There is major issue with some power, ive played since 0.7 and never had the issues i have had with mobs as i have since 1.3
The one example is Lagon on the lvl 70 timeline, having done this boss on almost every class before ive hit 60 in some cases, today i died 5 times in a row to his claw slam, after the first 2 deaths i started to take notice of damage
These were the damage numbers - now tell me am i missing something should ALL CLASSES have over 5k health at level 70 (eventually i was 74 before i could take one of his slams) - I had every reisistance in the 80 region and as a warlock not exactly much armour but about 1.1k life and 800-1.5k ward
4.2k
3.7k
4.1k Crit
So no this isnt souls like and definitely isnt delusional, its pure maths, if hit is more than max life on pretty much EVERY class then there is an issue - now it might have been my game but having run every season to about 300-1k corruption there is increased level of damage and there is over powered to the level you are currently playing…
You would be surprised how much it changes The bane of video games are endlessly scaling systems. Companies take it as the cool option or the easy option… only to realize to make it feel close to handcrafted it needs much much much more effort to be put in.
Yet… viable to be worried though.
People asked for a proper rebalance of campaign and smoothing the progression curve.
What does EHG do? ‘Just make everything harder without turning on brain cells!’.
They absolutely don’t. They’re so close to ‘mandatory dodge roll’ as anything can be without making it a full guarantee. It’s ridiculous how small the margin is unless you got quite good movement speed or a movement skill.
Quite fair - and also kinda sad - observation.
And nonetheless it’s kinda the minimum viable point where you can reasonably expect to kill Uberroth… so I would say that’s kinda ‘designed for it’.
We can argue about the terminology of ‘designed for it’… but many see it that way.
And with the changes in 1.3 I’m leaning far more towards what ABomb says compared to before, EHG seems to directly go counter to their argumentation lines even a relatively short while ago.
Sure, but we’ve had several releases since, new bosses, etc, and none have been built around the evade mechanic. It’s very likely none will, especially when they gave us ways to opt out of having evade.
Boss mechanics have always been about having some sort of movement skill, or enough movement speed that you can walk out. Evade didn’t change this. It’s just an alternative to having a movement skill in your bar.
Half the Harbinger skills are literally the boss ones.
So nothing changed from before where lots of movement speed or a movement skill were required for boss fights?
Players complained they didn’t want to be forced into using a movement skill. EHG gave them evade. They’re equivalent in function.
And then they went above and beyond and even gave you a way to not have both and get extra movement speed anyway.
No boss fight required high movement speeds. The biggest outliers were Lagon, Heoroth and Gaspar. The tri-beam is avoidable without MS, Lagon is a bit close but has massive tells and Heoroth also has a fairly clear-cut tell… but is plainly spoken designed badly as he can jump towards nirvana when he has enough space in the direction. The distance should be less.
I think I mentioned that Cycles ago already, it stays the same.
Just because one bad thing is implemented doesn’t mean from then onwards all other bad things are excused.
Which is a mandatory Stat to have in end-game for the vast majority of characters on boots, Aberroth is hard to avoid even with T7 on it.
Aby definitely isn’t based on evading, though. You have total control of where things land and everything is pretty well telegraphed. I think it’s actually the boss fight that requires quickly moving out of the way much less than every other.
You forgot Rayeh, which does require movement speed to avoid his big slam or the rotating hexagons.
Or the Emperor of Corpses, which requires move speed to avoid his big explosion.
Or Julra with her void pools.
Or Fire Lich Cremosus to avoid the fire/void areas.
Bosses were always designed around “Big thing incoming, get out of the way” and you needed to either have enough movement speed or use a movement skill.
The main difference is that now we have more movement speed sources available and most builds are faster on average than they were before 1.0.
Dodge roll was added in 1.1 along with harbingers & the pinnacle boss formerly known as Aberroth (or perhaps that should be the former pinnacle boss known as Aberroth). Then they reworked Abby because he wasn’t pinnacle-y enough for some reason.
Ignoring the bugs (& any bug-related deaths), perhaps your build was just bad?
Agree completely.
No, it really doesn’t. For the pizza attack, lower movement speed requires you to be closer to the boss to avoid the hits, the big slam you can run/movement skill out of.
Also no, done it with 7% increased movement speed.
I also agree, except for builds that have a build defining unique that is high level. Like Golemancer, Wraithlord, etc.
For those you really need to have a league starter that can farm the items you need for the build, because you can’t play the build you want until you have them.
I would agree with this in principle (because I like to start playing my build as soon as possible, even when it’s very slow and hurts, like playing reflect spriggan at level 25-ish ), but I guess some items would be too powerful at a lower level, like Aaron’s chest, and some would be useless because they require a skill that you only get much later on (like Ravager’s dart which uses Heartseeker, which you can’t start using until level 50-ish anyway).
1-shots are frustrating experience. Mechanics that are hard to avoid is also frustrating experience.
I’ve picked cold cyclones on a beast evolve in campaign and had to kite it all the time, waiting for my crows+raptor to put it down. Because if I ever try to melee him and he casts a cyclone on me, there’s an 80% chance I’ll die. 20% I dodge close to death drinking my potions. And it spawns it like every 1-2 seconds.
I have strong doubts about whether they tested these abilities. Melee is not viable half of the fights.
Yeah, if there’s a skill that’s not available till later (& the earliest you could get Heartseeker is 35-40, because passives rewards from quests) then uniques that affect it don’t need to be useable before then.
You shouldn’t need a good build to beat the campaign. You should be able to beat the campaign with any skill or build, progress as you learn the game and figure out builds.
Also I do have experience since I’ve done the campaign and progressed into End Game 100’s of times and this time was the most miserable experience to start this season.
I remember when I started LE in early access just before launch playing a Pally not knowing anything and using Rebuke as I was leveling. Didn’t know it was a bad ability but it worked. Telling my friend you would like this game you can just put a build together and learn it and play how you want. (I feel we are constantly moving away from that feeling)
Now with increase difficulty some classes and some abilities just arent’ viable at all or are terrible to play without having gear first. Since they don’t have enough core defenses in the Class kit to feel good.
Hence a League starter is more important now than ever and build diversity is going backwards not fowards. Due to the higher base level of content standards.
I’m trying to have a birds eye view of this situation and not look at it just through the lens of my experience but a new player trying to play Last Epoch for the first time. Which is important for Last Epoch to grow.
I feel like new players now should “look up build guides before playing” which is a problem other ARPGs have like PoE and it’s a bad thing. You should play the game first be able to figure it out, have fun and then when you want to know more about builds or ideas for YOUR build look up guides.
Well then they should stop designing the game around 1k corruption if he wants to make that statement. His words contradict the actual design.
The rewards/oot for being in 1k corruption are exponentially better and there are tons of spreadsheets and it’s well documented (frozen sentinel has great info on this).
On top of that you need at least 500 corruption just to attempt Uber Abby. Realistically you need to be farming 1k corruption attaining great gear then doing Uber Abby which they said you likely will need to be in or around a build of 700-1000 corruption to defeat her.
So the facts are the current design is 100% based on 1k+ corruption because that is where the rewards and loot are. This is a loot based game.
This is why infinite scaling is the bane of modern ARPGs it’s because it’s where the rewards also are and it’s annoying because at it’s core it hurts build diversity, fun and player agency. Which goes into my other point corruption should just be capped at 500 or 300 if they Devs want to consider that a good build.
Just cap ALL the rewards at 300 corruption. Full stop! Problem solved.
Now if players want to go beyond 300 corruption and test a build or if EHG ever does a corruption ladder then have at it.
However if the rewards are now capped at 300 corruption the standard for a good build is 300 corruption. Instead of the standard of 1k+ corrution.
That is a very outdated take, though. Also, Mike never said that 300c was the balance goal. He said that a build was successful if it reached 300c. Meaning one that didn’t wasn’t successful, thus 300c is the floor, not the average.
But they have since introduced Uby, which deliberately can’t be completed unless you can farm 1k+, so we can say that this stance has shifted.
Pretty much any build can do 300c now. Most can even do 500-700c.
Their balance goals changed. Which is why they haven’t said anything about 1k+ corruption being a mistake for a long time.
It is 100% not and I highlighted that above. He can’t say that when the game design contradicts his statements. When they design the game around 300 corruption he can make that claim.
Also you are kinda twisting his words a little and it’s a very old statement.
Yeah, that’s fair. I don’t think I’m as far into the “campaign must be trivial” camp as you appear to be. On the one hand I agree that being able to get through the campaign with (almost) any random selection of skills is good (since it would be good for inexperienced players to not feel that they must use a build guide), but if you subscribe to that viewpoint then hitting “endgame” (ie, monos) would/should then come as a rude awakening.
And I’m definitely of the opinion that the campaign should have a smooth increase in difficulty to “endgame”.
We don’t have a newer one and only talk about the last information on the topic that still stands. If EHG wants to enlighten us about their balancing plans and goals I’m all for it. Heck even if thes say “We don’t give a shit!” I would at least know where I stand and able to make up my mind.
Balance history was so far: 300C = endgame → 300C is a good working build → if players reach 4 digit corruption we (the devs) messed up → no more news and mentioning about balancing and balance goals.
I don’t get it why people defend it but most likely I’m wierd .