Corruption favour, corruption points, purifying points or whatever you wanna call it.
Whenever you complete ANY corruption in ANY timeline you get 1 point/favour/whatever.
You spend that point in a timeline and the corruption goes up by 1 point.
You can use this to raise corruption in any timeline and it is seasonal account wide, meaning its not just tied to that only char, you can use it for every char of that season (so, super useful for alts!).
Example:
I am at corruption 500 for reign of dragons. So i gained 400 points. Now, i wanna start farming blood,frost. I can just spend 400 points and take it to 500 as well. Or I can spread 100 corruption between 4 different timelines.
It doesnt really matter if you end up raising your corruption a bitt too much because you will then die easily and have to go back the corruption. All it does is make the process faster and less boring.
One of the worst aspects of this game is having to raise corruption for every timeline for every char. Its really annoying. This way that burden is lessened.
If you think that that might end up being too op, you can just change the ratio. Instead of getting 1 point per 1 corruption, you can get 1 point per 10 corruption, 1 point per boss killed, 2 points per shade killed, those are just some examplesâŚ
Also. Change rewards nodes to help with the sense of progression. There are some useless rewards such as rare items and set items. Just change them to unique, give us a lot more unique nodes, so the monos would be more enjoyable because the attention would not go only to corruption pushing but to completing timelines to get rewards and maybe progress by getting something good.
And as always, finishing the post with a:
âFix the damn fucking chat filtersâ
I donât think this is the right solution. In my opinion there is not even a problem that needs to be fixed here.
These nodes are not inherently bad, they are just becoming worse than other nodes, especially once your character is decently equipped.
Removing all the ânot so goodâ rewards will make rewards overall better yes, but also more predictable.
Right now when you have 2 or 3 Unique Body Armor Nodes in a row and you are on the hunt for that, thatâs exciting, because it doesnât happen all the time.
This is similar to affixes. There are weak/bad affixes. Without bad/filler things the good things are not special anymore.
By pushing corruption you already do increase your chances for more rare rewards (exalted, specific unique/set items etc).
Also regarding your inital suggestion with the corruption points. I donât think that this would make monolith less boring. For this to happen, the in-echo combat experience needs to be spiced up, not the meta system.
This idea of âwe need to have bad ranges / affixes to make the good ones more specialâ is so fundamentally outdated that itâs stifling the ARPG genre. We already have multitude of affixes that are crucial for some builds but useless for others (like throwing damage on a caster build, or minion damage on pure melee), so there is already an rarity in finding the item with the exact affixes you want; bloating the pool with universally bad afffixes (of which I donât think there are that many of, outside of⌠stun avoidance?) just makes players angry that they exist.
I brought up the issue of ranges with the devs, and the response was that ranges are so universally baked into the ARPG genre that youâd have to lower the drop rates tenfold if you just want to drop âgood items.â Guess what? The bad ranges are just going to be left on the ground anyway, they take up processing power thatâs better spent on performance and the players benefit if they werenât in the game.
As for the monolith nodes, I particularly love the system and donât get how people can find them boring, but thatâs just my personal opinion and not meant to be universal. CoF is useful in that the faction gives a chance for rare items to be exalted, and thatâs excellent for monolith node farming. What would make the system better is that every player has a chance for rare items to be exalted, and replace the pure exalted nodes with class-specific nodes (either the + to your skills bonus or the head/body prefixes that are innate to each mastery). That way, the player has a better chance of finding affixes that are build-defining and makes them want to create new characters to maximize the affixes they just got.
I love how many specific affixes there are, and they should have more prominence, as itâs such a unique feature I havenât seen in other ARPGs.
I donât say artificially bloat the affix pool with purposefully bad stuff.
But I am talking about things like hybrid health, %health and health being avaialble on belts for example (just one example).
Flat Health is universally worse than the other two options. But its not bad.
Same with stun avoidance. It was arguebly very useless and now they reworked it where its not that bad, but still worse than most other similar affixes.
Its good to have good, medicore and bad options within a certain range.
To get back to the OP, the generic random unique echo rewards are universally worse than most other similar nodes, but still they can be good.
I got 2 of the rarest items in the game from a random unique nodes (Ravenous Void and Orianâs Eye. Obviously that is very rare and an outlier, but it can happen. So I donât think they need to be removed.
Letâs look at both cases:
1- Items drop less but only have the perfect range: You play for 50 hours, you get the gear you want.
2- Items drop the same now but have value ranges: You play for 10h, get a drop that doesnât have a perfect range. Since itâs better than not having it, you equip it. You then play for another 10h and you get a drop that improves it a little. Since itâs better, you equip it. And so on.
Iâd rather have ranges and have a feeling of progression regularly, than only have perfect drops but most of the time nothing drops. Especially because Iâm not one of those players obsessed with min-max.
If I need, for example, âAdded Minion Melee Crit Chanceâ and a T7 (13% to 15%) drops with 13%, thatâs perfectly good for me. If I had to wait a bunch more hours so I could have the perfect range, Iâd probably quit.
Offensive ranges are fine, as there are few breakpoints that you absolutely have to reach to be able to do more damage. Itâs the defensive ranges that can make or break a playerâs will, and where itâs really bad is idols and blessings.
Take a T5 resistance - it goes from 30% to 45%. Sometimes you really need it to be at that upper range (at least 40%) because you need your other affixes for Health (as Health is the biggest difference between a live build and a dead build). You craft your resistance and you end up using 20-30 forging potential to get a bad resistance? You feel doubly bad because you still canât get enough resistance to get what you need and you wasted a particularly good item on bad FP RNG.
Idols are particularly egregious as they often have variables that you canât just slap on another item. There are so many combinations of idol affixes that when you get the exact affix combo you want, but the ranges are bad, it feels like a gut-punch, and honestly, it feels worse than no upgrade at all, as without the affix combo, youâre at least making do with other combinations to help your build somewhat.
But that is a tangent compared to the topic of making monos less boring. An increasing chance of exalted items at higher monos, combined with a chance to get build-defining affixes like what you get in head/chest items, would definitely make the chase more exciting.
I honestly have no issue with this. Crafting is like a puzzle and you have to give up on a few things to get others. I prefer to have a lower range than none at all for however many hours the drop rate nerf would force on me.
This is a fair argument and one made several times before. There are some plans for idol crafting or something to help with that. Until then, idols are a pain.
That would also lead to a global drop rate nerf, so Iâm not sure it would be more exciting.
In response to Viseido (OP) and Tree ⌠Donât forget that your idea of a âbad dropâ or âbad affixâ isnât shared by everyone ⌠So getting rid of bad affixes, or turning all set item monoliths into unique monos, may be your opinion, but some of us like those items. Lots of people enjoy experimenting with âbad buildsâ just for fun⌠Sure we can measure what is bad and good, and whatâs meta ⌠But thatâs not how I play at all. I like trying ideas, themes, experiments, weird off meta builds just to see if they work or look cool, or are fun to play⌠Even though they arenât optimal.
Games would be boring if they reduced everything down to âonly good dropsâ by your standard, or the metaâŚ
I am always at the max character limit because I experiment with random builds I make up all the time, like many others.
You guys are completely missing my point here and even talking about things that are unrelated.
I never said anything about bad builds, meta, whatever. I still get a lot of useless items when completing exalted and unique nodes. Thats not the issue here (even tho i do think that with the ammount of builds that we can make the drop rate is utterly trash, but thats not why i made this particular thread). Also try to farm timeline uniques, good luck, better go for merchant guild and buy it.
About the nodes: Rare nodes ( i mean, nodes that give rare items) and set nodes are useless, and yes they are bad, especially set items the way game is right now, and how bad set items are, and you will get those items anyway just by playing the game, so there is really no need to have them in nodes, popping all the time. I would rather get gold, shards, glyphs, idols, whatever.
Rare nodes, you can even argue, but the most they can offer are some affixes via shattering, you cant even use them for crafting as a base because they dont have exalted affixes. By the time you are level 50,60 you barely use rares. If exalted items were really rare, then ok, just rare items would be not bad, but the way the game is now, rare items are just like magic and common items, because exalteds drop a lot. If these nodes get replaced by exalted nodes the sense of accomplishment and progression through monos would be higher because you will be getting a bit more useful stuff. I was at corruption 500 something and I would just get few exalted nodes before killing a shade.
You will still drop rare items by killing monsters for those who somehow idk want them.
Having more exalted nodes, or general unique nodes, specific uniques, would not guarantee a good item, you can drop exalted with affixes that doesnt help you, uniques with no lp, common uniques, so it doesnt just magically make you get all items you need, you are just focusing a bit more on the actual timeline than just killing the shade as fast as possible, because you are not getting anything good to progress anyway.
Thats the point with the nodes suggestions, make you enjoy the timelines a bit more.
But the main point of the thread was the points.
About the points suggestion, while I do agree that if they dont change mechanics it would still get boring after some time, because it is so repetitive and unchanging. In the roadmap it seems that they are already on it. But having to raise corruption in every timeline for everychar is not fun, at all. And its not only me, a lot of people are complaining about it
I know that the actual gameplay doensnt change whether you are at corruption 100 or 500, you will end up having to do the same thing anyway but thats even a more reason as to why we could boost those corruptions, to get a bit of a headstart, specially when alts. It is the feeling of having to do that everytime again and again that gets boring, it sorta becomes like a chore and not a having fun leveling of farming of playing timeline experience.
Depends entirely on the build, and usually not true.
Finding a exalted item with the right base + a needed rare mod on it is nigh impossible, my characters tend to have rare items until 90 as the actual outcome is better then most exalted items.
For CoF thatâs a lot better though and easier to traverse over.
Not the ones you specifically need though. Right base + right affix exalted is a long long grind.
Yes, so a simple âfaster progressionâ solution.
Thatâs generally not good, especially not in a game which is already stifled by the lack of content for long-term players.
A solution to make the monolith grind more varied and enjoyable is what I would argue is a better solution, outright tying it to results will have the opposite effects and just get more people in which are playing more casually then the core audience has learned to love.
It makes the time-investment less though, and substantially so even.
Agreed, and there needs to be a solution for that. EHG has pushed that out for far too long already and itâs becoming a mandatory change gradually. It hinders your choice of where to farm. Corruption being a global modifier for all empowered timelines sounds the most viable solution and a quick fix without distinct downsides I can think of.
Yep! Thats exactly one more reason as of why I suggested the nodes changes. There are so so many affixes possibilities, that its hard to drop something with the right base+right affix+being able to craft. So by removing rare nodes and giving more exalteds you will enjoy more the actual timeline and farming because you will have more chances on getting something that you might use (for one char or another), therefore getting more of a sense of progression, accomplishment, whatever, and not the feeling of wasting your fucking time and getting nothing out of it.
It works for uniques too, lets say you wanna farm humming bee, you get so few sword unique nodes and when you do, you dont get what you want, and when you do its 0 or 1 lp, which i dont mind getting as reward, but since there are so few specific unique nodes, it takes a really long time to get something. I know if you go furthest you get more chances, you can use beacons, but even so, I think the changes would make it more enjoyable.
Of course it would be a better solution, but it probably is a lot harder and takes a lot more time than changing a few rewards.
For the points I dont know how hard that would be to do that, and even that would not give variations to the grind, its just so its less of a chore when changing timelines and chars, making it less boring. I at least dont wanna play a game and feel like its more of a chore then a fun experience. If I wanted that I would play tibia or poe to make money.
Maybe i phrased the title wrong, its not so much the actual timeline gameplay mechanics farming but more of a making monos suck less in a globally way by making it less of a chore and with more sense of progression (which I do think the game lacks for now, unless you play for fucking thousand of hours like some streamers).
Well, i for one dont want to not have a life to be able to get something out of a game. I understand hardcore players ,which dont do anything else but play, gotta have advantages, better gear, whatever. But limiting somethings for casual players its not cool. I for one, has never dropped a frost claw affix, imagine having to drop a twisted heart with lp, plus a frost claw, plus the slamming chance. It becomes so time consuming that I just dont care anymore and I played without it, you can do it, no problem, but my char stopped progressing like 400 corruptions ago and then it stopped being fun. Theres the merchant guild for that but with the gold exploit and prices and rmt it just became not good. Also, when you buy an item from merchant you cant use cof so it fucking sucks.
We need to also remmember that the game is going for another direction, last epoch now is not last epoch from 2,3 years ago. Its becoming more of a faster game, more loot, more grind, more âpoeâ style. So it changes perspectives on a lot of things.
I also dont see the problem in having casual players since its a paid game and also has mtx. And maybe with a more fun and less tedious experience those casual players would play a lot more.
I think the next cycle would help with the monos gameplay from what I have seen but lets see if doesnt get boring fast like it does now, hope it doesnt.
A diablo-clone game has the inherent aspect that the further down the road you get in itemization the harder it gets. Itâs a exponential mechanic.
To be clear, this is a inherent and unavoidable aspect of the system used with the randomized affix drops. All youâre doing is shifting the goalpost, youâre not âsolvingâ it at all.
The job of the devs is to provide a enjoyable progression with the mechanics given theyâve chosen, hence positioning themselves on the market to get the people they - not us - want to cater towards.
LE was made for avid ARPG fans, hence not casual. Casuals obviously can play it but wonât be 100% happy with it. Itâs less extreme then PoE in terms of item acquisition rate but also has vastly less content which makes it seem like PoE is better in that aspect. This is something which will change over time, albeit their market positioning shouldnât change as then theyâll have to compete with other pre-established products on the market for the progression rate.
Less severe would go towards D3/D4
More severe would go towards PoE
Itâs also a lot less damaging to the core experience of the game.
Quick bandaids are usually nothing a dev wants to do regularly⌠and even less so in a system as intrinsic and important as the overall main progression rate.
Goal achieved, welcome to what PoE is fully about. Core experience stays the same. Variety is higher. Boredom sets in later, meaning you have a vastly higher threshold before the progression becomes the sole nominator to keep you playing.
Normal monos provide that, you have a in-built progression by getting the new ones unlocked, meaning new bosses, new layouts and a steady rise in difficulty. Until empowered monoliths. Then the current implemented content stops.
If your argument goes about swifter progression before reaching empowered monoliths? Hard no, no discussion even. Itâs already too quick for the longevity of the game, making it even more so is not a good design-choice.
If your argument is about post reaching empowered monoliths⌠then well⌠there is ânothingâ. Youâve squeezed the game empty of what it provides as a baseline, everything from there on is purely aspirational.
Your sentence tell me⌠you donât understand them in the least
Those âhardcoreâ players as you name then are first: Not even HC players and second: Not competitive inherently.
Your system would allow to get LP 4 items as well as the right exalted items vastly earlier, meaning the current 3 LP legendary items with perfect affixes for them would henceforth becomes 4 LP items with perfect affixes reliably reachable. Afterwards there is nothing though. No aspirational content.
The âforever playâ people hence have no goal anymore. Those people are the core aspect of any life service game though, a high in-out turnover rate from new and recurring players is also needed⌠but those core players play a essential role in upholding the integrity of the game by providing less fluctuations for the devs and giving a permanent feedback on how well their game does.
Your âsolutionâ would remove a good chunk of those since there is nothing to achieve anymore, hence a immediate and severe detriment to longevity.
Oh! Quite the contrary! Itâs not only âcoolâ itâs actually mandatory. Has always been the case and always will be.
The more âcasualâ you make a game the less enjoyable it becomes for the masses long-term. Works fantastic for the short lifespan of the quick turnover mobile market but not for a game based on longevity like LE. Itâs the antithesis for it even.
Also, plainly spoken⌠if you canât stand this slow progression the game plain and simply isnât something for you. âChroniconâ, âD3â, âD4â, âTorchlight Infiniteâ are examples of the same genre and direction which cater to you a lot more - and not to me as much - and youâll likely find your enjoyment there a lot easier.
Not every game has to be the same shallow feeling, this game provides a modicum of complexity and grinding, if thatâs not for you then itâs not your game, simple as that.
If the core loop doesnât âspeakâ to you so to say itâs unlikely. But in many cases downsides can be made up by other things, so give it a try. If not return from time to time to check if itâs becoming something you enjoy, if not⌠well⌠I said what I think the proper state of handling it is above already.