havent played past 80 and a few toon`s under that,but is it the keytast combination u repeat over and over again?
just some other grafik on another toon(fire,poison or someting else)and u do the same on all mobs,does that change l8r in the game?
It is an hack and slash arpg so it will not change aside from monolith bosses here and there. Other than that the gameplay is the same. Kill monsters and collect loot. Arena is a place where strategy can make a difference but gameplay will remain the same.
yes u are right,it feels like work sometimes.
but a new game repeating the old style is kinda meh.
i dont have the solution,but as u said a litle more strategy would be nice instead of of getting one skill tp the max.
While the basic gameplay loop in this kind of games is hard to āre-inventā i think LE is already doing a tremendously good job in keeping even the trash mobs engaging. Even simple white mobs can kill you with some of their abilities, if you donāt pay too much attention, especially later down the line.
I am not sure what you would expect other than the coregameplay loop of ākill -> loot -> repeatā.
Currently there are only 2 endgame modes present in the game with more coming into the game sooner or later. But i doubt that the core gameplay will change that much, regardless of the gamemode.
no 53 years now,so been playing most of them,maybe thats the problem
i just miss more variation i think.
What kind of variation would you like to see, specifically?
just more than spamming the same 1 or 2 skills over and over again.
maybe some map challenges or buffs u need to get.hard to make to many things with skills when u only spek into 5.
It looks like minimum effort is going into this post but Iāll strongman the argument because I feel like thereās some obvious areas of general combat that are underdeveloped
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Random enemy modifiers that change game pace and tactics. Lacking reflect (just ex.) and other such things I pretty much handle every single elite mob(s) the same, sometimes Iām like āoh interesting he respawnsā but it practically never becomes something where there are a few combinations on a particular character I need to always keep an eye out for and slow down if I see it which is a major issue I see right now. Throws Death Spear (might be screwing up the name) is a good example of one interaction that I did have to pay attention to and enjoyed it, loved how the mob spawned differently all around this is something I want see more of - particularly rare modifiers with special loading combinations, and/or possibly you could pick a few obvious dangerous ones (deadly, increased crit chance) that might make a very subtle sound signature when near first time. Small things like this really do a lot to keep the interactions surprising and avoid the boredom of just blazing through everything occasionally moving out of the aoe.
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Make shrines in certain areas feel more important to play around. I think the implementation in this game could be more inspired than just buffs - for ex. have them sometimes spawn near dangerous mobs and encourage the player to use special shrines more. I would do something like - fountain that heals nearby heroes for ex.
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building on this concept make terrian more alive by making it something that can confer a disadvantage or advantage depending on how one interacts with it. Currently there really is only tight corners sometimes but Iām talking about for ex. shooting from higher ground incline could give increased critical strike chance, more areas in the game where mobs can be bottlenecked by forcing them through some area, areas where I can knockback a mob (or I can be knockbacked into) that deal extra damage. Hey you already see where Iām going with this, Iām in an area with some dangerous terrain/objects and a mob has increased stun/knockback chance, maybe I should be play differently here.
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Mobs generally could use some with particularly higher stun chance and more reliable slow/chill often so that how I prioritize killing things matters more,. For ex. in the spider zone I liked that I was encouraged to pay attention to frost spiders before most other things, same deal with early void area - the drain slug mob should be prioritized. You want to be in a situation where it isnāt just like a specific mob is a threat to instant kill is the only risk, sometimes thatās fine, but most often I would prefer stacking mechanics that if Iām not paying attention more quickly put me in grave danger - I slow to halt/freeze if it stacks enough, which combined with the poison pool is going to be a bad time. I just generally see most of the abilities that do such things as too easily avoidable and never something really that I need to that tactical about.
As far as skill depth I donāt think the answer is 15 WoW-like 1-dimensional abilities but a small number of abilities that can be used creatively as possible across many situations. One could make deflect/parry/knockback be more impactful as a start with some environmental hazards as a start, another would be making enemies more easily deal damage to themselves. As an example some mob shoots out poison, it deals damage to any creature on top of it, I do a reverse knockback to pull people into and then freeze them on top of it.
Welcome to the over 50 club.
I am so glad I do not have to remember 20 skills in a fight!
nice answer,good thougts.
my english isent that good thats why the minimum effort isent so good.
but good that u know what to write:)
thx,trying not to think to mutch about it,time goes fast.
20 skills is many years ago,maybe dark age of camelot or ultimate. cant remember.
Well if youāre going to use Dark Age of Camelot as an example of lots of skills, thatās probably because itās an MMO, they often throw skills at the player (except Guild Wars 1/2).
Iām actually really enjoying the limited skill system. Less is more for me in this case.
LE makes me think and I havenāt had to do in a lot of aRPGs over the years, they were just button mashers for me.
The way items, skills and passives interact with each other is intriguing and very fruitful.
For instance, I got a pair of boots with good stats and movement speed. But in order to use them I would have lost some elemental damage. So I swapped around some passives and dropped some defense (ward retention) and used the points to get my elemental damage back.
So, in effect, I just swapped some ward retention for movement speed by re-allocating passives, not crafting another item.
I find myself moving around the battlefield more and my peripheral vision of mobs is much better aswell.
I can concentrate on how to use the environment better - especially in Arena - rather than face-tanking and pressing keys in rotation.
I find the flow-of-the-fight (disregarding ugly boss mechanics) in LE to be really good ⦠when it works well players can quite literally ādanceā through the mobs making it very fun indeed.
Unlike many aRPGs, Iāve had to change my approach and play style with LE ⦠and I see that as a good thing (for me). Iāve dropped all the others and Iāve not been this enthused about an aRPG since D2. Iāve enjoyed other aRPGs, but none have grabbed me as much as LE has.
Hello FoE. Congrats on your rank 1 Arena run , I was wondering if you had a build guide somewhere for what you are playing on your sorcerer? Thanks
Boardman made a guide about it when patch was released Channel Lightning Blast Build That Can Beat All MoF Content 0.7.9c Last Epoch - YouTube here is the link. Thing that has changed is that i am using staff now (Important to have both shock and ignite on hit) So blessings are Shock on hit from ending of the storm and chance to ignite on hit from The black sun. Dragon reign blessing is up to you (CA or gb). Idols are Cold damage (doubled if 300 mana)
So nothing much else has changed really compared to boardmanās build?
Thank you for the fast reply. Why is it important to get shock and ignite on hit? I am not running those usually
Al;so its possible to gamble the unique helm? I assume you are using that, and your gearset is set ele prots and set poison/necrotic prots? No orianās eye?
In lightning blast tree there is a node called Shattershock that gives 60% more damage against chilled enemies + 60% more damage against shocked enemies and in nova tree called Shatter nova that gives 30% more damage against shocked / ignited / frozen / chilled enemies (these all stack) So having that shock and ignite blessing or staff wtih t5 ignite+t5 shock is a massive damage boost. You are able to gamble for the crown the base for it is āSilver crownā, Orians eye if you are lacking the mana if you can get above 300 with gear alone then skip orians and get a good rare amulet. Gear is just dodge + set prots. (Necrotic and void and poison are easily avoided in arena so i skip those personally but you can gear for those ofc. Also having boots with at least t5 ms is a must for arena. Also noticed in the vid boardman has no spark charge so take 1 point out of Charged destruction and put it into Spark charges
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