Pratically I think this does not really impacts you though.
You get more chances with the new proposed rank reward.
And especailly for Exalted Items you can still use Rune of Creation to duplicate them.
I think having more individual chances will feel better and give you desired rewards earlier than having those exact duplicates, because that bonus only benefited you if among the base rewards there was something useful.
Both versions have upsides and downsides but i don’t think it is as grave as you make it out to be.
Honestly, I’d just really like to see a rework to how the monolith web generates, to make it more web-like. Right now it feels like a monolith tree, as paths diverge very often but rarely converge. Make it more web-like where paths converge nearly as often as they diverge, and it’d be golden IMO. Would also open up a more interesting design space in the future if, say, EHG releases some new mechanic or feature that affects areas of the monolith web, as the player could feasibly path around that area if they don’t want to touch it with a ten foot pole.
The echo web generation has some sort of algorithm. At first its fine but it becomes worse, the bigger the echo web becomes.
This has improved a lot over time, but its still not very good for extreme cases.
I made a post a loooong tiem ago and it has significantly improved since then.
I asked @EHG_Mike a couple of times on discord and he said that they improved and tweaked that numerous times.
But I agree and still advocate for more improvments.
For reference if you are interested, here is my old post:
Yes. Most importantly, Ward Decay Threshold will now increase the ‘soft cap’ before the quadratic scaling sets in. Ward Retention is largely unaffected by this change (it does exactly what it did before).
Like I said, it’s not a big mathematical change, but it feels bad. Using runes of creation is only a small factor in this. The real end-end-end game chase revolves around getting a certain t7 affix on a certain item or even specific subtype. Getting that alone isn’t hard, but crafting that up to having 2-3 t5 affixes of your choice is harsh.
We really don’t need to talk about a numerical nerf here, it just isn’t there. Maybe getting one such item every 1.5 hours feels better than getting a pair every 3 hours, I don’t know. I just liked these pair drops.
I don’t know about everyone else, but did the skills get snappier? That was one of my biggest gripes about LE, skills felt floaty and had no impact. The few they showed looks so much better. That alone is getting me hyped to play.
Could you explain the lootfilter changes a bit further plz? For example, I want to make a rule for two types of rings (only 2 types!) with affixes: Int t6+ OR Spell damage t5+ AND any resistance t3+. So Int+ res or Int+Spell dmg+Res or Spell dmg+res.
All that in one single rule. WOuld that be possible in 1.1?
What I read is absolutely AWESOME! You have shown contrary to many cries that you do in deed listen to the community and make adjustments to your original thoughts and that you are trying to make a game that continues to be enjoyable.
You are making many changes that the community has asked for and are making others that help bring a balance to some over-abused mechanics.
I’m definitely looking forward to seeing what else you are changing for the classes (skills) and finding out how they play out. I know you’ll be watching too to see how players build and work with the new changes.
Yes, this rule is possible with the filter changes in 1.1. Within one rule, you would set one affix condition with Intelligence, and Increased spell damage, with the advanced condition of minimum required tier of 5+. Then within that same rule, create a second affix condition with all resistances selected, with the advanced condition of minimum required tier of 3.
With all those changes to Ward will Exsanguinous+Last Steps of the Living version be dead in 1.1? Because 4k-5k is not enough for a non-Endurance defence layer Ward is.