Legendaries have kept me playing longer

As we are nearing 0.8.5, I thought I would offers some quick positive feedback on Legendaries introduced in the current patch… in no particular order

  • Increased my active playtime for this patch - MUCH more than previous updates - I usually wind down play after about a month. The item chase has been MUCH more rewarding to search for both Uniques with high LP & the required exalts to boost them in the legendary process.

  • Lackluster Uniques that no-one bothered to use in end-game builds have gained a new lease on life as Legendaries - even if the build doesnt actually need them. a 3LP unique that you would never bother with before now looks promising…

  • Legendaries have motivated me to try out new builds that I wouldnt have bothered with in the past - either because I didnt like the playstyle or if the really niche Uniques just didnt cut it enough in end-game to make me try it out.

  • The stat stick boost has generally improved pushing end-game content much higher than previously… Its always fun to realise an improvement in a build you like playing with and Legendary upgrades have given, imho, a decent and noticeable increase in stats over the usual gear grind.

  • I farm at high (300) corruption and I use a strict lootfilter (T12) so I am not not sure if there were any drop rate changes in 0.8.4 but I like that Uniques drop frequently so that its almost a double whammy of luck when you get a unique PLUS it drops with 3/4LP. My focus after collecting almost every unique is more on getting them with LP than just getting the Unique… This is a loot based game and I want lots of loot to drop even if its not perfect - thats what the lootfilter is for… Please dont change the drop rates based on recent players complaining about it being too much…

So all in all, the addition of Legendaries has been, imho, an excellent addition to the game.

Thanks

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Agreed. For me, the legendaries have added one goal to the game. I don’t really like the chase for the perfect item, but with legendaries I found one more reason to do it.
I need not only the right item, but also the right exalted that will match. This combo is very interesting.
Only negative point for me: the dungeon. While I do love that it exists, I don’t like labyrinths and - I have open a thread about it a while ago - I don’t like the fight against Julra. But the dungeon is a very good idea and gating the Eternity Cache behind it is a good idea also, in my opinion.

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Agreed. Definitely one of the best implemenation to the game lately. Both my active playtime + the thrill to drop an unique item has increased and i very much like that system.
Also agreed on the dungeon part mentioned by @Shtrak. Not a big fan of it so far, escpecially the labyrinth layout, that always promotes a backtracking playstyle for me.
I hope the new dungeons will add a new flavour to it.
The Julra fight i like, even though more and more bosses in LE have similarities to bosses from other arpgs… i would like to see a bit more creativity and uniqueness there. But i appreciate the timeshifting aspect during the fight finally taking advantage of the Epoch theme in the game.

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i would like to see a bit more creativity and uniqueness there.

The time shifting aspect is COMPLETELY unique among ARPGs as far as I know. The reward system of merging unique items & exalted items is also unique as far as I know.

With how long these types of games have been around, it’s extremely rare to come across anything explicitly new. Almost everything is some variation of something we’ve seen, so the fact that they were able to come up with a fairly unique boss as well as a unique reward system is pretty fantastic in my opinion.

Come to think of it, the way Orobys works is also pretty unique. Bosses in most other ARPGs have a very pre-defined set of skills they use, either with cooldowns, priorities, or telegraphs. The fact that there are varying elemental types of Orobys, long with the randomization of his void powers, is actually a pretty new concept, even considering PoE did something similar with the Sirus fight.

As i said, the timeshifting aspect during Julra is an awesome feature that really fits into LE’s theme. It’s just that with most encounters i immediately see similarities to other bosses. Julra-Maven, Lagon-Kitava-Belial, Spirits of Fire Timeline Bosses-Vaal Temple Bosses, Husk of Elder Gaspar-Piety (rotating beam) etc.
I enjoy the boss fights more in LE than in other arpgs because of the telegraphed attacks you can learn and the general feeling/speed of the game. I agree with you that it is probably hard to expect new mechanics after so many years of arpgs or in general video game boss design concepts. I’m just missing that feeling of a really unique boss that i would like to remember in years of how great and unique the design was.
I’m enjoying the concept of Orobyss and Rahyeh though.

While I agree, it’s sadly only in the potential of everything the system added, as the reverse has happened with my play time during this patch.

Everything is great, the new crafting changes, the implementation of legendaries, etc. However, the build diversity for me has shrunk due to many builds I had played and enjoyed used either, very few uniques, used a few specific set items (like lightning meteor Sorc/Shatter Strike Spellblade), or have no compatible uniques at all (aside from generic options like Woven Flesh). Ironically just about any Void Knight I could make now is living like a king due to all the uniques with void anything on them or I suppose fire/ignite thanks to all the options there.

It’ll only get better as we get more uniques and EHG figures what they’ll do with sets to help them get back into the mix. The system here definitely has the potential to keep me playing for an impressive amount of time moving forward. It’s just not quite there for me yet, (unless they reveal changes to Aurelius to stop the ‘attacking the open air for non-rare/boss single target problem’, then I’ll definitely be playing a lot more.)

I’m not sure how you linked Lagon and Belial. I guess both fights have adds (assuming belial lives long enough), and both have circles on the ground to avoid, but that’s a pretty weak link in my opinion.

I can see the comparison between Maven and Julra, with the rotating patterns and the technical execution needed in each fight, but it really feels like you’re making VERY broad categories here.

I feel like you’re basically saying “yeah, i have to dodge things and stay out of circles and avoid beams, it’s all the same”. On one hand, that’s really a HUGE oversimplification, and on the other, dodging things is kind of 90% of ALL APRG’s combat, so i’m not sure what you expected.

If i’m misunderstanding the concept, I apologize. When I go into an ARPG, I automatically assume i’m going to be dodging things, and there will be audio and visual cues, and some (most? all?) mechanics will feel similar. That’s not really a bad thing, as long as there are some occasional things that surprise you or work differently.

I haven’t really been disappointed by any of the boss fights here. Gaspar is a bit easy, and I’d say the Emperor is a bit easy, but I haven’t gone over 200 corruption yet, so i’m not sure how difficult those fights are on higher difficulties.

A platform with the bust of the boss. There is the same thing in StarCraft 2 with the Primordial zerg and also in Wolcen with the Lambach.

Actually, I was thinking Asmodan, not Belial. I can see how you drew that parallel now.

They didn’t really feel like the same fight to me though. I mean they both have things to dodge…even the same kinds actually (puddles and beams) but again, a lof of that is just the nature of ARPGs. (at least in my mind).

Don’t worry, no need to apologize. You are making valid points and i think we can discuss anything here without blaming each other. It’s just my personal opinion and hope for the future about boss design and how i experience them since i come from years of playing diablo/poe. Again, i never said that boss fights in LE are bad or not enjoyable. I do like the boss fights. Maybe i’m just expecting abit too much…
But i think we went a bit offtopic and should get back to legendary item feedback :slight_smile:

Totally agree with everything you have said on Legendaries.

I’m also playing more than I did before simply to farm 3/4 LP Legendaries. I’ve also started clearing out my inventory of non LP Uniques at long last. It’s refreshing for me to now actually look at my unique drops instead of merely seeing them as vendor items. It adds another twist of loot pleasure to the game. Madly enough I haven’t really crafted a lot of them into Legendaries; instead I’m simply banking them for potential new builds.

In this new loot preference, I’m also paying more attention to the exalted drops I get. Now, rather than simply looking at their usage potential, instead I look at their Legend making potential. This means that some bases I would simply have junked in the past are now taking up space in my immense inventory for possible legend making.

Overall, I would say that the last patch was one of the best for me since I started playing. It’s served its main purpose, to keep me interested and playing. The introduction of dungeons is also another welcome addition, although I would like it to be a little more interesting in the pre-boss stages. However, this is only the first one, so I can understand each dungeon having its own theme & setting, so I am happy to be patient to see what comes with the new dungeons yet to be introduced. I still think the new crafting system is worse than the old one, and I hate T4 Julra and dislike the current implementation of the mechanics. My personal wish list would be changes to these 2 things, but that’s just me.

However, these two gripes are outweighed by the positives I have enjoyed introduced in the patch. Legendaries also for me are certainly a terrific inclusion in the game, as are the Dungeon concept. Once again the Dev Team are to be congratulated in giving us something new to invigorate the game.

I played this patch for about a week and a half, I only played Druid with the new transforms, got a new character to 96, got a 4LP item within a few days etc. Personally I think ive owned this game far too long in its current state and extremely burned out to the point I get bored ultra fast regardless

  • Legendaries have virtually no player agency and solely reliant on RNG and almost nothing else, and at the end of the day all they give is increased stats. extremely boring and also extremely disappointing to what I assumed they would be. I thought they would be extremely powerful uniques that were limited to a small number per character

  • No changes to monolith system at all to make it more accessible for your alternate characters, no hints of an update, no hope of a change

  • Dungeon is like Lab in PoE, its really badly designed and its about as fun as finding a parking spot in a busy car park. the layouts are depressing

  • Crafting in the new system isnt much different, I feel lower level crafting was nerfed heavily especially while leveling but the top end wasnt increased much because the ceiling was easy to reach anyway on normal items. I have found more Magebloods in PoE than hitting a Despair rune on something I wanted in LE (i never hit a Despair I wanted in 25-30 tries)

My main issue is we need new classes yesterday, where is the Warlock/Runemaster and Falconer. The reason why PoE goes so strong is they rebalance things always, make new skills/new supports etc making it always feel fresh

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The devs have confirmed they heard the requests and they will do something. They also said it would not be done the way we expect it.
This is not a solution or a precise answer, but it is an hint of an update and a hope for change.

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Bit off topic re Legendaries specifically, but thanks for the feedback from a long term perspective… :stuck_out_tongue_winking_eye:

Other than disagreeing with your comment about Legendaries, I am in your movie about Dungeons (definitely mouse maze boring for me), Monolith (wasnt really expecting updates in the last patch to monos tho) and Crafting (not perfect but better, despairs are hens teeth - especially considering how hard it is to seal anything higher than t1 anyway).

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