Frustration with the Overly Fast Combat – No Room for True Challenge

That’s interesting but also could head down the D4-style “only drops for your class” feel, which i’m not sure is a better route… I will admit that giving CoF better item+key-affix target farming would help solo farming without the power creep.

Another possibility is to have CoF items have more forging potential (instead of them being outright better) - massively more forging potential, like double or triple… Instead of CoF over-buffing drops, CoF players could have much more crafting capability.

Well… what exactly is the difference already?

If you play Acolyte you basically drop no chest-pieces, helmets or idols related to other classes. Very low amounts.

So… it’s already class-specific limited loot, it just feels better since it’s properly executed unlike in D4.

That’s the wrong ‘layer’ which is treated though.

The progression in LE is extremely straight-forward, so knowing when someone will roughly wear a specific item is relatively easy (in comparison to other games of the genre).
It always goes from ‘basic rare’ to a build-specific affix for chests/helmet as rare… then getting that piece a T6 useful affix… then T7… then the build-specific affix as T6 and then as T7 and so on.

Steps can be skipped but you can’t move backwards anymore after all.

So crafting is useless the second you get into the T6 stage, by then the limiter isn’t crafting itself, it’s the right affix as a T6 on it as well as the right base.
Got a porential upgrade but the base is a awful one? Worthless.
Got a great base but the Affix is awful? Worthless.

And with every step the options get smaller and smaller obviously.

Crafting itself often stops because you hit a Affix that shouldn’t be on it as T5, so the second that happens you can throw the item away, you’ll have to make up for that space in another place after all. Your ultimate goal is to get the perfect spread of the right affixes on the right bases. But crafting can’t fix T5 items… and only to a very limited degree exalted Affixes (since the consumables for that are respectively rare). So it’s a relatively fruitless endeavour to try.

That’s why I’m saying it’s the specific targeting that needs to be adjusted rather then something else.
Albeit alternatives do exist! A rework of the crafting system in total.
A rework of the baseline drop-system in total.

Both are huge things to change though… so the easiest would be to focus on the mechanics specific to the faction rather then the overall game… because the disparity between factions would still exist, just shifted around.

This is very far from the truth, though. Your distribution is more like 60% your class, 40% other classes.

I have lots and lots of drops for other classes, just not as many as for my own.

60/40 is a massive stretch. The actual spread is roughly 90/10 I would say… maybe even less. I’m using a filter which specifically only showcases items I’m picking up, so 100% of shown items will be picked up by me. That’s simply a ‘show only T7 exalted’ one filter. So the spread becomes fairly clear.

That is not my experience. Nor can you really gather conclusions from T7 drops since those only show part of your drops and can be biased due to simple RNG. You can get 4 drops outside your class and none of them is exalted, while only your class gets the exalted ones.

You can take conclusions, though, from doing several idols/helmets/body armour echoes or prophecies unfiltered. Those will usually drop about a dozen each and you can get a “pure” odds calculation from it.

This is so funny… maybe we should swap the playerbase from PoE 2 to LE…
Over at GGG people complain about hard combat, people playing this game, think combat is too easy…
People… if they find any way to complain… they will. ^^

for people like you we have boots and ssf hc. Guys, when you start thread like that you must upload video of ssf hc with vet boots on 1k+ corruption full bosses. If you can’t then shut up and stop talking that game is easy with no challenge.

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I don’t think that would be that much harder for CoF players.

Law of big numbers. With a substantially large base you get always close to the percentile it actually has.

And if you play for hundreds of hours with only a fraction of the drops being present you get a proper overview of the spread. Because the percentile of exalted items - and as you mentioned idols - is a prime indicator.

And both are viable complaints if you know what you’re talking about.

The ‘too hard’ part in PoE is fully the fault of the devs. You got a large amount of builds which need skill rotations to deal heavy damage. Those rotations can’t be used though when gameplay gets too fast, which often happens at latest in end-game and hence causing heavy frustration as it’s ‘out of your hands’ to deal with the issue.

In LE the other side is present. You can hold left-click and ignore your position and life bar with several builds during the campaign, even when not upgrading gear for several Acts.

Both obviously are simply crap design. One doesn’t let you overcome a challenge given and the other poses no challenge at all in any form.

Take the boots from Act 1 and try just ignoring your position and life bar…

The boots are the shittiest method of difficulty choice existing and I won’t acknowledge them.

First off… they’re nowhere explained to exist in-game.

Secondly… they’re reducing your foremost needed stat in the game, movement speed, removing the ability to go out of several deadly mechanics without lightning reflexes. Taking away from having it ‘actual difficulty’, it’s a cheap imitation.

Third… they’re not a proper difficulty option to pick from and reduce the prime gameplay loop simply.

Either EHG provides a proper difficulty option for people who think the game is too easy for them or not, I hate bandaid half-assed mechanics to work around issues and see them as detrimental, not positive.

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I am sorry but you just said we didn’t have to move at all in the game !
Take your position, did we need our “movement speed to go out of deadly mechanics” or could we “just left-click and ignore our position”.

You can’t take both stand at once.

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That would require an actually big sample. I would say your perception bias kicked in.
I have previously checked this because of a similar which confirmed the spread. And, like I said, checking my exalted stash, the spread does seem around 60/40 for me.

But just in case, I just did an idol echo. I’m playing a sentinel.
-Sentinel idols: 5
-Primalist idols: 2
-Mage idols: 3
-Rogue idols: 2
-Acolyte idols: 0
-Small non-class idols: 4

Anecdotal evidence, but no more than yours or the one from my stash.

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Ah… I see… you’re a smartass!

So, baseline game → tankable campaign with nearly every class. Mage in close-combat? No issue. Mobility not needed.

100% more damage removes said ability to face-tank, doesn’t it now? So you need the MS, which you lack.

So plainly spoken screw off with those awfully designed things. Fun item as an extra… not a proper difficulty choice though.

Idol echos are btw designed to drop a variety of class idols and not only your own.
Take it from loot lizards, they have the basic spread.

But yeah, could be a part perception bias definitely, also something to test out for sure.

I think forge guard doesn’t care about boots at all. Hate me all you want guys, but armor mitigation just to op. 70k hit ehp without new idols and items, cmon.

And now even hatefull DoT reduced to ash, forge guards are immortal muahaha

Not sure that’s all coming from armour as you imply, you’d need ~94.5% mitigation from armour to get that much EHP with 4k hp (or ~93% with 5k hp). Plus the stated mitigation in-game is only for phys.

5k hp, 113k phys hit ehp :sweat_smile: It’s not only armour ofc, damage reduce and endurance included

And 100% block for sure

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Where did you get this from? AFAIK, there is no special weight applied to any of the echoes. They just drop several items of the specified type as if they were regular drops (which then get affected by your CoF ranks).