Last Epoch: Shattered Omens Patch Notes

After going through the patch notes and the seasonal mechanic, this honestly feels a bit underwhelming.

Again, the amount of actual new content feels pretty limited for a season. I still feel like EHG has a long way to go in understanding how much actual content is needed to justify calling relatively small patches and balance tweaks a “season”.

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If this is the actual reason why is MG still in the game. And not only is it still in it constantly is being improved.

If it’s actually the issue of players skipping steps, how is a system where you can buy exactly what you want when you want still a thing.

Imprints if nothing else actually made player interact with mechanics of the game. RoH and RoR would have a significant drop in use if players didn’t have the items to use them on.

And after the dev comment that generally says players shouldn’t have lots of multiple exalt items. This feels less about skipping steps.

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Hyped, lets go

Yes it does, there is been plenty of posts and more than that, the numbers speak for themselves.

I am not going to debate this matter with you again, you are wrong and completely delusional if you think making the game harder is the solution. That is what got it to this point. When the game had a proper direction and the difficulty spikes that existed were not overwhelming people played for a lot longer. it was only after they started going after the streamers and the PoE route that people started to fall off.

AI also doesn’t think it’s a good idea. I checked :wink: It believes it’s likely to reduce player retention. It also mentions a few points that we all have talked about here.

I agree that folly-troves loop is not the most exciting endgame gameplay. That said, the reward loop it provides, is. In my opinion it’s one of the best endgame systems in any rpg I have ever played.

That system, and the reward loop it provides brought together the most dedicated players in this community. Nerfing the system and wording it with “50% less and much lower chance” feels like a blow to this community. And unfortunately, for many, it overshadows the positive changes this season brings.

Maybe it’s just a wording issue. Maybe we will have other options of getting powerful exalted items. Maybe the imprint changes are not as dramatic as they sound like. It would be great to get some transparency on this issue and get the some questions answered e.g.

  • what does MUCH LOWER chance mean? we have tons of data for imprints from frozen sentinel. How would 50% less and ‘much lower’ affect the outcome of his tests? What is the exact percentage we are talking about? is it 5%? Is it another 50%, or 90%?
  • what are the alternative routes of getting powerful double-triple exalted items in the endgame? How does their power of acquisition compare to the imprints now?
  • how does those changes affect ‘item diversification’ that mike is talking about in his weekly streams? He often says that he would like the equipment to ‘look like a rainbow’. Nerfing imprints seems like a step in the opposite direction. Aiming for 1LP unique + t7 affix + corruption affix is deterministically possible with reasonable amount of effort. Getting 2LP with 2 affixes will be exponentially harder. Not only that, getting 2t7 exalted that could be used in place of that unique will be equally difficult. I am afraid that this change will drive people to use most powerful uniques regarding of their lpl. We will see much more 1LP Red Rings and similar powerful items and much less exalted in the deep endgame.
  • has the impact on CoF and MG been considered while making the decision? MG players can still ‘skip’ progression by simply buying an item. What can CoF players do to compete with that?
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Link me one post that agrees with your statement that the game is too hard and that is why players quit that wasn’t created by yourself.

The numbers low because there hasn’t been an update of 8 months.

The overwhelming majority of players consider the game to be too easy and there are an abundance of posts that back up this statement.

You are the one choosing to ignore the evidence in order to preserve your own belief. You calling me delusional is ironic.

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Also, for instance, one of the most requested addition is having a challenge in difficulty placed between regular Aberroth and Uber Aberroth. I’ve seen this request in this forum, on discord, reddit etc. a lot. Something blatently lacking since season 3. I’m personally really glad EHG delivered on that request and the one thing I’m looking forward the most in season 4.

On the general difficulty, I believe we have a consensus on the spike damage some enemies have, but not that enemies are too hard across the board, quite the contrary there. There was so much power creep in the last two seasons (primordial items and now with corrupted items and idol grid power) that they had to do something. I think it might be not enough even.

FYI: I’m not a streamer.

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I’ve seen the request for an in-between fight too, for me normal Abberoth is too easy, trivial almost and Uber is something that I will never beat. A fight inbetween would be the right thing to add.

I think that the “overwhelming majority” agree that general difficulty has spikes that are jarring but the overall difficulty is very easy. The person we both replied to I’ve spoken with them before and to be honest I think they might be trolling with some of the tings they’ve said in the past.

I’m not a streamer either, work full time and have other obligations too so I play a few hours a day after work most days.

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Like I said, I’m not going to waste my time on you. Numbers prove it, the Devs themselves already stated at which point most people quit the game. If you want the think of the handful of people who say they want the game to be harder a million times over to look like a lot and drown every other post then go ahead.

Either way this game is dead because EHG couldn’t stick to their original vision and tried to become PoE.

I believe I saw something in the trailer about a new tutorial for using the forge. That should help you overcome the “Majasa act difficulty spike” you were having trouble with. I hope you can find enjoyment in the micro-progression that happens during the story and in regular monos. Truth be told, most of us stop playing after a few weeks not because we stall out before hitting empowered monos, but because we either burn out on trying to get strong enough for Uber Aberroth or because we beat Uber Aberroth and don’t have much else to do. Either way, more endgame systems and pinnacle content are the main things most players have been asking for.

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Just a reminder that this season took 7 months despite being bought by Krafton. We lost a whole season for this.

Last Epoch was in early access for 5 years, the game and studio has had plenty of time to walk. And yet, season 2 took 9 months to come (still not letting go of the fact the game was only on the very first of its seasonal cycle a year after launch), and this took 7 months to come out.

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A post completely disconnected with reality.

Most people don’t care about abberoth, uber or otherwise. Most people do not care about any kind of pinnacle content whatsoever.

The problem people find is that as soon as they hit empowered they can’t progress anymore as they are constantly dying.

Playing regular monos? Why? What fun is there to be had there? There are virtually no decent drops to be had, you can’t get grand blessings either. Regular monos exist to level you a little bit before empowered, they do not exist to farm anything.

You talks about most of you but who is most of you? The less than 1K that still play? Most people quit 1 week in. Now consider how many have the skill to clear or to get extremely far in 1 week, that’s not even 0.1% of the player base. That’s the extremely good players that also play the game like they have no life. The average player takes 1 week to get to empowered monos. Funny how that’s where most people are quitting but then again we already knew that, EHG said it after all.

There is no fun to be had with LE. Progression is blocked but for the extremely good players from the precise moment you hit the point of farming. On top of that minions are garbage as they are right now which makes the game even less attractive to play though the last part is half subjective as it’s what I like to play and half objective because they really are in a bad state.

If your not ssf grouping up helps this wall. I can’t speak for seasons but those on legacy I engage with are down to clown around together and help each other out. For example I keep my Abby keys for those who have yet to get nihilis.

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I play solo, not SSF but solo none the less as all of my friends who even bought this game to begin with have all quit for the reasons I keep saying all the time. To note those people still play PoE and a couple even TI.

That being said if the “solution” to bad drops is play with friends then clearly there is a huge issue with the game. That on top of the nightmare of everyone having to have a filter for what they are doing on top of what everyone else is doing.

No, the solution is simple. Remove the difficulty spike, put all enemies on the same power scale rather than some just being 3x more dangerous than the rest because they hit that much harder. Remove enemy scalling from 100% corruption and instead it starts scaling after corruption. After that give players a bit better target looting (or a lot better for CoF) and now people can farm at corruption 100, get at least some basic level gear to start pushing corruption and get their grand blessings which are a significant part of their defenses.

That and make minions good and necromancers have more access to survivability.

Ok I now think you’re either trolling or just misinformed. Minions have and (as it goes by precedent) always will be good. Let’s name a few builds that have come and gone or are still here that obliterate the game; Eq bear, Abom skelly eater, Frogs, Wraith lord, falcon razor fall umbral, attack speed ballista, pot zombies, falcon melee stack dive bomb, MA and ST combo, flame wraiths x20, pan ability scorpion, storm crow crow storm spammer, and it goes on.

I didn’t say solve you issue I said

But it seems to me you just want to complain without logic. I was just saying hey maybe a friend could help you push past where u get stuck.

Also just as a post note, if you believe you have a solution as to how to “fix game” why not post a civil suggestion in the suggestion thread. If you haven’t already don’t this I recommend starting with a tldr few word sum up of general idea. And then fully explain your take on that that idea is. When I do this I like to try and poke holes in some of my posts and provide multiple ways idea could roll out. As you may fully understand not every idea is liked by every person.

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Are you serious with this imprint nerf? Why do you keep pushing people into fucking MG? This is not a race game, just let people who play a lot keep finding good stuff, that’s what this genre is about. wow.

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Source?

It should be easy to find just one post supporting your claims if an “overwhelming majority” agree with you about the difficulty of the game.

You can’t provide a source because there isn’t one. The devs never said players quit upon reaching empowered. You can’t link me a post that agrees with your asertations because there aren’t any.

You say you “don’t want to waste time talking to me” but if your claims were true it would have been less effort and time to search for topics that agree with your narrative than it would have done to write out that response.

you are wrong, there is no evidence that backs up your claims.

my favourite earthquake werebear build, which is complette offmeta dogwater tier unable to kill anything in end game, got nerfed last season for no reason by removing aspect on hit behind the 15 point threshhold, and this season it got triple tapped cos of nerfs to earthquake and upheaval, meanwhile summon bear gonna oneshot everything same as b4 cos it got cosmetic nerf nice job, self use/trigger eq is so dogwater i cant its still has 50 mana cost and zero ways of overcoming this mana consumption
ALSO your “subtle” targeted nerfs to CoF solo players experience to push people into playing online so that you can monetize it such a pos move, im not gonna engage with your dead servers, game is barely playable offline already without constantly dead login server, im not gonna update this game anymore, no point, just forever dino patch for me

Not that I agree or support the guy your chatting with, but I do know a few months ago when fridays dev stream was going on. Metrics were talked about (I believe it was how many people even killed Abby) and the dev just started talking about the majority of players never make it past normal monoliths.

As a side note I personally believe that the wrong impression was gathered from this data. I personally took it as the game is not engaging enough or has and enjoyable grind that players want to do. But let’s be real if a dev outright said what I just did is like the gaming equivalent of social suicide. And most people didn’t make it to empowered as they had no reason too go on. And I think a lot of that comes from the devs desire to not having “any point” of levels past a certain point. And not having any value for reaching max level or “high level”. That’s a whole separate post though and would talk about player fomo holding back the game in my opinion.

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