Interesting decline of players

i dont think you are talking about LE, because i count more than 2.

keep in mind, just because you dont consider certain other activities as “end-game”, it doesnt mean they are not.

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well… the game only has 2 endgames Arena/dungeon & Rift. See, for 1.0 this isn’t necessarily bad, PoE had less than that, but if that’s all you expect from this game (and that’s what it seems like) then it’s quite worrying because the game is already in a dead game state, even PoE having one of its worst seasons and over 10 years its retention is greater than that of LE… I still think that LE’s core is very good, and I hope for the best, but what’s true is true, you can’t hide it

What are you saying? We had Arena in the beginning and then they added mono and dungeons. So you have 3 things you can do in the endgame. Sure Mono as kind of a core element is lacking but it looks like some players are happy with all three options they have.

is anything you can do past the end of the campaign.
in other words, anything you can repeat to get more/better items or climb a ladder/leaderboard.

i like how you try combine arena with 3 other dungeons that have totally different objectives.
“keep in mind, just because you dont consider certain other activities as “end-game”, it doesnt mean they are not.”

which is one of the reasons for this topic.

it is, but the developers have spent too much time in the wrong places for a public game.
LE was/is a game that EHG made for themselves, they didnt/dont care about balance, bugs or anything, it was/is just something fun/funny for them to do (wake up one day and decide to put random low health void damage on a rogue item Nightbringer).

they basically have to adjust everything relating to balance and bugs for a public game.
depending on how fast/hard they work on fixing the problems, you will either see it get much better between 1.1 and 1.2 or longer and thats already roughly 6-8 months, so, maybe check back 1 year from now.

5 years of development has given them a half working template that they now need to adjust for more people than just themselves.

i got tired of the fps being eaten by something as simple as 2d text tooltips. they still havnt fixed it after all this time so i lost interest/hope.

game too amateurish.

i dont think im coming back unless they change their priorities to something that suits me better. (they wont, have shown they wont.)

the whole thing feels a lot like wolcen to me. fun initially, gets old quick, weird priorities that arent about smoothness and performance… bye :slight_smile:

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Actually, the most recent patch fixed the issue with tooltips affecting performance.

So you agree, the game only has 2 endgames, arne & rift. The DGs in this game are useless, they are just progress barriers and in fact there is only one that serves as a barrier to endgame craft NOTHING beyond that. and one detail NONE OF THEM are fun and that’s the worst of all

Game died when the gold exploits came out and they did NOTHING to 90% of the people who benefitted from it. Its comical banning people who directly exploited but left all the gold that circulated as result of those exploiters paying exuberant amount in the AH in the economy. Maybe in 1.1 they will have a better game. No COF nor offline are not the solutions.

It did then too. I started playing poe in 2018-2019

This right here is what made me truly love this game. And stop playing poe. I honestly hate how poe does its crafting on top of using those mates for currency. Also at least for me monoliths feel like farming in D2.

Im one of those d2 players that actually enjoys popping stuff into the the cube to crafting things.

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please read before responding

Blockquote
“LE was/is a game that EHG made for themselves”
“they basically have to adjust everything relating to balance and bugs for a public game.”

the definition of “fun” is subjective, just like “end-game” activities are subjective.

if a developer is enjoying what they want in a game, then you come along and tell them its not fun, who’s definition of fun is actually fun? (see, subjective)

if a developer makes 3 dungeons, an arena dungeon and monoliths with each having entirely different locations and objectives as endgame activities, then you come along and say, well, 4 of them have the same word ‘dungeon’ so thats not 4 activities anymore, its 1 (see, subjective).

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What DJ said about getting gear in D3 is actually why i do not like diablo 3. Theres other reasons as well. Simple bland builds was also why i dont like d3

Truth is what they said is a majority of the reason players didnt stick around long each season in D3

they lack builds, which is basically just items.

if they made it possible to actually (by actually, i mean, your own set/unique) craft items properly, so many more people would enjoy it.

D3 had the potential to set a whole new level in crafting, just like LE, PoE and maybe even D4 (havent played it).

developers seem to be making more activities instead of making more customization for players.
once you have your build, do all the activities as far as you can go, then its boring.
do you see how it starts (build), so, developers spending more time adding customization to gear, increases the time people spending doing anything else.
i am sure it takes longer to design entire activities than adding stats or creating items.

some people spend an insane amount of time playing with gear stats, its unreal.

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Dude, you and Dj never really played D2, practically ALL of D2’s endgame is runeword crafting, THAT was the most advanced complex at the time, for a 32 bit game and taking up 2 CDs of space. LE has an excellent idea for crafting, but he is cowardly and does it halfway.
1 - the forge lvl should increase as you advance in corruption, the items should come with MUCH MORE forging potential, it is frustrating to pick up an item in act 1 with 40 FP and in a bos with 1k+ corruption the item drops at 20.
2 - it should be possible (and simple) to reach and/or modify only affixes t6~t7. I think a Glyph could reroll t6~t7, and one could be used with a chance to raise +2 or +3 so it would go from t4 to t6 or t7.
3 - there should be a way to recover forging potential, I would do it in a dg where at the end you place the item and it removes 1 lvl from 1~3 affix and gives a reasonable amount of forging potential.
4 - finally I would limit the unique ones to 2LP, create a rare glyph to give LP to the item and a DG that would allow cleaning the affixes of a unique item.
with this the game would have a REAL craft and late game.
I would also do away with the choice between factions, every character should be able to use both, so the game would also have a search for MF and a real trade

They’d have to have entirely reworked the game though for crafted items to be more useful/effective than sets/uniques. Which they kinda did but called it D4.

Ah, the No True Scotsman argument! They aren’t proper/valid gamers because they didn’t do what you did!

Have you modded your game to drop exalteds in act 1?

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When did I say that?? The point is that they cite D2 as an excuse for the problems here, whereas in D2 it is not what they say, in this topic the guy said that D2 had no crafting and that it had the BEST AND MOST COMPLEX crafting system focused on the endgame that existed , was the BASIS for everything that came after INCLUDING the PoE metacraft. RUNEWORSD and anyone who played D2 should know this

That would be the bit I quoted. It wasn’t just a random selection of words from your post.

You then go on to double down on the sentiment in the rest of this post (the one I’m replying to now, not the previous one) so I don’t think I need to quote all of it.

Not entirely sure I’m sold on the idea of runewords as crafting TBH, but I can kinda see how one could take that view.

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All of D2’s endgame was farming meph/chaos/pink/whatever, hoping you got uniques to drop. If a good rune dropped, that was a bonus. You mostly got runes by trading uniques for them.
And for a small portion of players, endgame was farming trav for gold to gamble.

And for an even smaller portion of players, because it was boring for most, endgame was placing a rune, a gem, a jewel and an item into the cube, looking at the result, throwing it on the ground because it was crap, and doing it again hundreds of times until you got anything decent to trade.

Quoting yourself, when did I say that? All I’ve ever said regarding D2/LE was that LE brings that D2 feeling into the gameplay. Which is why many old D2 players enjoy LE.

Which guy said it and which of the 2 did he say? Because those 2 are contradicting statements.

D2 was limited in crafting. You either dumped recipes into the cube hoping the RNG gave you something or you made runewords and hoped the RNG gave you good rolls. D2’s gameplay was almost all about simply farming bosses and hoping for rare unique drops and the occasional rune.

Which is why D2 players enjoy LE, once again. Because they can simply farm monos hoping for that good drop. The gameplay loop is similar and the difficulty in getting the BiS gear is similar.

Dude i know that. I still play d2/d2r

Perhaps actually read the last lines of what i said which u replyed to regarding the cube yes i know cube recipes arent the only crafting in d2 RW is as well

U missed the point DJ was talking about regarding runewords vs legendary crafting.

Which is why i said what u replied to

Please read everything in this thread to actually understand why i said what i said. Op has been talking about RW system which the LP exalted slamming system is. Just EHGs version of it.

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the video below is more like what i have been talking about and what the crafting system should have been from the start, not 4 seasons in, because they have already lost so many players.
you only get 1 chance to make a good first impression.

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