Aspirational content should always feel 100% optional. Uber Abby does not feel that way

Never was, never will be in this specific genre.
Achieving 2000 corruption is done by basically nobody (despite being possible, mostly cumbersome though) because it doesn’t provide relevant rewards accordingly.

Sure, you can say ‘I reached 2k corruption!’… but what does it give you?

Especially in the loot-focused Hack’N’Slash genre the rewards are the primary factor as to why people attempt something, even going so far as doing absolutely un-fun things for the sake of achieving those rewards.

What you describe is not FOMO.
FOMO is the ‘fear of missing out’, missing out being the primary factor. To miss something it needs to be time-based, hence passing.
Uber-Abby doesn’t get removed, you got endless time, hence FOMO doesn’t apply.

It’s the feeling of being insufficient which applies, but that is something inherently to be overcome in a challenge anyway. It’s bona-fide difficulty, and difficulty is a flavor since everyone likes another, it’s not really up for discussion. If the difficulty doesn’t aling with your own expected experience then that simply means it’s not something for you.

FOMO would apply if you get rewards only in a specific timeframe (during a Cycle for example) instead.

Once more, not FOMO.
Difficulty solely. That’s a very distinct and very important difference.

Also optimizing a build is the bread and butter of the genre. The ultimate goal of Hack’N’Slash ARPGs has never been the gameplay itself but the itemization road towards the limit. In the majority of the games content itself becomes trivial along this road.

Be it through corruption pushing as before Abberroth nothing was locked beyond Empowered timelines… be the speed of running echos or anything else. They are all ‘non-goals’, the actual goal there is ‘number go brrrr’ plainly spoken.

What you’re asking for is that there’s no hard difficulty attached to higher numerical top-end possibilities, just more time investment instead. That’s flavor.

Yes, and that why trade exists. That’s the mechanic to alleviate this issue ever since it was introduced into games.

You want the best of both worlds… but the best of both worlds doesn’t exist.

Either you get no difficulty at all and everyone can achieve everything freely, no skill needed.
Or you get difficulty and not everyone will achieve everything, as inherently people have higher or lower skill levels, as well as their maximum achievable skill no matter how much they work for it. Talent is a major factor, as well as time investment itself. So there’ll always be people unable to achieve everything.

So… where’s the line? You can’t have both. Either/or. Want a piss-easy game a 5 year old can handle while providing the results nonetheless? Or want something challenging you? The moment it challenges you it’s skill-based for success and you lost all options to complain about content not being able to be achieved by everyone. If you want it then… you need to work towards it and see how far you come.

Or… go into trade and bypass it.

And it still upholds. CoF lets you farm everything without having a major downside. Heck… actually several massive upsides long-term even!

But it requires the skill to do it as well.

Don’t have the skill? Then why are you playing CoF? That’s inherent with it, always was, always will be. No way around it.

Obviously, as much as the new idols do fatten mine since I’m one of the few people putting every…single…one I find into the market painstakenly. 5-10 mil per day currently without issue. Won’t last forever.

The broader content variety is the more venues for profit. The less people do something the more profit for the same effort. The more effort required the more value in it.

Normal, as it should be, if you’re good at something you should get rewarded. If you’re bad at something you obviously shouldn’t be.

Games also need you to overcome obstacles, they’re just vastly smaller then in real life commonly, and a lot more directly explained on how to overcome them.

Absolutely against it, hard so. If EHG goes this route I’ll state right here and now: I’ll quit at that moment.
In the second this happens the game will loose every bit of value to be played in my eyes. If I don’t get rewarded for doing content which requires high skill, effort to create a character and dedication to the game then I don’t wanna play it.

Mind you, I suck, I have a hard time with normal abby… so uber-abby is out of my reach. I’m not one of the people which will get that stuff reasonably, but nonetheless I actively say that if I get into the reach of those specific items because uber-abby is de-valued entirely then I’ll quit.

What everyone else gets is a game which doesn’t reward skill or effort. Nope, not in for it.

That is out of context though.

Difficult and punishing first and foremost are 2 separate things. One is to achieve a state of success. One is what happens when the state of failure happens. Don’t combine them, that doesn’t bode well, they need to be handled different.

Agreed that if only a small portion of skills can achieve something then people will be shoehorned into doing those specific builds. All the more reason for absolutely stomping OP builds, to remove that factor and enforce personal skill to be the bar to achieve it, not picking the right build.

So, if everything has troubles dealing with specific content then nobody is forced into a specific direction which is un-fun for them. Hence that aspect falls away.

If builds don’t have any disparity then there’s no diversity. Everything is basically ‘the same’.

I’ll also quote here: ‘Hack’N’SLash ARPGs are played because players search for ways to break the game’ so they need the ability to at least partially break the game.

Also that.
And there wouldn’t even be FOMO for build enabling stuff… that would solely be shit design to include with those enemies :stuck_out_tongue:

FOMO is once again… time based. You can’t miss out if it never leaves.

Not only ideally, that’s actually mandatory. So yes, agreed there :slight_smile:

If disparity exists and it’s also aspirational content which nigh nobody will manage to handle then yes… it needs to be in the discussion.

Wouldn’t need to be if it weren’t existant… but it is.

Modern problems cause modern solutions (yes, I know not the right way to say it… but the right way for that situation sadly :p)

That’s the exact goal of the whole genre though? From zero to hero… from pleb to god, farmer to harmer.
Otherwise… why did you ever play beyond corruption 100? Nothing there after all, what content have you aspired towards?

The whole premise of the genre is and always was ‘min-max’. Not the story, not the combat mechanics, not everything else… it’s the ability for long-term min-max, everything else being more or less important, but lower in importance then the min-maxing. Progressing your character for the sake of numbers being higher.

Pinnacle content hence allows people which need direly a goal in front that’s clear cut to work towards something, and that not being easily achievable. But if that content also doesn’t provide rewards… why attempt it? For a very large portion of people it has no meaning then. Rewards = meaning.

That’s how all of that comes together.

Until 1.1 I guess it would be unlocking empowered monos, since nothing is left to go beyond? :stuck_out_tongue:

More difficult, yes… but not ‘new’.

That’s a major problem with unclear progression systems like corruption. And why systems like those of Torchlight Infinite and PoE do so much better for the feeling of progression. If there’s a end-goal available (T8 for Torchlight, T16/17 for PoE as examples) then reaching that is a primary marker for success. In LE it’s… really wishy-washy. 300? 500? 1000? Where is the actual line? People argue about that all the time already, nobody argues in PoE about what content to reach is counted as ‘viable’… it’s farming T16 maps, the end. Very very clear, we got a benchmark hence… and there’s nothing above either. Sure you can ‘juice’ your maps and they become insane, but it’s a simple solid baseline to go by.

Exactly. :+1:

And watcher’s eyes are neither build enabling nor a limited time event. Purely a skill-gate. And also a really low one.

If Abby gates items behind it… many don’t reach or are able to comfortably play empowered monoliths. What the majority here in the forums takes a ‘granted’ is not a thing for the average joe.

So, should all boss-drops which enforce being in empowered monoliths be reduced to also drop in normal monoliths?

Where is the line? And why is it there?

Normal Abby was ‘comfortably’ killed at 500c 1.1, a bit less now. Uber-abby will be 700-1000 I imagine to ‘comfortably’ attempt. Anything below as a common content to be run will cause you to struggle. Simple as that.

Me included, not my skill-level simply.

That’s no ‘progression’, that’s so called ‘empty content’. Pure min-maxing. Which is the goal of the game itself. Everything around is just a support to make it happen.

Nah, you’re just using the term wrongly. You can’t miss out if it’s still there. FOMO is solely a term based on time-limited stuff. Permanence and FOMO don’t mash, wrong terminology.

Yes, so you use the mechanic meant to alleviate the issue you have and it functions? Great! So it works. Use it in LE too then.

Or you simply play in Legacy and enjoy the time, playing what you find fun and pushing that… and if Abby happens it happens.

The vast majority of builds can nowadays clear all content in PoE 1. Be it my shitty old-school Tornado Shot build (which is absolutely atrocious for bossing) or my phys only Cyclone build (which is shit at everything since pure phys and no triggers)… not to speak of actually decent characters not meant for farming.

Also… do I need to remind that Uber-Elder was killed at level 32 even. It’s a extremely skill-based fight.

https://www.reddit.com/r/pathofexile/comments/cz907k/level_32_uber_elder_kill_deathless_37/

Here you go.

Abby also is a skill based fight.

Plainly spoken hence… git gud… because that’s all that it is. React in a fraction of a second, know the mechanics in and out, train… train and train again.

That’s a hit and miss solution. Many people simply don’t care about MTX at all, and if you already have your slot filled why even take it? Has to look amazing beyond what the shop offers too to be viable. Like the Shaper Hideout in PoE 1 which not only had a really straightforward layout but also looked stunning with the galaxy background design.

For a casual player most season specific things are simply not achievable, they feel bad.

I’m generally against FOMO inducing things, of all kinds, period. And it seems like the EU laws are also on my side when it comes to the monetary side of games already, like season passes or payable content that gets shifted out again (MTX rotations or supporter packs fall into the category).
Hope that gets hard-written into law instead of only highlighted for now.

As usual… he is :stuck_out_tongue:

I do it for the collector in me… not the skins themselves. Effort based only, no FOMO but permanence included though, otherwise I quit generally if that’s not existent. I know where I’m endangered to cause myself problems so I just go away instead.

I actually thought about this and came up with another reason why this isn’t good.

Currently, players farm the pinnacle boss multiple dozens of times to either get the drop because it didn’t drop the first time or to get a better version of the drop.
If you simply give an MTX, then players will kill him once and never try it again. After all, why would you? You already have the MTX. The next attempt gives you nothing.

So not only will less players engage with it, they will only engage it once.

I sincerely hope the developers do not yield on this. Cosmetics would be a nice thing to have on top of the unique gear, but the gear should stay. The gear is not build defining nor game breaking and is simply a power boost for those who can manage to kill him. I’m trying to git gud enough myself to kill him and I’m very excited to keep trying until I do.

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But there is new stuff after the campaign. Monoliths debatably, but but more specifically there are boss fights you haven’t seen in the campaign. You don’t fight Rahyeh, Herot, Argentus, Frost Lich, The Immortal Shamans, and then there’s Abberoth and some of the new woven echo bosses. So saying you might as well stop at the campaign if you think you stop when you’ve done all the content is just factually wrong.

I’d agree that the structure of PoE’s endgame is better. (Haven’t played infinite) And pre-1.1 you’d be absolutely right about there not being any clear stopping point. But now we have Abberoth and Uber Abberoth. Pre-1.2 Abberoth was that stopping point. Now Uber Abberoth is, although I suppose regular Abberoth also gives you a good early off ramp if you don’t want to really push for Uber Abberoth. Either way, there’s a goal. You can complete it. And after that everything else is a victory lap. If you like pushing the numbers as high as they go, well you can do that. If you’re just satisfied with beating the game’s designated final boss, then you can stop there and feel good about it.

Like I said, I don’t mind pure chase items getting dropped. I just find it silly because at the point where your character is powerful enough to overcome the hardest challenge in the game… what are you making your character more powerful for? At that point we are just back to D3 where you wonder why you’re farming loot so you can do higher number content for more loot to… do higher number content to…

Actually, you know what would make a great drop from the hardest bosses? A super strong leveling unique. If that’s your stopping point where you go make a new build, that actually helps with that.

How can you claim Abberoth is the stopping point, while also saying people need to kill Abberoth to improve their builds and continue playing? Isn’t this what this whole thread is about? The supposed “need” for killing Ubby to continue progressing?

So it’s either a boss gatekeeping BiS items for a build to become better and continue climbing, or it’s the stopping point where people will aim to and drop the game (or the character) once they overcome it.

If Pinnacle Bosses were the stopping point, then they wouldn’t need to drop anything really… Or they’re not stopping points at all, and need to have something fomenting people to engage with them, which are currently the BiS items locked behind.

See how this doesn’t add up?

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(Uber) Abberoth is the toughest non-infinite scaling content in the game. That is a definite benchmark for a build and for players who want to beat the content and move on, it is a stopping point.

I’m not saying that. I’m saying that I think putting items to make your character stronger for no new content is silly, but if they do want to provide a tangible reward, then chase uniques aren’t that bad.

This is just where we have different values on what someone “needs.” None of the uniques are build defining. There is no build in the game that you can’t play because you don’t have the Uber Abberoth uniques. You don’t NEED them to do the part of the game where you have fun making a build and obviously they’re not intended to be needed to beat the final boss that drops them.

The only thing they’re good for is generically improving any build almost regardless of what it’s doing. But once you beat him, the only reason to do that is just to keep pushing numbers up. And since there’s no actual end to that, what you “need” is kind of fuzzy as well. What corruption do you need them for? 500? 1000? 1500? 2000? When you’re playing that game you’re just playing until you’re satisfied or burned out. There’s no binary requirement for success.

Since these all provide pretty generic bonuses, who’s to say that you couldn’t luck into some crazy BiS exalted item with multiple T7 affixes you like and have that be an acceptable replacement?

I feel like this is like complaining that you “need” 2x Red Rings or perfectly slammed 4 LP uniques or something. You’d certainly like to have them, but they’re clearly not a requirement for doing all the content or experiencing all the builds in the game.

But again. I’m just saying I’m indifferent. I don’t think there needs to be power rewards for completing an end boss, but I’m not unhappy they’re there so long as they don’t lock something build defining behind it. If tomorrow they deleted these items or moved them to be a Red Ring level rare drop it really wouldn’t affect how I enjoy the game at all.

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I’m just genuinely curious about one thing and this is a legit question. I don’t want you to think I’m trolling or being rude, so if it comes across like that, I apologize in advance:

Why are you so upset about Uberroth items but apparently have no issue with red rings?

I have personally beat Aby last season, after pushing it with one character, a few months after not caring about him at all. I managed to get a couple nihilis out of it.
In all the time I’ve been playing LE, I haven’t had a red ring drop yet. Ever. I’ve had 2 ravenous voids. I’ve had several 4LP items. I’ve had triple exalted drops. But I haven’t had a single red ring.

They’re much harder to get than pinnacle boss items. You can make builds that improve over time until they can handle the boss. If you really want, you can even just create a meta build to melt the boss. But you can’t really know that a red ring will ever drop. You can play forever and the RNG just sucks and you never get one.

So why are extremely rare items that you may never get ok and items that you can actually work towards not ok?

Just curious, really.

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I feel like you’re either mixing me up with another poster or really over-reading into what I’ve been writing.

I’m fairly indifferent on the matter. Other people replying to me have been making a bigger deal about all of this because they’re upset about the idea of the game having a well defined off ramp.

My position is simply in response to the OP: While I don’t think an endboss needs power rewards, I don’t mind so long as they’re not build enabling. Chase uniques are fine for that purpose.

Red Rings are also like this. There’s no build where I’m like “damn, I can’t play this until I have red rings” so it’s fine.

I am. You use the same icon as the OP and I thought I was replying to him. :laughing:

@ExSea Sorry, my question, 2 posts above, is for you instead.

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I said you don’t need Uberroth gear I never said you don’t need any gear at all. At least having a weapon, belt and boots is rather important while the rest is highly optional untill emp monos. So stop twisting peoples words.

As soon as you have enough gear to kill uberroth you are technicly done that’s why there is no need to get Uberroth equipment outside of pushing the coeupption higher what is completely optional.

Fair but having own goals != needing something like a build enabeling item. People can set their goals however they want but if you reached the endgoal and everything else is optional I see no reason to cater to it. Imagine implementing stuff to suite the most ambitious player who want’s to reach 15k corruption… would be a stupid thing to do.

The story is concluded at this point that’s why I was saying it ^^.

And that right there is the meta iv talked about that shouldnt be able to happen with mastery respec.

Tbh once ur at the point of challenge abby or uber ur mastery should be locked in. Now ir build is being challenged as well as ur skill. As well as ur skill/knowledge of build making

Being able to switch like that to beat it teaches hardly anything to the player. Other whoopsie this build cant kill abby/uber time to switch

Basically u dont have a build u uave everything. Diablo 3 had this issue. There was no build identity

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What is one of the reason this was implemented. I personaly never touched the mastery respecc because I was to lazy and it isn’t saving enough time from my point of view. Everyone with enough knowledge won’t touch it anyway unless said person wants to squeeze out the most and save another hour or two to reach ccertain goals.

So far I know nobody who is playing one build to farm stuff who is swapping the mastery completely and relevling skills just to beat uberroth. I guess some people make it for sure but there are so little who use this mechanic in this way I would be suprised if there are more then 1-5% of the playersbase who use the system in this way.

On the other hand I have a lot of casual players in my friendgroup who simply started the game without any information or looking at build guides and whatnot. They picked a class they liked an changed their mastery arround a bit just to see if other masterys are more fun or fresh.
Said people were helped a lot because they would’ve dropped the game like a hot potato if said feature wasn’t implemented.

I’ve only seen the benefits of this system at work personaly and I still don’t give a rats behind what other people do with it because I’m not bothered by it in any way shape or form. If other people change their mastery or not isn’t impacting me at all.

On the other hand if EHG is building the game in a way to compensate for this aka you need to play a VK to level because Pala and FG are only good at lvl 90+ and you can swap your masterys now so deal with it… then I’ll riot. If they still try to make every class good and therefor remove the need to switch masterys at al outside of fluff reason then I’m fine.

Build idendity is pretty much dead anyway in most games since FOTM, Meta and cookiecutter builds are a thing and most people only care about numbers and how effective a class can handle content.

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I am sad that you have so little confidence in yourself. Nobody needs a build guide. Learn the game, use your math skills, make your own build. The people who make these guides are not even usually making the best builds, they are just making good content.

For some portion of the playerbase (and the players who don’t play) one of the biggest issues in the ARPG genre is that the games are too EASY. And I’m no game streamer, I’m a 50 y/o retired computer programmer gamer dad. And I think these games are too easy. It’s why POE1 has ~80k consistent players, while league of legends has 27M… becasue most gamers want an actual challenge. Maybe not Josh Strife Hayes, but most gamers. I play ARPGS when they release, and when i’ve figured out how to beat them, I go back to hard games like LOL Ranked, or Starcraft 2, or whatnot.

POE1 is won on the passive tree, other than that 95% of the playtime is a mindless one button no-skill slot machine. IMO, if you are following someone elses build guide in POE1, you are barely playing the “game”.

In POE2 0.1, when everyone was on the forums complaining, I was playing SSF learning the game. After a dozen hours, I was having zero trouble. I made some build guides for Monk and made a video clearing Act 1 with zero deaths equipping only blues… because I wanted to show that people were only having trouble because they didn’t understand the game. I quit patch 0.1 when my level 88 SSF Monk was one button exploding 1.5 screens in T14… becuase it was too easy and boring and I could see I would have to put in an obnoxious amount more easy and boring grinding to get to a skill based challenge again.

One of the things I like best about Last Epoch, is that despite it being very easy in the early game, is that it’s also setup to speedrun… so when the content is too easy, there are ways to go faster to get to difficult content again… because some of us LIKE that difficult content, and want MORE of it.

At any rate, there is no “convincing” anyone here, we are all just stating our opinions. I don’t have any problem with Uberroth having exclusive loot drops. It gives those of us who want to “long game” and “deep end” the content something to chase for… Get that exclusive drop, and push higher corruption or arena for bragging rights (or imagine we might).

I can see that some people here feel they won’t spend the time to conquer “chase” content, and this makes them frustrated. Just recognize that there is also a contingent of players who want there to be harder content out there they haven’t yet conquered (and might never conquer!), because it keeps us engaged in the game.

It’s ultimately up to the game designers what kind of experience they are crafting, it is just our place to enjoy it… I hope you are all “suffering through” Last Epoch with as much enjoyment as I am!

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Legit question: Why is that an issue? I mean, obviously by “once” you mean 1 kill, which could take dozens of attempts and likely more.

Raid bosses in an MMO are far more complex to design and implement, but aside from the ultra top .001% of guilds, players don’t even SEE the Heroic/Mythic/Savage/etc (whatever the hardest version is called) of the final boss, much less kill it. Same is true of most repeatable games; even many RPGs (Final Fantasy VIII, Chrono Trigger come to mind). Even with having the best item for x, most players don’t even know they exist, many of the ones that do will never find them, and of those only a handful will ever beat them. And yet they show up in game after game after game. Game designers are often hardcore gamers, and hardcore gamers tend to love ultra hard content.

I just think it’s silly to assume that quantity of players interacting with a pinnacle boss - especially in the context of how many times said player interacts - will have any real impact on the creation of future pinnacle bosses. People love having an ultra baddie in the game to give meaning, fill lore, and act as a chase challenge.

Apparently, you are a god gamer, because that is so not the case for the VAST majority of players. Even those that have hundreds of hours to throw into a game.

Also, you are conflating two extremely different playstyles: PvE vs. PvP. PvP with good match making will almost always make the hardest of PvE content look simple - because people don’t have a fixed design and predictable patterns (usually). “wanting harder games” is definitely not why LoL has so many players, lol.

I am indeed advocating for truly unique MTX, such as the shaper hideout you mention. I personally think that most of the people that would tackle such a boss would do it regardless of reward, but I think something like that is a far more interesting and valuable reward than “yay I have more stats now and can… kill him again but faster?”

Edits: Merged posts into 1, per the forum’s recommendation.

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When i boil it all down, its all because i value “freedom to explore” a huge lot.

This goes into freedom of doing your own thing/builds. For sure we are encouraged to make SMART choices when making builds. we usually end up optimizing our own build naturally over time. with many players ending up with sub optimal builds anyway. when i talk about making our own build it includes our gear choices and luck on what we get. its an organic process where i enjoy tweaking and working towards better gear and optimization. but in all cases whatever i end up is, is a product of my creativity and effort.

In Grim dawn for example. Occultists and Necromancer subclasses are really synergetic. Players would normally build towards the synergy and that would normally be pet/minion builds. However, I researched the skills and gears. I made a Occultist Necro that’s melee using a melee skill granted by an item. Its really NOT TOO GOOD. but I’ve completed the campaign on the hardest difficulty with it and to me thats good enough. I can kill the last boss with it and thats fine.

The question is WHY is it fine to me? theres more content. Shattered realms is something like LE’s corruptions. good players can go 90+ but i think my build could go 70+? I dont really know because i didn’t really try. Why did I not try? The reason is because I did not care. Why did i not care? Because simply, Shattered Realms is 100% optional. the exclusive items from shattered realms can be unlocked by SR 60-70? or lower. I cant recall. The difficulty is perhaps similar to LE C100-C200? its something i could do with my shitty build as its not too difficult. so it’s within grasp of majority of the player base. if i can do it with my “not meant to be played that way” build then logically any rando with decent enough skill and decent gear can clear em.

GD also has uber bosses (celestials) and theyre god damn tough, theyre in a way outright cheats not meant for the player base to even defeat. but the difference between celestials and ubby, is that the exclusives dropped by celestials are not necessarily BIS. there are a ton of gear that players can use and a lot of gear actually compete for the slots. the celestial drops are definitely REALLY strong, but when other gear can provide other benefits and actually compete with these gear. you get to a point where you feel that you dont actually NEED the gear.

ubby’s relic is stupid good. there definitely are other relics that give players unique features, but ubby’s relic is in most cases rather than not BIS.

the counterargument that you and others usually give is “well you could always follow a build to get it”.

that is a factually correct statement. i always have that choice.

the thing that i find very frustrating because it really becomes a matter of “its not a problem because you’re ok with it”. many people see no issue with following a build guide. but to me having to follow a build guide is indirectly a slap to my face.

its saying, you’re playing the game wrong.

which i find this highly offensive because i would argue that the entire purpose of having huge ass skill trees, tons of different skills, tons of different weapons, tons of different gear is to let players explore and play their own character.

boil it down again. lets take harvest moon. one of the biggest reasons that i enjoyed it is because of DISCOVERY. i learn which crops are good/bad. i learn how to make my animals happy. i find out each npc’s likes/dislikes and i learn a ton about the world’s events and secrets without a walkthrough.

am i really playing harvest moon if i just follow a guide? if i did i would always get the most prosperous ending. i would min max my crops only ever using certain crops and using an optimal crop arrangement. i wouldn’t care for many of the game events and i will ALWAYS give stuff to NPCs that they like. at the end of it all I’ve done is followed a guide. am i truly playing the game? and with that theres no purpose for me to continue.

the game is solved. i m just following the dance steps to the letter.

so to me i highly value this discovery and exploration. this freedom.

and to make matters worst, its not the players i’m mad at. as frustrating as it is right now with all the folks just handwaving the issue away. i m pretty clear on who i m unhappy with. its the devs. its their decision.

their decision to gate exclusive items that some are arguably BIS behind a very difficult boss makes it feel compulsory. and with that, its indirectly them telling players like me, BRO you’ve been playing wrong all the while. you should have just followed a build guide. no one forced you to explore the game trololol.

whats sadder is that i realized that the game devs play their game by following guides from maxroll too. which is helping me cement the idea that this game isn’t for me.

this might be a lot of text without directly answering your original question. but i need you to understand where i m coming from.

which is why i am very much against pinnacle/aspirational content that has such good rewards it doesn’t feel optional.

so back to your question. why am i OK with RR vs ubby exclusives?

the answer is simple. if i dont follow a build guide. my chance of finding one is the same as a person who does. its equal opportunity. i dont find myself punished for not following a build.

on the flipside. right now i feel punished for not going meta.

in poe some builds require starter builds for players to farm up enough currency to buy what they need before their build works.

how different is this than a starter build? if i want the ubby relic, the easiest way is to roll a void sentinel and just follow a build to optimize my time. and by doing so i would be strong enough to quickly unlock all bonuses. currently i m struggling at C200, so i haven’t even unlocked all the harbinger bonuses. some of the final weaver tree points are gated behind corruption 300. its quite a tall order as i tried c250 and got wrecked. if i roll sentinel i would definitely unlock everything and be able to farm ubby.

and by that time i finally get the relic. then what? i slap it onto my old character. still feel significantly weaker. by that time I’ve already tasted the power of a meta build. theres no going back. being weak feels bad.

if ubby did not exist. being weak still feels bad. but at the very least i dont feel like i m missing out on content. truly optional content will not make you feel FOMO.

i would also emphasize.

anyone who says theres no FOMO. are just viewing it from their POV and are handwaving away whatever i write. i’m annoyed by it but its expected. if you’re not affected by something, other peoples issue becomes a non issue. for sure FOMO is typically tied to “time limited” features. but a lot of you folks seem to not understand that fear of missing out doesn’t necessarily mean its strictly for time limited events.

have you guys never ever used the phrase “awww man, you’re missing out!”?

you didn’t upgrade to the high speed internet connection? aw man you’re missing out.

you didn’t buy the latest Zphone Ultra P500 PRO? aw man you’re missing out!

you didn’t watch The Game of Office World Isekai? aw man you’re missing out!

if i tell you i m feeling like i m missing out. i m simply feeling like im missing out. and when i dont want to miss out, what is one way to describe “not wanting to miss out”? FOMO.

so back to your question.

RR i have ZERO fomo. because i know the drop rates are stupidly low, i leave it up to fate. I can improve my odds by manipulating the content a little but thats a very simple choice. look for bonuses to improve unique ring drops. its highly specific and requires no guides.

to get the ubby relic, i need to be super strong. the easiest way to be super strong is to follow a build guide or simply go meta. its not just a “choose to improve chances of unique ring drops” which is pretty straight forward.

following build guides is following a series of decisions that synergizes together to form a solution for a puzzle.

its very different.

tbh i m too lazy to reply to others at this point as i have already said what i needed to in my response to you.

i m really tired. a lot of forum discussions always have people only reacting based on personal experiences and it is very easy for people to give their responses while disregarding other people’s experiences.

i value doing my own thing a huge lot. i dont like fomo.

others may find following a build as not an issue. others might not even be affected by fomo.

everyone going against me are telling me things i already know on how things are.

and i m actually not talking to you guys. i m talking to the devs thru this forum.

i want to love this game and i want to keep playing it. i dont need you guys to defend EHG. i want you guys to understand where i m coming from.

if EHG doesnt cater to me. then thats fine. i ll stop playing.

if i m being honest i have a tinge of regret for buying their weaver supporter pack after learning about ubby exclusives.

LE’s early and mid game content is a huge departure from POE1. i enjoyed every step. but seeing the end game going back to aspirational content. i feel disgusted.

in fact i kinda feel that the best way to play the game past campaign is to get carries to help you quickly complete your weaver tree and complete harbinger faction bonuses.

the end game is tapering back into poe1 endgame.

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I’m not. What I am is good at math and mental math and understanding complex systems. Most ARPGS are “won” in the passive tree and managing RNG expected value… If people want to get better at these games (without following build guides), they need to get better at math… or at least use those math skills more.

ARPGs are easier for me because I’m playing the “whole” game while other people are only playing half of it.

People play POE2 and complain there isn’t enough loot to progress… but it’s not loot they need, it’s just a better idea of howto allocate skill points and gems. The fancy skill guide they are following from a content creator shows an endgame build, but they dont know how to get there. Where does point number 12 go? It matters.

At POE2 0.1 launch, I was hanging out in #poe2-campaign-help and giving every struggling monk my Monk Levling guide, which broke down specific points for Act 1 vs Act 2, and kept it simple, and included a full unedited 3 hour Act 1 run, so they could see how to do it…and while I’m no content creator, I got a ton of thanks for it… because it gave them the tools they needed to make the game easier.

Same thing happens in Last Epoch. When I speedrun the campaign, I only infrequently mess with my loot or crafting, because it’s just not necessary. A good ordering of passive and skill points spend and prioritizing the key damage affixes is enough to make it through.

I need to make some build guides and videos for POE2… I dont have a channel, but people who find my stuff like it.

We can agree that there are many factors… but one of the biggest ones is that League of Legends doesn’t have a cap to the amount of playtime enjoyment and challenge you can get out of it. PVE games are mostly “hard” when people dont know how to play them, afterworse they become trivial.

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honestly i’m not even reading most of the replies. but i saw that someone posted the legendary uber elder kill using a level 34 character.

to me this highlights the utter power disparity between builds.

the level 34 character is using a ranged skill so the player can focus on moving out of damage.

this is much more difficult to do for a trumelee strike player (if you think lightning strike is tru melee you really need to start rethinking what you define melee as).

a lot of players tend to mention this as “uber isnt that difficult, even a level 34 can do it”.

back when players were complaining that waystones/voidstones give so much bonus that they no longer felt optional, many people linked that vid or referenced it saying how it is not actually difficult.

its tone deaf. if you simply do this then everything is fine.

reminds me of some recent trial in USA. the judge is asking some prison rep about prisoners being FORCED to work. apparently prisoners were not forced. they were given the CHOICE.

they could either work or be put in solitary confinement.

Yup, sounds like a totally reasonable choice to me. Work or be punished.

i hope you’re being sarcastic.
else i do hope you realize that you’ve just supported slavery.

which ironically is against US law.

I see the conversation is completely going off-topic…
and the matter is simple:
after a few days of farming at around ~1000 corruption, you get to the point where you have 2-3LP items with good rolls.
You’re facing a boss because it has 2 major upgrades for your character, right?
But the boss is absolutely terrible to fight for the average player.
What do you do?
You realize that you either make a build with enough damage to skip all mechanics (currently crows), or you go play another game.

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