Most of us can agree it’s poor design in the first place, but the fact it is so buggy and I get disconnected more than not makes me not want to do it at all, which makes me want to go try D4 Season 5. Please at least fix the disconnects when in Temporal Sanctum if nothing else, but I would implore you to remove this altogether.
You have such a good game here, but a couple of small things like this are baffling to me. You could literally just put it in a town with no access requirement and it would be pretty in line to other games.
Aside from getting your build to the point where you can do T4 Jurla if that’s something you need for your uniques, the dungeon isn’t particularly difficult. It’s just tedious to have to go through it every time you want one try at crafting your item that will probably take a bunch of tries. It’d be less of an issue if it was fun/working completely, but still something worth questioning.
You could just have the unlocks gated behind beating the boss for the first time then you can just do it in town. The cost still being what it’s always been: Having LP uniques with rolls you like and exalts with affixes you like. I don’t think I’ve ever worried about running out of dungeon keys because I do them so little because outside of exactly crafting a legendary they aren’t worthwhile or fun.
They’d then have to do something to make people care about going to the dungeons again, but ideally only after a rework and debugging of them.
Yeah, it’s decent design there… but I also think there’s a point behind that argument, not quite the one intended to be made but a point.
Since the limiter is exalted gear anyway it makes currently not really much difference where it is, at best for 1 LP items it does, but that’s it.
Yeah, time-gating. Which in itself is not a problem, the absolutely low-quality content before Julra is as well as there being low access to the materials needed to use the mechanic, so it becomes a bit arbitrary.
I tried T4 Julra four times the other day. Twice I got one shot (skill issue, that’s fine) and the other two times I lost connection to server between levels. I have played 100 hours of LE this cycle and during that time I’ve had ONE disconnect outside of Temporal Sanctum.
I think double corruption is the only thing that you cannot do in town. All other crafting mechanics I can think of in PoE are itemized or accessed in the hideout, even the obscenely powerful Hinekora’s Lock and Reflecting Mist.
And only a portion of the BiS of PoE are made through double corruption.
If your point is that you should prove that you are able to beat julra in order to do legendary crafts this does not explain why you need to do the boring sanctum every single time.
It’s boring, it’s often bugged, and it’s not difficult.
I get that it is supposed to be a time-gate to making legendaries, but it’s absolutely not needed. The biggest block in my ability of making legendaries is my ability of getting the bases for the crafting, not the time it takes to go through the sanctum.
If it was just the boss fight (like it is for aberroth), I would not mind as much.
The best experience I had with the sanctum was when I was using a build that could easily blink through barriers (Try traversal glacier, it’s great).
I crafted a lot of legendaries using that build, the little gambles were very fun, despite the fact that I was gambiling on effectively useless gear which was not an upgrade for me, just some items that I was making just in case I wanted to roll that build (like a T7 int exang which is still eagerly waiting in my stash the fated day when I will use it ).
Well I have a very long thread on this issue and design overall. What will this design do for the longevity of the game even “IF” it was working right? It isn’t good.
There are so many time-wasting mechanics in Last Epoch instead of playing the game. Then we are supposed to do it every cycle? It’s no wonder a significant amount of players didn’t come back.
Like others I’ve done this stupid dungeon 100’s of times and dread it every time. From lag spikes, to bugs, game freezes, horrible design of the map, Desyned boss mechanics. I just don’t have it in me to do it another cycle after this one. If we don’t get a Legendary Forge unlock I think I’m done playing Last Epoch.
Temporal Sanctum is one of the worst experiences I’ve had to do in a video game. I love Last Epoch but it’s just in the way of enjoying the game. You are forced to do this dungeon over and over again too which makes the situation worse. It doesn’t have to be like this. There is zero harm in moving away from this time-wasting mechanic filled with bugs and bad design.
I had this happen 2 times in a row. Then on the Julra fight since I finally made it down there I switched dimensions and heard noises. My health is going down nothing in on my screen. So I switch back and I’m out of bounds standing in void goop off screen (when originally i was in the middle of the map).
Another fun bug is any stun can drastically increase the desync issues on Boss mechanics. At the start I stunned Julra. So she did all of her mechanics at the same time. The explosion, the pillars, the void goop instantly right at the start. Fun times.
Who says that? An the basis of what premise?
Path of Exile’s Labyrinth is the exact same design… but not detrimental despite locking content behind it.
So what makes the difference?
These details are important to mentioned, you can’t take that argument as a ‘general truth’ because it isn’t. It depends on how it’s implemented and the surrounding conditions.
Which ones?
I only know of Dungeons being a time-gate.
Which other time-gate is there?
That’s a general problem with the net-code of the game and not solely with Temporal Sanctum.
Albeit ‘something’ is definitely wrong with the Temporal Sanctum itself, beyond the common desync.
They did for 10 years and were taken out a few months ago. So for the whole duration of PoE since they were introduced, they existed. So if you wanted to make your perfect item you had to farm lab multiple times for the perfect enchant, then go to the pyramid to slam double corrupt and see if you’re lucky.
This is not to mention that they have removed lab enchants, but gem enchants are still there; so basically still the same thing for the purposes being discussed, which is you having to do a dungeon-like mechanic that is linked to your progress that you can’t do in your hideout.
Yes, and they were a shit decision from 10 years ago and persisted simply finally were handled properly a few months ago.
Just because everyone went ahead and ate tide pods doesn’t mean it was a good idea either.
Decisions can be utterly shit and persist despite that. Every product has a few, and every product needs to get a grasp on those.
As for gem progression: No, only alternative options. Your special ones are rare and not a upgrade until laaaaaate into the game. It’s at best a bonus, not a necessity like the ‘+1 projectile’ enchants were.
First, enchants were never actually required in PoE (maybe they were in the last couple years). They were just a power boost.
Some builds needed one to function better, but still not required. You could play the same build successfully without them.
Second:
So, like LP slamming currently? Where you don’t actually need it until late into the game (meaning Aberoth on some builds)?
The older enchants were one of the biggest possible power upgrades for your character depending on which skill you played. Some were awful, some were literally 30-40% DPS.
We’re not talking about ‘successful’ here but progression based design, which has to be seen with content excluded as the content has no meaning in relation.
What? LP slamming is and never was a miniscule side effect that had barely effect on your character. Also prevalence of usage is on a completely different scale.
It’s not a reliable comparison at all. And you have to take into consideration that PoE went away from SSF design and is solely in community based design nowadays, hence actually having to buy those things. Which has become viable with 3.25 given that trading now is automated for all stackable items.
LP is a major power upgrade line for your character, repeatedly to be used and hinging on other itemization below. Gem-alterations are a in itself closed system, a one-time one for a small spectrum of builds in general in the first place. Not even comparable in scale of effect, which has meaning for such discussions.
That is not what I said and is simply shifting the phrase. I said:
“Where you don’t actually need it until late into the game”.
LP slamming, with the current content, is a bonus. You don’t need it. Like you don’t need alternate gems in PoE. Like you also don’t need double corrupts in PoE.