Besides the gear grind in the end game, there is little to no intrinsic character development after maximising specialised skills at around Lvl 70s. Furthermore, there are only 20 skill points per skill for five specialised skills, which typically and indispensably include a QoL skill such as tps. Improving skill expression and progression, in my opinion, would be a huge improvement in the game’s QoL. It can be done through two ways:
1st improvement would be increasing skill level and points. I particularly like how the skill tree possesses both utility and damage options. However, I personally believe the skill level cap should be increased to 25 to make skill expression feeling better in the end game and to have something to strive towards nearing lvl 80s and beyond.
2nd issue would be the totality of specialised skills. I often found powering up through gears - an external factor - underwhelming despite it being in a currently fine state. In addition to having a higher skill level cap, having a sixth specialised skill (that is made as a passive or trigger skill from other active skills) would allow build diversity to flourish more and let creativity to go wild. For instance, I love how Acolytes’ hungering strikes skill tree works and synergises with Acolytes’ and Liches’ theme, identity and other skills. Having more class-specific skills synch’ing to one another also differentiates the classes and accentuates thematic differences. When I try to theorycraft another character, it just pales in comparison in terms of skill expression and thematic alignment.
I struggled with trying to play another character knowing that it is only about the gear grind in the end game. It is also why I barely played the game despite buying it for a long while. With more options for skill expression and build creativity, I’m certain that the gears obtained to make all skills connected from the gear grind would yield a massive sense of satisfaction which I’m craving right now as I’m writing this post.
I agree with both your points, but honestly it might just be looking too deeply at what the game currently offers. If we take the base trees and number of skill specializations and just increase them right now It would provide more linear power acquisition, but it would end too strong.
I think currently the 80+ content is lacking, but that’s just because the game was designed with space to develop into. I have full confidence this gap of character changes will get filled in as more content is introduced.
Yeah the lack of content variety is another replayability issue for me.
However, I just thought of a solution that addresses both issues at once: Evolvable class-specific content e.g. Seeker of Truth/Avenger of the Ruined.
This content can involve a struggle for each of the classes in the alternate timelines after they reached the end of time and can evolve into Lvl 80,and beyond. After completing the mission of the first struggle, the character is rewarded with a 6th specialised skill. For rewards, this can be used as one of the venues for farming unique or set related gear for each class with a variety of boss drops for current and future content.
To modify difficulty, for each map there can be a skill-specific or damage type restrictions on top of regular mods for that particular class.
I understand that this can be a huge endeavour, but I wholeheartedly believe that investing in multidimensional solutions like this would be a great strategy for the game’s development.
I agree with you, but just not right now. With the content available, you can do all content with what we have, there would need to be an awful lot of rebalancing for that amount of power creep. When we finally hit launch and the game begins to expand with league content, I am totally on board with you!
Power creep is certainly an issue. I keep forgetting that the game has not launched yet after a few years already and still unknown for however long. After a long while, I came back expecting a lot more (totally my fault), and the improvements barely scratched my itch. If the game launches at the current state, I might not make it after a single playthrough. I’m well aware that LE has its own charm and it might attract a lot more players due to novelty. I’m worried that the game in its current state might not be able to establish itself after novelty factor wears off, considering the appeal and competitive edges of other games in this genre. Hopefully with more people playing at launch, devs are empowered and motivated to develop more.
Again, I agree with you. I am not a story person, whether it is LE, PoE, GD, I dont know what the hell is going on. I am there for the gameplay loop. As it stands, there just isnt enough to the endgame system that drives me to want to play it for the thousands of hours like I have in PoE. I dont know how much you care about PoE, but for those of us that do, we gotta remember it took GGG years and years to make an endgame system (albeit bloated at this point) engaging enough to come back for more season after season.
Right now, EHG has done nothing to make me NOT believe they can make something good, their update history speaks for itself. Now, we just have to wait and see.
Off topic, we will have D4 soon, and it feels like it is in the same position (but lets be real, very little depth in comparison to LE), nothing to do once you finish the story. Unlike EHG, I am not giving Bliz the benefit of doubt, they are a multi billion $ company who at one point was the biggest player in gaming. Any product they release should be polished as hell as well as engaging as hell, and well, Im not seeing it. I played both betas and was not overly impressed.