Dear Devs and Beta testers, here are more suggestions for the game:
You can make white and blue items more viable by increasing their base stats in comparison to yellow items. (I.E.: Yellow item gives 50 armor base, but blue gives between 50-70 and white can give between 50-90) This feature seems to have first been implemented by “Devolver Digital” in their game “Loop Hero”. This would be further incentive to craft with white or blue items.
Give each skill a small experience bar above or below their icon along the Player Interface slots, so we can know the progress of our leveling skills.
In the item chest, allow players to drag and drop items from one stash tab to another as well as from one stash tab to another category.
With the Necromancer: allow players to cycle thru available types of skeletons by re-clicking the summon button, thus allowing a Necromancer to have contingents of 100% skeleton archers, all warriors or all rogues. (I understand this may impact your skill tree design, but I suggest the variety of play this suggestion allows over the implications of those skill tree options)
In the trade window with vendors, as well as when looking thru player chest and inventory, allow players to highlight and select multiple items, either by pressing and holding down the “alt” key or by clicking and dragging the mouse icon over various items.
Allow the escape button to close other windows first before bringing up the Main Menu (I understand this can have some benefits, but the majority of games and applications follow the trend of closing windows with the escape button, allowing easier management of clutter).
Please consider changing how the Necromancer´s “Blood Orb” moves towards the player, and also how similar skills that leech or bring hp back to the player look onscreen: The trajectory of this ability makes it look VERY much like an attack, and confuses me.
Extra Suggestion: Part of what makes “Path of Exile” exciting and competitive is the Developer’s choice to make movement thru the map extremely easy thru abilities and skills available to all classes. I stongly suggest you implement similar options for each class in “Last Epoch”, otherwise you may see a decline in interest from competitive PVERs who want to race thru the ladder at top speeds, or worse, you will see only the most agile classes get picked at the beginning of each ladder season.
D2 did this as well back in the early 2000s. The problem with this is that the only difference between white, blue & yellow items is the number of affixes they have. Blue items can be better to craft with since they’ll have lower instability & likely higher tiers of items that a comparable yellow item that drops.
I kinda disagree with this one, likely for similar reasons to Heavy.
Thank you for your opinions, Heavy; I’ll go ahead and argue my position on each subject:
In regards to faster player movement in the game: I must agree that a change in pace is enjoyable. I appreciate being able to grind and relax in “Last Epoch”, while I watch the CBS evening news live from their website on another monitor. However, our opinions do not matter in the grand scheme of competitive multiplayer Action RPGs: Players WILL lean towards faster movement speed and agility characters, not only for their ability to wave clear, and quickly move thru maps, but also, and VERY much so, for reasons of survivability. I strongly believe the Devs will have no choice but to level the playing field, or lose public interest, or suffer the consequences in terms of one or two classes rising above others.
On the topic of White and Blue items: I believe you can make rare and extremely rare versions of White and Blue items with slightly increased stats. This will reward those who notice the increase and keep the item for forging. How about that?
This just sounds like a entirely new item rarity, which might not be a bad idea.
But this has nothing to do with magic items anymore.
Just “few strong stat” items.
Is this real? That statement is BOLD, seems like you knwo alot about competitive environment C=
The thing in LE is.
Going “fast” is not always the most efficient strategy, because at a certain point you can’t kill mobs fast enough.
The TTK and TTL (time to kill and time to live) in LE is waaaaaaaay higher in LE, even for regular “white mobs”
I agree that movement speed makes you mechanically more tanky and having some movement speed or movemetn abilities is very very usefull in LE and most certainly very competetive.
But still, going with a “fast” build is a player choice in LE and that’s how it should be.
Diablo 2 was the game that defined this genre. Last Epoch draws much of its inspiration from D2. As for whether Last Epoch will stand its ground in the marketplace, I would argue that offering a product that does something different than the other titles can be just as valuable if it does it well. Pace of play has not been one of the repeated complaints or suggestions we read about and I have never felt cheated by the lack of a “zoom” mechanic for every single specialization. There are ways to build characters that can zoom, so those who want it can have it.
I read what you are saying: the fact that blue and yellow items come with more affixes and less instability is even more reason for the Devs to consider boosting white items slightly. This will cause incentive in players to use their runes and shards on the white or blue item with higher base line stats in order to possibly come out ahead. I believe my idea will be fun and challenging, as well as help with the economy as a means of shard sink.
When it comes to player movement speed and abilities that displace: I’m afraid this is a constant in the industry. Human beings tend to have a very undeveloped patience, and the need to fly thru maps and grind minions will outpace any need for relaxation or slow enjoyment of the game. If this matter is not addressed, the game will suffer for it, as the professional scene will turn elsewhere in order to find the pacing competitive gamers require.
I’ve worked in and participated in the competitive scene for over twenty years. I saw the birth of Steam, the online multiplayer platform, and its many bugs, issues and pitfalls. I was there when small companies began to make national level competitive play a reality. So yes, I do have some deeper understanding of the industry and it’s current state.
I’m not talking about speed builds. I’m talking about movement in the game, and how it will be a requirement for the game to allow players to farm at a certain pace in order for “Last Epoch” to be considered a viable candidate for seasonal competitive play.
I disagree. The cookie clicker speed meta that all builds become is the reason I can no longer play Path of Exile anymore. It has no combat game play that is anything beyond an idle clicker game.
I simply think that this is something that is simply not true.
We don’t need another PoE.
The thing is, if LE will get a really active and striving racing or competetive scene.
They iwll just utilizte all the tools they have availble in the game.
But everybody will have the same toolbox.
And if LE doesn’t allow “suuuuper fast” pace, nobody has access to this, so they playing field is equal to everybody, so there is still a healthy competetion.
Just making a game faster paced does not make competetive play better or as you state, that’s it’s mandatory fo even have a competetive scene.
I just disagree and i am happy that LE will not be “the next PoE”, but is trying to be something new.
I wholeheartedly disagree with the movement skill thing. PoE is a train wreck, they’ve backed themselves into a design corner by giving players methods to push their move speed to 200-300% pretty easily. That combined with the fact that abilities and on-kill effects tend to pop the entire screen in the blink of an eye makes monsters feel completely useless. They’re just little fragile glass loot pinatas that don’t pose any real threat. This means that instead of slowing down the game a ton and pissing a bunch of people off, GGG decided to give monsters off-screen, on-death abilities and insane damage scaling to make them pose a threat, creating this “one-shot or be one-shot” design-direction that nobody actually likes. Blasting through maps at light speed isn’t the vision of LE developers, thank god.
Well, I’m glad to see so many members of the community want something different or disagree with my analysis. We will have to see in what direction Eleventh Hour will decide to go.
“I feel you don’t have a fundamental understanding of the issue with POE MP if you believe it is a given for ARPGs to build insane speed into the game”
I understand it perfectly. I’m saying that the public, in it’s majority, will push for it. It’s an addictive, competitive, popular style that caters to the market on more than one level. Time will either prove me right or wrong: I predict that Last Epoch’s success as a seasonal ladder multiplayer might hinge on it. If I’m wrong, then the world is definitely a better place for it.
And, once again, another topic viewer misunderstands or misreads me: I am not talking about “insane speed” (even tho that’s obviously what you see in PoE). I am talking about a proper pacing of gameplay. One that not only allows movement up the player rankings appropriately, but also allows viewership on streams to be ample and enjoyable. Eleventh Hour can achieve this without going overboard. However, in the current Beta, I do not feel like this sweet spot has been reached for all classes.
We already have extremely rare blue items rolling t6 and t7 affixes though? Not necessary for white items (personally I also like having base white items as it allows me to quickly experiment with a very specific set of affixes - like a blank canvas)
I’m not in game but I believe you can simply click an item to pick it, then click a tab to open it. You can expand the category and tab list with the arrow on the top right of the stash to access directly tabs in another category. Not sure if you meant the item would be directly deposited in the target tab by drag and drop, in which case my bad.
I like your idea’s except for the Path of exile movement.
Path of exile is way to fast in my opinion. I love that you actually have to fight monsters in LE, just like older ARPG’s.
In path of exile it is just one shot multiple mobs or screens or get one shotted.
I really hope LE doesnt do the same thing.