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

I’m British.

Yes, but they were a bit late to the party on that one.

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Because you’re wasting time designing and implementing content that will only be played by a very small part of the community, with all the restrictions we’ve added already, and not only that, it will only be played once and only this season.
A year from now, no one is even attempting to kill the boss because everyone already has the MTX.

Ah, but those do have loot, so there will ALWAYS be players trying to get it. It doesn’t become useless content.

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To be honest, I also mixed you for the OP, specifically because of the same Icon lol
That’s why i posted this:

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The reasoning for the difference is that one’s a very easy to learn (but hard to master) game with the primary focus on competition and the other is a niche-genre game made towards long-term players.

Has nothing to do with easy vs. hard. Because League is not ‘hard’. It’s competitive.

If you think the major amount of power comes from the passive tree in PoE 1 then I now at least know you got no clue about the game.

During PoE 0.1 people praised the campaign to high heavens, outside of the map-size, which is a chore and annoying.

In 0.2 people complain non-stop. You got it mixed up.

Yes, by showcasing it with the meta-class, the bell is extremely strong and easy to manage. Other classes had massive struggles.

Why wasn’t your showcase about early minions for example? Then I could respect your argument… like this? Nah :slight_smile:

That’s once more… why balancing is so important. That’s the job of EHG to allow a variety of builds to reach that state, not only 1 or 2. The longer the complete ‘road of progression’ is the more leeway in balancing exists to make that happen. LE has a extremely short ‘road of progression’ after reaching empowered monoliths and hence the margin is also extremely narrow. That can be felt simply.

Discovery happens once, then it’s over. You can’t compare a single-player game meant to be played once for the exploration aspect (and then repeatedly for the cozy farming itself) with a game that’s forced to have players go for the mechanical aspect. Not even No Man’s Sky upholds the non-stop exploration aspect, and that game went quite far in trying to make that happen. It’s causing a quite long-term experience for that aspect by now… but the mechanical parts underneath to build and progress your ships and character are the part keeping it alive, not the exploration itself… because that’s surprisingly quickly ‘done’ when you focus on that primarily.

Especially Hack’N’Slash games are nigh never ‘solved’ with new builds and varieties of them popping up left and right. If PoE 1 had never gotten any updates past uber-elder then even today people would still find small tidbits of where new builds could be made which are interesting. It would just be vastly less prevalent, which is why the balance gets changed each league there a bit. I’m against that overall but it seems to be better received in large. And I can understand why as well.

Once more… why?
Are you playing for the content and hence exploration? Then upon beating Uber-abby that part is ‘done’. So it doesn’t affect you.
Are you playing for the min-maxing itself? Hence numbers go brrrr? Then it’s a good state for you, more to min-max, another step to reach.
Are you playing for the perfecting of your personal skill? Especially then it’s for you.

Obviously it’s ‘compulsory’ for players to do that unless they solely play for the discovery as you named it. Because then it allows them to get further along their personal goal, so it’s a obstacle to overcome.
The only reason as to why it can get frustrating is if there is no way possible to overcome it realistically… but that’s balance, not the implementation of it in itself. And if it’s solely based on a lack of personal skill then there is no basis to complain. It’s at the same level as people complaining about Dark Souls being ‘too hard’.

Or… you can get enough skill to beat uber-abby without the easiest build for it.

Because lets face it, there will always be a ‘easiest build’ for something. And often that build will also do it by a magnitude compared to others. There will with rising content be several of them, but some will peak out from the pile and be picked up.

By the way… people are also working on Heartseeker builds to kill uber-abby because of massive DPS. I’m personally working on getting my Wraithlord uber-abby ready. I know the fight will take ages… but I can do it with enough repetition and likely manage it. Mind you, I’m not a good player, mediocre at best, normal abby is a struggle for me.

Well, then the big question is: What build are you playing? Seemingly something is there which you missed to progress easier… or there is a major balancing issue with what you picked.

It’s called different. It’s a misuse of the term FOMO. No matter how you try to spin it.

It always is… that’s the definition of it. ‘Missing out’ is mandatorily based on something being gone by the time you’re ready.

It’s just vastly misused nowadays. After all… you haven’t sacrificed your social environment in favor of your career to have the funds to pay for all the stuff you’re naming as examples? Awww man… you’re missing out :wink:

You’re not missing out of the existence of said items or the experience… you’re missing out to be part of the social environment around it, because that is time-based.

It actually is loot starvation. For a healthy Hack’N’Slash you need a so called ‘cadence of progression’. That means in a specific timeframe something good needs to happen to you, otherwise the effort invested into the game feels empty.

PoE 2 doesn’t provide that currently, their removal of alteration orbs is the primary reason for that, as well as starvation of runes early game which causes the missing workbench to be a problem. RNG can mess with you heavily.

It’s the exact same situation which PoE 1 had when uber-lab was still unlocked via the trials in maps, people got blocked at times to unlock that for ages, solely because RNG at a large number tends to cause outliers, and for overall progression that isn’t allowed to happen.

Yes, obviously, which is why you need another reason to keep people engaged besides overcoming specific challenges.

Games like Minecraft do it by giving people the tools to create, hence a sandbox, people love sandboxes as the open ended creativity is a thriving factor. Obviously not possible to do in LE.

Hence developers decided to provide a environment where you can progress beyond the content, min-maxing. For that min-maxing needs to feel good though, hence it needs to be possible to achieve (LE fails in that as the abolute best possible gear is not achievable, unless you’re delusional, then it is, but only in your mind) as well as the cadence between upgrades or ‘enjoyable moments’ needs to be reasonable. Roughly 1-2 per playing day of 8 hours need to happen.

PoE 2 struggles with that for example. Heavy starvation for that feeling.

In Torchlight Infinite after 8 hours you have several top-tier bases which can become great outcomes for your build, as well as several tries to upgrade already pre-crafted items. Not to speak of valuable gear itself dropping.

In PoE 1 you also have it, if you know where to seek for it. T16 maps provide the nameless seer which gives top-tier uniques which are quite valuable and build-defining, in a reasonable amount of maps. Besides that depending on farming strat you get the ability to improve items massively, be it fracturing through Harbingers, double-corrupting already achieved uniques through incursion, dropping synthesized bases through Heist or directlly doing the synthesized maps, going for timeless jewels to improve your own build or even things like doing specific bosses which have a high chance to drop extremely valuable and generally needed loot like uber-elder. There’s simply enough venues to alleviate the individual RNG hence. On top of the base crafting materials.

This provides long-term enjoyment and possibility to play, the more venues to improve the less likely to ‘get stuck’ and it feeling bad.

That’s a skill issue… not a power issue… -.-

And melee has always in the history of all Hack’N’Slash games struggled. Never changed.

For someone breaking the rules of society there obviously need to be repercussions. The US system is a mess… but yes, mandated work is a basic thing in many countries when that happens.

In the EU the same happens, every working able prisoner is mandated to work. Obviously?

Crows, Heartseeker, wraithlord, void knight builds… all those work.

:joy:

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You’re actually wrong on this… You’re being too strict on that expression.
It does not have to be linked to time availability at all. It’s basically that feeling people get when they worry that other people might be having more fun, experiencing better things, or living better lives than they are. None of this is time-restricted.

And @ExSea can sure be experiencing FOMO because he cannot get that frigging relic. And in fact, this specific case of his IS time restricted… Basically restricted by the amount of time he’s willing to put into the game afterall. His time limit is when he stops playing.

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Power in these games is synergistic and comes from all sources working together. In the campaign, the difference between “average items” and “the best items” for a build is pretty damn small, so most of the power delta people experience comes from builds being different (or from them equipping the wrong affixes for their build).

I’m 100% sure I can get to level 30 in Last Epoch and start running monoliths equipping nothing but a weapon and boots off the ground - in two hours. I’ve never tried cursed veterans boots, but I’m planning to at some point. (deal 50-75% less damage, take 100-200% more dmg, and no boot speed)

I the endgame, increases in power come shift to gear upgrades… but ONLY if the player has a good skill/passive spec… A mediocre spec with great gear will perform worse than an amazing spec with mediocre gear in most cases.

That is why, in the beginning users cry about Uber Aberoth being too hard, and then in a few weeks people who know how to do math and synergize the build spec and items start killing it in 1 minute, or at level 34, or whatever.

You can keep telling yourself the game is too hard and rob yourself the chance to grow and learn and understand them… or you can believe the evidence of tons of other players who beat it and explain how, and take it as an oppotunity to grow.

This is revisionist history. At 0.1 launch streamers and players were complaining how hard it was… struggling to finish the act 2 boss. It wasn’t until some build guides came out in a few days later that the community simmered down and started following the guides.

In 0.2, when everyone was bitching, I did the same thing. Finished Act 1 in all blues. 0.2 campaign is barely different than 0.1. In many cases mobs were made to do less damage so its easier. Players complain about loot endlessly in 0.2, but it’s not a problem, at least not until ~T8. The new determinisitic Recombinator, while late game, is way better than anything in 0.1.

Last Epoch is no different. This game is trivially easy when using efficient methods. If people are having trouble with anything (other than outright bugs), the solution is to learn the game.

If they changed LE game to make it even easier, when it’s already trivially easy, they will eliminate what little challenge there is for most players. Fortunately, I have confidence EHG will not do this.

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Living better lives or experiencing better things is envy, not FOMO.

Other people having fun without you is FOMO actually, because it’s a social situation and you’re missing it, hence time limited.

No, that’s also not FOMO, the relic isn’t leaving, it’s still there. It’s unavailability for him, frustration at not having the time or the ability to achieve it. Or the feeling of needing to do something else to achieve it since his build for example isn’t up to par.

That’s also not FOMO, but I don’t know the name of the exact thing it is in that case, on the tip of my tongue but won’t get out, maybe I’ll remember sometime later.

Edit since a post came:

Naked characters in LE can do empowered monoliths.

Naked characters in PoE 1 can’t do maps.

There is a distinct difference on the primary focus, and LE’s focus is extremely badly chosen, gear playing a secondary role and the skills together with the passive tree the primary role. That’s counter to what the progression of a Hack’N’Slash of this genre should commonly be. But it gets rid of the RNG… it’s why people always say ‘Ahhh… it feels so nice during progression, there is no stop-gap!’ yeah, obviously, unless you pick awful passives, it’s a deterministic progression, until end-game when it suddenly clicks over and becomes awful beyond a specific point, that’s where the gear plays into it suddenly and that is RNG hell in LE still and simply needs work to be reigned in.

Also LE is based on running in a circle non-stop, their enemy AI can’t deal with lateral movement at all, you’re nigh safe outside of the few random abilities which spread randomly over the area. Nothing is leading either.

Which is exactly the issue I’m talking about, that shouldn’t happen. Gear is the primary progression factor in those games, hence reducing the impact of gear is making replay value quite awful and also the overall feel of success. Your power level is chosen by pickinga build, not by working towards outfitting it, primarily in LE.

In PoE 1 friggin shield bash can kill uber-elder, in LE if you go for a ‘bee spriggan’ you’ll die in 100c already left and right, because they suck.

That’s stuff which simply isn’t allowed to happen, if a unique specifically makes a distinct build then that build should be adequately balanced to work at a specific baseline. If not then the devs failed simply.

Obviously, since all too often no functional rare drops, that’s the norm, not the exception…

As for the revsionist history:
First experiences were ‘it’s so hard!’, second was that it simmered down and was enjoyable. People struggled but it wasn’t a ‘chore’.

That’s a massive difference. Difficulty is fun, a slog isn’t. A slog can happen in easy and hard difficulty.

While massive reductions of player power counteracted that massively, especially since enemies reached you hence instead of dropping dead beforehand.

Also defenses of players in poE 2 are plainly spoken dogshit. Whoever had the idea to remove life-nodes on the tree but keep energy shield nodes should be reprimanded quite a bit. Dumbest decision visible at first gaze. A big ‘how?’ is the overall consensus there and it hasn’t been addressed.
Yes, ES became viable during campaign… but is also 100% of the time superior to life builds despite no chaos immunity anymore.

It’s un-fun though.
For what are you playing? Progressing through acts? Towards? If no loot drops and no viable options to create gear over long amounts of time then the replay value becomes basically zero. The enjoyment of ARPGs of this style come from the gearing after all, success by perservating against the given content.
If you can’t progress your gear you’re done basically, no matter if more content is available or not. Because ‘empty time’ without reward is not enjoyable, hence the content above becomes meaningless to achieve, too much effort for too little return.

I want the early game to be vastly harder then it is now, properly aligning towards progressing to Lagon, as well as the progression after Lagon to empowered monoliths to not spike. That’s a scale upwards, not downwards.

As for uber-abberroth, that’s a balance for skills, which is vastly overdue since years now and has never been done. It’s a failure of the devs to not do that, not a normal state of the game, or even a intended state.

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It’s comical to me in a game where players are struggling because they dont understand how to play it…

…we’ve having a meta conversation about understanding English.

You would not say you have FOMO about not owning Elon Musk’s private jets because they were gated behind founding billion dollar companies. Because that is not FOMO. It’s could be envy, jealously, disappointment, disollusionment, a whole buch of things… but not FOMO.

FOMO is a modern term (mostly social networking associated) that refers to a sense of unease about missing out on “potential percieved enjoyment”. This is typically not because of any kind of gated restriction, it’s more the sense that a person has to say “yes” to everything, because if they don’t they’ll later regret having missed out. The opposite of FOMO is “living in the moment” and realizing that regret has no purpose, becuase we can’t change the past or the future, all we can do is be-here-now… (so go kill uber aberoth!)

Since this is being posted on forums and directed as feedback to the game designers about how “they should change their game”, I suspect the sensation is more frustration and/or inadequacy. Though it’s ironic that the path being taken is to post a forum post that will most certainly be less effective helping you down Uberroth (though getting it nerfed) than getting better at the game and beating him like everyone else.

I don’t mean for that to come out as harsh as it might… I’m just trying to be factual.

If nobody was killing Uberroth solo, maybe nerfs would be the answer, or reconsidering the loot table would be the answer. That is not the case. I’m very glad that EHG is in charge of game design and not the OP here… Though remember, this community is here to help you learn the game in any way we can. Myself included. Tell me what build you’re stuggling with, and I’m happy to help you learn to beat Uberroth with it.

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The rewards should be cosmetic only. Period.

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Oh, so if we go by that, there is actually no such thing as FOMO in the end…
People are just envious because they couldn’t get what others did on that timeframe.

No bruh, you’re wrong on this one.

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You simply don’t understand what FOMO means.

FOMO is when your friends go to a party together and you have work instead. Missing the connection hence for example. The underlying specific feeling is a different thing.
It could be envy, it could be fear, both are possible. The situation is nonetheless coined under the term ‘FOMO’ because you’re missing out and it’s a time limited event.

Same with for example a MTX which is only available for a week, you have to buy it now or it’s gone. Or in a better term… the supporter packs. Here for the cycle, then gone. That induces FOMO.

If something is FOMO can extremely easily be discerned by ‘If I don’t do it now, can I do it after still?’ if the answer is ‘no’ then it’s FOMO. If the answer is ‘yes’ then it’s not.

I don’t totally agree with you and tend to agree with F0lk more. You can get FOMO on things that aren’t time limited. What matters is that there is some limitation. It’s not exclusive to time.

Whenever you have to make a mutually exclusive choice, it can lead to FOMO.
You only have money for 1 phone. Should you buy android or apple? Android is cheaper and is nice, but am I missing out if I don’t get an apple? Will it have exlusive features I can’t get on android? Or vice versa.

You have to choose which university you have to go to. Each offers different things. Are you missing out if you go to uni A instead of B? Or vice versa.

It can even apply to things that are readily available to you. Should you watch the TV show everyone is talking about? Even though I don’t have time to watch all I want to watch? Am I missing out if I don’t see it now?

What’s important to FOMO isn’t time exclusiveness. It’s any type of exclusiveness or restriction.

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Which is leaning towards material things being limited. Production will stop. And it’s not a direct thing but the FOMO comes from having the same experiences as your surrounding at the same time.

FOMO in those contexts usually have to do with social anxiety and general tribal behavior. They are a necessity for a functional social environment to a degree but can become detrimental as everything taken to the extreme.

It does second-hand apply there but is already bending the term heavily.

I can guarantee you ‘no’… you’re missing out of extra payments with lower quality, that I can assure though :stuck_out_tongue:

Yes, because it makes you miss out on the time spent there, the opportunities. The same opportunities someone with minimum age coming out of university won’t be there for someone doing a second run (if the country allows it without bancrupting you, like mine). A 30 year old graduade will be taken by a company rather then a 40 year old if both have the exact same knowledge base, experience levels and are visually identical twins.
That has to do with a myriad of factors, the biggest though are the ability to endure stress is higher at lower ages, naivety for bad business practices as well as the thought that a younger worker will be more stable overall to stay then a older worker. Many more beyond, but those are big ones.

Once more time-based social aspect. Everyone talks about it ‘now’ so you loose connection.

Nothing of that applies to the pinnacle content in LE though, not a single example. Uber-abby stays, uber-abby is always a ‘win’ to beat and the community is only growing larger and more knowledgeable, so being at the top rungs of it is always a societal bonus for the player, seen as an elite then.

Exactly, opportunities. It has nothing to do with time limitations.
It’s not a time restriction, because the course in university B isn’t going anywhere. You could always go back and do that as well. However, your first choice will still lead to FOMO because you make a restrictive and exclusive choice. There is no expectation that you will be able to go back and take the other path.

I didn’t say it did. I was just saying that FOMO doesn’t have as restrictive an application as you were saying it does.

I actually think it’s you completely mixing things now.

This is not FOMO at all… You have no choice, you HAVE to work and your friends go to a party, so you are jealous of them.

Only FOMO that could be related to this specific situation you presented is if you have the option to go to the party if you can do all your work fast enough… So you’ll try your hardest, work even harder than you can handle, until your body crashes, just so you don’t get FOMO because you were unable to finish the work and go to the party.

The root cause of FOMO is social comparison, a need for social connection (or the fear of missing it hence), loss aversion and overall amplified through perceived scarcity. This hence can happen at any time, no matter of the personal state of ability or disability.

There’s things which are a direct cause of FOMO like a timed event or a short-term occurence of something (including a group of friends doing something while not being able to attend).

This then causes a negative feeling, usually one of fear, hence ‘fear of missing out’ after all, but it’s not the only reasoning for it to happen, the term has been coined for the general event-range after all, not the specification behind it.

The premise has been underlined by studies through ‘Social Comparison Theory’ which states that evaluation of personal social position comes from comparing your own position to other people, which is a natural behavior after all.

First an foremost what FOMO does to the person having it is primarily… causing anxiety. Obviously so. As secondary outcomes there’s usually self-esteem issues (if it takes over too much) and also overall regulatory issues. This all comes usually from overcommitment, trying to be present at more fleeting things then possible.

As for the exact defintion of FOMO:
The anxiousness or unease at the thought of missing out on enjoyable experiences or opportunities that others might be having.

Hence now leading back to LE and said definition of FOMO this doesn’t apply.
It is neither a fleeting experience… hence it can’t be missed out on.
It’s also not an opportunity, as an opportunity is based on a limited timeframe.

What it is though is a so called ‘obstacle to overcome’. You can’t get FOMO from that.
You can have all the symptoms of FOMO, 100%… but the causation is a different one, it just correlates.

Personally, I believe that the current problem with Abberoth has nothing to do with FOMO, but rather with the fact that it gates items which are a natural next step in character progression.

For many builds, these items are BIS. As I mentioned earlier, there is currently a limit of 2-3 LP you can realistically farm. For example, Wing Guards completely pale in comparison to Immortal Vise.

So the next step becomes farming Uber Abberoth — which, as the thread’s author pointed out, shouldn’t be the case.

Imagine if the relic wasn’t gated behind ubby and was a rare drop like the red ring is, and you get lucky and drop one.

I really don’t think it is going to stop your current build having a hard time at 250 corruption. Maybe it’ll allow you to push a bit higher, or run it more comfortably, but it’s not a magic bullet that is going to fix all of the short comings with your current build.

Personally I think your priorities are looking too far into the future. If you’re not able to clear 250 to 300c you shouldn’t even be thinking about ubby yet. Focus instead on smaller, achievable improvements and set your goal at 10/10 harbingers.

Once this has Been achieved, focus on getting to around 500c being comfortable. Then try normal abby and see how you get on.

The ubby relic is good for sure, but you don’t need it, no build needs it and it won’t help a suboptimal build push much higher.

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You made amazing examples where there is no exclusivity… should you buy an apple or android phone? Both options are equally available.

FOMO is a self induced sensation when one hesitates to make a choice, by focusing on what the choice closes off, instead of what the choice opens up.

If you don’t have the skill to play pro basketball, or to kill uber abby, its not fomo, because its not a choice… you can’t fear and hesitate because you cant do ot at all.

Just get good and kill uberroth so this issue can die.

I believe Uber Abberoth should be achievable by all classes. Currently, as a Judgment Paladin, I feel that the boss’s difficulty is disproportionately high. My build is designed to be tanky, yet the overwhelming damage and numerous mechanics make it feel ineffective. This has led me to feel that my time investment was wasted.​

Many players have expressed similar sentiments, noting that the abundance of damage-over-time effects and the complexity of the fight make it inaccessible for certain builds. While the challenge is appreciated, it should not come at the expense of inclusivity. A more balanced approach would ensure that all players, regardless of their chosen class or build, can experience this content.​

I hope the developers consider making adjustments to Uber Abberoth to allow for a broader range of builds to succeed.