I was really hoping to do this after I’ve a full run-through of all the content and tried to farm some of the monolith timelines more before writing this. But work is getting in the way so I thought I better get my current feedback down before I missed this completely.
In summary, EHG has once again pushed out a patch which gave me lots of confidence in the ability of the devs to deliver a compelling ARPG that is uniquely them and which leaves me excited about.
I’ll dive into the specifics:
Reworked Monolith
This is obviously the big one. I will state upfront that I only managed to do the abomination timeline and the god hunter timeline. But let me just say that the design of these fights was very well done and reminds me of FFXIV boss fight designs which I enjoyed very much back when I was still playing the game. The mechanics are introduced gradually within the fight so we get to familiarise ourselves with the boss mechanics before the sets of mechanics are woven together to generate more complicated patterns. I personally consider the gold standard of boss design - much better than how GGG does it where it can sometimes be difficult to know what you’re required to do to deal with the boss mechanics. If devs continue to draw inspiration from FFXIV for MP fights, I will be super excited for the future of MP in LE. The only issue is that I wonder how would the devs continue to ensure LE remains a soloable game while incentivising players to want to group up to do difficult MP boss fights.
I also didn’t experience the issue of feeling underwhelmed by my character’s strength because I was experiencing the new monolith with a fresh character (my SSD got wiped so I also had the privilege of starting with zero twink gears xD). But I just want to chime in on this even though I didnt have firsthand experience on the issue. I am not sure burst-resistance is the best way to go about making bosses always relevant especially when high level characters want to do low level content for whatever reason. Like what many have shared, part of the ARPG fantasy is the feeling of growing more powerful and obliterating lower level content. Struggling against much lower level bosses does fly in the face of that fantasy.
I am wondering if the devs might be concerned about high level bosses trivialising lower boss farm, especially if it is made possible to target farm bosses for specific uniques. If so, one idea I have is that instead of this burst-resistance especially for when high-level characters are doing low level bosses. Make it such that there is a drop loot penalty when the level gap grows too wide. And that players can choose to level down (and hence make the bosses challenging) to receive the intended drop rates.
T6/7 items
This one turned out to be really disappointing to me. I’m not sure if its because I am not farming to a stage where I am completely min-maxing my gears, but I just find it very difficult to get excited about purple items with the wrong base, or wrong T6/7 affix or bad accompanying affixes. Too many stars need to align for a purple item to be good. I feel the problem with the loot hunt now is that there isn’t a chase “commodity” item in LE yet. Well, maybe Orion’s Eye is one. But it just feels like it isnt as rich as D2 with its shako, tals armour, tals ammy, occy, etc or POE with its Ex Orb (mainly) and its other T0 chase uniques like shavs, cospri, mjolnir (rip), etc (I am deliberately not mentioning league uniques here btw).
With EHG’s philosophy to make sure uniques/legendaries are not outright superior items to rares, I am not sure we will ever get that feeling of immediately knowing a good drop has happened for us, maybe the loot filter will solve that - once we can specify the criteria of a good rare item.
Crafting
I want to touch on crafting even though there isnt anything exactly new in LE this patch. I really like LE for offering deterministic crafting when POE hasn’t for the longest time. But Harvest has signalled to ARPG fans that GGG is now willing to embrace deterministic crafting and if callibrated and incorporated well into POE2, it does make the competition for LE in this aspect alot hotter than just 2 months before (in fact, I may argue that Harvest crafting is way superior than LE crafting due to the years of sub(crafting)systems and much richer pool of item affixes that POE has currently).
The other thing I wanted to say about crafting is that I’ve been finding I only craft set defence affixes on my gears and all other shards feel rather useless. I’m not sure if the more experienced players would agree with me on this and if not, I would really like to hear their perspective on how some of the other shards could be great in specific builds. But my current impression is simply that there are alot of useless affix that people would never consider crafting on their gears, and this might be a problem given that LE uses a targetted crafting system. I think it is important that all shards feel valuable or useful.
Combat
I am not sure if this might be anything new, but it’s certainly something I notice more in the current patch. The combat gameplay (outside of boss fights) is really good. It feels almost like D3 where you need to sidestep and dodge attacks (because there is only so much you can tank), but the game also does so in a very natural way (meteors from osprix mages vs lasers and other weird rare affixes in D3).
But I’ve been finding that it’s very difficult for me to navigate my mouse to dodge and move around the attacks. For some reason, I have to push my mouse to much higher dpi for mouse movement (than I need to for POE as an example). The moving around for my character feels super clunky with the mouse and I keep losing track of where my mouse is which wasnt a problem when I play POE. It almost feel as if I might prefer WASD movement for LE but I really prefer point and click for my ARPGs. Not sure if anyone else faces the same issue as I do?
Misc
The above largely outlines my thoughts about this patch. Really excited for the future of LE and to find out more about how MP will play out in LE. I just have a few other misc observations and feedback to conclude this post:
- Noticed the new quest indicators (these are new in 0.7.9 right?) looking like release quality now!
- Some animations still look clunky and jerky to me - e.g. lunge, smite-teleport having animation glitch, shield throw animation looks weak (guy is literally standing straight up bouncing a yoyo out xD), mentioned before also that sentinel stopping motion look over exaggerated - i think this is the same issue as mage stopping motion.
- Still gotta say this - we really need proper mastery quest for such a character development milestone
- Many areas are very narrow which makes the dodging/sidestepping gameplay difficult to execute
- Liath tower - I really really find it very disorienting. I keep clicking on killing monsters in a level, and sometimes I think I just “teleport” to the next level, and I think the whole moving up to the next level isnt conveyed very well when I seem to be teleporting from floor to floor, and the perception is that I’m teleporting back to the same spot.