Craftable Legendary Potentials

Hello, this is my first time writing on the forums. I have played LE for about 2 years, hundreds of hours. Propably there has been discussions in the past about legendary potentials. As we know LPs on an good item is extremely rare, like it should.
What I find the most irritating and the biggest anticlimax in the game is, when you finally get a decent item even with 2-3 LPs, (some items are literally impossible to get tho) after countless hours of playing, you go excited to Sanctum only to see that item go to trash bin with wrong afflixes. Imho any game with that kind of mechanic is a slap to player’s face after sacrificing so many hours into the game.
I literally have stopped playing for months after seeing some super rare items get bricked after I played for 100-200 hours to even see it to drop.

My suggestion for crafting LPs would be something like this:

  1. the game needs a progressive crafting mechanic with 100% potential to craft a new LP on item. It could be anything without RNG involved, preferably based on player’s played hours. This is debatable; would it be a player needs to play rougly 50-100 hours to get 1 more LP on item? This way it could be maybe a mechanic tied to completed echos:
    every completed echo awards 1 shard, when you obtain 2000 shards, you use these shards in a special forge to craft 1 more LP on the item.
  2. player has to obtain a unique with at least 1 LP to make it possible to craft more LPs (this prevents super good items with high LP ilvl to get overpowered too easily)

I did not think the math behind these numbers too much, it was roughly based on evaluation that 1 echo would take around 1-1,5 minutes.
I don’t think this would be gamebreaking, the current system with RNG lets anyone a chance to obtain high LP but this system would specifically reward players who simply play more. Besides, with the seasons coming and everything getting “reset” into “eternal realm”, it would balance this even more. If a player decides to spend thousands of hours into a 3-4 month season, he would be “rewarded” with a character full of uniques with 4 LP, at the end of the season, if he really want to invest so much time in the game.

What do you think?

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Welcome aboard.

Yes, there has been a LOT of discussion around LP.

I’m not sure I’ve seen anything like your question so it will be interesting to hear some reactions from others.

Personally I’m not sure a way to increase LP is needed. If you play a lot, you’re already going to see a lot of drops and so have way more opportunities to get higher LP stuff to begin with and I think if it’s automated then everyone who plays a lot will all have 4 LP items.

One thing I do think might be intriguing is a way to ‘cleanse’ an item. Like a rare Rune that drops (slightly rarer than a Glyph of Despair but not as rare as a Rune of Creation). It gives you the opportunity to restore the item to it’s original LP value and clean off the Legendary stats. But at a price. the lower LP the item is there is a chance it might permanently lose 1 LP. This would prevent people from haphazardly cleaning 1LP items with it as a whim. So you have a 3 LP item, like say a Reign of Winter bow. You made a legendary. but over the 3 affixes only 2 where the most ideal, so you ended up with the the one affix that you would prefer not to have. This Rune would allow you to clean that off so if you eventually found another good Exalted to put it on and maybe get all three good affixes.

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I think one of the big issues is that Uniques are not able to be modified, at all, other than LP. So let’s say I finally get an LP3+ Aberrant Call, but it only rolls +6 to max Shades, and min Minion Dmg roll? Do I use it, and gimp my build with 6 less Shades, or do I go and sell it for 500g, because the +Shade roll is the most important stat on that item?

I might be crazy, but a 3LP item shouldn’t be worthless, compared to a 0LP item, and in some cases, that exactly what it would end up being…especially when you’re looking at builds that require certain thresholds of Unique-only affixes. Uniques, and the LP system need some looking at, because right now it’s a frustrating crap-shoot.

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Your example is one of the very extreme examples, where one of the unique-only affixes has a huge roll range. (Btw its Wraiths, not Shades :P)

But I disagree that all high LP unqiues necessarily need to be good rolled.
That is kinda the interesting dynamic, where you have to choose between sacrificing a very good exalted item for a medicore rolled 3LP unique to make it better than your current high rolled 0 or 1 LP unique. Or if you want to wait until you get another 2 or 3 high rolled version.

I however would like a bias-system that gives uniques higher average rolls per LP on them, so the chance for getting minimum rolls LP uniques is getting smaller, the more LP is on them.

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I don’t think any method to deterministically add/increase LP is healthy for the Legendary system. In a random loot based game, the most powerful items should not be a foregone conclusion no matter how shitty it feels to get boned by RNG when trying to acquire one. The problem is, like usual, the tendency for players to see “BiS” items as an all or nothing and treat them like they’re required and guaranteed when they’re neither.

That being said, I do agree that the number of layers of RNG involved in getting a Legendary you actually want feels very, very shitty, and I hope to see something change. It could be that the Factions - especially Trading - makes all of this totally obsolete, though.

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Yeah, think this is sort of what we’re all expressing in different ways. there’s so many RNG layers it just becomes a lotto (and I have never played a lotto before. :D) I don’t have an issue with RNG in general but when you’ve got RNG x RNG x RNG x RNG (and sometimes even more) that starts to go from ‘challenging fun’ (which is what a game should be) to ‘the definition of insanity.’

This is why I normally don’t try to come up with many ideas about how to fix something. Do you try to fix it with all of the RNG in place (requires ‘deterministic’ cheats as it were) or do you look at the foundation of what’s there and adjust that?

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Yeah, there are just so many things you need to line up that are all random before you can even try the slam. Unique, with LP, Exalted item of the right type, with an Exalted affix you care about, in a decently craftable state, then success in crafting. Then you have echo reward RNG to on top of that. And finally the RNG of the Cache. It’s too much, and for me it often doesn’t even feel that great to get the slam I actually wanted because the process of getting there was too frustrating. It feels less like celebrating a reward for all my time and effort, and more like giving the finger to a slow driver you finally got to pass on the freeway.

I will be very happy to sidestep most of it by joining the Merchant’s Guild.

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Thanks for sharing your thoughts. As CaiusMartius suggested, somekind of “LP cleanse” would be also very nice idea! In this current state, I just think theres way too much RNG involved in LP crafting and it punishes players too hard, especially on those 2-3 LP items. On some higher LP rare items, you have a good chance to never even see another one drop. The fact that you must farm possibly hundreds of hours for a good unique (good stats and LP) and exalted item, only to see them trashed, it’s just way too much for the effort. I certainly hope for somekind of change on this. :slight_smile:

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I see one method to get this all sorted out that isn’t to hard or to easy to obtain. Let’s say we get another closet at the end of the dungeon where we are able to destroy 2+LP items to get one dust of removal. Aquiering 5 dusts turns them into a potential reset rune, resetting the LP rolls on one item for once. After it’s reseted once it not resetable anymore.
Take what ever numbers you seem fit but it would be nice to have the a way to get one more chance to get a good roll at a big cost. Just imagine the pain of botching a 3LP item because it took the worst rolls possible on your gear. Nah… it hurts even thinking about it ^^.

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Oh, I’ve been there. :flushed:

Well, some of that can be limited through rarity as well. I mean, look at PoE – not current state, but think back to the first 2 or 3 expansions. Getting a 6 link with 3+ off color sockets was a luxury. It wasn’t until the crafting table came along that this was able to be gamed, and mostly avoided. Hell, just getting a 6-link was quite the accomplishment. FP is one of these methods – T20 gear, with perfect rolls isn’t some foregone conclusion in LE, due to the limiting nature of FP. The same could be done with Uniques and re-rolling stat ranges. Or the runes required to reroll Unqiues could be rare – along the lines of Creation runes, etc. Deterministic doesn’t necessarily have to mean 100% certainty. There’s a huge grey area that some refuse to acknowledge exists. It doesn’t have to be 10000 layer of rng or item editor, with nothing in between.

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This is what I was implying because knowing the boundaries, finagling should happen between them. But which side do the devs lean? Do they feel it’s better more to one side or the other? That’s what I was getting at with why I don’t often say how things should be fixed.

Yeah, we aren’t always going to have the perfect solution. But any feedback can maybe trigger something the devs hadn’t thought of, or might not have considered from a certain perspective.

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It’s nice to see people are actually uncomfortable with all those layers of RNG and it’s actual state.
I do hope they find a middle ground to this , there is lot of ideas and debate around here and other channels.

This insanity played a big factor in my decision to take a break from the game.

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