Last Epoch balance fixes is a joke

You must be playing a different game, since those 2 continue to be the strongest 2 masteries out of the 15. By a long shot.

If you only have fun with clearly overpowered and OP builds, then that’s not an issue with the game. Many games have in-built cheats to activate god-mode or similar things. Maybe those are more up your alley?

The problem is that, to a bunch of players these days, e-Peen swinging is much more important than that. They’re only having fun if their e-Peen is bigger than the rest.

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Who said I “only” had fun with those builds? There are several other clearly OP builds, should they go nerf them all right now too?

Why aren’t you going around mentioning any of them? I’m guessing you have one of the “OP” builds… Which one is it? Or are you underperforming after all this time like you do everywhere else in life?

Nvm, this guy just pretty much answered my question above. Yeah, masteries clearly still the 2 most strongest :rofl: :rofl: :rofl: underperformer

Yes. Anything that reaches 1k corruption needs a nerf, according to the devs.

I don’t measure my fun in LE by reaching absurd numbers in corruption and wagging around my e-Peen, so you’re probably referring to yourself.

Even with the nerfs, warlocks and falconers are still the strongest masteries and the ones that can most easily reach over 1k corruption, so you must be playing a different game.

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Again , which character are you playing? Probably one of the other several over performing ones. You claim all this stuff yet you are the one here barking at everyone like a dog… Hokay

Yeah, you have no idea. Learn the game, i’m done with you.

Guy doesn’t know paladins, marksmen, necros, beastmasters, lich… He would not even last completing campaign on hc, ever.

Currently, when I find time to play, I’m playing a channeling wandering spirits lich. Not that it’s relevant to anything in this discussion. It’s much more relevant that you were using one of the broken builds and that fixing them killed your fun.

You’re clearly delusional. Even though I don’t like HC, I have reached empowered monos with pretty much all masteries without dying. Even though, like the previous point, it’s irrelevant to this issue.
You keep seeing builds, post-nerf, where warlocks and falconers reach 2k corruption. There isn’t a single beastmaster, lich, necro, etc that can get close to it.

But you’re turning this discussion into an e-Peen contest and that’s, once again, irrelevant.

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Why are you so upset someone is blasting? Bugged or not, I don’t care. Builds that are fun are fun. I will not be playing next cycle if they don’t address bugs sooner because I do not want to play a build I believe is not bugged, then after investing weeks into it and a ton of gold, it gets fixed.

Everyone, this clearly speaks for his knowledge of the game.

Personally don’t really care about the ladder. But you do realize there is a ladder right? Furthermore there is a marketplace. Not a fan of that one either but can we agree it exists. And having players snooze through content directly affect both of those things ?

And if you’re going to argue that other games like POE for example don’t bug fix skills for whatever reason they feel like on day 1,2,3 ect of a season you’re gonna need to do your research.

When you have things that are functioning far far beyond what their intention was in a game, it should be fixed.

This skill says it increases my strength by 1, actually its increasing it by 100.

NAH just leave it in the game because I need my build that gives 800 Str.

This skill says it hits every second, actually it hits every 0.01 seconds and sends that information over the server constantly.

NAH just leave it because my build needs it.

This passive is giving me 40K ward per second even though its supposed to give 40.

Well its fine because I said so. WOW DEV WHY DID YOU NERF MY BUILD?!

This also reflects on the lower end by the way for which the list of issues is likely much much much larger.


If you came to me with an argument of bugs that were interesting and created new features instead of just having incorrect values for things. Then maybe I would entertain your rambling.

Yes I’m crying because some guy did more damage than me in a video game.

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Full screen explosion is cool, ward tank build is cool, but at the state of how they were, was not.

Have any ideas on how they can implement those? I’d love to hear.

At the end, always interesting to see new ways to play. I love when games have changes every season to classes and skills, whether it is a nerf or buff or revamp. Whole new meta and builds get discovered and come into play but also leaving the other builds operative to a point where you are able to push endgame a bit.

I would love to see a game where new builds are are being discovered while some of the older builds stay managable. For the current state, this game would be a good candidate if they can scale the progression better. We shouldn’t be able to scale to even 1000+ without some serious dedication and/or skill. Let alone people scaling 2k+ just to run and get 1 shotted by everything, forcing the only means to push with being glass cannon and not getting hit.

Gamers who compare e-peens have place too. We have many different players groups and single game can’t statisfy every group. Any decision would leed to some rage/hate, its okay. The question is who is the biggest group and what developers want to do. You can make game like you want and get like zero players, but game is cool and you like it. I think some non-writen standards still exist in arpg games and on developers plan. If they planned 800c is limit, so be it and stop whining.

First of all… what an utterly nonsensical opinion.
If someone is out for competition and it’s directly given by the game, how utterly senseless must one be to brush it off and say people shouldn’t look out for that?
It’s there for exactly that reason, EHG chose to implement it, hence they have to cater accordingly to it at least in a modicum.

Secondly, even if not taking the ladder into the whole equation it affects the economy, hence everyone using MG.
So now you could say you’re using CoF and all MG players shouldn’t care at all… which would be even more nonsensical then before.

Take the situation in, see what happens, then make comments.
The game isn’t a single-player game, hence solely egocentric viewpoints are something which doesn’t do shit for putting anything into perspective.

If you create a competitive environment, like with a ladder, that’s the result.
Is that so surprising?

Yes

So if they’re mechanically fun it shouldn’t matter just how far beyond the end of the current content they can reach.
They’re fun to play after all as is.
If you derive the fun solely from pushing higher then the whole argumentation is moot anyway.

If the whole reason for playing is to reach the power-fantasy at the end then sure… this game provides it definitely.

There’s vastly better ones out there without the whole situation though. Auto-arena games for example do the trick far far better.

ARPGs were and are still for the journey towards that state, never to actually play around when reaching it especially. Sure, it’s there, not the emphasis of it though.

I’m lost at where we got off at but imo, the whole point of playing is to experience and overcome all content at the minimum is the most basic. To do and want more is where it gets more subjective than the other.

The urge to grind for better items are not exciting and pushing for a higher corruption is pointless because the content is pretty much the same. It also doesn’t help that the scaling is not good at the current state where you get to a point, sooner than later, where no matter how you build, you get pretty much 1 shotted. Only way to continue is to be forced to go glass cannon build. This scenario should be scaled at a pace where you will close to never run into that unless you literally are able to just no life grind.

  • Bosses and mobs do not change in how they are played so there is no obstacles for challenge. Higher corruptions don’t mean anything because you got better gear if they are the same.
  • Repetition in this game is just not as addictive as it can/should be
  • Nothing new to unlock
  • Low-none excitement factor on drops
  • Grinding to high level means little after “70”

At the end, the game is great, builds are fun, mechanics are good, game runs smooth all from a small indie company. That’s a big W for me.

The main problem isn’t even what’s wrong or right with the state of the game right now, EHG needs to decide what they are aiming for. Are they trying to be a < 10k player game or a > 10k player game trying to take over the next MMOARPG?

Just here in the discussion board talking about ways to improve the game and sharing opinions.

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Yes, you did that the second you reached empowered monoliths.
The devs also strife towards (and fail masterfully, but that’s another topic) providing a bit more and hence letting character ‘reasonably’ reach 300 corruption as a baseline.

Everything else? In an endless system there is never a upper limit, doesn’t mean that acquisition beyond the expected state needs to stay the same, and I’ll say it’s actually impossible with the itemization system of the game in the first place.

So that means you’re simply ‘done’ with the game for now in your perspective, nothing bad there.
Content will follow up in the future to pick it up again, make a new character, go through the whole experience once more, fresh and rested.

Yeah, that’s the premise of how the system is set up. It’s made so you have a guaranteed ‘cutoff point’ and cheesing through that is actually not intended.

Yes, you’re supposed to get one-shot at some time… no, you’re not expected to do that corruption level but to lower it to a ‘comfortable’ state and play on until you manage to increase it to the next ‘comfortable’ point by getting veeeeery rarely an upgrade to your character.

All the things you’re describing after in the points is ‘we need more content’… which… it’s a 1.0, not a 10 year long released game. Give it time, for a 1.0 LE is fairly solid in what it provides.

What does that even mean?

What are the baselines to make that happen in your eyes?

Because I don’t know what you’re going for there. Obviously they want as many people playing the game as possible… but simply doing that comes with the cost of compromising their personal vision for what they wanna make… so no, it’s not a necessity either, a stable long-term viable game with a specific niche core audience can be a better result then ‘a good game like the others’ which vanishes into oblivion the second the next one of the sort comes out.

So I haven’t played this game in a long while, but I have been keeping tabs with the release and the survey. I assume people will dismiss me just based off of that, but hey, it also means I can’t have possibly played any of the broken builds since I haven’t played the game!

When I think of bugs, I think of memory leaks, stuttering, nodes outright not working, or causing multiplayer crash. Those bugs should be fixed immediately. This discussion about “well we wanted it to be number but instead it was this number” is just silly, because the numbers are completely arbitrary.

Nobody cares what the so-called “intended” number was, because most of the time people don’t know how power-scaling works, and they will always make a skill practically unusable with horrible numbers before daring to provide numbers that are actually, well, good. Just take a look at nearly all the classes / masteries before the most recent ones, a lot of the numbers are just horrible. What people do care about are the numbers they actually see on the screen, and yes, it is a balance between “this skill feels good” and “this skill is complete garbage.”

Yes, sometimes people input the code wrong so that a skill overperforms because the numbers happen to be much bigger than their vision. What should have been done is to tell the playerbase, “hey, this interaction was never meant to happen to this degree, but it’s obvious it’s leading to enhanced survivability. We mean to have this (insert arbitrary monolith completion number here) amount of power, so how do we obtain the appropriate amount of power while having an interaction that feels good?” That way, the players can experiment with other interactions, tell the devs what needs to be looked at (because in many cases, the other interactions are just so bad that not addressing them does lead to a “literally dead build”) and find something that actually approaches balance.

The devs simply restoring the values to their intended numbers (which again, nobody cares what they were) without any further interaction with the community is them simply saying “let’s just pretend that didn’t happen,” which is the absolute worst way to approach an issue like this. Providing a timeline as to when a problem will be fixed so that people can have a say as to how they’d like to see an issue resolved is a much more transparent way to communicate and allows people to see other issues that would have just been swept under the rug previously.

First, I would like to say, everything is imo. I started playing this game on launch. I based my opinion on feel of the game, after comfortably thinking I have experienced enough of the game so that my opinion matters more as opposed to having no/little experience.

I personally, never spend much of my time researching for a game and just learn from experience so many things I can may and will be wrong but I can confidently say, everything on paper isn’t always right or seems as it is.

For curiosity, I have 5 characters with highest being in low 1000’s corruption and lowest being at around high 300’s…

I have always play multi tasking, some easier than others but didn’t stop me from pushing the endgame EHG’s baseline.

Exactly, once you are have experienced and completed end game at a minimum baseline is basically when a game is considered done.

For this, that is empowered mono’s but i’ll go with the 300 corruption or whatever as it doesn’t seem like any significant difference.

Everything after that is just more and optional but at the current state, 99% the same from pushing higher. No new mobs/maps/skills. That is the most minimum that couldve been done for a challenge to gear better and push.

Yeah, i’m done for now, i’ve just finished playing my 5th class yesterday, got to around 6xx before I got bored, realistically it was way earlier but I just kept multitasking while babysitting. Yep, just waiting now for new features.

That’s the problem, the plan of progression was planned properly, just initiated poorly. I’m not worried about others cheesing their way through as it’s always their choice but you can still push 1k, well over the ideal baseline, way too soon and easily.

The route it uses is basically go glass cannon and have a bit of skill (learn the boss and its move to dodge) to outlast the duration to kill. This is poorly optimized in many ways because for the most part, gearing is note efficient, at least not in the way you progress.

It’s an mmo game so I would assume ideally, you’ll want features that catches the wider audience and contributes into the massive multiplayer aspect more and games do that, gracefully, by giving these multiplayer features as choices.

Some games don’t give you that choice. For example, you maybe have to progress by completing a party dungeon but you just want to solo.

Giving players choices does that vs having no choice. I’m not trying to get deep into that conversation but i’ll give you one, grace period leeching.

Are they trying to have a single player, co-op game or massive multiplayer game? Seems to be they are trying for both which is the problem. You do not try to cater and work around solo/co-op play by more of a choice for them.

That’s why offline/co-op mode with self host or whatever is a good thing for games such as this. People can mod/cheat/etc and play the game how they want, whether it be from increase drop rate, loading all LP4 item or whatever you want. At most importantly, doesn’t affect the server and other players at all.

The ladder is SO important that EHG won’t:

  1. reset the ladder after fixing massive bugs, allowing people to progress well-beyond intended corruption/arena ranks
  2. address massively OP skill/item interactions that allow the same as #1 above

Please, spare me the “but but, LE is a competitive MP game” horseshit. It’s a single-player game, with an AH and a co-op mode. The ladder is only there because neck-bearded, basement dwellers demand a way to compare who has the larger eSalami.

Not necessarily. The difference between bugs or not is:
-Tooltip says it does x10. In reality it does x100 (or x1). This is a bug, since the reality doesn’t comform to what the player sees.
-Tooltip says it does x10. Devs wanted it to be x2. This is not a bug, since the tooltip shows accurately what it does.

So numbers aren’t completely arbitrary and they should not be treated equally in each case.

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Yes but decriptions and tooltips are wrong all the time.

Tooltip for explosion is wrong but then dev’s mentioned it shouldnt work with no increase area gear which I took it as they were implying its possible with the right amount of area increase gear.

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If the description is wrong (meaning it says x10 and it’s actually x2) then it should be fixed. If the tooltip simply lists the wrong DPS, that’s something we’re all aware. It should be fixed as well, and the devs intend to do so, but the skill is working as it should. It’s just the calculation for DPS (or calculation in the character screen for other stats) that isn’t working properly.

So, as long as the skill passive says something like “40% more damage” and it actually does the 40% more damage even if the tooltip doesn’t change, then it’s less of a priority to fix than a passive that says 40% more and is actually 4% or 400%.

Both should be fixed, one is just more important to fix than the other because it’s more impactful in the game.

When the devs see a discrepancy between what the tooltip says and what reality is, that’s definitely something worth looking at, as you want your tooltip to convey reality as much as possible. People would much rather see the tooltip conform to reality rather than the “reality conform to the tooltip.” By that, I mean that the devs are faced with the following options (using the Profane Ward bug reading 4% when it was actually 40% as an example):

  1. The devs alter the tooltip to reflect that it’s actually 40% and accept the interaction is broken.

  2. The devs alter the skill so that it’s only 4% like their tooltip intended and pretending the interactions that come with a 40% skill never happened.

  3. Discussing an appropriate number between 4-40% that provides an interaction that feels good to everyone while providing an appropriate power level (while making sure that the tooltip actually comes up with what the number is supposed to be).

The point is that you want to conform to reality as much as possible, and the reality was that the skill operated at 40%, regardless of what the devs wanted the tooltip to say. What’s completely arbitrary is that it doesn’t matter that the “intended” number was 4%. Yes, make sure the tooltip is actually working as intended, but why stop at 4% and completely ignore the player feedback? It can easily be 8% or 10%, but make sure you communicate with the players who actually use this interaction and see what would lead to a reasonable powerlevel.

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