I don’t like the extreme rarity of 4LP items, especially in a season based game. I’ve seen 4LP items compared with perfectly rolled BiS runewords in D2. But my take is that even low rolled runewords have all of the affixes you want. Whereas you will be missing affixes with LP items.
In the end they may be similar in terms of lost damage% but it feels different. And you still deal with rolls on LP items.
This is totally different, though. You can’t interact with sealed affixes, but you can craft the rest of the gear. So you want a good champion affix (which you can target farm) and then you craft on it like on any other piece of gear.
Likewise, sets are now part of your crafting process. They’re another type of “affix” that enables set bonuses on your regular exalted items.
So they’re not lottery tickets. You have lots of ways to interact with them.
You don’t actually have to manage them. You just have to worry about the next upgrade tier and the take it will take. The previous exalted you found took you 10h to get and the next possible upgrade will likely require 100h? It’s up to you if you want to spend that time or not, but the option is there.
All you need to do is decide if the time required for the next upgrade is worth chasing or not. That’s all the goal management you need to do.
This is not true. I have plenty of triple exalted gear that dropped, mostly through Nemesis at 500c-ish. Some of them even have a sealed exalted affix.
Even if it was true, the remaining isn’t 30%. Not even close. With all the combinations possible from 1xT1 all the way to 5xT7, the non-attainable ones are less than 1%.
I honestly didn’t understand what you’re saying there. Can you rephrase that?
That would be part of the “you might agree with it or not”
Not really. For most slots in any given build, an exalted will still be better than a 4LP unique. Because uniques that reaonably drop with 4LP don’t have a good base.
Sure, but that is already the last step of gearing. You’ve gone though a lot of them in the meantime.
And even then you can still get a 2LP or 3LP version of that item and use your less successul crafts to slam those (since you won’t want to waste them on the 4LP) and use them in the meantime. A slammed 2LP or 3LP is still better than a blank 4LP.
Yes, but their bonuses are pretty big, even at lower tiers. Which means that they can greatly improve your build, even if they drop as a T1 or T2, and you can craft on the other 4 affixes as normal.
I don’t think you play CoF a lot, do you? As I said before, I have plenty of triple exalts and double exalts aren’t that rare either. Nemesis gives you plenty of those (relatively speaking).
So let’s try this logically:
-5xT5 is possible (because it can roll as sealed affix in Nemesis and not that uncommonly either). This means every combination from 1xT1, 1xT2, 2xT1, etc, all the way to 5xT5. This is a total of 3125 combinations.
-1xT7 is possible. This means all combinations that are just the T7, the T7+1xT1, T7+1xT2, T7+2xT1, etc, all the way to T7+4xT5 (because the T7 can roll as sealed affix in Nemesis. This is a total of 625 combinations possible.
2xT7 is possible. This means all combinations that are just 2xT7, 2xT7+1xT1, 2xT7+1xT2, etc, all the way to 2xT7+3xT5. This example already has a lot less combinations available than the previous ones. This is a total of 125 combinations possible.
2xT7+1xT6 is possible. Again, all possible combinations are possible all the way to 2xT7+1xT6+2xT5. Again, this already has a lot less combinations than the immediately previous example. This is a total of 25 combinations possible.
Even 3xT7 is still possible to drop. It’s very unlikely, but it will not require years to happen. It’s quite likely that it already happened at some point to some player. This is another total of 25 combinations possible. (because in the previous T7 calculations we’re ignoring the T6. It’s not relevant to the total, but they should all be double).
3xT7+1xT6 gives us a total of… 5 combinations. Plus another 5 for 4xT7, plus two more for 4xT7+T6 and 5xT7.
So you can’t drop 12 combinations out of more than 4k. That seems a lot less than 30 or 20%.
So that leaves you with an ever decreasing number of combinations possible for the last 2 affix slots. It’s definitely way less than 30% or 20% and closer to 1% or less.
That’s where we disagree. Sure, some people like to see the endpoint. Others don’t mind it.
If EHG were to say that both LP and tiers are infinite, just increasingly rarer, lots of players wouldn’t mind that.
Much like they don’t mind that corruption is “infinite” or that delve was, until they figured out that it actually had a max value.
Many players don’t mind there not being a limit and there being no end in sight. They just want to push as much as they can.
Likewise, many players don’t mind that there is an unattainable tier of items out there because there are still attainable ones that they likely still won’t get. They just want to keep pushing and see how much they can improve.
This is a preference issue and yes, some players don’t like that, of which you are one. But most players don’t mind it and it actually gives room for the power creep to grow without having to introduce new things to make up the gap.
Can you, though? There are 21 vaal implicits for belts. You would need, on average, 420 Magebloods. Can you even get 420 Magebloods in any reasonable time? (not to mention the time required to set up the double corruptions).
Mhh… wouldn’t say ‘entirely’. But it goes the same direction.
The limitations are bit less though, that I’ll agree with.
You still need to have that champion Affix on the right tier though (if they have tiers) and the right base. And for a top-end item also an exalted range of some kind, be it the champion affix (optimally, if possible to roll tiers) or a good otherwise available one. Might be doable though with the new runes though… but then we face severe FP limitations already unless the right Affix is on it, after all if not then a removal rune with a 50% hit-chance for pre-/suffix and a 25% chance to brick the item (hitting the exalted) is the most likely option, followed by the… I think Havoc rune it was?
That’s 2 non-hope craft, so costly.
As said, for the Sets I’m definitely looking forward to how they work. The champion items though can’t be a substantial game-changer short-term. Definitely in the long-term though.
Sure, my mind works with 2 major aspects there. ‘Can I reach the end?’ and ‘Will I have fun while doing it?’.
It’s why I never finished ‘Super Meat Boy’. I know I’m lacking the dexterity skills to finish it, hence while it’s a marvelously done game I have not an inkling of a reason to play it.
In comparison PoE is a strong game in my mind since I know I can potentially outfit all my characters top-end over the course of time. I got a mirror-tier item which is not replicable anymore even… well… nearly mirror-tier, I need to put the last Affix one, which is a easy 200 divine craft hit though roughly.
LE in comparison I’ve got a sorta ‘deadline’. My motivations currently are ‘get a level 100 char with the new leveling speed’… bad scaling btw. As well as ‘Play Falconer and Spriggan builds’ since those are the 2 major ones I’m missing to try out. Seeing how they feel play-wise when they’re ‘up’ with all mandatory items for synergy.
As for itemization? Completely uninteresting. Never before that I had not an inkling of an urge to upgrade a item. That’s stemming from the fact that I have no chance to perfect it, ever.
Double T7 + T6?
Not speaking about T7 + 2T6 or 3 T6… those are easy to acquire in comparison.
5% would be too much. 1% would still be too much.
Take it as 10% then.
Still not acceptable.
Sure, what I mean with that:
4 Affixes on an item causes the variance in Affixes to be ‘small’ compared to 6 or 8. Leving the values on the side for a moment. (The more Affix slots the lower the values per Affix to achieve the same end-result in the end through items)
That means a item with 6 Affixes has 6 potential roll ranges after all. Since given any large sample size the outcome tends to lean towards the absolute middle rather then allowing it to lean easier into extremes it means upgrades towards the half-way line of possible progression would be fast… hence from the start of the campaign up until reaching that.
And upgrades beyond the 50% line of possible drops of the respective stage would be slower, like with 4 Affixes but less volatility behind it.
The less different values are available the more likely it goes into those extremes. Which means while we drop each individual item the chance to get that ‘sudden jackpot’ increases with 4 substantially compared to 6… but with 6 the magnitude of changes tends to reduce generally.
That means when - as an example - a player would upgrade gear 5 times per slot commonly with a 4 Affix to get to top-end… while with a 6 Affix system it would happen… 7 times or so in comparison. In the same play-time.
The one with 4 Affixes is likely a bit stronger (since the chance for a extreme outcome to drop is higher) and the one with 6 Affixes is slightly weaker (less chance for the extreme.).
But the upside is that the chance for the next upgrade to happen in the next 50 hours is substantially higher with the 6 Affix system compared to the 4. It is smaller in magnitude though.
The total outcome is that a player will need a longer time to acquire the ‘end point’ of itemization with a 6 Affix system but change gear several more times in-between, making the individual times between upgrades shorter.
Also it makes a higher amount of dropped items overall more valuable then is now the case since the range of viable gear increases.
The downside is that deciding what is and what isn’t an upgrade becomes a bit harder to do.
Now with the uniques added to the topic:
If you remove the ability for top-tier uniques to roll LP at all makes them substantially less powerful as the upper limit. But since they’re extremely rare anyway acquiring one with even 1 LP (Red Ring as example) would be a miracle anyway, and be stronger then any other possible item in the slot. After all there’s nothing better then a flat ‘10% damage reduction’ with tons of extra modifiers, unless something is build enabling.
So the ‘lower’ a unique gets the more likely they’ll need LP to become competitive or even ‘viable’ at all unless actively build defining. Removing the ability for every item to get the full 4 LP even as a potential roll would ‘even out’ the playing field in power between uniques, and that would cause every individual unique to have a higher chance to be used in a build then currently… as they’re much closer together in power.
Because if you got to decide between a 4LP ‘The Kestrel’ and a 2 LP ‘Static Shell’ it’s a much much closer choice then when both can have 4 LP.
The difference in maximum possible LP can bring ‘bad’ uniques into the ‘workable’ range, and the limit to higher uniques allows them to not be ‘Exalted +’ items.
As a side-effect the - substantially harder - acquired perfectly rolled exalted + sealed items would hence have a bigger role overall in being viable, even when non-perfect. Causing the value of uniques to heavily be based on the enabling or empowering of a specific built - as designed - rather then a improvement overall.
So in total it would - in my view - increase the overall interaction with items far more since you need to actually adjust a build for less impactful changes several times rather then for a single extreme situations once. ‘Using up’ potentially more base items this way, reducing clutter on the market while overall interacting with more items then before.
Fair
‘Ehhhh’… not really on the same page there. There’s a surprisingly large amount of common unique drops with enough ‘general’ stats to allow them to be used even non-specialized. And despite having a higher level the drop-rate causes them to still be quite realistic to drop with 4 LP.
For example a 4 LP ‘Hollow Finger’ ring is always better then a base Turquoise Ring and quite easy acquired even in terms of 4 LP items. Cold res as bonus even if nothing else is needed at all from it.
The only exception being a sealed Affix… on top of a well rolled exalted ring. And that’s harder to acquire then a well-rolled exalted ring by far. Only the top-end of CoF can afford to do that reliably when getting a good drop with 2 exalted Affixes on (since 2 and not 3 Affixes need to be adjusted, giving the leeway). For MG? Basically not a thing besides the absolute top-end.
True… but the 2 LP will be a thing of the past definitely. Those are really easy to craft with ‘decent’ outcomes. 3 LP? Rare enough at least… but you wouldn’t want to waste it putting a ‘bad item’ on it either. So likely you’ll wait for a better ‘failed craft’ that’s at least very close to acceptable for the 4 LP… or for another 3 LP to slap it on, using the worse base. Given that your exalted item hasn’t completely bricked and is just a mess (Removal does love to take the one thing you never want it to take after all).
Also… many crafts fail basically at the beginning already, and when a single 4 LP in CoF has big value to you (might be your only one) then you’ll likely not have a hefty amount of glyphs of hope available either, so taking away nearly all FP with the first crafts will ‘brick’ that base item too.
So the chance to ‘skip’ a lot of that stuff is high, as outcomes tend to lean towards being either decently good or decently bad, the middle range rather rare as the amount of possible craft per item are still quite low (40 FP are gone in a flash after all)
Those bonuses need to be big enough to substantiate being better then a Exalted item or a LP Unique in the same slot though… while being on a sub-par base… and also likely having non-optimal Affixes. To have a shot at it given how many different ones have been showcased and I imagine they’re not the only ones EHG has.
Fair, still not even remotely close to something acceptable… like 0,01%.
You’re… umh… not disagreeing though?
The point is, you actually agree. ‘There are people which want to see the endpoint’.
Ok, so far so good.
Now… how many do you think which need the following: ‘I cannot enjoy it when I see an endpoint’.
That’s all I’m arguing about with that design direction.
There’s a ok-ish amount of people which need that possible end-goal available. And if substantially high those are under the longest playing players the game can even have, because they don’t stop - unless something makes them - until they achieve it. Exceptions apply.
But I really don’t know if you wouldn’t even be able to count the ones which can’t enjoy themselves long-term if a goal is available on your fingers.
It’s a numbers game… and also one which is about qualitative players lasting long-term for the game. Because those are more prone to interact with the community in some way since they invest a ton of time with the game and also know the mechanics in and out to achieve their goal.
I mean… talks about corruption, viable end-point, perceived minimum viable points and so on are probably along the most often visible threads here… so… I wouldn’t say ‘people don’t mind’ It actually showcases fairly clearly that it causes issues when it’s the core gameplay loop.
Delve is a side-mechanic, different perception.
And:
Once more to repeat:
One side doesn’t care.
One side actually deems it a detriment.
Obviously the solution then it to change up stuff to bring it into a range where it’s not perceived as much as a detriment but can be used as a positive… because the other side doesn’t care. And a third group which ‘needs it to exist’ doesn’t seem to exist.
So… I actively don’t see what the basis of brushing it off is? Unless it’s ‘change is bad because of change’ as a reason would be viable
For the power-creep part:
Yes, that’s a good argument, but for this it actually doesn’t uphold, the contrary even!
A pre-created filled design-space limits the future design direction, not makes it easier to let power creep happen. You after all need to fill that space and don’t have the option to do something else. It always causes the above mentioned detriment while not being any form of upside.
In comparison when not available you can still increase the amount of tiers available for a direct power increase or you can design ‘sideways’ by increasing the amount of changes items can undertake (Like having sealed affixes. Or enchants in PoE, or champion affixes, or… whatever you wanna think up).
That’s baseline for game design and mandatory anyway. You create system as needed, not make the game grow into the systems you create. One is properly handled design, the other is a balancing nightmare as you need to create content already pre-adjusted to it rather then allowing your systems to improve according the the content added.
420 Magebloods is a lot. Likely takes 2-3 leagues. The magebloods are no issue at all… but selling them takes a bit of time to keep funds cycled. Might even make a profit.
And the double-corruption setup? I buy em, no setup needed, just rushing in and doing it.
They do have tiers.
But my point was that talismans in PoE were (not sure if they still are) 100% as is. They dropped and were either good (rarely) or not and you couldn’t change them.
Champion gear isn’t like that because you only have no control over the champion affix (because you have no way to interact with them). But you can still craft on the rest.
It doesn’t matter if it’s hard, if it’s another thing on the crafting RNG pool or not. They are craftable while talismans were not. So a somewhat bad drop can be made decent and a decent drop can be made good.
You know that not all games have an end? Simcity, for one or Sims. Factorio (don’t know if Satisfactory has an end). Lots of incremental games.
The point of those isn’t to reach an end but just keep playing and pushing while you’re having fun and to stop when you’re not.
Yes, I have a few of those as well. I actually leave most triple exalts on the ground because the affixes didn’t synergize or weren’t interesting to me, like melee ones (even though with the new runes, I may regret that ).
Here’s an example of one I found:
It is, but in most builds that’s not a good base. Even for minion builds, that’s often not a good base.
If you look at the builds on LETools, most have more exalted gear than uniques. And many even have just 2-3 uniques.
How is that not acceptable? For every 10k items, 1 is unobtainable. That definitely falls into the range Heavy was discussing.
No, this is where we disagree. The amount of people that need that is less than 1%.
How many PoE players actually care that a Mageblood exists? 99% of the players will never see one nor are they every going to chase one. To them it’s completely indifferent if a Mageblood is in the game or not, if a Mageblood is in the game and the top 0.1% can get one or if it’s in the game and no one can get one.
Besides, there’s a big difference here: the items in LE do exist. It’s just their ultra gigachad version that doesn’t. So a casual player can totally get a red ring. A no-lifer can totally get a 1LP red ring or 2LP red ring. It’s just higher versions that aren’t available.
If you said that the chances of a red ring dropping are non-existent, then yes, I would agree that there is no point in having it in the game at all. But you can get red rings and even 2LP ones. It’s just the higher tiers that are unattainable.
It isn’t. If you were to cap red rings and ravs at 2LP (since those can drop in a reasonable timeframe), then people would complain that it makes no sense to have those capped at 2LP and to have the next tier of uniques capped at 3LP and they should all just be the same.
It’s easier for a player to grasp that the items are treated all the same, only some become so rare as to be impossible to get, than it is to grasp and keep track of which items can have which LP.
Also, you’re talking about the LP gear, but what about exalts? Should they then be capped at 2 exalted affixes with no chance for a 3rd?
Hmm… no? You can introduce new mechanics that increase the drop chance, but you can also introduce new mechanics that have nothing to do with it and change the drop chance globally.
Having a 5xT7 vs having a 2xT7 only changes numbers up. So you want to add new and harder content, you up the chance for better gear and that fills the space required for you to tackle that harder content.
Otherwise you create harder content and then have to also create new tools to tackle it.
So this would only be accessible to legacy players. No seasonal character would be able to get one.
This is not even mentioning that a simple double corrupt isn’t the absolute BiS. You’d also need top quality and the best enchant on them (which has to be applied before the double corruption). Which would likely make it way more than 2-3 leagues.
I’ll provide an example with Vintage Story (better Minecraft clone) since that’s completely open ended and doesn’t provide an end-point that’s distinct.
I decide I wanna build something and I work towards it… and then I finish it. The end.
And then I start the next thing… and I finish it. The end.
But… I always finish it. And I also don’t stop playing those games when I pick them unless they substantially change away from what they were. Played Minecraft with a friend. Friend stopped, reason gone. Wurm Unlimited, same. Vintage Story is a ‘only me’ situation, hence since I’ve seen it I played it and do so still, outside of updates (it’s EA still) breaking my world I didn’t restart either. And in 5 years if it’s still majorly the same game I’ll likely still play it as one of my core games.
I don’t push until I just loose interest… I loose interest when things become unachievable.
Yeah, fair, some decent ones there. But outside the ‘teleport minions’ one and the ‘+ something’ skills there it seems more like they’re empowering and not enabling stuff. At least from the list. So the other Affixes and the item base will need to make up for it.
And nonetheless it’s become an iconic item like the Mirror… or the Headhunter. Because despite not having it… it’s a goal for many.
For the LP item’s agreed, because it’s ‘the item’ still which enables stuff or not. The core unique effects are there. But I’m also majorly speaking about Exalted items, which is the core progression thing. And I’m also not a fan of the 4 LP potential red ring… because even if it drops it’s such a massive disaprity in power that it’s unfitting and grating compared to the other implementations of the game.
Mostly arguing for the ‘how’ with LP items in the implementation. And the LP system mostly just hiding the shortcomings of the core itemization system. And the core itemization still working because we have such scarcity of good drops. Which comes from the upside-down scaling for Tiers (stronger difference the higher) and the 4 Affix system.
That’s… a nonsensical argument there plainly spoken?
‘Those items are extremely strong and hence can’t get such a high LP so they don’t friggin break the darn game’ should be reasoning enough.
And you can - as mentioned - even play it into the game with lore reasoning.
Also a Red Ring shouldn’t have LP at all given the power level. Some others neither.
That’s literally limiting design because of extreme simpletons. Such massive simpletons that they can’t handle dealing with items dropping as they drop. They do interact with it like any other item after all… just that it drops at max… 1LP for example… or never with LP.
That kinda would take a very special mind to break from or be overwhelmed with Then plainly spoken they got worse problems then playing the game in the first place!
For example, enhancing the upper limit according to content.
This also ensures that players don’t outscale provided content as well as making the disparity less severe.
The equivalency would be for example in PoE the influence system. Any item can only be influenced by 1 mechanic. Be it Synthesis or eater/exarch or conquerors/shaper/elder (equivalent standing with hybrid).
It’s to limit the potential combinations and ensure that items can’t get too powerful.
Just look at what it does for LE as well. More casual players complain ‘they can’t progress’ while players playing a lot rush through 1k+ corruption with 3 LP top-tier uniques that are Legendary as well as triple exalted items in comparison. That’s a massive difference in power level. And not for small details but massive amounts given that a single T6 is vastly stronger then a T5… much more then T3 to T4.
Which again… is an issue with the power scaling of tiers being upside down.
Empyrian would very likely do that as well… in a single league. Heck, wouldn’t be the first time the projects deal with 50+ mirrors of value Month 2 of a league.
Not applicable anymore. Has been changed. No more enchants, removed.
Quality is also drop-only over 20% for bases. Or adjusted up to 29 with orb that can be put on after corruption. Very easy, takes a minute now.
You don’t finish it, you just finish your current goal. The game itself has no end. At no point can you say “Welp, there is nothing else I can possibly do, guess I’m done”.
Likewise with LE. You decide you want to grab a T7. You work towards it and then you finish it. You decide you want to grab a T7+T6. You work towards it and then you finish it. You decide you don’t want to work towards a 2xT7 because that takes too long, you’re done.
The only difference is that LE offers you a limit which isn’t attainable. If they said that tiers were infinite, you would just keep farming while the next tier was within a time limit you deemed reasonable.
Empowering is still enough to compete with uniques.
Define many. I’ve played PoE quite intensely for a few years (even being in a clan) and I never once had a goal for those items. Nor did most of the players in the clan. In fact, whenever someone dropped a div card for one of them, they immediately sold it.
Those are items that only the top 1% of no-lifers will chase. The rest are aware they exist, but have no intention or expectation of ever grabbing one.
That why it doesn’t have a real chance of dropping. And when it does, sometime in the future, it’s because there are already more items on the same power level (and probably a few beyond as well). That’s part of the power creep.
It’s a lot easier to know that stronger items are rarer to get (up to the point where they won’t drop at all) than it is to memorize that these 3 items can only get 1LP, these 5 can only get 2LP, these 15 can only get 3LP and the rest can get 4LP.
Having items that have higher LP than others will just lead players that aren’t aware of that to try and chase an impossible LP unique because all other uniques can get it.
This isn’t true. You can have more than one influence. For quite some time, even. Awakener’s orbs were introduced years ago.
I finish the building. There is no improvement for the building, it’s done.
And if I say ‘there is no improvement’ then I mean it, I do detail it to a ridiculous degree
Though also to be fair, the first thing I did was do all the available content provided by the game. It kept me because of the creative aspect in it.
LE doesn’t have a creative aspect, it only has the content to keep me engaged. Hence beating the available bosses or maximizing the stuff that can be maximized. Or rather the aspects that can.
Itemization has no possible end-goal so blessings also aren’t interesting to finish for me. I basically do stuff until it’s ‘enough’.
To be fair, with new content I’ll also try out said content once to experience it… because I enjoy the content itself. But the itemization in LE? No chance to ‘finish’ it ever, hence no effort invested. And unlike a open-ended game where you have to create your own framework to work within mentally… LE provides the framework.
Also, I don’t play incremental games either btw. because they have no end-goal. Feels meaningless to me.
Those going into end-game. Because it’s a realistic expectable outcome to happen.
Much like the example with the headhunters. I don’t need to go through all the variants possibly coming out. I can still work towards something and get it. Or I can buy it if available that league. And if not available that league it’ll stay permanently behind in Standard, since that’s what Standard is for. Experience and enjoy Cycle/League, amass stuff for Standard/Legacy.
Yes, the most important people for a game of that type still Because they are the ones creating the third party frameworks, all the tools an so on, because heavily invested. They are the ones streaming and which pull people into the game, they are also the ones giving the most feedback or being able to talk about higher level concepts related to the game.
Loose em and you loose your game, it’s become a simple thing nowadays.
Why the need to memorize? First of all it can be showcased with a (0/2) for example, very easy, very simple, also allows a nice design… and you can only work with the stuff dropping for you anyway.
I actually see no issue.
Oh, and if we wanna talk about MG searching… picking a base or a unique should cause an automated limitation of Affixes, FP, LP and so on only applicable to those. That’s a core baseline functionality which the UI still hasn’t got.
Ok, lemme rephrase. Influence-group. I put them with the ‘or’ in-between for a reason. Grouped once can have a hybrid influence.
You can have synthesis with exarch/eater, though.
And you have the astrolabe amulet that has all influences.
And anyway, that’s like not being able to place sealed affixes on uniques. Or champion affixes. Or the future set affixes. Because that would make them too powerful.
I was in the middle of having another lenghty reply and deleted everything now.
I don’t think this is going anyway anyway.
You seem to have a position and I seem to have a position and we simply disagree on a lot of things.
I am very happy with the itemization in LE with a few exceptions, which are already somewhat addressed with what is coming in 1.2 (more alternatives to legndariy items).
And you are not a min-maxxer as well, you are a dream chaser.
What you define as the top-end is impossible yes, but just because it exists doesn’t mean that this is the top-end even a min-maxer would strive for.
In loot driven RPG like this one, no min-maxer will truely ever achieve perfection anyway.
So T26, T27 or T28 items theoretically being possible, but realistically unachieable doesn’t change that you can min-max within T21-T24, maybe T25.
What you are critiziing is a sympton of how the loot and tier drops are setup in LE and it has tremendous advantages, because there are a lot of cool thigns possible, but getting all of the mat once on a singular itme is almsot impossible.
But this is not the carrot on front of you that the devs made so you never achieve it.
This is your brain and way of playing hamstrining yourself of enjoying the game, because you can’t have something, that “possible, but highyl unlikely”.
Yes, this is a big problem I feel in the current gearing. It is easier or you could say more targetable to get a T7 affix on a unique item rather than getting it on a base item that you want along with other good mods and sealed affixes. Especially with Prophecies and glyphs of envy allowing to target farm uniques much faster. This makes people skip trying for strong exalted items rather just focus on getting more legendaries in their gear.
One way to resolve this would be to allow to target farm specific basetypes better. For example, the echo reward exalted helmets instead of dropping 10-20 random exalted helmets let me choose a specific basetype and drop 5-7 exalted helmets of my selected basetype.
Yes, something in this direction would be very good.
Given the Echo rewards have turned over to be fairly… lackluster (mildly spoken, they’re baseline worthless since 1.0) allowing a choice to be given at the end of an Echo to target specific drops (like a distinct base) would be very very welcomed. Obviously with reduced drops depending on the base-type. Stronger bases should drop fewer, bad bases (for LP slamming) should provide more.
It’s not good, it was admitted by the devs as a PH end game.
It’s awful, 3 minute long maps? What is this, a mobile game I play on the subway to my job because I’m living in Tokyo?
That’s also not the monolith layout, it has nothing to do with the web itself. It’s the content inside the echos.
That’s another construction site to talk about… but that doesn’t mean the web itself is bad, just the rewards and how generic it feels to interact with it.
That’s the focus here.
There’s a lot of contruction sites for the game, Arena, Dungeons, Campaign, Echo length, Echo rewards, Content quantity, content depth. Itemization, Balancing… can’t all be done at once.
You’re probably thinking of the time many years ago before the rework when there was only 1 mono & you chose from 2 modifiers. Which may be the last time you played LE. Are you aware that LE switched from Protection to Resistances?
Ehhh… the common PoE map takes 5-10 minutes nowadays for most people, outside of specifically designed speed builds.
In LE we’re roughly at the 5 minute mark for the common character, substantially less if you focus on speed, can be less then 2 minutes. It’s definitely quite a bit shorter.
Apart from the ones streamers use, obviously. And while I was been a teensy bit hyperbolic, Shiyo is clearly not going to be interested in such slow-arse non-functional builds that can’t clear a super-juiced t19 map in under a minute.