I just take this snippet from you and I don’t aim at it or you directly and take it just as a reference ^^.
So what is innovation and what is just a nicely pakaged slog? I always said and will always say that the PoE skill map is an artificaly bloated useless mess that mimics a ton of possibilities while it’s simply a math test. That isn’t innovation in my book but an illusion.
All trees in LE fall into the same cartegory for me. To little realy innovative stuff with a lot of filler nodes that adda % here and there. With the interaction with items there are some nice synergys but nothing to write home about.
Crafting went from OK to worse for me personaly. The old system was meaningfull and now we have either items with enough LP to work out or simply not. Sure there were intresting and innovative additions but to me the first system was far superrior because you were able to craft good items early on wihtout many drawbacks. To me this is a mixed back and kind of one step backward and one to the front.
Loot filters are nothing new and the LE lootfilter is rather easy to setup but lackluster in many ways.
Item factions are nice on paper but badly executed. The need to put in a lot of work untill I would find those factions innovative because I like practical stuff not theoretical stuff.
The Legendary system is a chore to me. Nothing but a slog that make you jump through so many hoops untill you might finaly get somethign out of it. Reminds me on the “perfect and innovative” system of warforged items in WoW.
This system of set crafting is something I talk about since Vanilla WoW because it’s the best of both worlds. Having nice set bonuses you want on items that have the stats you need not ending up with a needed setbonus on abbysmal gear. Yet there are restriction in place (most likely needed I guess; we’ll see) and we are back to pick and choose and a math problem. If legendary items are better then sets sets will stay dead.
Endgame is a part where most innovation should happen because we all like our engame. What we have is the most braindead and boring arena system I ever encountered and I hate it dearly.
Monolith is nothing but overgloryfied mapping and the new season theme looks like not much will change here in the basic systems and it will be just another kind of mapping.
Dungeons… oh boy… I’m a sucker for dungeons! I LOVE Dungeons! Normaly I can run dungeons 24/7. On a good day I don’t have to step a foor into a dungeon in LE because the dungeons suck!
The campaign is a snore fest that lacks innovation in every corner. Heck even TLI is more engaging then the LE campaign. To me this is a prime example of absence of innovation from the tuorial zone up to empowered monos.
Skill… to be fair I guess every imaginable skill was imagined to this point and coming up with something new and fancy is hard. Non the less the skills in LE are very generic instead of innovative. Sure with item interaction you get a bit more depth but… meh.
Mastery classes are rather generic with a little twist here and there because the themes of the classes differ a bit. The Voidknight isnt a Darkknight so to speak because some elements of the fluff of the classes differ but non the less they could be the same. Sadly same goes for almost every mastery. It’s a bit bland for me.
Damage conversions… oh boy. Once classes had idenditys and damage types that came with the classes. Then the players started nagging and now we ended up at a clownfiesta wehre every class can deal evey kind of dmg. It realy hurts my soul thatclasses become more of a grey mass then outstanding on their own.
As always I think the base systems of LE are nice and worth to build upon but to me it’s not that fancy or innovative. I realy hope LE dares to get more creative and over the top with future innovations and don’t follow the path of playing it save as all other H&S games do and spice up the market.
Then again I look forward to season 2 andI hope LE will be there for many more years and get better and better and more popular.