More damage, Crit, and Attack and Cast speed, balance and the future of the game

TLDR: The below is a massive essay basically on what I view is a danger facing this game. Namely the out of control damage that PoE has today that eliminates gameplay. This thread is to discuss what unneccesary causes of this exist and how we can prevent/keep it to a minimum. I understand if you can’t read through all of this, so it might be worthwhile just jumping to the solutions sections and seeing what you think.

Thanks for reading in advance! And I hope we can make this lovely game keep the things that made a lot of us fall in love with it!

Last Epoch has a great many players coming from other games such as D3, PoE, and Grim Dawn. I’ve read many players in these forums and discord mention their appreciation for the games pacing, and that it avoids what some in PoE circles call “the speed clearing meta.” This refers to how in PoE currently, and in certain parts of Diablo 3s lifetime, a build being “good” came to require a build be able to kill most any common enemies in a moment, and to be able to move extremely quickly around maps.

It is true, that outside the most perfect of builds in this game, this game does not have many builds that are so powerful. However, as those that are more active on this forum likely know many builds are able to break these normal limits, now able to kill the games final bosses in under 30 secondsish.

This thread is mainly to discuss the causes of these builds being incredibly stronger and solutions to prevent the massive power disparity between these builds and others.

To start, I will layout what I view as the general balance philosophy of the design so far.

WHAT I BELIEVE IS THE CURRENT BALANCE OF STATS

The current design very lightly values “increased damage” modifiers, despite some parts of the game not giving much of them (skill points that give only 20% increased damage). The same is true of “Increased critical chance.” The game hands out these modifiers like candy, and without significant effort amounts of “increased” damage and crit can reach 400%+ with most reasonably optimized builds.

This incredibly high average of these stats makes the particularly strongest sources not problematic. Specifically, the way that some passives provide 5% increased damage while others can provide 10-25% increased damage is balanced out by the fact that builds will be recieving this from so many sources that in total the builds/skills that have more will only be a 10-30% stronger in total. What is quite arguably the highest damaging weapon in the game is only 10-20% higher in dps than other weapons as the extra 100%ish physical damage it boasts over other weapons is only averaged against the 300% increased damage builds already have.

The difference in relative increased damage between builds that make better choices in a few item slots or passive choices will never be more than 40-50%. This is a size that is, in my opinion, completely not problematic considering the amount of total affixes/points that go into such numbers.

Similarly, “increased critical chance” is, in a vacuum, worth very little. But with two raider axes with or with a two hander with +10% crit chance and 0 added crit multiplier, each point of increased critical hit chance becomes equal to 0.10.15100(base crit multi)*4(increased damage) = 7.5 increased damage. However, looking at the passive skill tree, the amounts its being given out in are similar to the amount that increased damage is being provided in.

Now this is not to say that “increased” critical strike chance should be reduced, rather one of two other options are suggested.

Summary: This first part lays out why critical strike can/will grow problematic. Sources of stats that make “increased critical strike” extremely powerful are too readily available, and this combined with its multiplicative nature makes it unlikely to be balanced/balanceable with the current system.

First, options to fix this will be laid out, and then the pros and cons of each.

BALANCING CRITICAL STRIKE
  1. My personal preference is this suggestion. The sources of base crit are removed outright. “increased crit chance” is changed to a “critical chance score.” this score provides large amounts of increased crit chance at low amounts and then gradually less the larger the score gets. This need not actually depend on character level, the only negative balance implications would be crit builds could be stronger relatively at lower gear levels. This would be counter-balanced by crit build requiring more specific gear/stats. Critical hit multiplier could recieve a similar treatment, being more neccesary the less the diminishing returns are on the crit chance score.

Pros:
Builds that are able to squeeze out every last source of crit are less wildly stronger than those that are suboptimal.
Build diversity increases as everyone will be incentivized to get SOME crit, and each build can choose where their best source is.
This is a knob that can be tuned into the future, preventing 100% critical chance ever occuring as numbers change.
Correctly tuned it could be an optional source of damage for most builds, allowing it to be a stat that many builds choose between fun, randomness, and higher average damage, vs consistency and lower average damage, rather than the very binary choice it is now where one must go all out crit or not at all.

Cons
Is significantly harder to understand than the basic crit chance calculation method.
Some players enjoy halariously high crit chance and multis and love big numbers.
Makes it harder to predict the better stat choices for damage (though not like its particularly easy either way, and a tooltip dps calculator thats coming will largely alleviate this).
Will require dev time to rebalance stats, but I’d argue it’s not balanced now so wont really change much all in all.

  1. Flat critical strike chance needs to be given out incredibly sparingly A raider axe giving 5% is far too much, a prefix giving 5% or 10% on a two hander is still incredibly strong, and should probably be reduced to .5% per affix level or something similar.

Pros: Simple to understand. Requires minimal dev time.

Cons: Makes crit flat out less desireable than it is now.
Rather than something players want some of you want either as much as possible or none.
Likely will mess with devs current math but not nearly as much as solution 1.

I likely will need to add a lot to this, but my brain is struggling to picture how this reads to others so I will go straight on to the issue of “more” damage, so please suggest stuff you think should be added to this first section and I’ll make a rewrite pass later.

Onto “more” damage and attack speed
After spending a few hours thinking about how to show/prove my beliefs about these stats, I’m really struggling to come up with concise yet convincing ways to do so. My best solution is to layout my general beliefs, and get into specifics on whatever of my assertions people would like to discuss further.

I would claim that:
ALL The strongest builds are either A. DoT builds, “more” or crit stacking builds, Minion builds, or finally, bug builds.

Bug builds will be ignored here as those are ones that do things such as abusing the avalanche spam bug or some other bug.

This may sound really general, but please continue I’ll narrow this down shortly. Additionally feel free to provide a counter example to this assertion, but I cant really think of any.

I narrow down the strongest builds into these categories because I belive that the reason why each of these build types are so strong is due to a design flaw, an abuse of a couple of stat weightings.

MINIONS

The Causes of Minion Imbalances

We shall first briefly cover the issue with minion builds as thats quite a bit easier, and then we shall go into the more complex balance issues.
The issue with minion builds currently is not just that the top ones are too powerful, its that a lot of clunky weird unfun builds are overshadowing the more basic straight forward ones.
If someone came into the forums and said “minion builds suck, they need to be buffed” and refered to non-dot animal companions on the primalist, they would be entirely correct. However, with the current game mechanics I don’t believe there is a way to fix this. Upgrading their base health or damage will not fix the underlying issue. I would assert the underlying issue is that minion/companion damage relies on both flat damage buffs, and “increased damage.” This is fine while observing similarly functioning minions, but becomes an issue when balancing differently functioning minions against eachother.

Most notably, a vine spriggan build can produce absurdly high damage with extremely minimal investment in minion damage. If a vine spriggan build attempted to use an animal companion with their same equipment the companion would do extremely weak damage, the builds strength entirely revolves around the fact that giving flat damage +2 damage to 55 vines results in whats functionally 110 damage to any other minion.

To deal with this issue I would recomend multipliers being added to every minion based on their attack speed/amount summoned to keep these flat modifiers somewhat equal in their effect on them. It need not make them all literally the same, but they ought to not be so wildly different than they are now. Such a change would I believe allow room to buff the animal companions damage without negative impacts on the balance of other minions. In other words, it could allow room for more precise tuning between the different minions damage.

Summary: Flat minion damage having different relative effects on different minion types is causing a lot of fun to use minions like the animal companions to be weak, while things like vines wind up overpowered.

GENERAL CAUSES OF OVERPOWERED BUILDS AND WHY IT’S AN ISSUE

Explanation

DoT builds all rely on the excess supply of multiplicative modifiers for their damage. For example “increased duration” multiplies with “increased chance” multiplies with “increased damage” multiples with “increased damage taken” and “increased attack speed” let alone the straight up “more damage” modifiers that exist in certain skill trees for DoT effects. Every additional one of these that a build takes advantage of multiplies a builds damage by %s in the double digits.

“More” builds is a bit broader, it refers to the fact that all of the top builds function off of stacking many “more” multipliers, and almost always also stack crit, attack speed, or both on top of that. This may sound really basic, but it can cause issues with certain choices.

To demonstrate, lets go through the following excercise:

Example

if ideally a player should sometimes choose defensive choices and sometimes offensive ones, (assumed that this is the ideal) lets observe what happens in a few cases

  1. If choosing between a capped multiplicated defense (resists) and additive increased damage, I will choose some of both, swapping at two points, first when the likely stronger early on additive damage becomes less powerful than the resist stat, and then back to damage when I reach the cap.

  2. If choosing between two additive effects like life and increased damage, I will swap back and forth, as both constantly decrease in relative value as more is added to them.

  3. If choosing between life and “more” damage, its possible that one will choose SOME life first, however there will become a point where the multiplicative damage becomes more valuable. This scenario differs from scenario #1 however. Mathematically, the moment that the “more” damage investments become better, they will stay better, they have no diminishing returns, every single time its worth the same % as the previous investment.

  4. Simiarly problematically, if a character ever gains enough damage that “more damage” is worth more than an investment in resistances at any point before cap, they will never invest in resists again. Even more problematically, this is doubly true in Last Epochs resistances design, as unlike PoE where players are allowed to make up for the subtracted resistances each difficulty, and thus 1% less resists below 75% is 4% more damage taken for most players (as most are resist capped) in Last Epochs design it’s merely a quarter that.

Summary: significant availability of multiplicative damage scaling is incompatible with a game that desires its players to care about defenses.

SUGGESTED SOLUTIONS TO PREVENT OUT OF CONTROL DAMAGE

Solutions

To prevent these multiplicative modifiers from becoming the end all be all of the game, and to increase build diversity, I recomend three things.

  1. Stop making more multipliers work seperately, make them add to eachother.

  2. Remove attack speed from either passive trees or the skill trees. I struggle to come up with a strong argument why this is a good idea beyond: it will be easier to balance against eachother as the sources will be symmetric/alternatives. However, I acknowledge this is a less strong argument.

  3. Reduce the amount of different types of modifiers to DoTs, the fact that they are all multiplying together makes them way harder to balance together, and will inevitably lead to powercreep. If you need to make multiple sources they could be mutually exclusive in some way to help balance them.

Summary: Reduce the amount of things that multiply together across the board to both increase build diversity and and maintain balance into the games future.

Conclusion: Im super sorry if this is a tough read, I’ll spend a bit of time tomorrow making this more readable but there is so much here I needed to just get something down/out of my head so I can start sorting this out.

Super duper thank you if you were able to get through all of this, I really appreciate your time! Looking forward to hearing all your thoughts!

Hey!

First, very nice layout and structured feedback post! Keep them coming.

This is just a number problem and before release im sure they will do a “balance” sweep through

im a little confused on this one, while spriggan vines can indeed do good damage, so can just about every companion and minions build, most of which can far exceed what vines can do.

again this is a mere number balance that im sure they will address down the road.

Im against this one. Getting rid of synergizes will make the game less interesting. One of the most interesting things in the game is trying to find synergizes between skills, between items, between items and skills. Discovery is interest.

As for builds that find the most stacking synergizes and there damage gets a bit absurb this is again a number balance issue that im sure will be addressed once they added all the content in.

About crit, I agree, my second solution is essentially just a numbers pass, but if you re-read my part of that you will see why I find that to be a worse solution than mine. It will result in some builds to go all out crit while others do none, with less inbetween than my solution.

About the minions, if i understand correctly different minions have different base damages. So for example from what I understand say a raptor might have base damage 20, so one of those +2 melee damage nodes would be a 10% damage increase for them, while for a vine their base damage is say 4 so each point is a 50% damage increase. I get this impression from the power of using the shaman minion passives that give base damage causing massive amounts of damage from vines.

Is my interpertation incorrect?

An on the “more damage” and synergy issue, I agree that skills synergizing and skills working together is good, but I’d argue that multiplicative modifiers don’t result in interesting synergy, rather just a few clear bests. Synergies can still exist in the form of things like the swipe node that restores mana comboing well with avalanche, or shift casting shuriken, or fury leap making your animals jump, but I’d argue meanwhile synergies like that between the swipe/slow node and the werebear stun more damage node multiplying together are more toxic to build variety. Their power prevents buffs to the rest of the skills, and forces singular builds to be the end-all be all.

Maybe the issue is that I just haven’t had any ideas of alternative ways to fix the issues I’m reffering to. How else do you see them being able to make other builds involving werebear viable without nerfing those nodes?

Also, what did you think about the part on DoTs specifically? That there are so many different forms of buffs to them that all multiply together making them all mandatory as each one is multiplicatively stronger.

I’d argue there would be more variety and interesting builds if each succesive form of adding damage to DoTs was less neccesary than the last, allowing players to make choices like where they drew the line between damage and survivability, and what forms of utility they enjoyed rather than being forced to just stack all the different forms of more damage. I want players to have more room to pickup skills like decoy/eterra’s blessing/fury leap for utility/mobility/defensive reasons rather than feeling pidgeon holed into offensive synergies, as as I laid out in my post, offensive synergies dont ever stop being worth it, and so if they are even a slight bit better in one case, they likely are in all cases.

Idk exact number but yeah that is what it would look like but remeber companions have their own skill tree and have other sources of flat, increased, and more damage.

Still though, its all number balance that im sure will come before 1.0

There is even a class ingame that only works with 100% crit chance :D. Yes it’s a bit strange everyone can get 100% crit chance 24/7 but as long as stuff other then “do more dmg” is tied to crit there will be a veeery big downside if they get rid of high crit chances.
Yes all the available crit is a bit much and normaly you are happy to hit 60%+ crit chance in ARPGs but this is on a whole other level in LE and maybe not that well thought through.

Thanks for the detailed feedback on this! I can see it’s something you’ve been thinking about quite a lot. I plan on keeping up with this post and adding to it as it evolves, and also rereading it tomorrow with some coffee (and less beer), but I did want to point out just a few things around the premise and some of the conclusions of your argument:

  1. There is a section that worries about damage overtaking defenses. This might be a long term issue, or an issue that applies to certain content, but not others. For example, right now defenses are a very low priority for many players in the Monolith, but a high priority in the arena. The arena scales more sharply than the Mono, and high clear speed is well rewarded in the Mono (this is an oversimplified argument because high clear speed is also rewarded in the arena, but not necessarily at the expense of defenses, or to the same extent). Overall, I think the value of defenses in the future will be more due to the ability of the content to kill the player. One exception: builds that can one shot most enemies in the content, which is definitely something I think the devs should try to avoid and I think we have some builds that already comfortably fit in this category. However, these feel like specific builds that need to be adjusted more than a systemic issue.

  2. Dot builds are an interesting one, since there are builds that can get insane damage, but they also require a ramp up just due to the nature of how they’re applied. Currently, hit builds are largely considered superior for arena content (which is the only content where it really matters currently), since ramp up times means time the enemy can kill you. I think you’re right that this is something to keep an eye on, but hit builds seem to be more concerning which brings us to your points on crit and “more” damage multipliers…

  3. Crit and other multipliers are definitely an area that I believe the devs need to be careful with, especially the “more” multipliers. Right now, I think they’re in an acceptable range, but if too many of these multipliers become available, things get out of control. Global multipliers were recently removed from Dancing Strikes for this reason, since global multipliers can easily be stacked with more specific skill multipliers. Right now I think the number of these multipliers is manageable, especially when they reside within skill trees where they can be balanced against a limited number of other options. One area to keep an eye on is the Rogue, which has several general “more” multipliers within the passive skill tree.

As for crit, I think your point of going full crit or not crit at all is an interesting one. I don’t think it’s nearly that bad right now, but that’s probably because there just aren’t enough players making builds. Getting to 100% crit is manageable on many builds, and probably the most efficient way to go for hit builds. I could get behind the argument that base crit should be a bit more stingy. Not sure about the extremes you go, but maybe somewhere in the middle. Fortunately, I do think that Crit multi as a stat is pretty well balanced. Most sources are pretty small (with some more notable exceptions from, once again, the Rogue passive tree), and “increased” damage on gear is generally much higher. Since crit multi already starts at 200%, and increased starts at 0%, it’s actually more efficient to take increased than crit multi for quite some time.

Good discussion! I look forward to seeing where this goes.

I’m not saying this is what the final balance will be, but rather that I think they need a new system to accomadate for the fact that they seem to want to add flat damage to minions in a few places, which is doesnt work if you can have 55 vines, 6 wolves, or 1 bear. No number of flat damage in the passive tree is going to be fair for all 3 of those options.

Additionally, it doesn’t have to make them all exactly equal, but just closer. I suppose what I’m asking for is for the “Doubles any added damage” on fury leap to be added to minions at variable amounts that the devs see fit. It can be such that it’s still somewhat better for some minions than others but at least MORE balanced I think would be a big help.

On all of this stuff really I don’t want every single thing to do the exact same damage and function in the exact same way, I just think the edges are a bit rough and my post is meant to point to where I think some of this stuff can be reigned in maximizing the amount of balance gained and minimizing interesting stuff lost.

But you can make it fair by adding “increased/More” damage nodes inside wolves and bear tree. Bear is a very old skill tree that will see a rework im sure. Im just not sure why we would need a whole new system, the node could just be changed to give different numbers to minions VS companions
+2 Melee physical damage for minions Doubled for companions
They could just limit the number of vines possible to get (also 55 vines is more of a spam things not a 100% uptime things)

To be honest though ive played vines and played companions and companions out DPS vines in 90% of builds.

Im just curious do you have a specific vine build VS companion build that your comparing? Ive had different results with all my builds and as stated above 90% companions are doing more damage than I could get vines to do.

Very much appreciate the feedback and I think I can agree with just about everything you wrote.

When I first started writing this when I woke up today I felt like there was way too many “more” modifiers and that was going to be the core of what I wrote, but throughout the day going through every skill searching for what I thought were the most egregious examples I didn’t find any that were that convincingly bad, if I did I would’ve written them in my post haha.

So I think your right, currently the game is handling the knifes edge of too many multipliers okay but I personally would like to see the game take a step back from the edge that its teetering on right now. I can’t show that there are any particularly rediculous sources of “more” damage but I would say that there are tons of strong sources of defensive stats and utility that aren’t being used because there are too many sources of extra damage from skill trees to allow players to take what I’d argue would be more fun alternatives.

In other words, even if a source of extra damage is small, if it’s preventing players from choosing something interesting or fun, is that something we should consider changing?

On the offensive vs defensive issue, I think it’s worth looking at games like PoE where builds dont even try to build defensive anymore, as an investment in damage is worth way more due to their easy availability of multipliers. Imagine if path of exile only had access to “increased damage” modifiers, there is 0 chance the current state the game is in would ever happen, once you got got like 1000% there would be no point in picking up more little 10% increased damage nodes. Obviously this would be boring and isn’t what I’m suggesting, but that I belive this shows the foundation of my point is true, that multiplicative damage is the cause of not just high amounts of damage, but the ignoring altogether of defensive stats.

Thanks for taking the time to read this, and double thanks for being so understanding of where I’m coming from. This community has shown itself to be incredibly open to constructive criticism in a way that a lot of others aren’t and I think that we have a bright future for this game because of it.

1 Like

yeah i was looking at this build Last Epoch Shaman Spriggan Build 0.8D - YouTube

if the results of that build surprise u maybe i should link it in the post when I discuss that issue so people can see what i mean if that helps to get across my point.

That build took 14 Seconds to kill abomination.
Are you saying companions are not capable of that?

I wouldnt feel confident in that claim, but no, I did not think anything outside of 6 wolves could.

Don’t get me wrong, compared to many players like yourself, I’m incredibly new to the game, so I could be very wrong on a lot of this stuff, and I appreciate yall hearing me out. I’ll attempt to backup my statements as best I can so that my lack of experience can be backed up with explicit statements/specifics so we can better understand eachother.

All companions can if you build them “right” (probly not the right word)

Something of note, spriggan form and vines is its main DPS skill it should perform very well even if it is “Minions”. Companion builds (while able to do this) also have the benfit of YOU fight with another DPS skill such as swipe or serpent strike along with them.

There are several HIT damage companion builds that can kill abomination faster than 14 seconds. Spriggan Can do it in 3 seconds.

We like the feedback its always good, just trying to see what your seeing as I see companions completely different. They once felt weak but once you find the little synergizes that are hiding there quite potent.

1 Like

Thank you for the well thought out post (even if you’re wrong in places :wink: ). I’ve tried to pull the relevant parts of your post, but it was quite long & I might not have got quite the right bits.

Increased crit chance isn’t the problem, it’s the amount of base crit you can get. For example, if there were no other sources of base crit, you’d need 2,000% increased crit chance to hit 100%, which I don’t believe is possible for any build. But if you go with a Polearm (+8% implicit + 9% prefix = total 22% inc the 5% base) then you only need 350% increased which is much easier to get from the passive/skill trees & gear. It’s a little bit “worse” if you dual wield a Raider axe (5% base + 2x (5% implicit + 5% prefix) = 25% base crit then you only need 300% increased crit chance. But I don’t think any build (ignoring the Rogue’s Crit Vulnerability nodes) would be able to hit 100% crit chance without the flat added crit.

I do “worry” about multiplayer given the Rogue’s Crit Vulnerability would allow any hit-build to be able to crit all the time after a short build up by the Rogue, but I also wouldn’t want Crit Vulnerability to be removed as it’s interesting.

I think a “crit score” rather than direct crit chance would be a good way to reduce the incremental benefit of high crit chance without screwing over the lower values. And while there are some builds that rely on a very high crit chance for procs (like the Werebear to stay in bear form permanently), that could be adjusted with a numerical tweak to the procs (if it were practical to “only” have 50% crit chance instead of 100% for a Werebear then you could either halve the mana costs of the Werebear skills or double the mana gain from Swipe on crit in Bear form).

The problem with that is that only three of those effects (chance, duration & effect) is limited to DoTs, all hit builds will be buffed by

  • “increased damage” multiples with “increased damage taken” and “increased attack speed” let alone the straight up “more damage” modifiers that exist in certain skill trees

Also, by describing “ALL The strongest builds are either A. DoT builds, “more” or crit stacking builds, Minion builds”, that’s all builds you’re describing, even the “less effective” ones.

As McFluffin said, Arena builds worry more about defence than damage.

IMO, the most egregious builds scale more modifiers from skills that affect other skills, such as Firebrand being able to apply most of it’s more modifiers to a consuming skill. This is fun, but can get out of hand (certain Rogue builds). I’m also of the opinion that passive skills shouldn’t have “more” modifiers.

Crit multi is well balanced, since it’s only worth taking once you’ve already got >700% total increased damage (& even then only 1 crit multi affix and assuming you have very high crit chance). Getting more flat damage is more likely to have a bigger impact than crit multi.

Edit: I’d also like to see the higher level monoliths be made harder so that “even monolith players” need to care more about defences, especially different defences, not just capping resists, stacking HP & leech).

1 Like

Correction. Only 1900% Would be needed :slight_smile: Coffee Up!

Yeah, I kinda wish you could raise the level of MoF timelines Like greater rifts in D3

Imagine if everytime you completed a timeline it would let you run it with mobs 5 Levels higher… Run and complete it enough and you could be up against level 200 mobs!

It’s early & I’m quite busy today… Besides, that still doesn’t chance the result, 1,900% isn’t achievable by any build is it?

I don’t think that would be necessary, the devs did mention they had ways to make the monoliths harder (in response to a suggestion that the empowered monoliths start at lvl 100 & scale up from there to ~130 or so at an empowered Dragon Emperor monolith).

oh its definitely not necessary But would be a nice ladder. People could compete to see the hardest mobs they could defeat and you would have the RNG of having to choose diffent Affixes for the mobs

Oh I have learned the best time to strike.

2 Likes

Fair point.

Depends how grumpy you want me to be.

I push all external buttons I can find. Still waiting on reset #8

2 Likes

A few things to notice about the build tho :

  • its level 91, at level 100 it will get 50% more minion physical damage (with 1 point relocated)
  • Its primarily focused on going for Arena (and with mid lvl gear because i play ssc), which means i dont have minion dmg modifiers on gloves, rings, amu or relic (and thats a potential +200% minion dmg + some physical dmg)
  • One of the idols is a regen idol, which could be switched with some pet dmg
  • I dont have the up to 200% minion dmg Blessing

So if i went for a Monolith build i could swap all those items out, and it would get around 450%+ extra damage, and that would probably take down Abomination in 5-6 sec or so.

So i would agree with the OP that Vines get a massive advantage over the companions, as i dont think a “pure” companion build (not a hybrid) could do that. I could ofc be wrong tho