Isnt the Grind too much for itens LP 3-4?

Hello, i’ve been playing LE since the beginning and i love it too much, for me is the best Arpg atm, but i feel like i never reach the edge of my builds because i just cant find 3-4 LPs itens in good rate, in fact, i still dont have a single 3LP iten in my build currenty, and its almost mid season, the crafting of the game is awesome but i cant even use it if i dont get the itens to try crafting. i dont have many hours per day to spend in playing LE but i play always that i can, but with the drop rates seems impossible to me ever get Full build LP4 with all the Bis atributes. I hope it get a little more easier in time with new mechanis or something. i rly enjoy the game and i want to see my Char as powerful as it can be.

That will depend entirely on which uniques you want 3/4 LP with.
Some uniques are stronger and have a lower chance of getting LP. Those you will very rarely get with 3+LP. Some, like red rings, you will never get at 3+LP. And even 2LP will be extremely rare.
Weaker uniques, though, drop with 3/4LP all the time, especially the starter ones.

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Once you get your 3lp item, then the real grind begins looking for a worthwhile exalted item for the slam.

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Welcome to the board first of all.

The grind is to much BUT the grind is everything that keeps players playing. There is nothing outstanding about LE in the big picture and if you don’t motivate yourself to get xyz you have a boring gameplayloop that isn’t refreshing or terrific but you do the same old stuff you can run down in your sleep most of the time.

https://www.lastepochtools.com/ here you can find some drop rates for items and you’ll find out that it is more likely to get hit by lightning while taking a dump then to drop some 4LP items.

The nagain if you enjoy the game loot comes in one way or the other. Just focus on your enjoyment and less on loot.

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Thats exactly the point, we will never get 3+LP in rare itens, but why does it exist? so the 2 or 3% players who play insanly get it? thats why ppl complain about world of warcraft all this years, end game mechanics designed for the minor % os the player base. thnx for you opinion by the way =)

But i believe that too much grind put more ppl alway from the game than the motivation to do it, we are old, hahaha, we dont have that time to perfect the build, but we want it anyway, to me is rly sad to no have my char at hes peak. but thats what i think anyway. i will just accept it them. ty for you time and u replay friend.

Which is a given, otherwise you got no long-term goals.

There has to be content for long-term engaged players. Just the form it takes is up for discussion.

But why it exists? Since it’s a general system, plainly spoken EHG should’ve limited rare uniques with the max LP value it can get in my opinion.

This is not a argument. Never has been, isn’t one and won’t ever be.

If you don’t have the dedication for your hobby then sorry to say… it’s not the fitting hobby for you.

Same with any craft, model crafting, painting, RC-car racing… whatever basically.
If you wanna get good results you need to invest good amounts of effort and time.

Video-games provide guaranteed success if you input it, much like many hobbies. That’s why those things are so enjoyed, they give us the a feeling of success which otherwise is not a clear-cut way to achieve.

But:

This on the other hand upholds. While dedication has to be rewarded it also needs to be catered to the target audience accordingly.
And this is sadly not the case with LE, LE caters to a different audience then the vast majority of their game-setup otherwise pulls in.

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Most people don’t care. Most peeople are sitting at home and play the game and don’t give a shit at all and have a good time. EVERYONE posting online is part of a loud minority when it comes to most games because 80-90% of the players don’t interact with forums, reddit or whatever when it comes to games.
So just looking at the numbers the lootrates aren’t made for the average player who plays ~8.5h each week. You think people who play that ammount of time weekly are concerned about lootrates or diving deep into theorycrafting and whatnot? I don’t think so. So yes the lootrates are… meh, most players don’t care.

It’s up to everyone to descide if they want to engage with this or not. If there were no rare items or realy bad lootrates and nothing to change you would have people complain that we are back to Diablo 3 terretory and everythign is handed for free.

On the other hand LE is so easy you get through the game and into emp monos without sweat so you only need fancy drops to push corruption and I don’t give a rats behind about this or monos at all anymore. Idon’t engage in a boring repetetive gamelopp that isn’t fun again and again and again hoping for a different outcome.

If they add something intresting I take a look but I don’t play their abysmal endgame that is worse to me then D3 ever was when it comes to my taste. So it’s up to personal taste I guess.

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You seem to misunderstand something.

Many people sit at home and play the game for a short while before stopping for reason ‘xyz’, most of the time very early, and regularly for potentially avoidable reasons, albeit this one is surely not the topmost issue, though it’s one of the rather avoidable ones at least.

Next up we have people which don’t even know what they like or dislike, purely acting impulsive at whatever their brain tells them at the time feelings-wise without ever questioning why those happen in the first place.

And lastly… obviously the minority is posting, because as you say… less then 10% are interacting with any social mediums anyway in regards to the game, outside of ‘I’ve watched a video about a thing related to it’.

That’s not a viable argument to start with :stuck_out_tongue: But I get what you mean.

Dopamine drops only get a game so far. The issue would be reduced by having a fitting difficulty rate according to the drop-rate of gear… in conjunction. So not one or the other but actually both properly aligned for the same audience, and generally upholding that throughout the game rather then suddenly spiking into nirvana.

It’s not the same, you can get a 4LP Red Ring on your first day of playing the game if RNGesus chooses you. You have to join a raiding guild in WoW and attend scheduled raids and wait for your turn in loot to get highend items. You don’t have to do that here, nothing is gated behind group play.

If you want to get the rarest items in an ARPG then you either have to be lucky or put enough time into it that eventually your average luck hits. There are items you will most likely never see though and that’s just fine. A good ARPG needs unicorn items you can chase. I’ve played D2 in all my childhood and a good amount in my adult life as well but there are items that I have never dropped and that is fine.

If you cannot accept this then loot based ARPG is not your genre.

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I don’t. Look at the player count and then how many individual posters there are. The majority is just playing the game without engaging more.

If there is bo viable argument for you there than you can’t be helped on this matter.

That’s why I son’t play LE at all anymore. Was fun for 2-3 days going slow and playing around and through the new stuff but the endgame gameplay loop isn’t for me.

Yeah but this would end with “progamers” and content creators crying a river because they are done after three days. Sadly the 1% is moreimportant to EHG then the middle ground of players but that’s something in the genre that spread like cancer. Reasonable droprates are not the enemy but the lack of quality content is.

And if not? I got 8 Exsangs in 3k+ hours of playing LE and drop 8x The Slab in 5 minutes. RNG is a bitch and no argument to have.

Why? If they implement you statiscly never see those items are a waste of development time. Why add something to the game so rare only 1 in 10 million players drops it? Makes no sense at all to me and I would question peoples state of mind if they make any build requiering said item.

People still play D3 and when there were some good season it was fun to play even if you had your items in one day because the gameplayloop was fast and smooth. I rather have quality content that keeps me engaged then some items that are equaly likely to get as getting hit by lightning twice.

If this is your take on it you can’t be helped. For example Borderlands 4 has a ton of rng in it right now because you don’t need the right legendary but also the right parts on them. There is some kind of chase and BiS items that are realy rare but there are no one in a billion drops and the gameplayloops is fine because it’s everything you are used to when it comes to Borderlands.

If YOU are okay with drops you never see then that’s fine but “loot based arpg is not your genre” because someone has not 50h time to play a week is a rather weak argument. EHG has already lost a lot of goodwill from the playerbase and the droprates are a topic that pops up again and again. If a topic i resurfacing again and again over time you could be pretty sure something is of for some people and worth to look into it. Then again that’s just my point of view and many people will disagree on this as much as I disagree with you :slight_smile: .

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There isn’t any item that is so rare that you will never see it. There are, however, items that have variations that are so rare that you will never see them.
For example, you have a reasonable chance of getting a red ring in a season if you grind for it. However, you have no chance at all of ever seeing a 4LP red ring. Same for a 5xT7 exalted.

But this is because it’s actually simpler to code all uniques the same way, just tune their reroll chances, rather than creating exceptions where one unique can have 0-1 LP, and another can have 0-4LP.

It’s more efficient in terms of development time to simply code them that way and have theoretically possible items in the game that have no chance at all to drop for now. Especially because as you get more power creep into the game, they will become more feasible to get, until eventually we will get 4LP red rings as achievable and 5xT7 exalts (at which point you probably have some other tier of gear above it that’s harder to get).

Let me flip that question: why shouldn’t it exist!? Why should you put a arbitrary cap on some uniques for LP?

LP is balanced on a item by item basis. So some uniques are very easy to get with 3 or 4 LP while others are very rare just with 1 or 2 already.

These are balanced by relative rarity and power and give devs a good balancing lever.

Just because it is theoretically possible to get some of these items with 3 or 4 LP doesn’t mean it is realistic. But them still existing is a good thing IMO.

It just comes down to expectations and how experienced a player is to know what uniques are realistically obtainable within their way of playing the game.

I think these “once in a lifetime” drops are very cool in these types of games. It is just up to the players to realize what drops they can get and which they can’t get.

Because at some point in rarity there’s no point in saying that a thing exists because it’s just not going to drop. Where that point is varies by player (you clearly have a much higher tolerance for it than I do for example), but everyone will have a threashold beyond which they just shrug & ask what the point was of adding the item.

Yes I know, but that is exactly why I asked back that question to show that this is a very fluid and subjective thing.

The whole LP system works so well, because items are individually balanced and this will lead to some items being ridicuiously rare. But why cut them from the pool? There is literally no reason to do it. Their existance does not hurt the game, other than people thinking they could get them or striving for them in an act of illusionary goals.

Removing the possibility of some 3 or 4LP items, while keeping others would be very strange.

The converse is also true, there’s no reason not to do it & their presence doesn’t improve the game because they’re so rare they won’t (in practice) drop.

I kinda agree, but the rarity does that already, to all intents & purposes.

Would it make you happier, or would you think the game were improved if the devs said (& datamining confirmed) that there was an item with a 1 in 10^1,000 (insert sufficiently big number, plus 1 here) drop chance?

That is not really true, because for this cutoff you would determine a specific point on the rarity spectrum.

We are not only talking about the 4LP Red Ring or Ravenous Void here, but also a 3LP Twisted Heart or a 3LP Seed of Ekkidrasil.

The point is, does there need to be a line? And I say no. Once you draw a line that line would need to be shifted constantly for different people so why bother and just leave everything in.

Goal perception.
Managing expectations.
Foregoing overextension of goal-setting which leads to frustration and hence the stop of engagement with the product.

Literally no reason! :stuck_out_tongue:

You’re logically right, but the brain is not based on logic, enjoyment is based on perception, which is not a logical thing as it goes through a very varied filter before leading to what someone feels about different situations.
The task of any good dev is to reduce the options which filter through that cause frustration without function and to increase the situations which cause a feeling of success.

For the majority of customers → Yes.
But it also works without, you cannot get as large of a dedicated stable playerbase then with a cutoff-line though.
Managing this line and keeping it relevant related to your product is important to do. It’s one of the core principles of designing these sorts of games actually.

While I agree with you that the possibility of 3-4LP red rings existing even though they’re effectively never gonna drop (with current drops), this argument isn’t really a good one.
After all, you could as easily argue: why does it have a cap at all? Why not place a formula that increases rarity exponentially but in theory you could get a 77775432345LP unique?

I can understand the mentality of “It’s in the game. I want to be able to get it”.
But I prefer to have uniformity (every item is treated equally, it’s just the rarity that changes) to a cap.

Especially because at this point, a 3LP red ring is something that might happen to a player every few years when previously even a 2LP was rarer, since we now have more tools at our disposal to roll and reroll LP.

Sure, but if you cap them “artificially” then the devs must be the judges on when to raise that cap. If they introduce tools that would make a 4LP red ring theoretically possible but they didn’t change the cap, then it will never drop.
Whereas currently, if they add those tools you’ll already get higher LP drops naturally. They don’t have to do anything else.

So they didn’t have to waste time treating these items differently nor will they have to waste time making them the same later on.

Corruption doesn’t have a line. And the whole basis of LE’s endgame (so far) is based on it.
Plenty of people still enjoy it, even though it has no real line or even end.

At least 65k corruption is theoretically possible. But you don’t see people frustrated because they can’t reach it.
Players are able to identify never-ending scaling systems and stop where they feel comfortable.

It’s not like it’s the first game to have a never ending scaling endgame.

As for the 3-4LP red ring, the only people that would be chasing one are min-maxxers and sweatlords and those know the odds and that it’s not worth chasing.
For everyone else, they will maybe drop a 1LP red ring and then try to grind a 2LP. When they do grind one 500h later, they will already know that a 3LP will take way longer than that.

So they learn those limits simply by the progression of their drops, whether the cap is because of rarity of because devs decided to place one there.

It is, in principle, if an item were so rare that it would require a proton decay lifetime (>10^34 years, if it’s even possible) for 1 to drop, would that make the game better? Surely it would have been a waste of resources creating it.

So you’d be happy for the devs to create a bunch of items so rare that they’d never drop in a human lifetime? If a thing isn’t going to happen, why bother making it? If a thing is too rare, or too difficult, it looses it’s aspirational benefit.

You think they don’t do that anyway? Who created the formula that gives rise to the drop chances?

People get frustrated that their build can’t do the Xk corruption that flavour of the month build can do.