Legendary Potential for Set Items

With the new changes in the recent update, set pieces have found some interesting uses. I personally feel that they still lag behind in terms of overall universal application, especially when you compare them to Legendary items with high legendary potential.

I imagine giving them the opportunity to roll the same amount of LP as standard unique items would be impossibly unbalanced, but what if they had 1-2?

Having the LP weight be similar to more rare items and limiting the maximum LP compared to standard unique items could, in theory, make the items more attractive while also maintaining a respectable balance for total affixes and player power.

A solution could be they receive maximum LP based on specific item category i.e. Chests and Helms having 2 maximum LP while other set pieces have a max of 1. Careful evaluation of how much power an item gives and what it might be missing in a build would help determine how broken it would be, if it all, beforehand.

With experimenting with sets I rarely find use for them outside of specific situations for very specific builds. Given that they are somewhat intended for focused builds, the interesting interactions they bring to the equation begin to lose value when pushing difficult content. As useful as reducing them to their crafting affixes and using them on exalted items can be, sometimes the synergy of the original set piece is lost, and maybe balancing the piece to compete with other gear would be more beneficial for the build if it were possible. This also opens other playstyles and build options when theory crafting.

I trust in the developers understanding of the game and it’s mechanics and enjoy the current build and content immensely. I believe this would be an entertaining and valuable addition to the already amazing crafting environment. Let me know what you all think and thank you very much for your time.

And it is ok. We don’t need D3’s issue where game forces you to choose a set, not a build.
On the other hand - some sets are too weak or wtf (electric dmg on skeletons, really??) and needs some love from devs
For me reforging is a way better(interesting) option than blatantly lazy “OK let’s copy legendary mechanics”. Some green affixes are good even w/o set bonus, some are… t1 and seal for set bonus only

Giving the player control over how they optimize their build is directly in line with how Last Epoch’s crafting environment functions, and why it thrives. Before you settle on the idea being “lazy”, please, truly consider the possibilities and whether or not it would be useful to you.

I respect your stance on reforging, though, like you said, some of the sets feel weak. If they were to implement this idea over reworking every single set individually, reforging and the set pieces themselves could both equally hold value. Do you really think that it would be such a bad move?

I agree that something should be done to make sets/set crafting more appealing. But I’m not sure that just giving them LP is a great solution. I think part of the problem I have with legendary items at the moment is that a lot of them are getting used as basically stat sticks. Effectively what LP does, and this has been made easier with the guaranteed slams, (which I don’t think are a bad thing on their own) is to make some unique items act like more reliable exalted bases, and sometimes even better in cases where they have desirable affixes that don’t normally appear on that slot. Crafting exalted items is messy. Getting the right base with the right affixes is a tremendously random task after a certain point in gear progression. By comparison, it’s pretty easy to find some unique with the stats you like on it with at least 1 LP, then you slam the one exalted affix you liked anyway and boom you have your item. At the moment, the set crafting solution basically just staples the sets onto the exalted crafting system with all it’s deficiencies compared to legendary crafting. And arguably the set crafting is even harder than just crafting a regular exalted item too. Because they can’t drop naturally with the set affix, you not only need to find a good base with stats you like, but you also need to have an open affix slot or otherwise gamble on a rune of removal or use your seal as a targeted removal, in either case spending FP before you’ve even put the thing on the item. Then if you want to make it the exalted affix that’s another gable that costs you FP. By this point you often won’t even have FP left to bump up the other affixes, let alone do any affix rerolling. The point of the set crafting was to give a way to make the use of the sets scale up with your gear, but to actually achieve that is pretty difficult. My first build of the season was based around set crafting and while I had fun with it, you should have seen how crappy the actual crafted items I had were. Honestly if I weren’t playing paladin with all of the QoL stuff like getting most of my resists for free, it would probably have been a pretty miserable experience to make ones that were good enough.

Personally, my issue with the gear systems at the moment boils down to the issue of the cool effects being overshadowed by raw stats. Uniques effects end up being undertuned to the point that some of them are useless while I keep seeing builds that include a random unique that has nothing to do with their build and I have to pause and try to figure out why the hell they’re wearing it until I realize it’s just for the stats. A great example of this is one of the meta builds from this season: Judgement Paladin: The recommended unique sword is clearly for a mage, but they’re ignoring 4 lines of text, all of the parts of it that make it unique, and just taking it because it’s a melee weapon that has + spell damage and elemental penetration. (Admittedly, I also ended up doing something similar for my shattered lance build. I ran an Apogee of Frozen Light just because it had flat melee cold damage on it, ignoring literally every other line of text.)

The unique effects being under-powered has an obvious negative impact on my desire to make builds. The stat stick uniques are more just… disappointing and kind of blur the distinctions between the different types of gear. Exalted items are all stats. They should be the go to slot choice if that’s what you need for your build. Unique and set items should be for cool effects that are worth building around enough that you’re willing to sacrifice stats in those slots in order to run them. So just trying to solve set items being undesirable by just giving them more stats to me feels like it’s missing the point. I’d rather see them do a full balance/design pass on the unique and set items to make their roles sharper. Knock off some stats, buff up the unique effects. Make it so that you want to run some if and only if they do something cool for your build. That said, I do still see the value in being able to upgrade those slots as you progress so they don’t feel so terminal. So in principal LP/set crafting still seems fine, although maybe there are some tweaks needed to make them better in some way. It’s just that they shouldn’t ever become one to one replacements for an exalted item.

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I agree with all the feedback u gave. My solution would be nerfing bonuses coming from basic stats like dex, str, int and so on to the point where dmg multiplayers and acutal stats on items would be competetive choises. As to crafting sets. It is now very time consuming to get set with all t7, than to put it on right base and also get some other usable stats for certain builds. I’ve been trying some sets and only was kind of succesfull with on of them. Just because it just give +str and hp regen, so stats that are welcome for almost any build really :wink:

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You bring up many valid points. I appreciate your thoroughness in describing how items often time are repurposed outside of their intended use to make something that otherwise wouldn’t work, become viable. This is also covers how some things feel redundant or pointless, but it’s the freedom to choose that gives us that opportunity to decide this.

I recognize that can be frustrating when the outcome of using items outside of the intended purpose feel so wasteful, but looked at from another perspective, is an ode to our ingenuity as players. I do agree that the forging potential system can often times be unforgiving. Given that the RNG based approach to crafting can, as you said, be quite the gamble. The way FP can just disappear, other times you can critically succeed, have enough left over to refine it near perfectly, and then even duplicate your item. Especially useful for when what you’re attempting to add affixes to took hours, sometimes days to get for the perfect slam.

I personally enjoy the experience of potential failure, and the reward following a hard earned success. Lightly touching base on the nature of items being “stat sticks” I would say, while yes, that is absolutely true, this is a formative component in the the genre. The specific style Last Epoch has evolved to possess in regards to crafting over other games in the genre is a combination of the developers unique approach, community feedback driven changes, and an earnest attempt to create something new and unique.

Imagine what crafting and gear would look like if the bases of items were created exclusively to have every line of text dedicated specifically to one task. Without the opportunity to craft affixes onto that sword to make it function on a damage over time build it would have been restricted to only being used by a something that took complete advantage of it. This is not bad inherently, if the player base had not already experienced this exact method of item design in other games, and wished to only use items for one specific purpose. To be honest, it would be very much what set items are in this and every other game. Limited, without the freedom to create, and because of this, stagnant and rarely used.

It can very easily be said that legendary potential is a band aid for any number of deficiencies one might find. I will agree to the merit of thought brought by anyone willing to explore possibilities, but I do not agree specifically that this creative freedom is in any way a bad thing. The guaranteed affix came about as the developers released new content that went beyond their original ceiling in terms of difficulty. Many builds were fleshed out and experimented with to be found incapable of rising to the challenge of completing the Uber Abberoth challenge. The ones that were able to accomplish this, were, by their original creators especially, cultivated over hours of experimentation and grinding. This process was made more efficient and less arduous by the inclusion of that one change. If anything, the casual player is most disadvantaged and benefits the most from having one guaranteed affix. Disadvantaged not because they can’t create builds for themselves to beat the Uber challenge, but because the internet shares all of our creations, and content creators showcase builds with sometimes impossible equipment for someone who doesn’t play ten hours a day, five days a week. You revert this change to synthesis, and the hardcore player spends more time doing what they would always accomplish anyway. The casual player will be lucky to beat all of the harbingers. (Btw, I’m talking parents and students with a couple of hours to spare playing games every few days when I say casual, not people who only play three hours a day over ten.)

I personally play this game for hours at a time, multiple days a week. I have amassed a massive amount of resources affording me the opportunity to make any build one could think of, and I still play fully entertained. I’m sure you know, and anyone who reads our very long dialogue can relate. Getting 1 affix on a unique item, even if it is best in slot, does not guarantee the build can beat Uber. Where crafting can feel tedious at times due to everything you said, when I accomplish one of the many goals to progress a build to go a little further, it feels good. The ceiling for accomplishment moved with the difficulty of the game. Now in order to have your legendary gear for synergistic builds up to spec you need not one, but two perfect affixes. If you want to push even further, you grind for 3-4LP items and get as many top tier exalted affixes as you can. The meta of the current build would obliterate the previous builds, but it still feels challenging, the crafting, still rewarding. I want to feel the same sense of wonder at what I could make with set items and have it push a little further with my own twists when I drop them. To me, adding 1-2 LP would do that.

I will never claim to be able to suggest a perfect system for every type of gamer out there. All I can hope to do is honestly ask for what I would like to see, hope it comes across well received by enough people that it maybe gets put in an update. Worst case scenario, it’s not a great idea, and we decide together that it doesn’t belong. I’d just ask that where possible, we at least try it out before we decide it’s not worth having.

What if instead of nerfing core stats we asked for more sources of more damage multipliers and increased values to the damage stats?

The game is going to functionally get harder as they release new content. Part of the reason they guaranteed an affix from sanctum was to allow casual players an opportunity to keep up with the shifting meta, and allow all players the ability to create gear that would scale builds high enough to beat Uber Abberoth.

Buffing is always bad for the health of the game imho. Insted things should be toned down in small steps till we get where we wanted to be. This way, there is a chance we avoid power creep and absurd numbers. Still I am not sure if it is in best interest of game developers for game like LE, when you need to attract people every 3 months or so. I am just talking about the best way from my perspective and experiance from ballancing Grim Dawn. But it is diferent game… so maybe I am just halucinating IDK :thinking:

Oh. I don’t really have a problem with making LP slams easier. In general I think systems that can reduce that random frustration and let people make their builds in a reasonable amount of time is a good thing as long as the result feels satisfying. I just meant that this system exacerbates the thing I do consider to be an issue: That because of the differences in how their respective crafting systems work, and because of some improperly balanced numbers, legendaries have overstepped their role and crowded out exalts in a lot of slots without providing the interesting design they should. I don’t think I’d take away the guaranteed slams, if anything I think I’d want to make the regular crafting system a bit better. It’s just that at the same time I want the two systems to have their distinct purposes.

I also just don’t really consider it “creative” to use a legendary just because they happened to make one of the numbers on it too big. To me that’s just a failure of balancing and design. What that tells me is that there is some need for:

  • More options for crafting exalted items. Maybe more bases. More affixes in some slots. More ways to upgrade exalts to reach a desired power ceiling.
  • A refinement of the crafting system to be up to modern standards. The base of the system is great, but FP as a resource has been spread too thin by all of the additions to the crafting system without making FP that much more available. In addition to the stuff we had when I started playing, we now have glyphs of despair, runes of havoc and, runes of redemption. Even before this I rarely got to the point where I could refine affixes, now there are plenty of times where I craft an item and don’t even get to make everything at least T5 after I’m done with the other necessary parts of the craft.

If we have all of that, people can have the flexibility to craft exalts that meet their needs while keeping their role distinct from uniques.

As far as uniques only having one function: That really just comes down to design. Some uniques are very specific in the abilities they call out for you to use, and I think having some of those can be fine if it helps enhance or modify the fantasy of that skill, but there are also plenty of uniques that have more flexible effects that invite you to experiment to find different ways to use them. It’s just that a lot of them are too undertuned to make that worth it.

Just as an example that comes to mind: Bane of Winter: https://www.lastepochtools.com/db/items/UAzAcGYBYFYg

Perry made a build contest around this last season. It’s got quite a bit of interesting stuff going for it. It’s a mix of two elemental types that don’t naturally go together. (There are quite a few of these void + other element uniques which would be cool if they were balanced to be worth using.) It’s got a proc that can work with a wide range of skills across all classes including a throwing attack in addition to the general melee stuff. The added melee damage becoming spell damage lends itself to some kind of cool melee/spell build with options in several classes. But all of these effects aren’t just free to slap on as stats. You need to have some way to care about these effects to make it worth it over an exalted item or some other unique. It’s not a stat stick, but it’s not forcing you to only use it in exactly one way.

Unfortunately the results of all of that experimenting was that it kind of just sucks too much to be worth it. The proc effect is too small and the cap on it’s proc rate limits how creative you can be in finding ways to abuse it. So it’s just a dead item. I wouldn’t want them to fix this by just slapping enough bonus damage on this that someone uses it as a better exalted spear. I would want them to make it worth building around its effect.

And there are tons of uniques and set items like this where they have potential to inspire experimenting with different ways to use them, but they’ve just been left to rot because of how weak they all are.

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What practical solutions would have your vision become a reality? What would crafting look like and what kind of examples would you give to allow people reading your responses an opportunity to visualize the direction you think it could head to be more beneficial to the player?

With what I have interpreted so far, the only readily available solutions would be to completely redesign the game from the ground up. Controlling damage input and output to reduce the need for affixes to compensate for difficulty increases or to directly add an additional affix to exalted items.

When you say legendary items have overstepped their role what exactly do you mean? That would imply that they were not designed to be the pinnacle for builds, which brings to mind other titles where not only is that implied, but the systems support that style and have evolved to counter the use of them. I feel that Last Epoch has taken a hybrid approach when compared to games like Diablo 3 which heavily relies on sets and unique items with very specific identities to scale builds into endgame content. Which, from it’s inception, created an environment with inflated numbers into the trillions and beyond. Then we have Path of Exile 1, which dedicated it’s attention to rng based crafting that moderated the use of uniques by having them as is with very specific and limited impact based around a single build enabling affix. The majority of control came through in an advanced skill tree and customization options with the skills themselves. Grim Dawn has a system with much smaller numbers, a skill design attached to weapons, and scaling similar to both Last Epoch and path of exile with class based progression and the constellation tree for raw stats.

Given that Unique items came equipped with the ability to get Legendary Potential from the beginning, I would suggest that the idea that they are overstepping the relevance of exalted items is a bias. I find nothing wrong with the current system. There is always room for improvement mind you, but the idea of changing the system to lean more favorably towards crafted items would be to move in the direction that, from my experience, isn’t in line with the identity of the game. As for builds being forced to rely exclusively on Legendary gear, that simply isn’t true. The majority of what you see is the majority of what people copy paste from others to streamline their experience. There is nothing wrong with how people choose to have fun or play games, but the meta has been and probably will be a small amount of builds being created for the majority of players. That scene will never accurately depict the possibilities of what we can create as players. We have to experiment, and in order to do so, we have to push content.

The foundation has plenty of room to grow in many directions. I wouldn’t be dissatisfied if future changes included ways to have exalted items truly compete with legendary items, as it would represent even more control for the player, and more opportunities for us to create builds based on our ability conceive them. I cannot argue with you that many items when pushed to the limit truly cannot hold up to higher corruption, but it’s impossible to catalogue everything without tremendous effort. That was a fine example, but it, like any singular reference is just focusing on a small data set in a vacuum. I personally made a build using that exact weapon, pushed it to 300 corruption and dropped it to play something else. It has plenty of room to grow. It depends on what our expectation of success is. Originally is was 300 corruption, now it’s beating Uber. Some people think it’s 1k+ or nothing.

At the end of the day, no matter how we structure our interpretations of crafting, if the item can be modified, it will always be slapping stats onto a stat stick. We can call it whatever we want. I can’t imagine exactly what it would look like to be a perfectly intuitive system that makes every single person happy. I have played this game for so long and have had to adapt to innumerable situations, and have no real complaints about how I have had to get there. I’d like to have more control, and more opportunities to make items exactly the way I want them to be. When you say modern standards, the only thing that comes to mind are games like Torchlight Infinite where you farm your materials, and are guaranteed an affix so long as you can continue supplying the process. I won’t stick around in those games. 30 hours in and I’ll have every endgame boss beat, 4 builds made, and nothing to try for.

From looking at your character progress and items, I would suggest that you play more and get more experience. Nemesis can give you items that have 60+ Forging potential. These same items have multiple exalted affixes, use less FP when basic crafting (helpful later for reforging, runes of havok and redemption, etc.) and can be imprinted to ensure access to otherwise difficult to obtain bases for multiple builds. There are hundreds of builds right now, and more than 50 can kill Uber. The few that are one shotting it or doing 2k+ corruption will be balanced out or nerfed entirely.

I just want a couple of LP on set items.

Hello everyone. I also want to tell you about my ideas.
Let’s start with exalt items.
It seems to me that getting, say, two T6 on a weapon is not difficult at all. Luck really plays a role here, and let’s not forget that in such games a ton of loot is a common thing. And when monsters drop a billion items, among which one is suitable for you, it brings you joy and a dopamine rush. In this case, there is no point in relying on the rarity of the items you need, it was just originally intended that while you farm, you always get something. This maintains the interest of players so that they continue to play. Even at 100 corruption, normal items drop, and probably any build can pass it. As corruption increases, so do your needs. In filters, remove items with unnecessary affixes, which strangles yourself.
I often see filters where players hide dropped items simply because they consider them unworthy of assembly, because their lvl usually does not exceed lvl 50 (item lvl), because items with a higher level often have a higher FP indicator.
And so that the players’ interest was even greater, I would suggest doing the following:
There will be a dungeon where it will be possible to transfer affixes (exalt items) from one item to another while maintaining T levels.
A number of restrictions are accordingly present:
There must be at least 1 FP
It is necessary to have 4 affixes.
Items must be of the same type (gloves-gloves, helmet-helmet, etc.)
Affixes cannot be transferred between intra-class equipment (Body armor, Helm, Relic).
(For example: You can’t transfer affixes from Primalist Body Armor to Mage Body Armor)
Here it’s really about the implicit, because sometimes you can go for a very long time with exalted items, but their implicit doesn’t suit you at all. With weapons, this is a common occurrence for me, and I saw many players last season going with exalted weapons, simply because this item couldn’t be fed to a legendary item, since there wasn’t enough LP. To be more precise, those guys went with two or three T7s, which is incredibly rare, and they had exactly the affixes they needed, but with an unnecessary implicit.
Also, this would solve the problem with FP. That is, when you feel that you can suddenly have 0 FP on an item, then you just save it for greater opportunities on a future item to which you will transfer the affixes.
Perhaps you are now indignant. What nonsense, it may not be fair. First you took an item with 30FP, did a couple of manipulations, and then transferred it to another item with 50FP. Don’t be strict with me. The fee for such an opportunity can be made incredibly large, or maybe not (it depends on how much you play). Perhaps it can cost 500k gold, or maybe 20 unique (legendary) items, or 3 Havok runes, it doesn’t matter. The main thing is that there is an opportunity. It would even be funny that the player does not know what the fee will be before entering the dungeon. (It will work like a roulette, where there is a limited number of positions). But the main thing is that I would not want this to be available at high corruption (100-okay). Perhaps with an increase in corruption you can do more manipulations with items in one entry. For example: 100 corruption -1 time for entering the dungeon. +100 - +1. 1000 corruption - 10 times for entering the dungeon. But this does not mean that you have to pay for reforging the item once. You need to pay for each reforge, and not for the ability to use the forge.

I will immediately note about sealed affixes:

  1. If the sacrificial item has a sealed affix, then it will not be transferred to the new item.
  2. If the new item has a sealed affix, but the sacrificial one does not, then it will be removed.
  3. If both items have a sealed affix, then the affix from the sacrificial item will be transferred.
  4. If both items have a sealed affix, and it is the same for both, then the affix with the highest tier will be transferred (or saved).
  5. If both items have a sealed affix, and it is the same for both, and these affixes have the same tier, then the sealed affix will be increased to the maximum value within the tier.

You probably already guessed that these points are more suitable for champion items. And that’s true. I think that with this option, these items will sparkle with new colors.
I still have a lot of thoughts for changes to unique and set items, but I’m tired and need to go rest. If I don’t forget, I’ll express my thoughts a little later, but for now you can tell me what you think about what I wrote.

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Oh I wasn’t really refering to another game. I mean relative to what we have now in this game. FP feels like a system that has some good features, but it was also designed at a time when there were way fewer crafting options. It’s limiting how much I can interact with all the new crafting systems.

As far as the specifics of how I’d change it, idk. I could throw random ideas out there but I generally trust EHG to come up with good solutions to problems once they get on it. Nothing I say off the top of my head matters much without any testing behind it. I just generally want it to feel a bit less random without completely cutting out the chase like the problem with D3/4.

??? I’ve been playing for years now. I have over 800 hours. I have only recently started making my own builds though.

I was debating with myself if I should bring that system up, but I felt like it was besides the point. I know about the whole trick with that, but I don’t really like it and it doesn’t really feel like a solution to the problem I’m describing. It feels way too much like something from PoE where you have to jump through some convoluted hoops to get items.

I guess if you mean since 1.0, but they weren’t there when I started. To be clear, I don’t have a problem with LP as a system in general. The problems that it was trying to solve are:

  • Low level uniques aren’t viable at endgame, so giving them LP, and more LP the lower level, gives them a path towards making them work without making them exclusive to high level.
  • Gives a path to upgrade your uniques so that the game is free to give out the regular one fairly easily because it isn’t terminal for that slot since you can upgrade with LP.

I think ADDING stats to your uniques that you’ve already decided you want to use in your build is an interesting system. I just think it’s a failure of both the unique design and the exalted crafting that there are sometimes slots where the best thing you can do is to use a unique as a base for stats instead of an exalted item. If that’s something that is needed, they could just make another base or add some affixes to fill that gap.

What I mean when I say that uniques are overstepping their role is that each item type has some purpose to it. Exalted items theoretically where you go to get the most stats. Uniques are supposed to be… drumroll please… UNIQUE! It’s right there in the name. They’re supposed to be items that have cool effects that you can’t get anywhere else. If you end up wearing one JUST for the stats on it, then it might as well be an exalted item. It makes the systems blur together and make both less interesting in the process.

But honestly, those stat stick uniques existing is less of an annoyance for me than just an observation of some bad design. What I care about a lot more is making sure that there are enough interesting uniques with cool effects that are actually worth building around. I think the game is lacking in that regard. And fixing that problem in a way that’s actually interesting doesn’t involve JUST slapping some stats on them. I want to see the effects improved.

As far as set items having LP vs keeping the set crafting, idk. They’re functionally the same kind of system. I honestly don’t know why they went through the trouble of doing this instead of just giving them LP, but it’s sort of whatever. I was more saying that some of the set items are bad because their effects are bad even once they can be added to gear. Just letting them have more stats isn’t going to make me any more interested in them. I want a real solution. But in principle whether or not the way they get upgraded by players is LP or crafting onto exalts is kind of a wash. But I do think that the crafting version is hampered by the FP problems.

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Yooooooooo lol, thank you for that. That was top tier comedy, you my friend, deserve a reward, but unfortunately I can only afford this heart. May your dreams fly as high as your hats.

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Not that it matters, but I am liking everything that you are saying. Just because I don’t agree with where you are coming from doesn’t mean i don’t recognize the value in your opinion, or respect what you have to say.

My statement on your experience has to do with my interpretation of your gear and your maximum level. Maybe your discrepancies with the system you have described up until now has prevented you from dedicating the time it takes to achieve perfect items in every slot on a level 100 build, but to me, I feel that it is important to recognize just how much effort it takes to get to that point.

When you spend 12 hours to days farming the perfect base with the exact arrangement of stats, getting lucky with RNG to hit the specific affixes you need for a 2-3LP item that also took as much time getting, to attempt to synthesis them together, only to fail and have to restart. At this point point, a guaranteed affix does nothing for your build, so you try again, and again until you are successful. Then you do this with every item you have until your power is fair beyond that of a build that only have one exalted affix on each legendary item but an order of magnitudes.

If you were to compare two builds where one person had attempted maximize the build potential to one that hadn’t, it would be obvious. If you’ve not attempted to, you would have have possibly not utilized all of your resources and experimented with every system. If you have spent the majority of your time in 800 hours in sub 300 corruption you don’t even know how higher corruption affects forging potential. As if it isn’t relevant to your issue with exalted items originally, but it is. Now personally, I am not the biggest fan of quoting someone to get my point across but

You personally drew the conversation to cover the entirety of crafting and your interpretation of what is or isn’t valuable. It is very much not beside the point, as nemesis has become one of the premier methods to obtain end game gear. With the adaptation and introduction of the mechanic, many opportunities were presented to the player. Your stance seems to be that of someone who is waiting for the developers to change everything into something you can finally appreciate. What is the problem you are describing? Any time a change is introduced to the game to address something you have brought up, you have said that it is not good enough!

The RNG based nature of crafting exalts was addressed with imprints and higher FP from nemesis and higher corruption. The same issue with legendary items was also covered with this but was further remedied with a guaranteed affix during synthesis in the Temporal sanctum. Sets were lightly addressed with the reforging system but also used to expand affix options in exalted items. Everything we’re discussing was an attempt made by the developers to address a concern by the community, with input from the community. We are members, but as individuals, are not it ourselves.

You have a lot of brilliant ideas, but without some solid suggestions for solutions it can feel as if you are dissatisfied but have no idea how to address it. Instead of continuing this conversation here, why not take some time and open up a dedicated suggestion with some ideas you feel would bring more in line the game to your vision of success?

That is a bias that I do not share. We have a crafting system that was developed for good or bad (I’m firmly in the it’s very good camp) that has evolved to create a mostly linear progression system with legendary items at it’s pinnacle. I do not see a problem with this. Games that have rigid structures for their items put the build creativity in other places. If you were to take a build from every competing game and divide the player power up into to basic stats you would see that they are comprised of similar features across a wide variety of sources. One thing Last Epoch does lack are many sources that drastically and somewhat commonly change the nature of their skills. There are unique items that convert base damage types, but not too many items that take for example, summoned wolves and change them into squirrels.

The game isn’t where it’s going to be when it’s all said and done with though. They are going to be implementing a system that allows direct manipulation of skills with from I can interpret will be external materials. That will provide even more customization that will take the place of items serving the traditional expected role of “unique items”.

Again, this conversation has been enlightening, and even though I hold firm to my opinion, as I am sure you are not swayed by my own with yours, I feel it would be better at this point for you to take this conversation to a thread dedicated to a wider examination of crafting as a whole. I would be happy to support your ideas, You have my attention, but I feel much of what is being discussed will be lost given the nature of this post is for one person to ask for LP on set items.

I just want LP on set items.