The difficulty of the game will always be very easy or in the future there will be options like easy, normal, hard, very hard or elite for example ?
I loved the game so much but Just going out and killing the monsters so fast like little babies without having any challenge or mechanics doesn’t seem so interesting.
In torch light II on elite difficulty you appreciate every detail of the game, every skill conquered. You know you’re going to die several times but you start paying more attention to every detail and every mechanic to avoid your death as much as possible
In TL2 with the right build you’ve been able to facetank everything ingame on the highest difficulty O.o. For LE… well everything outside of empowered monoliths is easy to okayish while empowered monoliths still take a lot of finetuning to run them down smoothly.
Easy to write a post about difficulty on the same day you’ve bought the game. Come on man. You haven’t even played enough to find the part of the game where it becomes difficult
Get to the end of empowered monos and then see if your opinion is the same.
I’d also suggest you go to hardcore, since the game is very easy and monsters are little babies, lol
I’m sharing my feeling about the game so far. I got to level 20 but I still don’t feel any challenge and sometimes it gets a little tedious to melt the minions. So far the game has not made me think about which skill to focus on. It seems that if I randomly place the points on any skill I will continue to be strong. I created this topic compared to the other arpg’s that I played. However I am focused on finishing the game and bringing feedback to the forum.
I thought the game proposal was very good and I believe in it. I know how difficult it is to develop a game.
Maybe I didn’t understand the perspective and the purpose of the game, it would be nice for people to help me understand it too.
I found a lot of hateful comments and people talking very badly about the game. But I know that this is an early access, and the proposal is for the community to help the developers, I really liked it.
ps: if my answers seem arrogant excuse me, i’m using a translator and maybe because of him i can’t express myself very well <3
tl;dr: For added early difficulty, play hardcore because I don’t think they are going to add difficulties. The difficulty is in the endgame.
I think I understand what the OP is trying to say in that he wants the game to have a slower grind element to it from the beginning whereas LE’s scaling difficulty (gets harder as the game goes on), and thus “killing the monsters so fast like little babies” early on isn’t his desired gameplay. I think it’s really in his second post’s statement that he is focused on “finishing the game” that it’s clear that he is looking for a finite progression system where one could really say they’ve finished LE. Finite ARPG progression (an eventual end) benefit heavily from difficulty settings for replayability (See Diablo 2), but as @Supermang suggested to @miniashe, hardcore mode is a really good option as it also presented to create a challenge that slows down progression that allows you to “appreciate every detail…” and so on. Because of this, I second the suggestion of Hardcore to help slow things down.
Frankly, yes the early levels on LE feel inconsequential, but I’d argue that a well-designed early game in ARPG should let you take everything in (the skill tree, the HUD, and more generally the whole GUI) before having to make consequential decisions. LE’s replayability exists in its endgame (monoliths) rather than its base-storyline and thus the argument that these consequential decisions should be presented earlier (via difficulty modes) isn’t really in the scope of LE’s gameplay in my opinion.
Inversely to this post, I’ve only ever posted once before, and it was about limited mana regeneration options because I was frustrated with how hard the endgame was getting. After researching my issue and the issues others were presenting about their endgame experience, I concluded that the difficulty of the endgame would be in highly consequential (and diverse) decisions that required massive amounts of fine-tuning and meta discussion. It was really this increase in difficulty that made me put the game aside until its multiplayer patch because my friends and I know that LE multiplayer is going to be full of challenges that satisfy all our number-crunching desires. I am glad they are taking their time on it though.
edited: Grammar
Yes, for me I like to appreciate the map, the mechanics, having a rewarding feeling for finding good items, stopping to analyze the skills tree and not making any quick decisions, seeing my decisions taking effect within the game and being rewarding. I really like to appreciate what the developers have to offer.
I see many people who have just started worrying about guides, looking for metas, etc. I like to go in and find out for myself, explore the game and see the sensations it has to offer me.
I always played torchlight but I always thought it was a bit linear - you choose your skills and run around killing everything in front of you.
But me and 3 friends started in elite mode, we had to walk around paying attention, we stopped to read the skills carefully to know which one would be more rewarding. There was a time when we agreed to stop to analyze our items, to know which items to equip and which to sell.
I know that the development of the game is complex and maybe the multiplayer brings more of that challenge.
Remembering that everything I post, I am expressing my feelings. Unlike many people who already write forcing them to change the game and complaining about everything.
For me, immersion is a very important factor in a game. What I think they will do in the polishing phase of the game.
edit:
I’m testing the other classes to find out. Perhaps it is the balance of classes. My friend is playing the sentinel and he is feeling the game a little harder
I think the definition of meta might be lost in translation, finding the meta is adherence to the conventions of the game itself. So the process of optimization is meta by definition with or without community discussion or guides. I think we can agree that you like looking for the meta (I’m sure most ARPGers do too), but I think you’re stating when you’d like it. I was trying to say that I think LE’s plan is to gradually introduce the conventions of the game to the player with a full-force meta adventure presented much later (monoliths) all while keeping endgame leaderboards and mechanics simplified (imagine having to have an easy, normal, hard, very hard, etc leaderboard). In summary, I’m betting it’s kinda late in development to be adding something as game-changing as difficulties and thus trying to suggest where you can find the gameplay satisfaction you’re looking for (the end game).
I apologize if I implied multiplayer would increase the difficulty, I meant that finding our niche in the meta before multiplayer would spoil multiplayer for my friends and me. Especially, now that 8.1 came out I am really excited to get back into the fold. I quite literally search 0.9 last epoch, every single day. I’m super excited about it.
I tried finding a reference but couldn’t find it, but IIRC the devs said that post 0.8.1 was going to be mostly polishing the dev changes in 0.8.1, and I assume 0.9 is going to be centered around multiplayer (and probably polishing that until full release). I’m pretty sure the game is in the final polishing phase. Heck guide writers like @boardman21 have said that all his guides have to be reworked from the ground-up because of how massive the 0.8.1 changes have been.
Just wait if the last devstream will be available to watch and look at it. @EHG_Mike gave some good examples how close the game can get and how easy you can die… to fire :D.
Yes, I don’t want an extremely difficult game for veteran players or tryharders.
My biggest fear was that the game would not have a good scalability.
In the beginning, this high regen, monsters dying so fast made me think - this must be a kind of tutorial for everyone to test skills, mechanics etc - but after hours of playing I still felt like at the beginning.
So it made me think: is the game’s proposal simply to kill everything, looting, always with the feeling of being powerful?
I think that’s why I was a little desperate. I’m from Brazil and the price of the game was quite expensive. But comments about the developers’ work and the game’s promise are very well spoken.
To be honest: There are builds and item setups that make the game a walk in the park. Without said setups you’ll have a harder time or you end up in a place where your toon simply can’t handle stuff anymore.
From my point of view it’s a easy setup right now:
Campaign = Tutorial to understand basic game mechanics
Monolith = Midgame to make a solid build and get some gear
Empowered Monolith = Endgame setup to see if what you think is “good” realy works
Endgame = not implemented yet
Is it bad to have a beginner friendly entry? No! Is it bad to have a slow ramp up on difficulty? No! Is it a tad bit boring if you understand everything and played it for a while? Most likely.
To me it looks like the "early game " is designed to allow everyone to get into the game and I personaly have no problems with this approach.
I reached level 49 and I’m almost done with the campaigns. After watching several videos and reading a lot about the game, I realized that the game makes us sacrifice all the experience of the campaign to get to the monoliths as quickly as possible. The campaign is tedious and have no challenges that make it fun, just some bosses but still easy and tedious.
I stopped all the side quests that I was doing to run right to the end of the game.
The purpose of my topic was because my friends and I bought to do the campaign together and enjoy the game and not be playing endlessly to get the best build etc. However it seems that the game starts only on monoliths
The story of the game is interesting, it would be nice for them to improve the quality of the campaign for those who want to enjoy the adventure that the game has.
Many if not all ARPGs are the same. The campaign is a kind of very basic tutorial and a lore exposition. When you play such a game, you usually spend around 15 hours in the campaign (depending on the game, of course) and hundreds or even thousands of hours in the endgame activities.
Of course you can do the campaign with multiple heroes. And in some games you can do the campaign again with a high level hero, at higher difficulty. But the core of these games is in the endgame activities.
Hey buddy!
Could you please give some info where you have seen these kind of comments? Because I did not recognize negativity that could be described as “hateful”.
There are discussions of certain topics and game aspects that get a bit hot sometimes. But here on the forums and discord the conversations are ok, imho. Also I haven’t seen any preview vids of content creators that are negative about LE. Some point out weak spots, but everything far away from being hateful.
Would be nice if you could give a bit input in that.
Not sure what you’r talking about.
Steam reviews are pretty amazing for an early access ARPG.
Of course if you want to find the one dude that had an allergic reaction to LE you’ll find it but it’s far away from a standard opinion.