LP System has lots of issues | Constructive Feedback and Suggestions

Hey there, had something, that I thought is worthy enough to share.

The point of my post and the main theme - Current LP system has lots of issues, where it is usually so draining, that many players quit. I will split it into different brackets, so it is more digestible.

For background and context, I have around 1k hours into the game, started actively playing since Runemaster patch, always played CoF since it’s introduction, usually stopped playing a character when reached around 600-700 corruption, and have killed Aberroth this cycle.

1. The one that hurts the most - long item acquisition into big disappointment.

As the title suggests, this segment covers the part, where you spend time to obtain your uniques and exalts, only to reach the Temporal Sanctum forge, miss the slam and feel bad, since none of the time you spent mattered in the long run. This includes all randomness with the rarity of Uniques, their rolls, their LP rolls, the rarity of Exalts, and the rarity of getting the proper stats, the rarity of slamming them properly, and the harshness of this investment going to waste, fairly often resulting in waste of the Exalted item that you were also using if the affix was super important for your build, and in some cases resulting to downgrade of your gear, though such cases are not the norm.

Basically what it comes down to is that the balance between possible positive outcome and negative one is so off, that in some cases it’s so unreasonable, that certain setups aren’t even considered aspirational, they are just flat unreasonable for the duration of the season. And I’m not talking about 4 LP items, even combinations for 2-3 LP legendary versions of certain items with the Nemesis system are still not adequate.

All those feelings and limits are subjective, I agree, but at the certain point, the “win” feels like it’s no longer a “win” but a relief from the gambling-statistic torture wheel.
Especially when you get the unique with decent enough rolls, spend extreme amounts of time looking for that exalted with +4 on your main skill, finally get it and miss the slam. For example for me this cycle, it was 2 LP Unstable Core, and I missed both of my slams, I used the Rune of Creation, didn’t hit both times and will be just quitting that chase, it is not fun. Or the World Splitter axe, where I found multiple exalts with T7 Melee Fire Damage and T5 Attack Speed via prophecies, but after over 250 harbinger kills, still haven’t been able to obtain the necessary stats/LP on the unique or missed all my slams, including all the ones I tried via nemesis system. Or five of 3 LP Siphons of Anguish, where I failed to hit 3 of the stats I needed.

I get it, that the idea of the game, is that there is something than can always roll better, be improved, and if you hit those impossible slams you must feel like you cheated and won the day, but the balance right now in all legendary items, old and new is so harsh, that getting the rolls and affixes you need just feels like a chore. I understand that space for certain very specific items, like Omnis, or Nihilis, where the whole idea is to get some very good stats, and build around the rest, but it is so present everywhere, that most of the time regular exalts are just ways better, and easier to get, that legendary counterpart, that don’t even provide that substantial of an increase, and we have way more control over the exalts with all the crafting options.

This note regarding something so painful, that it deserves a separate paragraph. Farming any boss specific uniques as CoF player is the worst experience in the game, and that is with all the MASSIVE improvements we got in 1.1 with the bonus Boss drops and Nemesis for possible LP.
The process of obtaining any of those items with decent rolls and god forbid any LP is still very bad, and we as CoF players do not have any deterministic way of helping ourselves, besides just increasing corruption and leveling our CoF and Shattered Road factions. Whenever an MG player farms enough currency by any means they prefer, they are able to purchase the items necessary, and that process is finite every time, for CoF it is an unknown gamble with burnout on the same boss to follow. Just think of how unreasonable it is to get 4 good rolls on Black Blade of Chaos if it is your build defining item, which many of the new items are, and the worst feeling part is not the rolls themselves, but the part where you get to roll, you do not get nearly enough glyphs of envy to spam the boss kills, the buffs of 1.1 are cute, but they are not nearly enough.

Circling back, just for a second, boss items aside even though they are the worst, think how many layers of RNG must pass, to create a 2 LP Unstable Core or even 1 LP Unstable Core with pretty good rolls with 2 or 1 necessary affixes, one of which is +4 to your main skill, if we are talking in a reasonable playtime during one season for someone who also has life and other games outside of Last Epoch and wishes to not burn out on the game, the grind is just so discouraging, especially after you finally get all those components and miss the slam.

So how can we improve this?
My possible solution for exalts is to make a codex system, where you are still required to drop your first +4 to skill for example, and once you have it, you will be able to apply it or craft it on the same item type, exalts only. And to do so you will be needing a rare resource, so we still keep that necessity to farm, we can even make it so, that you are able to farm for that special resource for that specific affix only after you’ve obtained the affix, so it feels fair, and you can’t print the exalts you want, as soon as you dropped your first. That will keep the chase alive, but won’t make it feel so terrible, and make the drop chance fairly rare, but not the same rarity, around glyph of despair. We get the more deterministic way of acquisition, you guys keep us chasing, feels reasonable to me, as it removes that soul crushing part, that it will take an unknown unlimited amount of time to make that exalted item again, and we can slam soon enough.

Somewhat similar but in a different way is possible for uniques. It is also pretty much somewhat of a codex where we have to drop that unique at least once, but the system is different.
Let’s say it’s a Special Smelter, where once we got our unique, we will get the blueprint for it. And with that blueprint, we have an option to craft that exact unique we want. And in those blueprints, you can have a variety of options to approach it.

For example, let’s say we want a specific above average rarity ring.
We can assign each ring a rarity tear in the system and split each ring into their respectful tiers, and to make that rare ring, we have to sacrifice a set amount of rings of the previous tier. This will make us pick up all the unwanted unique rings, melt them and have them all work towards our goal, since we will have a determined way of getting that unique. Even if our ring is “Tier 3” or “Tier 4” we will still need the “Tier 1” rings to make the “Tier 2” rings which will allow us to smelt that specific ring we want. For convenience purposes, in order to make it so that we don’t hoard all the Two-Handed Axes if we were to craft special axe, and fill our inventory for example, it is possible to make it so that you are able to immediately destroy your unwanted uniques, and keep the components in a separate tab, similar to our crafting resources tab, but for unique crafting specifically. The quantity would be the balance lever in this case, or additionally, it is possible, that only certain LP level of previous items is good enough to be turned into the materials.

Or alternatively, make the defined recipe of like 5 other uniques for our specific unique ring, and make a web or atlas of them, so we will hunt not just our unique, but also other less rare ones, while keeping the same goal, this variant is more elegant, but requires more resources to implement.

There are plenty of ways to approach it, you guys are talented in system construction, this is all comes back to the issue, that gamble aspect is way too much, and implementing any of the solutions would feel way better, especially if it lets us choose our activity, instead of slamming our head against the same boss over 250 times and not getting the desired result, which would end in burnout and quit for the season, cause some of the items are so rare and unlikely, that it is not reasonable to try and get them within the season time.

  1. Temporal Sanctum is a chore, the later you are into the game, the worse it gets.

I’m pretty sure you guys are aware of all pain points of this dungeon, there are plenty. With all recent systems and Monolith in general, dungeons as a whole feel like a waste of time in terms of rewards, and if you want boss specific uniques it is just bad experience, but since Temporal Sanctum is mandatory for any legendary, running it over and over, with all its flaws hurts more every time with every new character. I know that dev resources are limited, and complete rework is not something that is in any near future, so for the time being, perhaps the best solution would be to just start the dungeon from floor two? Sometimes it bugs that way, and you skip a floor, any time that happens I am happy, so make it a feature, until you get to it and give proper treatment.

In conclusion, I want to say that the main reason for this post is an indication of a bad experience with hope for improvement, and the possible solutions I provided, are just examples of how it is possible to make it better, they are here just to bring a discussion, this is not a request for implementation. In some other posts, people indicated, how snowbally the effect of an early perfect legendary could be, and how in some cases, a coin flip decides where you will be stuck in your character progression this season. The general dissatisfaction with these issues is rising with each season, and since they are one of the core system in our game loop, I thought it is important to highlight them.

Thank you for your time.

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You mentioned what a lot of people said in multiple topics when the LP problematic was mentioned. I sadly have no high hopes this will be changed because every time the topic came up a lot of people say they are completely happy with what it is and most of the time the discussions haven’t changed anything.

What was said before… all true.

This though? I can’t agree with. If you use your personally worn item then you as the player made a choice to do so with the risk associated behind it. That’s your own fault, 100%

It shouldn’t be taken as an argument, even if outside the norm.

Yes, you’re absolutely right with that!
And you’re also absolutely right that this exact design point is the one which has major faults in it.

Yes, stuff should be rare.
Yes, you always should have something to upgrade.
No, they aren’t allowed to be ‘100% out of reach’ for the means of even the most dedicated players no matter what they do.

And you’re also right that the design of Omnis or Nihilis is a completely different topic then other parts of the itemization since we can’t even start discussing chance-based roll ranges on gear since nobody ever uses those anyway because commonly FP runs out for a exalted craft before you even can.

Ok, that made me laugh, thanks :rofl:
I can agree. It does help with general progression… but it doesn’t tackle the related problems.

It is a lower chance to achieve a 1 LP item with that compared to getting a 100 divine valued item in Path of Exile.

Such items are ‘Headhunter’ level and in Path of Exile already top-end chase-level.

I’m not going to quote the specific parts.
Let’s just say the codex based idea could be something doable, the unique one is a big ‘no’ since they need to be treated separately.
Uniques should feel like a ‘unique’ experience when you drop them. Currently it’s just too tied into the core progression of a build that LP becomes a necessity beyond a point for matters of top-end progression and not a choice.

I made a point of what a singular sweeping change to fix the whole system would include (and is obviously impossible) but EHG can work in the direction.

Since the affix pool isn’t very large on many items and the tier ranges are limited to 7 max combined with only 4 affixes it already means you have a limited design space. Hence you need to reduce drop-rarity accordingly to even make that work.
So, more pool and more affixes per item as well as more tiers is the first counter-measure.

The second is balance changes in-game to bring expected content-range in line with available design-space of itemization, in the full, for a ridiculously lucky person. The top-end possible exalted item needs to be a practical existence and not a theoretical dream-castle. Not ‘your’ exalted item you need bit ‘a’ exalted item that can drop.

Which also means adjusting the respective difficulty of every encounter starting from the campaign. Content progression and item progression currently are ‘out of sync’ to each other with no way to ‘grow into sync’ in any reasonable timeframe for the lifetime of the game.

Because the LP system itself is not the problem.
It’s the root underneath the LP system which is rotten.
You fix the foundation, you fix the system with it.

When there are items ingame that are so rare most likely noone will find them we are already at the point where LP starts to be strange. Sure a lot of itemisation systems in LE are a bit… wonky but this will bring even more “Look how it is in PoE do you think that’s better!?” people on the plan.

LP in itself is a nice idea but to me it’s flawed and with the ammount of people who like this system dearly I don’t think this will change anytime soon.

Sure, let em come, because:

Yes, it is better :slight_smile:

Objectively so even, that’s not even a subjective argument to make. It’s better designed from the core up. Some aspects of it might not, but in general that’s a statement holding true.

I also like the system itself. What I don’t like is the lacklaster way it’s positioned.
I also don’t like the extreme conditions needed to even be able to interact with it for anything beyond mediocre 1 LP outcomes.

Currently the LP system itself has not even a space in the game. It’s a system which no content need is there for and one which alleviates people looking at the root cause. It’s a system which could’ve been implemented in… 1.6 or so likely first.

The system itself is nice, the time and placement though is atrocious.

LP will most likely not change, as will most likely not change the core of the crafting system (as flawed as it is).

I hope for the game that the devs will listen to the many frustrations being aired here and in reddit, and not dismiss this feedback with “well, there was a guy that likes the system as it is, so no change is necessary”.

What I expect will happen is that they will probably apply individual improvements on the point of frustrations that people have with the system as a whole.
These may include:

  • better ways of target farming exalted items
  • making Temporal Sanctum suck less to run
  • adding other end-game options so that legendaries are not the end-all be-all of itemization (sets probably)
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The system is flawed to begin with and setup in a way I personaly want to avoid because it’s a gamble. On top of it it’s irreversable gamble. In PoE I can make a decent weapon and then corrupt it. The corruption might be comletely useless but i still have a good weapon. When I use the System in LE where I take a weapon that is “meh” and the only way to make it good is to roll specific stuff on it then I feel bad from the start. When i then roll the least positive stuff on said weapon it’s just a waste of two items. That’s the big issue for me because it feels like a waste even when I increase certain numerical valus… i just lost 2 items that could’ve been nice but I feel like i end up with trash.

To start with why can’t I use an exalt with only one affix for a 1 LP item? Why do I always have to take chances when i got the right item for the right LP ammount? There is a lot of stuff going on with LP I dislike and that only makes sense if you only watch it from a “That’s the way it’s implemented” standpoint and not from a common sense standpoint.

I hope for this since I started with the game and when I#ve seen the changes that were made. The first crafting System for me was golden even when I brick items because it was equaly easy to get godrolls. Now one roll can cuck up so much CP that I can simply throw the item away instantly.

Those three things are the main issues that were mentioned dozens of time by some people again and again in maybe already dozens of posts and still nothing is changeing. I feel like this is beating a dead horse because for whatever reasons EHG isn’t moving an inch when it comes to certain problems people mention or making them even worse. As an example: A lot of people mentioned leveling is a chore… Let’s make it even worse! is a strange thing to do from my point of view.

Sure there is the big problem that they most likely get eaten whole when the offer the little finger but doing nothing or the opposit of the issue is kind of strange to me like killing the patient with the cure. I for example lost all intrest in LE because of some changes they made they deemed helpfull in the long run but it’s just not for me. This is just a me issue but LP is a problem that is mentioned over and over and over again and at least EHG acknowledging it would be helpfull.

Except that you have no control over which implicit you get and you could actually get one that is actually bad for your build (there are a few), so you end up with an effectively worse weapon.

Whereas you have total control over what gets transfered to your legendary so you know that at worst your legendary is at least slightly better than the unique.

Yeah but for the ammount of time I put in and all the hoops I have to jump through it feels bad. When I realy start crafting in PoE I can burn through dozens of trys without a sweat and failing 99/100 items in PoE feels less punishing to me then rolling unwanted stuff in PoE. The whole “It could’ve been that item but it’s this now!” setup LE delivers rubs me the wrong way.

I have no real practicable way to improve this system but to me it looks like a system that will stay in place no matter what because it would need a complete rework of all systems involved to make it so much different people won’t complain that much about it.

I’m not dismissing your issues or dislikes with the system. I was just pointing out that you can actually brick your item in PoE (including turning your unique into a random rare), whereas in LE you just have a cap on item progress.

Obviously some people like one system or other better. And GGG had many years to refine it’s system.
For what it’s worth, I basically never like crafting in any game. D2’s was boring and nothing more than a slot machine, PoE’s is opaque, complex and obscure.
I tolerate LE’s crafting because it’s easy to use and because I don’t want to chase BiS gear, especially because I don’t need it.
But if it were up to me, I’d rather not have any crafting or slamming at all and have everything be drops only.

I don’t think there’s anything inherently wrong with LE’s system other than people expecting it to be something else. Which LE’s might become as they refine their systems and more stuff gets introduced and power creep becomes inevitable.

The main difference, I think, is that usually studios add stuff considering the next league/season/patch. And EHG introduced something considering the next few years. So right now you only use the bottom layer of the system and over time you’ll get to use more and more of it. Until eventually everyone will be running around with 4LP red rings legendaries a few hours into a new league, because there will be a new mechanic that is stronger than legendaries.

So, to reiterate my previous point: I’m not trying to minimize your issues with the current system. Whichever system you come up with someone will dislike it (like some people dislike PoE’s or D2’s or any other).
I do hope that EHG doesn’t try to change it into something more like PoE’s. I like that their system is very distinctive. It needs fine tuning, for sure, but considering the current endgame state, I feel it does its job fine for now.

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That though is a wrong statement.

First of all corruption has the chance to destroy the item, making it into a different one. Hence it’s random garbage from the floor.
Also the implicit changed can lead to highly detrimental outcomes. Prime example would be ‘Resolute Technique’ on a crit-focused weapon. It automatically removes all function of those affixes, leading to the weapon becoming broken.

So it’s the same functionality, a gamble, RNG based. Gamble and RNG is not inherently a negative aspect though.

For example, the variety of outcomes for drops is a gamble, it’s RNG. You could get your item or not, through law of large numbers you will get it over time, sure, the issue with RNG is the magnitude and positioning.

In our case wtih the LP system the RNG factor in the current implementation is a detriment, outright. Not only are exalted bases extremely hard to acquire but then the crafting process is another unlikely chance to succeed with then the LP gambling on top. This is ‘too much’. It goes behind the reasonable expectable measures in which people will have a ‘feel good’ experience commonly.

See, that for example is a far more viable take. Creating a guaranteed outcome state which is easier to achieve but enforces RNG through crafting beforehand, or a gamble for slamming it on for the outcome. A common 1 LP unique might hence allows decently common exalted affixes to be put on without going through those steps while rare 1 LP items enforce you to use this measure. It brings variety into the game as well as enforces a person to take personal decisions.

Yes, the first one was by far better, I can fully agree with this. It had the same overall chance of outcome but with the reduction of variance with a fixed system it has basically reduced any outcomes not being in the norm.

It showcases that EHG doesn’t understand normal distribution.

Without taking into consideration the short-term outcomes. Partial integration is the solution to that which wasn’t taken.

For a game nobody gives a singular shit what it’ll be in ‘5 years’, people pay for a product and want to use that product. There’s a difference between supporting a future product, which is not the case anymore. This line of thought is not viable since 1.0.

Agree, itemization in this game is really scary.

The fact that the step that can make or break the precious item you have spent hours upon hours farming is the LAST step, makes it so that there’s a pretty high chance all your efforts were for nothing.

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Reading through your guys replies, I think there are some things that are important to mention.

Legendary items, initially, were something that was just aspirational, not required, and way more out of reach. Someone even mentioned, that right now there is no content that requires you to have legendary items. To the last point, I must say, that that is absolutely not the case.

To start with, every single major loot system that was added was in some form an improvement and acceleration for our legendary creation, be it Item Factions and their buffs in 1.1, Nemesis, even the loot blessings or latest LP loot filter addition, or ability to target farm specific uniques in monos. It is very clear that EHG make and improve those systems to help us get the items we need, especially legendaries easier.

The current balance makes it so that the majority of builds, which aren’t the top of the top, require you to have a legendary version of the unique in that slot for 90% of the time, otherwise, a good exalted item is almost always better in that slot. This was exactly what happened when I tried to make a good World Splitter, and having failed to do so, in my Aberroth kill, I just used a good exalted axe instead and brought it down first try, since I was just lacking damage using 1 LP version of World Splitter with T7 Attack Speed which took me around 4 days to make. The amount of time and effort to make that exalted axe was nothing compared to the one I still haven’t made with World Splitter or that 1LP World Splitter I was running before.

And to me, the fact that good Exalts are better than base Uniques in most cases and better than some Legendaries is not the problem, that seems like a decent balance, where each item has its place, but then it doesn’t make sense, why would you even bother to go into legendary territory, when it is so much effort to try and combat RNG for such a little potential payoff comparatively.

To me good unique items, and then legendaries serve two major purposes - transforming your build into something “unique” hence the name, augmenting your skills, bringing impossible to find elsewhere interactions, or being very strong stat sticks, where it becomes possible to fit more stats than anywhere else. In both of these cases going for them feels pretty penalizing to the point that is you’d just be better off not using them if it is something decently rare or good. You would just have better and faster results without the uniques.

And returning back to that initial argument, that current content does not require you to have legendaries, I’d say if we look from that perspective, it doesn’t even require you to have uniques, as you’d just outscale that content. Important to note, that this is not always the case, and there are exceptions.

The main point of my post is that, I feel like the current legendary gamble has so many hoops and points of failure in it for such a little payoff with no form of any compensation in the general scale, that it is just flat out discouraging to go for it. And which is why I proposed the means of making it feel better and more deterministic, because the idea and system itself is very decent, with all the customization and potential it provides

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I don’t really get the obsession everyone seem to be having with corruption.
LP and corruption have superficial simiarities at best.

Corruption is not as common, nor as powerful as LP is.
In PoE, corruption is reserved to just a few slots, and there is a lot of progression outside of corruption.
In LE you get to the point where your next upgrade is a legendary very early in character progression, and by the end of it you want to have a legenday in most slots.
Like, itemization in PoE would SUCK if corruption was as prevalent as legendaries are in LE.

Also, corruption outcomes are incredibly generic. When you are getting a corrupted helmet most of the times you want a +1 power charge helmet, or a reservation efficiency one. If you are trading you do not have to corrupt the item yourself, you will most likely buy it from the market.
Legendaries have to be somewhat tailored to your build (except for the generic slams of crit multi or intelligence). And, most importantly, you have to do the slam yourself most of the times since they are not available in the market.

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then I’m realy lucky in PoE :smiley: . I can’t remember to completely brick an item and I’m rather sure i would cry about it still if it ever was the case ^^.

Ah come on I’m pretty sure they do but wanted something different because of all the complainers that didn’t understood the fracture mechanic.

It took one season for me to stop caring about LE. On patch ruined it. I look maybe into the next 1 or 2 big patch notes and if the game isn’t changing to my liking I simply ignore the existence of it.

At one point 300C was the endgame goal for corruption and back then it was meaningless if you have full BiS gear or not because you had a lot of wiggle room to play. Now that sky is the limit things changed.

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No. The current system has a higher chance of better outcomes, less fp used, more critical successes, lucky rolls & glyph of hope procs with fewer fail states, it’s impossible to make an item worse. Fracturing had a chance of reducing an affix.

Do you remember how the old version worked?

Plus you do go on about wanting to remove the most egregious fail states/statistically unlikely events, but for some reason you prefer the previous crafting… :confused:

That’s… actually factually wrong.

Mike even personally stated ‘The chances between the systems are the same. We only changed how it looks’ which entails that the same change of median outcome is a given.

This also entails since it’s a normal distribution curve that the extremes are less likely.
Hence you’ll have less situations which leave your item extremely bad… but you’ll also have less situations which make it a stellar outcome. Everything will be roughly ‘same-y’.

The critical successes and so on all were taken into account and the core complaint of ‘it feels bad when my item gets worse’ which is a viable complaint after all was hence taken to create the same percentile outcome with the new system.

So now the question is… from which type of item?
And I’ll argue the baseline is a normal rare item into a full 4 T5 item. Not chaos glyph usage, not exalted item with chaos glyph usage. Just ‘pick it up, craft it to max’ item.

Why do I think so? Because it’s the only place where the crafting mechanic actually seems to work as intended related to chance based outcomes.

Yes, I do, and after you were over the initial 4 T5 stage it was better then the current one :slight_smile:

Felt like crap… provided more though.

I do, because in extreme normal distribution environments they become a detriment. In classic normal distribution environments they are enhancing an experience.
Even in a classic normal distribution environment you should still remove the bottom distribution beyond sigma 5 though since that leads to players being extremely frustrated if they find themselves inside it even once while in reality you have basically no effect on the system at all.

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I have to agree with Llama on this one, your stance on this is inconsistent with your previous stances.
I haven’t experienced the previous crafting system, only having joined way after the rework, but from what I read (and I will quote Irrelevant) “The first crafting System for me was golden even when I brick items because it was equaly easy to get godrolls.”

So the previous system actually had a lot more variance than the current one, because you could pick up a good item and actually brick it or turn it into a s**t item. As opposed to the current system where mostly your items will always get better (even if sometimes they wont’ get as good as you want them), unless you’re just doing random crap to them.

Not only that, but one thing I like about the current crafting system is that you can very quickly figure out if it’s worth investing into the craft or not. For example, something that happens to me fairly regularly is to pick up an exalted gear, try a rune of removal and if it doesn’t remove the one I wanted, I just throw it on the ground, Andy Samberg style.

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Disclaimer: I do not agree with the statement that the old crafting system was better.

With that out of the way. I think you are missing the point.
When you are crafting (and especially when you are crafting without trading in mind) an item can only finish in two states: an Upgrade or Not an Upgrade.
Saying “an item will only get better” is pointless; if an item is not an upgrade, it does not matter by how much it is not upgrade.
In the old crafting system, failed attempts ended with a bang, now they end in a whimper, but the end effect is the same, a useless item.

Not really, the current system is just as temperamental as the last one. All it takes is a couple of high-rolls on the FP cost and the item is lost, and these high-rolls can happen basically at any step of the way.
Also, rune of removal is not new.

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Oh wow, I would never have pegged you like this. :slight_smile: I’m happy I read this thread if only for the ‘oh wow’ moment you gave. I thought you liked the crafting.

I think there is a lot to be said for just building out interesting things to drop, rather than complicated and frustrating systems to change those things that dropped into something more, or more like what you wanted.

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