The lowest chance to get the exact outcome you want is happening with 2 LP.
1 LP and 3 LP have higher chances
4 LP guarantees the right outcome.
Now, said progression is getting 1 good affix on a unique… then 2… then 3… then 4.
With this premise we have a 1 in 4 chance to get the right LP 1 item. We’re not talking about the stat as T6 or T7 yet… just the stat. Most uniques provide that in masses if you’re playing CoF since they’re ‘common’ uniques.
MG is wrongly set up and hence there’s an issue, which is an issue with the faction and not the LP system though.
Getting 2 proper affixes on it is already harder, which is to be expected. The system was never intended to go beyond 3 LP for common uniques and at best 1 LP for rare uniques… but through sheer chance player can get more.
Tedious gameplay can only happen when it hinders your progression.
You’re beyond progression.
What does it hinder?
If you want to push your character to the limits you can expect to put unhealthy amounts of time into the game, that’s how it goes with everything in life.
Expecting anything else is solely entitled and unrealistic.
Which brings me back to this:
This is a vast generalization. True at parts but also not the fault of the devs for people to put wrong expectations into the game in the first place.
Or into gaming all across in the first place.
It’s like a rash which has crept up on someone and now denies to go away. Group behavior being detrimental and since it has turned into the majority being seen as ‘the right thing’ by now.
A game is there to have fun. If your fun is solely derived by your progress and not the gameplay itself then you’re doing it wrong
It’s a harsh but simple sentence.
The situation with LP is that the devs provided the community a way to upheave bad uniques, and they gave us a bonus mechanic not needed for progression on top.
Now… you’re here complaining about the bonus! Not the base mechanic of 1-2 LP items dropping in large amounts for low quality uniques and hence allowing you to switch out at times to them as you make your character better… no… the end-line of it.
Your boss basically created a lottery where 25% of people get a one-time payment extra while only needing to apply for it. And you’re now complaining that you’re one of the 75% which were left out.
Was it needed in the first place? No
So why the heck are you complaining that you’re not getting it, it’s 100% of the time a positive and never a negative outcome when it works.
No, it’s the task of the dev to provide those limits, not the community.
The only time those baselines change is for personal challenges not specifically provided by the baseline mechanics.
It’s a false way to expect things and leads to disappointment at nearly all times.
So the mechanics need to be set up in a way to optimize the time investment for people, the longer they play the longer the game lives, right?
So running the equivalent of 2 monoliths + 1 boss which already is less effort for boss uniques then anytime else while also providing a bonus reward on top is the situation for dungeons currently. Sure, non corruption monoliths but instead we get a high baseline of rare enemies, hence a ‘good monolith’.
If you reduce the time needed for item acquisition so people can reliably get the top-tier items at all times which bring them beyond 300 corruptions already then it’s too much, simple and easy.
Yes, especially those coming from D3 hold this notion seemingly. Whiel Path of Exile people are seemingly quite delusional about their respec system… and so on and so forth.
Go into the game while wiping your ‘expectation slate’ clean first, then assess the specific details of it individually if they make sense, then compare it to alternative solutions with the new framework in mind. Don’t switch those around willy-nilly or you talk from the wrong basic premise.
Trough CoF drop-rates are becoming roughly 3 times higher for exalted items and around 6 times higher for uniques… outside boss-uniques which seem to be an oversight.
We have not a single extra piece of content… despite this magnitude of extra provided loot we get people here complaining it’s too slow!.
So the main question is:
When is it not?
Which the answer is:
This game is between PoE and D3 levels of itemization time, leaning more towards the PoE timeframe then D3.
No, we don’t need to shift it, EHG has a market position which is perfect since it takes in those unhappy with either of them and does it well.
MG on the other hand is an access mess and hence causes frustration as it causes you to get less LP items then in beta until a vast time investment. Which is arguably bad as it changes the status quo between both of them a lot.
But the LP system itself with the chance base? That’s absolutely and utterly no issue, it’s actually a great system to provide a item sink for exalted gear.
Kept to be the same with any life-service game nowadays, by design of how they’re set up with server costs and development costs.
The arcade example on the other hand is not in line with a either cheat-codes, creative mode or sandbox modes.
For the majority it does. You nonetheless have obstacles to overcome.
In ARPGs of LE’s style that’s itemization and content. Content is swiftly solved, leaves itemization. The second you solve itemization you’re done with the game after basking in your success for a short while.
That’s why itemization is set up in ways to provide unobtainable goals for any normal person but nonetheless happens with luck or extreme effort.
Unless the variance in the rolls (very rarely) is massive it has no meaning compared to the upside of another affix.
If your build ‘calls’ for LP then you’re already not using a starter build but a advanced one.
For a 1 LP item you need exactly a T5 mod of the type you want on your legendary in the end. That’s a massive upgrade. T6 or T7 of said mod is not relevant but pure chase.
If you run out of keys you’ve done something majorly wrong… like not picking them up.
I heavily recommend picking them up and storing them. You won’t ever run out of them in that case.
One of the most rewarding ones.
But if it’s not fun for you then that’s a personal thing simply. Makes it not bad though.
It’s always on the furthest direction away from the entrance. You’ll realize it after 4-5 runs how to find it in the quickest possible way.
If a boss with unique mechanics is a trivial thing for you you’re playing the wrong genre.
Time sink to make acquisition rate slower and the initial limit to input the effort higher.