It is an aspect of the argument I’m making which simply has to be taken into consideration.
I can’t name all things relevant to my decision in the forum, heck… I can’t even name them otherwise without standing there for 1+ hours of solely rambling off specific design aspects, details and such. It’s a complex thing.
It has to do with the positioning of it.
The itemization interacting with it.
The itemization available otherwise.
The effort aspect put into it.
The randomness of the system.
The possible outcomes of the system.
The importance on how many people are affected by it.
And much more.
And once more, here it’s a talk about itemization, not content. Screw off with content. Nobody gives a shit right now about content. It’s like this one uncle which nobody wants to see at a family meeting but every time simply blasting in unannounced.
Yes, you don’t ‘need’ that stuff, that has no relevance for itemization progression. Heck… by that logic you don’t need the majority of equipment, just remove it then, why does it exist? It’s a logical problem there if you try to keep at that.
Uber-elder has been killed with a character below level 50, Maven has as well… so we don’t need 50 more level, we don’t need maps, we don’t need any gear beyond what the campaign in PoE offers. It’s nonetheless meaningful and has to be discussed
It’s once again the same topic… itemization progression with exclusion of content related aspects.
Why? Because it always boils down to that if the system mentioned in itself is not an issue but underlying root causes.
Not really. You’re just shifting the discussion again.
What’s being discussed here (what actually started our replies with each other) is the argument that everything in PoE can be done in the hideout except for double corruption.
Which isn’t true, as you’ve had betrayal benches for years and lab enchants as well.
True, you might not have them anymore, but they’re not as good as they used to be either, so it’s normal that you remove the gate.
Then it shifted to “PoE lab still gate keeps stuff” and you saying that it doesn’t matter because you don’t need it.
So we’re left with 2 facts:
-PoE also gated stuff required for progression in side-content that you had to do over and over again (and, incidentally, that was also affected by disconnects/bugs in various times throughout the years). and;
-It’s ok to gate stuff if you don’t need it until late in the game.
The betrayal crafting was moved into the Harvest system partially and into a itemized currency after adjustments since the initial implementation was too strong.
Lab enchants were always extremely important, up until the point they removed many specific outcomes and made it into a generic mess which caused them in the end to remove it as it had no meaning anyway.
And once more, ‘what was’ can be taken to learn from ‘what is’ has to come from those outcomes.
PoE learned from non-optimal implementations and does many of them not anymore for that exact reason.
LE hasn’t watched PoE intensively and hence not learned from past mistakes that could’ve been avoided in that regard.
Could we expect them to be up to date for everything in that regard? Nah.
In that case? Eh, a bit, especially when pointed out.
Depends on the stuff gated.
Depends on the time you need it.
Depends on the availability.
Depends on the gating mechanic.
Depends. LP on a build enabling unique definitely has a much higher weight then LP on a generic unique which doesn’t provide anything specifically… well… ‘unique’ outside of maybe a few improved stats compared to other items in the category.
I can’t play a melee detonate arrow build without ‘Jhelkor’s Blast Knive’ but I damn well can play many other builds without using a single unique, hence they improve the power scale simply at times in miniscule ways and in others they change the entire premise of the character.
The more impact it has the more important it becomes. If for example the enchants in PoE had only a 3-5% change rather then this massive 30-40% chance at times… then yes, they wouldn’t be ‘required’ in the mind of a player.
And ‘requirement for content’ is not the baseline here, content is separate. It’s a diablo-clone game, the first and foremost aspect of those is progressing your character. Hence if it’s a big aspect of that it becomes a thing to mention with more importance.
The same mechanic providing miniscule changes can be more limiting while one which has severe outcomes will be harsher scrutinized for the limitations it has built in.
This quote struck me. I, and I’m sure everyone who is reading this currently, remember a time when 3-5% was a must-have upgrade. The more extreme min-maxers paid attention to 1-3% because that was all you could get. In many ways, games have changed so much.