My take after playing 4-6 weeks

I just wanted to give my feedback after playing so far. I will say its been enjoyable, its a decent game, though once this cycle is over, i am not certain if i will come back or not. These are mostly reasons or flaws i personally find in the game, my opinion, nothing more.

1)Faction grind, i played only MG, and i will say the grind itself is beyond acceptable. I do understand you dont need to max it, but you should not be able to max out 2-3 characters before being able to trade for all items. In fact you should be able to trade for all items long before you max a single character.
2)Trade filters need upgraded. At the absolute least you need to make it so if i want to search for an exalted item tier 7 mod, with other mods of lower levels, you can search it, without searching through literally thousands of items.
3)Lack of build diversity, sorry i got used to POE, which literally every class can play every build in one form or another. LE doesnt have much depth when it comes to builds.
4)Trade, why if i buy an item can i not retrade it, or expecially if i alter that item, aka craft it, it would be nice to have that as a form of gameplay and trading for making currency
5)max level, for one this comes way too fast, and secondly, you apparently expect us to play well after reaching level 100, so why is it max level?
6)Uniques, the vast majority of them are useless. Some with head scratching decisions, like why are obvious minion uniques not on minion type bases.
7)set items, do i really need to explain how these are so horrible?
8)Rare items, honestly these are pointless without there being a way to CRAFT them into exalts. Once you reach level 60 you really dont even look at rares anymore, which is sad, ive seen some great mod rolled rares that are completely useless, because you cannt go any further with them.
9)arenas in echos, please NO, just annoying
10)exalted items, these are nice, and the chances to roll multiple exalt tiers is really cool, however far too rare. I have yet to see a 3 mod exalt drop for ME, yet have found a handful of 3 lp uniques. Maybe put this more in line with LP rates? Kinda makes more sense, but not a huge issue, just my opinion. IMO 4lp and 4 exalted items should be attainable by most hardcore players.
11)Monoliths, one thing i would change is progress on corruption should not be individually, if im at corruption of 500 on one, please have them all be the same, or atleast give us the option to have that, though im not sure why anyone wouldnt want that.

As for the rest of the game, storyline, gameplay, and feel in general, obviously ive played this long, so i love it. Love the options at endgame, maybe too many options, but hey lets people choose right?

Thats it for me, thanks for the game, will see where the future goes. I do hope cycles have actual themes like POE, so that could play into if i come back next cycle as well.

Most of your points are generally agreed upon by the consensus, some have been acknowledged by the devs and are expected to be changed soon.

I’m curious what builds you tried to lead you to this conclusion. What succeeded and what failed, and by what criteria you felt that the builds weren’t diverse enough.

Basically, how did you come to this opinion?

I felt like I could build around anything I wanted, and I had a ton of ways to tweak my build. But at the same time, without ever feeling overwhelmed because the choices I made were organized really well.

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Its true you can build around everything. But when one option is easy to do so, and clears c1000 while another can have all 3LP slammed items, and still struggle to do 300. I think he refers to how uequal skills are are and need to be buffed by some cases 10x.

Looking at you tidal wave traversal skill on spellblade, and many more

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  1. is that hard because the game as is now drop item for all the classes, with all the possibile affixes, so to really get just two exalted stats of the needed item, you need to roll them first on o type of for example weapon that are usable for you class, then you need that this weapon is the type that you want, wand, scepter, spear etc…, than you need the one with the correct implicit over a dozen of them, then you need that this two affixes actual roll on it, from a large pool of affixes, the game can make the item drop for 5 sec, but still the chance to get something useful at that level is way less compared to even a 2/3 rare LP, at least also for my impression over 250 hours.
    This can be solved letting you drop only the class specific item as for Diablo 4, or letting choose between letting other class items drop or not, as is now the single character player that want take that character at the really higher level is penalized greatly, compared to someone that play multiple characters and end they journey after 50/70 hours at a baseline endgame point
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I agree with everything for the most part, except the item reselling. The idea of crafting for profit is nice, some players can enjoy it, but some (especially RMT gold sellers) will abuse it, buy all the stock to resell it for many times more.

That’ll be because you’re MG. CoF gets a lot more. Since you’re MG you’re intended to trade for stuff you don’t get drop.

They are phenomenally rare, as they should be.

No.

This is to prevent the worst excesses of trade, there’s a big trade/factions FAQ thread which will help explain.

Post on Reddit. Devs hardly ever read this forum. The only dev reply I’ve ever seen here was in a thread about changing gender.

MG’s UI is garbage. I guess they rushed release. I mean… what you described above is what 99% people wanna do in MG. It’s a basic function. That and having to find your sale in all the sales you ever made?

This problem exist becouse there are no commission at now in the trading system, this is probably the stupidest error that they have made in this first season, if you add a correct commission, that they said will add, the gold will no longer go up at the infinite, but more trades you let the people make, more you take under control the gold, eroding it and don’t let it go only up, and so letting re-sell item that you buy will not longer be a problem

some things you might not know.

faction reputation/favor is linked to exp, which means higher corruption gives more reputation/favor because it increases the amount of exp you get.
you will rank up faster if you push and grind with 1 character, than 2-3.

the reasons you dont like it are the exact reasons it is the way it is.
people will just buy out anything low price and resell for higher, basically controlling the market.

this is more to limit the amount of passive points you get, but apparently they will add more level sometime in the future.
you are still able to get exp even though you are level 100 because the faction systems are linked to exp.

although i agree with them needing some way to be crafted into exalts for slamming, these can still be used to get certain affix shards which can be very rare, even magic items help with this.

my guess is, this is intended because each echo boss has different mechanics, so even when you can do 500 corruption on 1 monolith, you may not be able to manage it on another, which means you will not be able to get the boss drops.

they can not be linked and unlinked at the same time.
if you push 1 then they are all pushed and if you reset 1 then they are all reset.
or they are each separated like they are now.

they have made it much easier to push others though, you get more bonus corruption when the difference in monolith corruption levels are higher.
so its more efficient to push as much as you can with 1 and then bring all the others up, instead of pushing each 1 just a little bit.

even though i dont like it either, i can understand why it is the way it is.

Yes & no. You’re talking about inflation (which is bad & a gold tax would help), I’m talking about sniping, gouging, certain individuals buying up all of the X to relist for a much higher price & people mostly playing the market rather than playing the game (which some people do enjoy & I’mnot dismissing that). Things that the devs don’t want to be a thing in LE.

How much of a % tax would be required to keep prices/gold under control is an interesting question.

No, a gold tax wouldn’t make the devs feel happy about reselling. If you think that pricing is why reselling is not a thing then you’ve misunderstood.

So, to the OP post:

  1. Agreed.
  2. Agreed.
  3. Comparing it to PoE is nonsensical, 10 years beyond this game after all, they just had more time. For a 1.0 it’s in a decent state.
  4. Intended to remove the option for people to make false listing, influencing to market heavily. Works and shouldn’t be changed unless a better solution in terms of market situations comes up.
  5. Umh… I don’t know what to say to that… I guess… max amount of passives? A personal little goal? Why not more… so you don’t get endless passive points and it’s not balanced for it?
  6. Uniques are decently fine, no difference to PoE actually in terms of ‘fitting bases’, they’re meant to throw the whole premise around, that’s what makes em unique.
  7. Agreed.
  8. You do a bit longer then you say, a double rare modded rare is better then a garbage exalted any time of the day.
  9. Agreed.
  10. No, you shouldn’t get them easier, more then fine where they are. With 1.0 the drop-rate became already ridiculous for CoF and the MG acquisition makes it also vastly easier.
  11. A choice for picking the corruption state would be nice, it’s too much currently to push them all up for a variety of farming options.

Yes, this is a balancing issue, but they’re all ‘viable’ for the current state of the game. You can clear the game surprisingly easily (meaning all content available) with the worst skills in the game.

Which is a bad choice for build diversity and secondary characters. Also it removed the dilution of the drop-pool which necessitates vast reductions in drop-rates. I’m talking about another 30% less loot compared to 1.0 where already a loot-drop nerf for MG reasons were introduced.

And no, the characters are not ‘penalized’, it’s solely the natural course of RNG loot, which is not only acceptable but even a necessity for games like this to have for long-term health.

The point is that by the time you’re ‘done’ with 1 character you still can’t access important pieces of gear personally.

This is ridiculously bad, access to trade needs to be limited by personal resources first and foremost for a healthy economy, this isn’t the case and we hence see all the following problems aligned with it.

+1 on this. The overall design of the Bazaar (having to run from stall to stall) is so bad, but yes the filters need so much work to become fit for purpose. It makes interacting with trading a total chore. (p.s. we also need a way to say “I want at least this stat on IDOLS”. Eg if I am looking for a Vigorous Lagonian, I only want to see those that have 5% increased health, but I have to wade through a dozen pages inspecting every one by hand.

From the sublime to the ridiculous. This is the silliest and most inaccurate comment about LE I think I have ever read. The build diversity in this game is astounding. I have 25 active Alts in legacy right now, all different, and I have deleted a dozen more as I always hit the limit for Alts (25 - far too low). And that is not even counting my multiple offline Alts that I levelled for years before the online mode was even a thing. If you think this game lacks build diversity you are absolutely, 110%, doing it wrong.

Anyway the important stat is not “how many builds” but “how many build that are viable for pushing end game”, and in that regard, LE is unmatched.

Please link me a build that would struggle to do 300c, because I do not believe it exists. (Unless you go out your way to make a terrible build, don’t link that, because I will know).

level 3 allows unique trade which gives access to most builds, which comes long before you get level 100 on 1 character.

if you are saying the point is being able to slam or buy slammed gear sooner, thats a different point to getting access, because it falls under upgrading and/or min-maxing.

So, is the problem that there aren’t enough builds that can reach 1000c? Or that not every conceivable build is equally capable of the same capacity?

Because I think the first is untrue, and the second is perfectly normal.

If your fully fleshed out build cannot reach 300c, it probably makes no sense. That’s not a diversity issue.

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Yeah, uniques are build-enabling, legendaries are build-improving. Some people either can’t tell yhe difference or conflate the two.

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Well, throwing my 2c on this discussion:
1- Yes, faction grind isn’t properly balanced. It will change with 1.1. We’ll see how they change it.
2- Bazaar UI is terrible and will be changed in 1.1.
3- I disagree. Yes, PoE has a lot of build diversity, but every single build also has a bunch of the same skills. Molten shell, skitters, flame dash, etc. The only thing that really changes from build to build are the main 1-2 skills and their support gems. Not to mention that many builds in PoE can’t do all endgame properly, either because they were nerfed to the ground or outright killed by GGG.
In LE, you can build around any skill and still do 300c easily. Each mastery has options to become a caster/ranged/melee successfully. Yes, balance is all over the place and some are vastly more successful than others, but all builds can do all content.
4- Devs don’t want players to play Trade: The endgame like they do in PoE, where some players barely even do any content, just sniping stuff and reselling. It leads to a toxic trade environment that many players don’t like. In this, EHG were successful. No price fixing or scamming that I’m aware of.
5- Max level is 100 because the amount of passives you get are balanced around it. Like skill levels (excluding gear bonuses) have a max level of 20.
Whether or not you’re supposed to keep playing past level 100 is up to you. Personally, I usually switch to another build before then. But even in PoE (or D4) many people reach max level and continue with the same character. There’s always stuff to improve or to farm for another character (well, not in D4, since you only get drops for your class).
6- Like in any game, gear comes in several power level degrees. D2 or PoE also have a bunch of uniques which are only a little helpful for leveling or for very specific builds. These all become mostly useless when you’re at endgame. It’s just the way it is. Although, even crappy common low level uniques can become pretty good if you find them with 3-4LP and slam good affixes.
7- Set items will be changed at some point in the future. No details about it yet.
8- Rares are still good to a) fill gaps until you get a good exalt (a T20 rare with a good base and all useful affixes is often better than an exalt with the wrong base and just 1-2 good affies); and b) shattering for rare shards. Other than that, whenever you have tiers of items (normal/magic/rare), the lower tiers lose usefulness over time. This happens in every game.
9- Yeah, it’s annoying to have arenas in monoliths when many players don’t like arena gameplay at all. There should be a way to reroll these into something else.
10- exalts and LP are fine. They’re chase items. You can get baseline gear very easily to get your build online and get to 300c+. If you want to min-max and push further, it should be really rare. Especially stuff like triple exalted or 4LP for rare uniques.
11- If every character had the same corruption level you’d end up with a character doing 500c and another character not being able to do monos anymore because they can only handle 300c.
Devs are working on better catchup mechanics for corruption on alts, so we’ll have to wait and see what they come up with.

As for cycles, the devs are still implementing core stuff to the game. Stuff like the masteries and factions they added in 1.0 and pinnacle bosses in 1.1 isn’t something that should be restricted to a cycle but rather available to everyone.
After 1.2, it’s quite likely cycles will start to have exclusive gear and mechanics.

What the heck is a t20 rare, and how is it better than exalted? Im just saying if there is NO way to craft a rare to exalted, via a rare rune or whatever, whats the point of them? After level 60 they are just a wasted drop and you dont even look at them, unless im missing something?

By build diversity i mean, only rogues can use bows? WTF, and most skills are limited to what damage types it can use.

And yes in MY belief a hardcore player that plays a ton of hours should be able to achieve 4lp and 4 exalted mod items, on atleast one character in MG, but the 4lp uniques are a little to rare, but exalted 3 or 4 mod items are just insanely rare. Im not saying they should drop like candy, but you should see them drop every so often. Once again my opinion

As many have said, apparently will be to fun to get them, as will be to fun skip the campaign and the side quests for the alts, to much fun it’s not good for a game of this type, you need to struggle, cause this apparently is a competitive game that need all the possibile restriction, and apparently the people will stop playing the game quickly if is to much fun, but…, wait…, it’s already happening? Maybe it’s all a plan to make the game the more elitarie possibile and reach a point when the peak playerbase will be around 5/10k and there is no other people other than them that complain about the game? But the devs seems more smart compared to these people, also because they need money to go ahead, maybe there is still hope.
Now, being serious, this game have clearly better depth compared to Diablo 4, even after the change of the season 4, and is more welcoming compared to a PoE, but it’s also cursed by a player base that is to much against the Qol, some adjustment to the FP system, loot system etc… changes, scared to the possibility that this game can become a Diablo 4 v2, no, it’s not gonna happen, let the game be more fun, it’s a game, not a job.

It’s a quadruple T5 rare. Hence all 4 affixes at the highest stage.

Because it is more likely to have rare affixes on it which are fitting for your build. Hence rather then waiting for a exalted item with the perfect affixes you take one of those, making them superior for a long time (in comparison) compared to exalted items. Getting the right affixes on an exalted is very rare after all for a reason.

Bridging the progress until you find a fitting exalted item, which in terms of a chest-piece will you 100+ hours of play-time… in CoF. In MG you won’t be able to buy one anyway since the especially rare mods are usually sold out still.

Yes, you’re missing their power potential. I personally tend to use 1-2 rares until level 80+ since I just can’t find a singular item which provides me with more power. The exceptions are uniques, chest pieces tend to stay the longest, sometimes even until level 100.

Umh… yes? Obviously so? A fireball should be limited to… well… fire. At best to ‘frostfire’… but never lightning. If every skill could’ve every type of damage then you wouldn’t need to think on how to build your character in the first place. Skills would solely differ in terms of AoE or other functionality… which isn’t all too much for many damage skills to be fair.

And you do! Every… so… often.
Which is a very rare occurrence, and fittingly so.

Tinfoil-hat much?

As for the previous comment:
Every game in existence with the exception of walking-simulators telling solely a story and similar do have friction mechanics. The harder a game is the more friction mechanics there are, they are a fundamental aspect of game development. Without friction you have no game, period.
In Minecraft the friction are the mobs, the acquisition of the right building materials and to a really small amount even the hunger-bar.
In Dark Souls it’s the slow-paced combat needing you to think tactical to a degree, positioning and proper usage of consumables to beat it.

In a diablo-clone looter ARPG it’s the itemization. If you get your items too quickly then the game is over too soon, you have not even a personal goal ahead. A prime example of this happening is the game ‘Chronicon’. It’s a fantastic game! Pixel-style diablo-clone. Good mechanics focused on speed-clearing for more loot… but after beating the main storyline you’ll find yourself swiftly decked out at the absolute optimal items without any available option to upgrade.
This leaves you two options… pushing repetitive end-game content without variety via their endless ‘mastery’ system, basically levels above 100… or to stop playing.
Since it’s a sole ‘repeat same content without difference’ 200 times in a row hence barely anyone goes the extra mile. With the finished build and some fun with it after you tend to stop playing.

In comparison Path of Exile nigh never gives you a perfect item, they exist… but if you’re a mediocre player and not entirely focused hundreds of hours in a single league to get one of those then you won’t see a single one personally in your lifetime. And that game functions massively better then any other game of the genre.

The itemization discussion is ages old in the genre and it’s been proven that friction is a necessity there, high friction even. LE is in a good spot for itemization friction, the lack of LE is currently amount of end-game content, balancing and UI-work (especially MG).

The same mentality goes with using cheat-engines at single-player games, or the creative mode in Minecraft, or… you get the gist.

It’s a ton of fun! I can agree with that. But it also doesn’t last long. You get your 30 minutes with a cheat engine… you get your one build in creative in Minecraft and then? Well… the smallest amount of people stay with that, it’s simply not something which generally is a long-term viable option.

LE is a live-service game though, for them it’s mandatory to provide long-term enjoyment rather then the swift rush like a singe-player game can give you. You’re supposed to stay for hundreds of hours, enjoying yourself ‘to a decent degree’ while doing it. You’ll never be able to have the sheer rush of enjoyment though like in games as ‘Ori and the Blind Forest’ or ‘Brotato’ and so on. Those games are built for the ‘fun in the moment’. A rush of excitement, a gripping story.
Diablo-clone games have always been in comparison a settled ‘slow-burner’ genre, and that’s fine! Actually a necessity since you want to play for hours and hours on end. It’s the same as all other decent live-service games, hence MMOs mostly. You don’t have non-stop loot-showers, you need days… weeks… months… heck… sometimes years to get through one fully. They got more content mostly (and are older mostly as well) but LE is working towards that aspect… and people come to this genre to actually have their long-term ‘slow-burn’ enjoyment rather then a 10-20 hour experience which is fantastic but leaves you afterwards with a ‘and now?’ feeling.

Yes, it’s all right, if this is a mmo, but it’s a game based on seasons of 3/4 months, I know that it’s a desing choice, but let your top class items, or a almost top class item, be obtain only after months, or even years, considering also that with the actual rng you can brick them in 1 sec, I don’t know if this is the right choice, I can see this be fine in the beta period, and as we have seen with the 1.0 the drop chance is already increased, because the devs aren’t stupid, they know that the people can’t play only their game 24/24 7/7, and that the eternal isn’t a thing, they are tuning the game based on the season, and I expected other buffs in this sense in the next season, because I repeat , the devs of this game gladly aren’t stupid