavy his on topic point.

I think legendary’s are a bit to boring at this point stat wise.
I love the system around it but what i like less is the more basic stats that you add.
There is nothing really special in my opinion stat wise which could make your unique even more unique.

Dont get me wrong, with the stats avaible now we can make really strong uniques.
Iam glad those stats are avaible. However the stat pool is a bit to boring to my taste.
Despite that iam loving chasing those and using the system. I hope there is going to be some more interesting tweaks in the system however.

Some ideas:

1: a 10% chance of replacing your crafted stat with a class stat ( +1 Druid form for example) when you going to craft the Legendary item. This could open up more possibillties for your build.

2: Make a legendary only stat for every class (this stat is only obtainable with this system) with a chance of applying that one instead of the random chosen stat of your exalted item.
That would be really sick in my opinion and then you might have 1 exalted stat and 1 legendary only stat.
This would dungeon and legendary chasing even more unique and interestin imo.

I feel like modifiyng the stats only feels like a random decision, I mean, why only the stats? (Unless it’s a random example, if is that then sorry). Legendary items are a final step where you combine 2 “finished” items, so maybe what you suggest could work as a pre-step OR just any affix can have a better/changed version with a 10% chance when upgrades to Legendary. This last doesn’t sound bad.

I think we can have too, Runes/something else that modifiers the Exalted Affix to a better one but with a significant downside, like: “Upgrades an affix to a Enhanced version.” so Enhanced affixes (Idk if I choose the right word) can be, for example:

  • Boots with T6 Health affix → +95-115 Health

Maybe with this Rune/new item you could get:

  • Boots with Enhanced T6 Health affix → +133-161 Health (+40%), -20 to -40% Health regeneration (negative)

Just an example of the idea. Some builds would like the Enhanced version, some others not because his downside. But this depends if this will create a new problem in the craft system or not. If it’s good idea to power up the Exalted affixes, the normal ones or get a 5th affix slot for this.

Basically I think that this can have a place on the game: A better positive modifier who comes with a negative modifier. It’s always important to not make anybody too powerful or we will have a mess like a certain game.

@benjaminbona @boardman21

A review for itemization + item grind from a returning player in a fresh start.

I will start with a little background:

  1. I started playing Last Epoch little after early access was introduced but havent played that much last epoch since every time I return and try it I eventually make a huge break from the game because of 2 reasons: Mainly because of how itemization and item grind is currently implemented/working and secondary because of lack of multiplayer.
  2. Havent played much POE, not a huge fan. I think the OP only gave examples and doesnt seems like he wants to turn the game into POE. But we are here to discuss Last Epoch arent we?
  3. Although I havent played Last epoch that much like lets says boardman21 who seems to be here since forever I am coming from a huge background of action-RPG games: D2,D3, Grimdawn, The Incredible Adventures of Van Helsing all games, Torchlight 1/2, Wolcen, Warhammer: Chaosbane, I am sure I am missing a few. Huge hours put in playing D2 classic, D2 LOD and a lot of d2 mods. Unfortunately, I find itemization and item farming in Last Epoch less appealing/well implemented than most of the other games in the genre that i have played.

Lets get directly on the topic:
I made a new primalist into druid to try to cook a spriggan form, spirit thorns build. I have leveled to level 82 currently and used only self found gear without taking anything from my shared stash where I have most of the unique/set items in game and few tabs of good exalted items.
In the beginning it was okay i was finding upgrades till level 30/40 where I started to struggle finding upgrades for my gear. By the time I reached level 60 I stopped looting and didnt even bother to check what dropped since 95% of the rares were useless for my build. I only picked up unique items which i didnt even look that much, just stashing them away in new tabs of the stash. At level 70,72 I started again to check if anything decent would drop and it was the same. Insane RNG on the affixes that item can dropped with + the RNG of item base + RNG of item being exalted(having correct base + stats you want) + unique item LP 3/4(if the item can even roll LP or LP3,4) makes it mathematically very rare to find anything that you are excited about, maybe some small upgrades here and there but thats all.
Finally, after so many unique items I found 1 useful item for my build(well the second after Orchirian’s Petals which cant roll LP which means no extra cast speed or spriggan form levels which is another huge disappointment for another time). The item was the new unique boots
Roots of Vithrasil. The item was right what I needed and I felt very excited about the stats it gives until i read “You cannot move in spriggan form”??? so the base of the boots give + movements speed there is an affix + movement speed on the boots but you cannot move??? I have tried running it with the teleport unique ring which is the only mobility skill that spriggan form has i have tried running it with shapeshifting and stuff and still it felt horrible. So this is since the very beginning of the unique items, design feels at least questionable if not leaning towards bad item design overall for some unique items, personally for like the half of them.

Finally at level 82 I created my loot filters and very rarely I loot something or look at something, even exalted items. It is good that at least the build has some good design and its fun overall and doesnt require that much itemization once you max resists, get some hp, some DR and some damage stats. Currently, I am farming monoliths 85/90 with ease, having some small issues with bosses here and there but overall the build is very fun and strong.

Overall, the game felt in a better shape than any of the other times I have returned to give it another try after a big update. I had a lot of fun playing the spriggan form spirit thorns build. But itemization hasnt felt any better and now with legendary items feels ever more underwhelming with another Layer of RNG on the top of so many layers of RNG in order to make a really good item for your build. I acknowledge some improvements to crafting and I think the team is going in the right direction at crafting.

To summarize itemization/item grind:

  1. Too many layers of RNG for making the “perfect” or near perfect item for your build - returning the control to player in some form rather than totally relying on RNG would be good improvement, especially without trading being in the game currently would be a good direction.
  2. More interesting stats overall - why my staff suffixes all seems not interesting and on times useless compared to the prefixes? I like the idea of the OP with + all skill level to items and overall the idea for making exalted items more interesting.
  3. Legendary items and the system around them seems poorly designed/undercooked/rushed, even for a beta state of the game. Maybe its me having higher expectations than I should that the game would finally address its big flaws in itemization + item grind with the introduction of legendary items, who knows.
  4. Crafting could use some more love as a way to return the power to the player of making/finding/upgrading an item to good or very good for his/her build. Runes for removing a concrete item prefix/affix etc etc.
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I think that adding the whole affix pool could make the game unbalanced (to strong legendary’s). Especially with some of them being on the strong side as a normal unique being modded with to strong affixes could be to good.
Maybe thats why the devs didnt do it. Thats my guess atleast iam not sure ofc.

As much as i rather have a different affix in the pool i actually like your idea :slight_smile: .
But again i dont know how far the devs can push the numbers before it gets way to strong.
I love the enhanced idea however.

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Yeah, you’re right. I would hate if this game suffers from the problem of “too strong items/skills/classes”, because sometimes it’s hard to fix it without break something else.

Glad you like it, as you say, I don’t know if it’s a good idea at all because I think the downside need to affect in something to each character, if there is a class that doesn’t be affected or doesn’t need the health regeneration (the example I use) because instead leech life, then may be a bit powerful. Maybe a general downside will work better, so people can think twice before decide to “Enhance” an affix.

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Do you want to have PoE madness, where every patch the crafting system is nerfed? That’s how you do it, by adding more and more crafting ideas to a point where characters 1 tap bosses. LA’s crafting system is 100 times better than PoE. It’s simple and determenistic. You need a degree is rocket engeneering to understand PoE’s crafting system and a bag of 4 leaf clovers to craft the items you want. I have bricked 5 mirrors worth of stuff in a single league, the best crafting specific league there was, before all the nerfs to it. That’s how bad crafting is in PoE. It’s not interesting, it’s frustrating, annoying and dowright infuriating. Yesterday I made a T24 item and it was glorious, not because it was so powerful, but because it was exciting. I already had t21 on me, which wasn’t much worse. In PoE when I crafted a chest with triple res, hp, flat hp and explosion, my reaction is “about time, I bricked so much stuff” and it’s not even a top tier item. From there you have to double influence it, maven orb a few times and if you are really chasing the top of the top, double corrupt it. Do you know how many of those I have in over 6k hours? - 0 . My best chest is explosion/mavened flat crit/flat hp/double res and a garbage mod, I’m afraid to annul, let alone double corrupt.

Yeah that’s a craziness. I rarely craft my equipment in PoE, I normally buy it. That’s what LE devs want to avoid I assume, and it’s a right decision. Craft here is fun for me.

The problem of RNG can always be easily solve. But how the hell solve the problem of, as you say, prevent players from 1-shot bosses that were supposely to be hard to kill without break something else? As far as I know, there can be builds that can’t 1-shot but kill pretty fast them.

The thing is, add more mods to craft to make differents combinations, besides to be “fun” for some, can ruin the LE experience. So maybe the best will be just focus on Legendary items and make more Uniques with unique options (they will come in time), so “new builds” will born from them and let the affix shard mods without touch.

That is because Path of Exile is designed as if Human Lifespan was infinite. It’s actually very, very short.

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