Hi,
I’ve been having fun for a couple weeks and I’ve been mostly ignoring the bugs that happen. Most of these are slight irritants and don’t detract from the fun. They’re stuff like gliding animations, quests not tracking/moving properly, kill all waves nodes not having minimap, etc. It’s stuff I expect will be fixed down the line.
I’m also not bothered with things that aren’t yet fully implemented, like trading. I expect those things will also be done until launch.
However, there are some issues which I would like to know what the stance of the devs is regarding them, and I guess the community as well:
1-Persisting instances, ie, if you port out of an area and return, loot is still there, monster states (dead/alive/etc) are still the same.
2-Affix/Glyph/Rune auto-pickup and/or auto-transfer
3-Idol crafting, any form of giving us control over some affixes, not necessarily the same system as for gear
4-Some maps have stuff like trees or walls covering the screen and you can’t see the fight. Is this a feature or will it be fixed?
5-Replacing a +1 skill with another gear that has the exact same +1 skill still refunds the point. Seems to me that if you end up with the exact same number of points, nothing should change
6-Not being able to use traversal skills in the various towns. Lots of ARPGs do that and it’s infuriating to me. For example, when you do the campaign and travel from the end of time to the imperial age you’re dropped in one end and you spend almost 2 minutes walking to the center, talking to NPCs and finally leaving. There’s no advantage to this and it’s boring. Most people just want to get done with the campaign and this is wasted time that isn’t fun.
7-Not having the chest when you change monoliths. Why not move us to the same room where we go to when we’re done with a node? Almost all the time, when I change monoliths, I end up just going in whichever node and immediately porting out so I can use the chest, especially because it’s usually after a longer session in the previous one and I have gear to dump, including uniques from boss drop.
EDIT: 8-Summoning minions/totems sometimes fails to do so, presumably cause it’s targetting some obstacle or something like that. However mana is still spent. Working as intended or will it be changed?
Basically, I’d like to know if the devs have a stance regarding any of these issues and what the community thinks about them. I have a friend that is also considering buying LE but some of these issues are sort of a dealbreaker to him, especially the instances one.
Hey, awesome you’re enjoying the game! I’m certainly stoked we finally have an end to beta and the future of 1.0!
This is a very dense thread but I’m pretty sure it answers every one of your questions and would most likely answer a number of others. Andrew does a killer job of gathering info from the devs.
There’s also this you can peruse as well at your leisure.
Wow, that was a LOOOOT of info to sift through
I think most of my questions were answered. I couldn’t find anything on the autopickup/autotransfer of shards/runes/glyphs however. That one seems to me to be the least fun part of the game so far.
I really am enjoying the game a lot. The builds all feel very unique and diverse, the density seems pretty good, I really love how the monoliths are sort of a blend between delve and mapping in PoE, but better (I never liked delve, personally) and more fast paced.
I also love that the devs are actively engaging with the community constantly. So far, no regrets on buying the game.
EHG implemented the first of these changes in patch 0.9.1:
The second of these changes, a shard sink, has yet to be added.
(3) Idol crafting, any form of giving us control over some affixes, not necessarily the same system as for gear.
Mike discusses being excited about the prospect of eventually adding idol crafting to the game during this dev stream. Additions to the idol system are a design space they’ve purposely left open for after launch.
(4) Some maps have stuff like trees or walls covering the screen and you can’t see the fight. Is this a feature or will it be fixed?
(5) Replacing a +1 skill with another gear that has the exact same +1 skill still refunds the point. Seems to me that if you end up with the exact same number of points, nothing should change.
While I understand it doesn’t make much sense in your example, it likely still does this because of the following:
(6) Not being able to use traversal skills in the various towns.
(7) Not having the chest when you change monoliths. Why not move us to the same room where we go to when we’re done with a node? Almost all the time, when I change monoliths, I end up just going in whichever node and immediately porting out so I can use the chest, especially because it’s usually after a longer session in the previous one and I have gear to dump, including uniques from boss drop.
I couldn’t find a developer response specific to this request, but you could always leave this as feedback.
(8) Summoning minions/totems sometimes fails to do so, presumably cause it’s targeting some obstacle or something like that. However mana is still spent. Working as intended or will it be changed?
You’ll have to visit the link above for Mike’s example image of this made in paint.
Again, thank you for the quick reply. I’m loving the community so far, even though I’m mostly anti-social
I had seen some of the replies but I appreciate the effort in grouping them like that for me. Thanks
Regarding them, I only have an issue with the last one. I understand that they can’t be spawned, but when that happens no mana/rage should be spent. This is pretty bad for totems, for example, because it will often spend all rage and transform back to human with just a couple casts without you being aware of it. But even for wraiths it can be bad as you can easily run out of mana while not summoning anything and leaving you very vulnerable.
The affix picking still feels like a chore, but if it gets further tuned I’d be fine with it. But I would still like autotransfer, as the shards are just sitting there taking up space and in the end we just open inventory and click the button to transfer stuff, it’s not like we’re examining the shards. Seems like a pointless thing to do and more often than not also screws up your inventory management.
As for the skill points, I understand the desire to avoid exploits, but at the very least it should account for situations where you don’t need to change things. Going from +1 to +2 shouldn’t respec the point, although I totally understand doing that in reverse. Overall, it’s not a situation that will happen often enough to be an issue, though. So I guess it’s ok.
The traversal issue in towns is more annoying, especially when you’re rushing the campaign. It’s an issue almost all ARPGs have and I’ve never really understood it. Possibly it’s a performance thing, but it’s infuriating. Especially when you have to walk around a lot. This happens a lot in PoE and it’s frustratingly boring. I’ve mostly noticed this in end of time, when you have to go up to talk to the guy, it’s a long treck. Also when going from there to imperial age, I think.
In the end, you seem to spend most of the time in endgame monoliths where you can dash at will (like with PoE and your hideout) so it’s not a dealbreaker, it’s just really annoying. If they group stuff in towns closer to waypoint/exits I guess it’s minimized, though still not ideal.
As I said, overall I’m very pleased with the game and especially with the community (though my chat ingame is still disabled as I’m getting to grips with the game) and even more with the relationship the devs maintain with it. After the burnout from PoE and the disappoinment from D4, LE seems like a great time sink.
I did read most of it and skimmed through the rest. I tried using search to find the answer, but this forum only loads part of long threads. As you scroll down it unloads the top and going to the top unloads the bottom, making it hard to find things. Maybe if I had used the forum search instead of the browser one I could have found it easier.
Anyway, I just wanted to know how the devs felt about a few key issues and I think I got my answer. I’m not going to stress too much about little things when the game isn’t yet in 1.0 and things are still bound to change.
There are a few QoL stuff I’d still like to see, like sorting by level, a better stash search, etc, and maybe the devs will fine tune the shards more or even change their minds and let us autotransfer or even autoloot, maybe they won’t.
So far the game has been fun, I’m loving the community and the dev feedback to it, so I’m going to trust them and see how things evolve.
Still lots of different builds to try out and I haven’t even begun exploring dungeons. Mostly just doing monoliths to get better gear so far, cause they’re pretty fun to do.
You used your browser search function then?
To use the forum search function you can use the magnifying glass symbol at the top, while you are in a thread and click “in this topic”.
Otherwise you can also search the entire forum or search by posts in specific categories or from specific people etc.
Yeah, I used the browser function, it’s what I’m used to. Anyway, it wasn’t really important. I had most of my answers.
So far, from what I’ve enquired, I think the thing I’m missing the most is some form of idol crafting, or maybe gambling. And that’s because I’ve respeced into a flame wraiths build and I need 2 idols with chance to summon flame. I was lucky in that one dropped really fast, but I’ve gone 40 levels without finding the 2nd one.
Just now, I finished 4 idol nodes almost in a row, with a couple idol shrines, and none dropped. I know that most builds (from what I’ve seen) use idols mostly as a secondary gear just to bump health or similar, but in a few idols play a key role. It’s frustrating to spend a few days with a “limp” build just because you have no way to improve your chances of finding it.
EDIT: The game must have some link to the forums because a little after posting the 2nd one dropped
Yup, the devs are aware that it is very frustrating to not be able to get any of the build-enabling idols to droo. What they plan to do to deal with the situation they’ve not said.
I think this is fine in terms of game design.
You start with a simple build using the basic skills, then your character finds some items bringing in new possibilities and you make alts to try and use what you have found.
In other words, you shouldn’t go for a build requiring something you don’t have yet (technically, you’re not even supposed to know these idols/uniques exist before you find them). This is a fine philosophy, and I personally like it.
However, the reality is that nowadays, people look for builds online. They know which idols or uniques exist, and they decide what they will play before actually playing and discovering the items.
I agree that this leads to frustration, and that the devs should probably accept this reality and find some way to help with that. Trade should help a lot, I guess.
I sort of agree with you on that. The thing is that I respeced because I could make the build limp along without the idols and I didn’t think they would take so long to drop. I do have a build that could have farmed it, but I like to experiment new stuff and get bored of playing the same thing for a long time, so that’s on me.
Regarding the builds, I do think that LE is easier to make your own builds for leveling, compared to PoE. PoE absolutely requires anyone who isn’t a top player to look up a build. It’s huge and has a lot of complexity and interaction. Too much, in my opinion.
I think LE has a decent balance for it, but my experience so far is that you can create a leveling build that works as you go along, but as you get to higher levels it starts to lose out. And while LE skills/passives isn’t overly complicated, it still has plenty nuances, especially with game mechanics which aren’t readily known for new players, that make it necessary to find builds for endgame, at least for most casual players.
Overall, I just feel like getting specific idols is harder than getting specific uniques (the common ones anyway). I might be wrong, but that is the feeling I get. And overall that isn’t a big issue. Like I said, most builds I’ve seen treat idols as an accessory to the build, so if you don’t have them all optimized it isn’t a problem. It’s just for the “special” idol affixes that I think we need some way to craft/gamble/target farm (the affixes, not idols in general).
That being said, the build was kinda working ok for farming monoliths before that, it just took a long time to target farm idols and get the 2nd one. And I’m sort of eager for making this build so I can try out dungeons, which seems more feasible with this than with other builds I’ve been trying out.
And yes, trade would probably help with that. Maybe when 1.0 hits and we get trade this won’t be an issue anymore for most people, though it will still be one for SSF chars.
Again, just to clarify: it did not detract much from the fun I’m having with LE. I just think it would be more fun if we had some sort of idol crafting. Or just make the special build enabling affixes drop more often. Or drop more often if you’re speccing into that skill. Just some way to speed up finding them.
100 % agree.
When I started playing PoE, I did follow build guides, and I did feel this need for specific uniques to be able to follow them. I traded to get them. Took me a few seasons to be able to play SSF and make my own builds.
But in LE I never felt the need for that, you can just jump in, wing it, and it works.
Works long enough to start building up a solid stash anyway.
Also agree. It does feel harder and more frustrating.
I feel nowadays the affixes relating to the specific class arent very good anymore, there are a couple of outliers ie Smite on Throw/Wraith which are build enabling but about 85% are hidden on my loot filter completely as they are garbage and only appear if they roll with a good affix
The best Idols are Stout Vigorous (Life%) Lagonian of either Life(+life) /Assassins (+crit%)/Fire/Cold/Light etc while adding in Humble Idols to cap missing resists+2 Vitality/Ailment chance% and a small Idol here and there
Unless you are forced and I mean forced to run a ‘special’ idol in your build then nothing beats stacking % Hp/Crit everywhere. For example you need to run 4x Keen Idols to even play Smite on Throw. Thats your whole Idol setup gone to the proc… for this build its non negotiable it will not work without it. However plenty of other builds simply dont even want any, look at Scorpion Beastmaster…you get ‘Aspect of the Viper effect’ of about 6%…which is again not really worth it imo since you really want that HP late game as you basically get one shot continually at high corruption from certain mobs if you simply dont have every defensive mechanic in the game
This is a problem when EHG nerfed Idol composition to have that stupid unmovable dot in the middle that prevents the old placement (we had an extra slot a long time ago and EHG thought adding in this node would improve build diversity but imo just reduced it instead because we lost a pure 1x4 slot or something)
Having said all that when the game releases there will be 2 factions - SSF/Trade league factions. You can buy/sell Idols with the Trade league one so I will join it and readjust my filter to catch some good ones and become an Idol Purveyor and thats probably all ill trade depending on how it works
I don’t think that makes much sense for 2 reasons:
1- That happens with totems. My original issue was spamming totems while in spriggan form, because missing a couple casts would spend enough rage I couldn’t recover from and I would revert into human form
2- Many times the problem isn’t our skill but rather the map. Just today I was casting wraiths near the edge of the screen but the game decided that instead of the ground I was actually aiming at the top of a cliff, which isn’t even really part of the map. I can’t walk there. But for some reason, I can cast there. I know this because, even though the wraiths weren’t summoned, the drain life circle was there.
3- The game has issues detecting where you’re aiming at. This is most notable on bridges where the hitbox seems to be completely unreliable comparing to what we see on screen.
Saying that you’re trying to punish your players for lack of skill when that only affects a certain type of ability seems silly to me. There are plenty of abilities you can blindly spam and get the desired effect with no penalty or skill required. And historically, in almost all ARPGs, summon builds are starter bulds for casuals and new players.
Given these issues, I think that it should behave in one of two ways:
1- Keep it as is but don’t spend mana/rage when you don’t actually summon anything
2- Change it to be like most games and just summon to the closest available location. This, to me, would be the preferred solution and I see no issue with doing that.
I thought the same thing, especially considering that failed summons still consume mana/rage. Shrug.
I also brought it up due to frustrations with totems in Spriggan form. And, fighting in certain terrain made it impossible… especially on bridges or narrow corridors. I couldn’t understand why that would be desired functionality… instead of just having totem casting incorporate some form of pathing-type ai to determine valid placement of the cast.
Exactly. I wouldn’t mind if it were summoning the things in some place I didn’t intend them to, but at least it would be casting them.
Like using the bridge example, maybe I aimed a little off the bridge and instead it summons them at the start or end of it, close to the cliff or something. That would be ok to me. In the totems case it would make it so they aren’t actually fighting the thing I wanted them to, because now they’re further away, but at least I get the summon and the rage back from the unsummon. I mean, they placed the mechanic that made it so you could stay in spriggan form while summoning totems regurlarly, but then you can’t use it properly at times.
It’s mostly the idea of spending mana/rage for nothing that is annoying. Especially when sometimes it really IS just the map design fault and not lack of skill.
Wow, thanks for replying to me. This is the sort of thing that I love about the dev/community feedback loop. This is basically my first post and I get a dev replying to it, it’s amazing.
So, if I could intrude a little more on that, I would like just some clarification on the reason for:
5-Is the issue with replacing a +1 with the same +1 a coding issue? It doesn’t seem exploitative. In the end, it’s something that rarely happens, so it’s nothing really important, but as a programmer I’m curious as to the reason for it.
6-I know a lot of ARPGs do the same thing, so I’m also just curious if this is basically a performance issue or if it has to do with coding towns as “peaceful” places.
8-Would you mind explaining this one further, please? It’s basically the only one that annoys me regularly when playing (I tend to play minion-like builds and “place and forget” builds a lot). Is it a technical limitation, a low priority limitation or just some design decision?