First Week, New Player Feedback!

Firstly, I would like to start by saying my overall feedback is in fact overwhelmingly positive and I have recommended the game to all of my friends and viewers on twitch! That being said, I really believe this game will only continue to get better and better and would love to help that if I can! No idea if my feedback will be seen or agreed with but I hope that if any eyes do come across it, the ideas will be thrown in the mix :slight_smile: That being said, I’ll do my best to not hold back on any criticisms I have for the most possible impact!

1. Clarity of actual monster level for areas in monoliths. (My character level at the time was 67, Monolith level 55)
Info: On occasion it will say area level 55, area level 67 (scaled), or area level >55.
Example: Area level 42. Are the monsters actually level 42? or do they scale to 55,
which is the monolith level. OR Do they scale to 67 which is my character level?

If they are level 42, why is the end game monolith at such a low level.
If they are level 55, then it should clearly/universally state level 55 for every area within
that monolith.
If they are level 67, then it should clearly/universally state that each area is scaled to my level.
Why it might matter: The clarity of this might help me decide if it is worthwhile to clear some monsters on my way to the end zone, or better to rush the end while ignoring all monsters.

2. Punishment for failing an echo in a monolith is unreasonable, and harms weaker characters more.
Setting: A weaker character that is equipped with weaker items benefits greatly from the ability to choose rewards to seek out in monoliths. They reach a monolith that happens to be one of their weakest equipped items, in hopes to be able to replace it to get stronger. They die to the encounter on their first attempt, because of their weakness/and or encounter with a mechanic they weren’t prepared for. Maybe their dog bit their leg. Unknown reason.

My Opinion: The penalty of losing the reward from an echo is not a fair or reasonable penalty. It is reasonable that you lose the stability, and would not be allowed to gain stability for redoing the echo. That is understandable to my personal opinion. But regardless the fact is: You still need to redo the echo to progress. In order to “progress” one would need to get stronger. It is not reasonable to expect a character to get stronger if they are not able to try several attempts before succeeding and receiving a reward. Imagine they can only complete the echo on their third attempt to receive nothing to upgrade their slot which they had travelled along the pathways to replace.

Conclusion: I believe it is fair and reasonable upon failing an echo to impair progression of the monolith (stability), but not fair and reasonable to impair progression of the character itself (The specific item slot rewards).

3. God Hunter Argentus (level 60 monolith boss I believe)

  • None of his skills are a threat to dodge, as in they do not do enough damage to warrant dodging, or have threatening effects.
  • The adds in the second phase, conversely, did an incredible amount of damage, yet these hits are much less reasonable to avoid.

My opinion: I believe it would feel better balanced if the adds phase was a break from a more intense boss phase, where NOT dodging attacks is more punishing (stun chance, strong ignite, etc.), as well as potentially a way to get more potion charges, etc.

4. The Humming Bee (Unique Sword, Req. Level 6)

  • I believe per 250 ward to be an unrealistic number. For low levels, you MIGHT reach 1%.
    I am level 70 and I can say it would give a maybe consistent 4% increase. Not more, but increase.
    As such I feel like 250 is not the correct number for balancing. It ends up being not useful as far as I can tell… Well. Ever. Totally isn’t a massive game criticism, but I like the sword idea. But the two bottom affixes really don’t seem to come into play.
    Unless crazy ward numbers like 10,000 is reachable consistently at max level, which would still only give 40%.

Potential ideas:

  • A number that scales with level, 1% increased elemental damage per (lvl) ward.
  • A Gated flat number. ie: 25% increased elemental damage while you have at least x ward
  • A More reasonable number. Ie: 1% increased elemental damage per 50 ward.
  • A more multiplier instead of increased? Flat damage instead of increased?

5. Zone Experience During Quest Leveling
I have so far levelled two characters through the quest storyline and have found this consistent across both playthroughs: You are able to stay ahead/equal to zone level until closer towards the end, at which point you inevitably fall behind the zone level. Sometimes by a decent margin.
My opinion on character level to zone level: I believe the reasonable rate of leveling is such that the player’s decision to not clear many, clear ample, or clear most monsters will reflect their level to zone ratio.
Player 1 Rushes objective clearing few monsters/skipping most: Player chooses to be below zone level. (IE. Softcore/Speedrun)
Player 2 does kill all monsters they come across along a main path towards objective: Player chooses to be near the zone level. (IE. Casual Gameplay)
Player 3 explores area and kills monsters to clear more of the map than is required for the main path towards objective: Player chooses to be above zone level. (IE. In-depth gameplay/Hardcore safe gameplay)

I tried especially hard my second playthrough to reach zone level of the current end game boss and cleared most monsters along the pathway and quite a few off path. As a player 3 I was still several levels down from the boss level. On my first playthrough I was a player 2 and I ended up being around 6-7 levels down from the boss level, which as you can imagine made it quite a painful experience. I also imagine backtracking for experience is not a desirable strategy/gameplay design for quest/storyline progression. Thus, I believe the final chapter of the game currently does not reward enough experience, either from quests or from monsters in zones, to achieve a balanced level.

I do really enjoy this game. Genuinely hope I don’t come off as negative! I can’t wait to create more builds and theory craft! I just hoped I could potentially make a positive impact on the community and game somehow through feedback!

On all or almost all my heroes, I was level 49-50 when I completed the campaign and the last zones are level 54. Do you strictly clear all mobs in all maps, to get that much xp?

Edit: I misunderstood, sorry.

If you full clear zones you’ll end up ahead of the area level, you need to actively run through & ignore lots of the mobs to not over-level an area.

So I may have misunderstood “ahead” and “fall behind”.
I need to improve my English skills :sweat_smile:

It kinda depends on how you want to describe the situation TBH. Both mean “not in the optimal place”.

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Yea. I’ve been complaining about that for the longest time. I believe what you’re refering to is a visual bug and monolith area level is mostly fixed (i.e. if its monolith level 55, area level is probably 55 unless it is raised slightly by corruption).

When you see area level 42, I think it’s because the campaign area they reuse the map from is level42. Not sure why it’s so hard for them to fix the area level display.

Yeah, it’s a display bug that was introduced when they introduced the non-scalling-with-your-level monoliths the year before last (or was it last year?). Also, corruption increases the level of the monolith.

Yup. But I wanted to avoid giving OP the impression that the level 67 (scaled) might have anything to do with corruption.

I know this is true but what is the point of making big areas with a lot of mobs if you need to actively run trough and ignore lots of the mobs?

It feels like wasted space and mobs to me, its the same with other games like POE. If you have to rush trough without touching most monsters whats the point of having so many of them anyway…

It’s a choice. You can decide to rush the objectives and complete the story in less than two hours, or you can decide to do all side quests, clear all maps and get as many XP as possible. Being able to chose between the two is good, in my opinion.

I do all the sidequests but even then i run trough most of the mobs.

What is the point of getting as many XP as possible while you can start a new map and getting the same XP while progressing faster in the echo system and rewards?
Thats the whole design problem to me.

To me my solution that a lot of people use is more efficient. Thats why i would love to see more interesting things to do in areas despite the main objective so discovering maps instead of rushing through them actually make sense.

Its an illusion of getting the maximum XP in an area is good in my opinion.
When you get higher in the end content the game gets harder and you get more XP AND better rewards which means i get more value in the end then the person who is grinding every mob in a map. I hope there will be more benefits for grinding out whole maps so it could be justified and be actually fun to finish them.

Then it would actually be a meaningfull choice. Now it isnt meaningful enough in my opinion.

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To give the player a world to explore (I originally typo’d that as explode, which also fits). Otherwise the zone design would/could be reduced to nice efficient short corridors filled with mobs to explode.

If you want the player to explore the world it should have different interesting things to explore. It lacks that in my opinion, thats the reason why everybody rushes trough the content just like in POE.

If i would know that there would be a chance of a secret dungeon with mobs that have a slightly higher chance of dropping a unique item ( just an example). I would explore more.
Iam the explorer type so i explored way to much also in LE. There is just not enough reason beside some extra chests with most of the time nothing to special in it to explore.

Its a waste of time in my opinion which is a shame.
Thats why i made the point, why putting in so many mobs and why making bigger spaces if your not making it interesting enough to explore it…

There should be that difference between the people who rush to the endgame have the benefit of playing the endgame content versus the players exploring might fight interesting mobs secrets or even a chance on finding items that only drop if you explore or have a higher chance of dropping if you encounter the mobs in that secret area (just some examples).

Now i see nobody typing on the forums or saying in videos, hey guys i was exploring in area X and i found this amazing item or this amazing encounter! You should explore guys!
Your not missing out if you rush trough the content.

Yeah i found the new secret areas aswell, which is a good start.
Was it worth it however? I have to say no for now because the treasures were sh*t but hey.
For what its worth Wolcen had this great random unique Merchant that could pop up if you explored the map (and if you were lucky).
Those kind of things would be awsome in LE.

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I agree & that’s why I’d prefer LE to be open world (or worlds, 1 for each era).

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I would love to see that aswell. I really miss exploring and it seems to die with some newer titles. I really hope that EHG will focus more on the exploring aspect.

Just to reiterate/clarify. I am saying that even WITH full/most clearing later stage zones, I still ended up pretty under-leveled. The early zones did not have this issue. The only issue with this is either opting into fighting the end game boss several levels below the zone (making it a longer, tougher encounter) OR choosing to backtrack for experience purposes. Neither are super ideal. Totally isn’t a game-breaking imbalance, but simply a point I wanted to bring up to allow for a more smooth leveling curve.

Questin… how is it a problem?
Nothing forces us to have the same level as the zone we are in. Two two heroes I finished timelines 90 with were under level 90 and among all the people who completed all timelines 100, a bunch are under level 100.
Is it an issue?

Am referring to only the storyline questline progression. Fighting Lagon 5ish levels down just doesn’t seem like a great curve. Like I said, it isn’t game breaking xD realistically not a massive problem. But was definitely not ideal and I deemed it to have a negative impact on my experience, which is why I brought it up :slight_smile:

I had the same concern at a moment. Some of my chars did some Arena and Monolith before the end of the campaign, in order to be sure I would be level 55 when meeting Lagon. One or two chars even had their first blessing before finishing the campaign.
Then I decided the level difference was not an issue, so I stopped doing that. Now, most of times, I reach level 49 in the temple of Lagon.
I think it would feel better if we naturally get to level 54 areas with a level 54 char, but we’ll have to do as the game is. ^^

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