Farming Items for a New Character of a Different Class is Too Difficult

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 you’re playing a base class other than the one you want to roll next (e.g. you’re a sorcerer and you want to farm items for a Paladin), it’s going to be nearly impossible to find good examples of particular class-specific bases (e.g. if you’re a sorcerer that wants to find a good Leonine Greathelm). It shouldn’t 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. “Exalted Helms” becomes “Exalted Sentinel Helms”)
  • 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. “Temporal Sanctum Key of the Sentinel”)
  • Add monolith echo rewards that are class specific (e.g. “Exalted Sentinel Helms”)
  • 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 you’d 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 you’re not looking for it (or you’re 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 don’t know if this doesn’t add unnecessary complexity to the game.

Personally, I’ve never had any problems with it. I think the ratio between class drops is pretty good, for example.
I’ve always done it by picking a good farm build for each class that generally works well and doesn’t have too high gear requirements.
I then used this to farm my items. It’s always worked without any problems so far.
You don’t need to play high corruption content to get good (or even the best) items in the game. So you don’t need a S-Tier build to farm good gear.
Of course, the whole thing is a time investment. If you don’t want to (or can’t) 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 shouldn’t, and it isn’t.
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 drops…

(Come to think of it, Idols could be an exception. I feel like I rarely get idols not for my class. But maybe it’s 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 “nothing but minion uniques on a non minion class” 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.

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The weight also affects affixes.

I haven’t found a source to say how much the weight is for your class, but from experience I’ve found it to be around 50-60% chance. So there are still plenty of drops for other classes, including class specific gear.

It’s wild to me that some people have responded to this by suggesting the drop weighting doesn’t exist.

I’ve played several different classes to 90+ now (which is to say, I haven’t played especially long) and it seems very obvious to me.

I would like to mention that most leveling cases you don’t need to go above lvl 40. The games progression really drops if a cliff at that point so you really don’t need to continue past that point.

Going from 40-60 usually is just gonna increase your damage numbers but your play style won’t 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

So… like every ARPG, pretty much?

Discounting, of course, the build enabling uniques that are higher level. Like every ARPG, pretty much.

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I remember this not being the case with grimdawn and TQ, and to some extent with torchlight (my memory of torch light is blurry so may be wrong).

Getting phalanx as an example as combining it with war banner changes the game so much it’s hard to put into words.

Same way unlocking prock attacks on soldier and then mixing it with occultist requires you to reach near max lvl.

Closest we have of that in Le was the bugged falconer nuking maps from orbit. That was cool- of course we can’t have cool things

It probably is. Pretty much every build is online around level 40-50ish, at most. It’s 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 don’t 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 that’s the same in LE.

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