Went to jump back in before 1.1 to get my bearing again after a long break, and see that EHG has been fiddling with the difficulty and drops again. Kind of discouraging, logged back out before even reaching the council chambers. I think developers should develop a strong vision of how they want the game to be and mostly stick to it. EHG pre 1.0 was very good at doing that while also listening to the community. I fear that is not the case any more.
There have been no changes to difficulty or drops since 1.0. It will change with 1.1, but thatâs only in a few days.
Act 1 has been changed with 1.0, as well as the baseline drops to 70% given how factions affect the overall gameplay.
Nothing else has been done in terms of difficulty or drops. The reduction in baseline drops is warranted since during the campaign itâs piss-easy even with 70% (outside of Lagon since nothing prepares you for such intensive sudden mechanics) and Act 1 isnât really hard, it just finally has a proper story included.
I agree with the vision for the campaign being a mess currently, pacing isnât very well handled. Outside of that LE knows quite well what it wants to be and showcases that quite a lot as soon as you reach the end of Act 8.
It should do more to show it beforehand, which I agree with, the campaign needs to ramp the difficulty better from Act 4 to 8.
As for not listening to the community⌠which part are you talking about? Your argument is fairly detached to the last part given that the overall talks have been heavy on progression overall before 1.0 already and not only starting with 1.0.
I would say the campaign is moderate. (By comparison to other games, torch light as an example) so not easy. At around lvl 15, you start getting hammered if you dont activly use the forge as damage falls off. Also the fact some skills are traps.
Eg: i decided to intentionally try to use Puncture as a leveling skill, and I can tell you it was a different exp, to say, using poison rift on warlock to instant kill bosses.
Eg: try using shield charge as a main attack for campaign. Yes it may sound bonkers to an exp player. But when half or more of the skills are D tier. New players can make it harder on self
I wonder if i should do a tier list once 1.1 comes out. Of my Subjective opinion on how easy is each skill to level with.
Edit: forums seem to have broken for me.
Oooff, yes, I can imagine. I guess with a unlucky choice the leveling is a completely different experience, thatâs true.
Albeit⌠if youâre not using the forge or make decent use of the trader to upgrade to better equipment then I would say thatâs on you, other games force you to do the same, itâs a staple in the genre by now.
And yes, a tier-list would definitely help newer players, quick concise mentions of which skills have good campaign potential and a separate list for end-game quality. Never hurts to have a video for that available, given itâs concise, short, to the point.
This happens in every game, though. You canât really balance all skills so theyâre all the same at all stages of the game. So yes, some skills are weaker at early game and some are weaker at late game.
PoE has the exact same problem, as does D4, as does GD, as does Torchlight, as did D3, as did D2, etc.
That is why in all of them you end up having leveling guides vs endgame guides. There really is no exception to this I can think of.
I apologize, I should have been clearer. My concern is that they will stray to much from their vision. D3 D4 and PoE already exist,. I hope the devs are not swayed to recreate the âfeaturesâ of those titles in LE. What drew me to LE and playing it as my main ARPG for a bit over 1K casual hours since .8.2 was that it was different and innovative.
Mmmm, no you donât?
I play almost only fresh starter characters and I usually donât open the forge before Lagonâs temple (end of chapter 8). I have very few shards before that and it doesnât feel needed at all to waste them. Never had any problems.
While you are right about some skills not being very suitable for being main levelling skills, the majority of them can go through the campaign. Even without the forge.
But I do agree there is a huge difference between some skills and others.
(Edit: Puncture is playable. Been there, done that. I agree that is slow and not very fun as main. Shield Rush is a movement skill. If you try and use a movement as your main damage, well⌠Of course there will be issues. But it doesnât come from game design, it comes from the specific self-imposed challenge.)
Note that when using a âweakerâ main skill, you might have to remember that we are meant to use 5 skills, not just one. With good supports and synergy, even the âweakâ skills can take you reasonably easily to chapter 9.
Hrmm⌠thatâs always a worry, true, but that stays the same for every game in the genre. Not âstanding outâ is after all a death-sentence for any game, no matter in which direction it stands out.
And why shouldnât they re-create those features which are good features? Given they use their own twists for it.
After all⌠if we look at the mechanics in LE the most âinnovativeâ ones are the blessing system (which is similar to PoE), the crafting mechanic (which is a fairly specific but for now shallow take on handling affixes), the skill system (which is a adapted mechanic from how Grim Dawn does it) and the monolith system (which also is surprisingly close to PoE).
LE mostly uses already existing systems while re-imagining them, thereâs nothing major ânewâ there I have to say.
Which parts are you talking about specifically?
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