First part? 1.1 since we get inspirational boss-content regarding to EHG.
Re-work of the end-game system, hence expanding it which will cause obviously power to scale up since more content is available and leads to a higher ceiling.
When will LP become an issue? Further down the line definitely, but it’s already a thing which can be seen that it’ll turn into ‘we only have uniques with exalted slapped on top’ in the current state. It’s better to solve such things before they become an actual issue which is detrimental.
That’s a result from the power-creep of 1.0 compared to 0.9. So we already have that now.
Yes, which is the ‘healthy’ part of power-creep. The connotation of it usually is just a negative one for people… but that’s not the case.
It happens naturally with new content. Hence it is something which by design needs to be taken into consideration with all mechanics below.
There’s games which invalidate all the content which comes before the new one releases… we can see how that fares long-term, usually turns into the game slowly but surely dieing off since the actual amount of possible things you can do doesn’t increase… it diminishes actually and ever longer are you ‘held up’ with the things which bear no relevance to you in the ‘grand scheme of things’. Which is arguably a bad state.
Optimally games diversify their content and keep as much as possible relevant. For LE this can for example be achieved by allowing us to ‘empower’ campaign content, hence bringing it up to par to end-game level, making it a possible alternative farming option. Since CoF already ties into it this would also make that a lot better for the long term.
As an example of a game which currently masterfully does that… it’s actually Path of Exile with their 3.24 update. Formerly you had so called ‘Sextants’ which allowed you to adjust your end-game content, now it’s put into their ‘Scarab’ system, you can hence majorly adjust their end-game content to the way you enjoy to play it with the myriad of mechanics they offer, many of them providing unique rewards which can only be gotten this way.
Not only is it good for any form of economy to have that (since you can’t do everything on your own in a high-return manner at the same time) but it also allows people to adjust their play-style however they want. ‘Today I’m not in the mood for breaches, I’ll instead run temples… delve… harbinger… strongboxes… boss-focus…’ whichever you might wanna choose. This alleviates the issue of burnout for the game and increases retention times, especially since none of those mechanics are ‘bad’ actually, each one provides something ‘relevant’ and you can always go for the thing you want or need most at the current time.
In LE this is solely focused on bossing as well as the dungeons in the current state, it needs to branch out more to provide this… but we have options to alleviate the current state already there, a high-investment part even… which is the campaign. Together with 1.1 this would cause player retention to raise quite a bit I imagine since it allows for longer-term farming without it becoming boring since it’s pure 100% repetition while also allowing those which want exactly that to uphold that play-style.
You had to get the respective unique or a good base item fitting for your runes, hence it’s a 2-tier itemization system simply. One part pure RNG the other partially deterministic.
I agree we need more deterministic aspects but the RNG part would still be there for how you complain about it, also currently we don’t have the content available to handle such a thing, 1.2 would be the absolute and utmost earliest it should happen… if not later.