This game wants you to make more than one character each cycle. Like any good ARPG, the essence of the endgame loop is to build strong characters to kill harder and harder monsters that drop better and better loot, which lets you make more strong characters, etc.
The problem is that right now, if you want to farm up a set of items for a new character, you are probably going to want to craft at least a few exalted items on class-specific bases. Or you might need class-specific affixes that only roll on class-specific helms and body armor. In that situation, if youâre playing a base class other than the one you want to roll next (e.g. youâre a sorcerer and you want to farm items for a Paladin), itâs going to be nearly impossible to find good examples of particular class-specific bases (e.g. if youâre a sorcerer that wants to find a good Leonine Greathelm). It shouldnât be necessary to already have a strong character of a particular base class in order to effectively farm end game items for another character in that base class.
Some suggestions for how this might be addressed:
Add prophecy lenses that cause certain prophecies to skew toward certain class bases (e.g. âExalted Helmsâ becomes âExalted Sentinel Helmsâ)
Add alternative dungeon or arena keys that unlock a version of that content in which the drops are skewed toward a certain class (e.g. âTemporal Sanctum Key of the Sentinelâ)
Add monolith echo rewards that are class specific (e.g. âExalted Sentinel Helmsâ)
Add a Rune that transforms a class-specific base type into a base type specific to a different class. This would be perhaps the simplest solution, but would not help with farming class-specific unique items. It would also still be significantly worse because youâd burn Forging Potential before you even get your base for crafting.
Why would it be nearly impossible? I find them all the time. Especially on exalted prophecies or nodes.
Not that your ideas are bad, although having echoes for specific classes when youâre not looking for it (or youâre looking for a different class) is just more clutter in the web that you try to avoid.
I can understand some things and maybe even find some solutions not so bad, I just donât know if this doesnât add unnecessary complexity to the game.
Personally, Iâve never had any problems with it. I think the ratio between class drops is pretty good, for example.
Iâve always done it by picking a good farm build for each class that generally works well and doesnât have too high gear requirements.
I then used this to farm my items. Itâs always worked without any problems so far.
You donât need to play high corruption content to get good (or even the best) items in the game. So you donât need a S-Tier build to farm good gear.
Of course, the whole thing is a time investment. If you donât want to (or canât) invest a lot of time, then this might not be the ideal way for you. Otherwise there is also MG where you can buy your starting gear (unless the build is very special).
It shouldnât, and it isnât.
Drops are not class specific at the moment, unlike other games like Diablo. Your sorcerer should be absolutely fine finding gear for their paladin friends, just as good as a paladin in fact, provided you avoid the easy-made mistake of filtering it out accidentally.
There has been actually a lot of threads asking for the opposite, more class specific dropsâŚ
(Come to think of it, Idols could be an exception. I feel like I rarely get idols not for my class. But maybe itâs my filter.)
There is actually already light filtering of items.
primalists drop less daggers for instance.
And you do generally get more items for your class(armor/helmets) then not. its why when crack open a helmet node, you generally get like 8 helmets, i find usually its like 6+ of my class. if it was an even distribution, you would find very little of your own as there is 5 base classes, so only 20% of the items dropped would be for you on average.
Idols are also weighted towards your own though feels less then armor. However, whats not weighted is uniques, people generally complain when they are early game and have found ânothing but minion uniques on a non minion classâ for example. uniques are not weighted towards your class/skills, most are classless.
So yes actually, if your goal is to farm paladin bases, doing it on a rogue means you are getting way way less then if you do it on a sentinel, but this only applies to relics/helmets/body slots cause these are the class locked slots. You can find general purpose rings/amulets/belts/boots/gloves weapons are weird, as long as you aint looking for daggers most classes can find most items.
I havenât found a source to say how much the weight is for your class, but from experience Iâve found it to be around 50-60% chance. So there are still plenty of drops for other classes, including class specific gear.
I would like to mention that most leveling cases you donât need to go above lvl 40. The games progression really drops if a cliff at that point so you really donât need to continue past that point.
Going from 40-60 usually is just gonna increase your damage numbers but your play style wonât change much.
Why Last Epoch desperately needs to give us a secondary mastery or something at lvl 35-50. That would give you something to do until lvl 90
It probably is. Pretty much every build is online around level 40-50ish, at most. Itâs just that some builds are more effective for leveling, so you use those instead. For example, any build that uses soldier just runs forcewave all the way up to level 70.
Most builds come online at an early stage and most of the skills you use later are support ones. Even constellations donât really change the build that much either. All the procs are just extra stuff that happen while you continue doing the same thing you were doing before.
Unless you need some specific higher level gear for it, but thatâs the same in LE.