Need a forgiveness mechanic for lp2+ slam attempts after x many attempts. Multiple slam fails feel awful

Actually no.
Once more, acquisition rate creates the scarcity already.

Adding a second layer of scarcity beyond is detrimental.
It’s also the only major point of Heavy’s suggestion which I dislike.
The limitation for LP has to fall there to work properly long-term without issues.

A milder version to at least make up for it the need for multiple tokens of lower LP versions used would be a option. So… using for example 3 1 LP crafts with that Affix to guarantee it at a 3 LP item… or a single 1 LP and a single 2 LP token. To represent the value of higher LP items.
Which allows otherwise ‘worthless’ copies for us to be of use still, especially given the Nemesis mechanic.

The issue with all of those is that they warrant the need for individually different amounts of LP items to get a good result at the top… which is why I’m urging so much for a system which detaches itself as much as possible from the LP value itself… because plainly spoken? We already have the difficulty in acquiring those high LP values… that should suffice as a proper limiter for acquisition, we don’t need to add layer upon layer upon layer of hurdles, it’s tiring enough already that EHG lacks the insight to realize that on their own.

If you find a 4 LP ring as a base… sure! :stuck_out_tongue:

But you won’t find a 4 LP red ring.

That’s after all the limiter, you can have every single Affix existing in the game imprinted on a unique and it’s worth nothing if you don’t get a unique which has has the same amount of LP or higher. It also is worthless as long as you don’t get the fitting base-exalted to slam into the unique.

Why do we need another hurdle to overcome when the acquisition of those 2 are already supposed to showcase it?

I’m speaking about this whole topic with a progression based alternative for a reason… to uphold the gradual upgrades there via a combination of the LP acquisition system and the LP slamming system.

But ultimately what EHG can simply do is guaranteeing any Affix for slamming without any strings attached to it. Just letting us freely choose.
Because… why not? What does it actually provide?
The system does nothing else then to change the acquisition ratio of the finished item, being supposed to increase the need (and hence reduce the availability) of the overall number of exalted items accordingly as well. So if we ignore the exalted aspect entirely all that’s needed to be done is to adjust the drop-rate of LP to counteract the changes of a guaranteed slam… which solved the whole issue anyway.

But exalteds are - seemingly - supposed to be considered with this system, which is why I’m making those suggestions.

And as a special mention there… if they’re not… then that’s actively bad design. Why? Because when we only take uniques into consideration the slamming mechanic adds a inherent negative perception bias without any extra functionality or upsides. All of that can be streamlined with identical functionality and without the perception bias attached to it. So inherently it would be… bad design hence.

SERIOUSLY??? there is no flipping way u need this expalined to u. OP already did that.

Theres a massive difference between RNG with item drops vs RNG in crafting.

No it wont end up with pity system for all RNG aspects of the game. Plenty of game have such a thing and yet still have RNG in drops. As well as RNG else where

Not to speak we already have a drop ‘pity system’ existing…

Favoring drops for your own class is the equivalent of a crafting pity system, to ensure you get more items in your favor.

Those systems aren’t bad, quite the contrary. Absence of them or something equivalent is bad and overdoing them is also bad. Balance is key, like in most things.

I use the extreme examples often as well, but I also ensure to commonly mention that everything’s on a scale. All’s a slippery slope, all’s viable at specific times… you got to combine the right amount with the combination of what your product offers.

In LE crafting is a mess. Yes, the core system feels better then ‘re-click 1000 times’ as PoE does… but if you get into the nitty gritty bits of it it becomes worse. It’s the absolute common thing we always see… PoE screws up providing proper QoL and LE does provide tons of QoL but screws up with balancing anything… be it factions, enemies, itemization drops, crafting… all’s a mess, balance is a nightmare for EHG.

Makes the game bad? No, absolutely not, still a great game. Darn frustrating to see though that different devs get core elements needed wrong… and everyone another. Piecemeal enjoyment through 20 different ARPGs which all do 1 or 2 things great and suck at the others.

Ur using flawed data my friend. U can mod completion of steam achievements. Steam achievements are also bugged in many games. Where it doesnt take into account u completed it. Also many many games are also on consoles. Also thise achievements are for other games. LE is not those games.

Steam achievements isnt solid data its flawed data. Ur 50% example doesnt happen in LE. Devs even admitted majority of the players. Dont even reach empowered. Ur 50% is throwen out the window based on what devs have said. So in fact what ur trying to claim is happening is in fact not happening. This can be seen via steamdb in player count. To a point i will say. Steamdb isnt enough data to trully show this

Then why are they even in the game. D4 had this issue with unquies and they changed it. Because if something is that rare to the point its not supposed to happen. It shouldnt even be in the game.

Or better yet might as well not even be in the game.

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It’s a fine line between ‘something is too rare’ and ‘something is just really really rare but it’s nonetheless nice to have’.

The difference usually comes up when it’s mandatory to have. Powerful but in no way needed to finish existing stuff, only meant to elevate a build.

For the common player in LE currently the game has issues with progression, massively so… it always had. Be it the endless scaling, be it Aberroth’s first implementation which was a bullethell of chaos or be it now Uberroth. The second EHG ‘solved’ a single bit instead of creating core end-goals and then side-mechanics they suddenly went wayward and implemented a top-end challenge.

Yes, those challenges are needed, yes, they are great… BUT! They need to be properly positioned, and that’s what most devs get very wrong.
Aberroth is a great end-game point, still is, should be the last core-progression thing and NOTHING coming after him. The game would be great then, perception amazing… a large swath of builds can realiably kill Aberroth with slightly above average skill level. That’s an acceptable state.
But instead of staying with that EHG went along and went to implement Uberroth… without reliability to kill him for the majority of builds available.
I know many might not agree… but to underline it then show me someone playing a Detonating Arrow close-range build with mediocre skilllevel, not a top-end player which can pick anything and excel… just a player which is experienced playing ARPGs and neither sucks nor is a good player. Or with Cinder Strike, or with Acid Flask, or with a Skeleton build, or with Werebear, or with puncture, or with… should get the gist by now.
But Uberroth is put in the position he is, hence all the fallout coming from the perception related to it is happening. ‘We need to wear a red ring!’ ‘We need to have Ravenous void!’ ‘We need to have Omnis!’ and obviously all of that with LP… 2+ for the perception commonly to get the Affixes for the defenses and offenses together somewhat.

If EHG would fix a few of the construction sites into a ‘good solid state’ then those issues wouldn’t be as prominent… but they are. The second they close one thing another crops up… and then we hear ‘you can never make it right for everyone anyway!’.
Yeah… you can’t… but you can darn well make it right for a ton more people then now. It’s one of the laziest arguments existing, just beating every comment into the ground without recurse against it… because if you engulf ‘everything’ it means you can put nothing against it. Nonsensical approach.

No. Aquisition rate AND the chance to fail the slam are what create the current scarcity.

So all you need is to make a failsafe for when you fail a few times. Meaning you can get to use your failures to guarantee a result.

Because that is the success rate EHG wants. If they were to implement your guaranteed system, they would likely nerf the drop rates of all the rarest uniques and their LP potential.
So you’d fail less (or never), but it would simply be harder to get the things themselves.

Because it’s easier to program that all uniques have 0 to 4 LP, than to make lists where a few have 0-4LP, others have 0-3LP, etc.

It’s also easier to explain to a new player that uniques can have 4LP but some are so rare that will never happen, than uniques can have 4LP except these ten which can only have 3LP and these 6 that only have 2LP and these 2 that can only have 1LP…

4LP red rings will eventually happen one day (much like 4 or 5x T7 will also happen eventually). Until then it’s much easier to say they’re an item like all the other uniques, it’s just so rare to get higher LP that it will never happen.

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First of all… you infer that it’s a fitting rate and intended by EHG, not that their system simply is flawed.
If that’s the case then it would be even worse because they simply did a crap thing.

Secondly, a lower acquisition rate of LP and exalted items is absolutely fine! Comparatively to the current loss-state of the crafting.

Thirdly, the first statement is inherently wrong since there was a functional drop-state existing pre LP-implementation. The progression rate back then item-wise was in a decent state.
LP was implemented because many many uniques were simply useless… actually the vast majority was since they weren’t top-end items. So LP was implemented to alleviate that.
Back then I already mentioned ‘Interesting idea… but a re-work of the uniques was needed, not LP’ and hurray… here we are.
Then the complaints came because the expected corruption range reachable suddenly skyrocketed and builds become utterly unbalanced because acquisition rate of LP items related to rarity of the uniques and their power with Affixes didn’t uphold the initial design-premises for them at all. Suddenly a crap leveling unique could become a top-tier end-game unique… so immediately builds skyrocketed and that not even in any way evenly. The current balancing issue is the fallout from back then.
Afterwards EHG got the ‘smart’ idea to utterly ruin perception of progression further by having one item faction trade gear at the baseline quality level you would commonly get them… and the other faction getting a massive bosst in quantity (which is fine) but also a ridiculous boost in rarity for drops raising the items they get vastly above those which the other faction even reliably sees in hundreds of hours of play-time… once. Which is not fine.
And at last EHG went along to ‘solve’ the RNG issue of LP items by simply postponing it to happen by 1 LP… from 1… to 2. Simply shifting goalposts without any actual solution being done, just easier and that’s it.

So in conclussion if that was the intended outcome from the get-go and a single individual has thought that up then that individual should be removed from their post… but that’s generally not the case. In reality this situation happened because a chain of bad decisions were made and the initial root-cause never properly fixed… but instead getting more patchwork crap slapped on top not addressing the root causes while also branching out to make the whole system in other areas even more messy.

So sorry to say that… but what you wrote there is simply bollocks.

Ah yes ‘since we don’t have the time to make a proper system instead provide a broken one which creates unhappy people’.

Tons of options to enhance gameplay options. Tons of options to change systems. Tons of options to expand on systems.
This one was chosen though. So this one is under scrutiny. The argument of ‘yeah, but the system we thought up is inherently flawed and we weren’t willing to invest either the time or resources to iron the kinks out’ is unacceptable by default.

Yes, our grandchildren will lovingly tell us all about it when we’re so old that we have to stop playing because we can’t even see the friggin keyboard in front of us, not to speak of the screen. :stuck_out_tongue:

Also btw. a prime showcase of a faulty system.

To solve that you use a reverse naming system simply, which is the easiest thing one can do.
Starts with ‘Tier 3’ and ends with ‘Tier 1’.
Also btw… allows to include more tiers without issue as you can just shove the numbers downwards. New highest tier? T1 is now T2.

Makes it possible to have different amounts of tiers for different affixes (one has 7, the other has 3, the next has 9) while still providing proper immediate visual feedback of how good something is compared to the top to the player.

PoE 1 has chosen well there. In PoE 2 GGG were dimwits plainly spoken to turn that back… nobody got a clue without a damn wiki what the top-end is, or by memorizing each Affix, which is as nonsensical as it comes.

I am. If that wasn’t their intended rate, they would have changed the drop rates already. Or made it so you can already select all affixes, instead of just 1.

They’re slowly giving us more tools to get better rates, though, a few at a time.

They have a proper system. It’s easier to treat things as equals, both for coding and for players, than to create “rules” that have more exceptions than actual cases where it applies.
Just look at all the english language “rules” that have dozens of exceptions (like regular verbs that work one way and dozens of irregular verbs that have to be memorized).

Getting a 1LP red ring was mostly a red herring in 1.0 (except for a few people in MG, possibly). In 1.2, a 1LP red ring (ignoring the imprinting bug/exploit) is doable. Maybe even a 2LP red ring.
In 1.0, getting a double exalted was rare. Now getting a triple exalted is pretty common.

So why would you assume it will take a long time? In fact, if it continues at this rate, I’d say that in 2-3 years 4LP red rings will become common.

I actually disagree with you. Going from T1 being the weakest to Tx being the higher is the more flexible method. PoE1 got it backwards and then they had to add T0 and now it’s a mess adding something new.
If you go up, you simply say that the max is Tx and when you want to add another one, the max becomes Tx+1. Much simpler to scale.

Also:

This is simply a mess. You have to memorize the whole table (or, which is what always ends up happening, you go check a 3rd party site), otherwise players will all be complaining that affix X is bugged and has a worse tier that they never see anywhere else.

It’s a lot easier to treat everything as equal. All affixes have the same number of tiers, just distribute them better.
In LE, every affix goes from T1 to T7. When we get 5xT7 as a common occurrence, we’ll get T8 as the rarer. And so on.

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Then that entails they’re simply inept, which is also worse then a honest mistake.

What are you even talking about?
You mean that all tiers are the same? That all LP are the same?
Yeah, obviously easier to code… but also utterly awful for balancing.

There’s 2 distinct different systems on the market and both don’t follow EHG’s example… for a reason I wanna add.

The first is either a untiered system like Diablo or Grim Dawn. They don’t show a tier since tiering is based completely based on the level of the item drop itself, hence always adheres to the respective fitting roll-ranges. You solely search for the right combination and a good roll of the range.

The second is what PoE and Torchlight Infinite use. Which is a backwards tiered system with variable tiers. Which allows to balance the respective amounts of tiers and levels a lot easier towards the content they’re supposed to be seen in.

The only other exception is PoE 2 with a forward tiered system… which is baffling, a facepalm moment beyond any other. And Jonathan also was utterly confused as to why people found fault with that. Just one of many examples of GGG ‘unlearning’ already learned lessons from their first project. Also fairly clear as to why that is… erroneous documentation. Those learnings need to be written down, detailed and categorized to ensure they don’t get repeated. GGG has that issue regularly with some bits in PoE 1 already.

EHG has taken it a step further and basically wanted to simplify the tiering system. Mind you… a system which is piss-easy to understand, provides more avenues to fine-tune and hence while looking more complex is generally easier to handle as you can add/remove tiers as well as adjust values. In LE you can only adjust values. That’s obviously a reduction in options.
Not to speak forward tiering as well… but given all tiers are the same there’s no need for backwards tiering… just that the same amount of tiers itself causes problems and not many upsides.

Really? I got a few people which played CoF for around 200+ hours. They generally got a red ring.
In 1.2 the imprint system is a broken mess, or at least was. Still a bit but less so, now for different reasons. Allowing people to put uniques inside is generally a mistake, the imprinting can solve the exalted variance, which has been the major issue. By allowing both now you got to choose again which leads to simply juggling that stuff, and juggling things feels like crap. Should’ve learned from GGG’s elder/shaper ping-pong days. Everyone hated it for a reason. It’s bothersome, it’s not fun, it’s tedium. Alternative methods were used and those systems abandoned. All repeated tries with ‘juggle mechanics’ as I call them have all failed. Synthesis had a dual issue there even. At one hand collection of items with specific Affixes en-masse and also the memory system. Also Necropolis repeated the absolute same mistake with the item juggling. The first time it was seen was in Bestiary and that was dumbed down extremely and still is one of the most annoying mechanics in their game to date for players.

Mind you… those mechanics can work, but they need massive amounts of leeway for the juggling of stuff, to a degree it’s basically not needed to do at all. In EHG’s case this is directly included with effects on the core itemization process though, and for obvious reasons massive leeway with that is not allowed, it would topple the whole progression rate if that’s happening.

If EHG shows complete incompetence then yes. Otherwise no.
That would be power-creep at a level which even PoE 1 never had… and they let that get out of hand heavily with severe repercussions, leading to ‘Archnemesis’ and a mass leaving of content creators at that time, completely out of range to anything which was at the normal ratio. It hurt them badly, without that they likely would’ve a undisputed monopoly in the genre.

Umh… there is no ‘T0’. What you’re talking about is Essences, which have a higher value then the respective Tier comparatively commonly. They’re hence often called ‘T0’ Affixes. Why? Because it’s a vastly more narrow amount of times you can use them since they ignore meta-mods, which is the direct indicator of how flexible a mechanic is. Essences, Fossils and Awakener Orbs do ignore meta-mods and hence are used only at a specific point of crafting and commonly not at any other stage, those taking meta-mods into consideration are used at the start, in the middle and at the end instead.
Outside of that changes in the tier system generally added tiers and either shifted the existing ones down… or allowing to use a divine orb to re-roll to the new values. Eye Jewels are a prime example for the second, the core affix amount has been adjusted more then once for an example of the first.

As for Torchlight Infinite… yes, there it upholds. But T0 was a intended always present mechanic instead. You can only get a single one and it’s risky. It’s the original ‘corruption’ equivalent of PoE. The option to make a item even better then it is at a high potential cost… which is why it’s generally only used for duplicates and items which are worse then yours but with the potential to be better if it suceeds. A rather narrow usage field comparatively.

Hence the backwards tiering. If you get a T3 you know there’s 2 above, which avoids the memorization.

Unlike PoE 2 where exactly this issue happens, hence… a mess.

After realizing this singular aspect initially (which is for not really smart people even possible) then to afterwards struggle with it is what I would actually call a sign of a disability.

Impossible since different affixes need to be existing at different stages in the game and also need a different scaling depending on content.

Primarily defensive measures need to have a stricter scaling compared to offensive measures. And auxiliary ones have the least amount of scaling needs commonly.
We can already see that in LE’s system currently existing. Why do you think all ‘+ level’ Affixes are hybrid Affixes? That’s because otherwise it would feel utter crap to have several tiers which do the exact same. Tiers are mandated to be stronger, so a new tier without a change? That’s a mess. So EHG had to include the extra modifier to those.

Having them standalone would make them from ‘must have’ to ‘situational’ properly… as any Affix is actually supposed to be since it broadens the build variety. This is already a detriment.

I don’t know why you would say that. Just because you’re not happy with the drop/success rates of getting a BiS item, like a 2LP red ring or a 3LP boneclamor, doesn’t mean they’re inept. Just that they disagree with you on how rare or not that should be.

What? Where would you get this from? It’s the exact same thing. You want more tiers, you add a T8.
And, unlike in PoE1, an item that has a T7 affix will always have a T7 affix. Even after 10 years when you check it in legacy. It’s not the highest tier anymore, but it’s still the same thing as it was.
In PoE1, you log in to the legacy character that you min-maxed last league and now all your gear is no longer T1 but T2. That’s backwards. That makes players feel like they lost power.

Getting a red ring, sure. That was doable. Getting a 1LP red ring was something barely anyone could get. You need on average 750 unique ring drops for a red ring. You need on average 16 red rings for 1LP. So you would need 12k unique ring drops on average. That is a huge amount and only the top sweatlords would be able to get one.

But 1.1 added Nemesis and 1.2 added imprinting (again, ignoring the bug/exploit but only how it’s intended to work). So getting a 1LP red ring is a lot easier and getting a 2LP is doable by the sweatlords.

So in 2 seasons, we already went up a tier. Like I said, I expect in 2-3 years we might start seeing 4LP red rings already.

So? There is still a lot of scaling for corruption. 1.0 was 300c was ok for most builds. 1.1 was 500-700c was ok for most builds. 1.2 is 1k is ok for most builds.
We still have a long way to go until we reach the theoritical max of 32k. Unless they have a bigger variable and it’s 2B.

As long as you scale early game accordingly, there’s no reason why you can’t keep going up.

Except, like I pointed out, it’s not intuitive that you see a bunch of affixes drop only between T1 and T3 and then you see one drop as T4, or T8. Your first thought is probably that it’s a bug.

It’s a lot easier to simply say that all affixes have the same number of tiers. It’s simpler to understand and to navigate and no memorizing is necessary either.

First, why would they? Unless you’re talking about a level cap for them to show up; which is fine, there is no need for capping tiers.
Second, it’s an upgradable system. The second a “stage appropriate” affix drops, you can immediately upgrade it, so what’s the point in going to all the trouble to restrict it in the first place.

You can say that affix X only drops at area level Y+, but after that, tiers are controlled by their respective drop chances, which are usually low in lower level areas. The system already does that, you don’t need to do anything else.

And what is wrong with having hybrid affixes? You make it sound like you can’t balance anything properly if everything has the same number of tiers, but why would that be the case.
You can make it so that affix X goes from 1-50 in each tier, so it ends with 350, you can make it so affix X goes from 250-275 each tier so it ends up with 425 and have a higher floor, or any number of balancing you want.
You can even have an affix that goes from 1 at T1 to 7 at T7 or one that goes from 1 to 1M at T1 to 6M-7M at T7.

Math isn’t that hard.

Simple. Reduction of options leftover.

If it’s something unintended then it’s a mistake. Fairly obvious.
If the current state is actively intended - and showcases quite clear-cut issues though - then that means automatically they’re inept. The opposite of adept. A synonym for competent/incompetent. If you remember the description for that.

Hence it’s a pure state of ‘lack of knowledge’, reason for said lack not given directly. Though since it’s already existing in the genre and those systems are - surprisingly - well researched nowadays I would argue it’s a lack of in-depth research.
Kinda like a hobby-carpenter and a professional carpenter can do the same project with the same intended results but the result of the one from the hobby one simply has tons of mistakes in it, not even in precision… but in methodology which can - and will - lead to follow-up issues like reduction of lifetime of the result, warping of the form, functional loss, integral issues.

Then you need to add them for all affixes. So you need to tack on the range for those that need T8 since 7 Tiers aren’t properly allowing smooth progression throughout content or are being too weak at the top-end. Being too variable and hence RNG heavy for the first situation and needing more power without impacting the lower areas for the second. But what does that mean for the others?
It means you need to spread out the values over those 8 Tiers without improving the top-end for example. But that also screws up all the progression rates for those. So you also need to adjust the individual values accordingly to still sustain the same level of power in the respective content you’ll now get the different tiers.
That means if you add T8 because of one of the former mentioned reasons you need to adjust all affixes of the game at once.

I dunno… I think adjusting several thousand values is kinda ‘more effort’ then adjusting… 10-20 or so if a single Affix needs dire changes.

EHG solves this issue by hybredization of Affixes, which happened with crit avoidance, adding Dodge to it, the most worthless defensive stat in the game compared to all other core ones.
Much like they had to add modifiers to the + level Affixes.

This is a ongoing thing which will become more prevalent, making proper balancing for individual Affixes harder since you get multiple sources of the same value and hence need to increase the effort to ensure balancing stays right. And EHG has crap balancing… so they already fail at that anyway. Also their balancing didn’t get better since release, I would argue worse with their methodology of content implementation.
I don’t believe for a second in the ability of EHG to properly handle such a situation happening, they’ve actively proven for the time being that it would be a disaster lasting a year or longer.

And your T7 will suddenly turn into a T8 when you log in and T8 has been implemented?
It’s the exact same…

That’s no argument, that’s a inherent aspect of power creep. Which is why it’s to be avoided as heavily as possible, to not de-value the effort of people. EHG has ridiculous amounts of power creep happening in their game, in beta acceptable and even expected… in release it isn’t allowed in that amount.

Welcome to the imprint mechanic… which as mentioned… is a mess.

EHG has this weird ‘set and forget’ mentality generally. Which is quite… worrysome to say the least.

1.0 Factions come. Gold usage of MG utterly destroys Lightless Arbour for 50% of the playerbase (as surveys stated, reality by now is probably 15-20%, weird when 50% want to trade… right?). CoF gets prophecies flooding you with uniques and also exalteds. Echo rewards become worthless.
What’s the adjustment to the impacted mechanics? I see none. If you impact existing mechanics with new ones majorly you usually ensure they stay viable and not get phased out, especially if you friggin lack content variety already.

Then 1.1 came around. Now even for MG the unique reward echos have become utterly worthless.
Still no adjustment to the base mechanic…

1.1 event… Loot lizards! Let’s shower people with items of all kinds! Fun little things, nice general addition, not overbearing. You kill em, you get more loot then common, nice!

1.2 came around, Imprint de-values all other methods basically. Nemesis is comparatively crap, because Nemesis has a high chance of ruining your unique, making it into a worthless something nobody needs. Rare Unique with 0 LP? Slap it in, drop 1 LP! Slap that in, drop 2 LP easier then before! Loot lizards galore! Who cares about corruption when you can simply focus on producing 10+ lizards in a single map at times? Why endanger yourself when you instead gets dozens of exalted items similar to prophecies, uniques in a amount formerly needing 10+ echos at once?
Lightless Arbour is completely worthless for everyone because of that already. Soulfire Bastion always was a mess but now is solely used for loot lizard galore… until you realize that the normal spawn rate instead of ‘only fantastic ones’ from the weaver web applies.

Yes… yes I’m definitely not happy with EHG’s approaches. The things they do are fundamental errors leading to the general failure of a game long-term. It accumulates ever further until it breaks down. When are they starting to fix their systems rather then simply adding on and on without proper adjustments? When can’t you even patch anything anymore because you got 40 constructions sites at once impacting each other not even knowing where to start as the patchworks have been successively build on top of each other, meaning changing the core issue will cause a cascade of follow-up failure?
Given EHG needed roughly a year to get 1.2 out… with quite a few mechanics and new content… how many years do you think would such a re-work endeavour need?

:joy:

Are you turning into ABomb?
There’s builds which struggle to get to 300c with a mediocre player… then there’s even more which dimple around in 500-700, those have a proper shot at Uberroth, which is already a low amount. Those at 1k are those which actively realistically can tackle Uberroth, which is the vast minority.

Kinda backwards thinking… ‘Oh, this dropped at T2, nice! Means I can only increase it a bit, likely a very strong Affix only appearing late-game or something auxiliary which has little need for scaling.’
If you relate to ‘it’s a bug’ first then I’m kinda disappointed in you. I don’t see PoE’s or Torchlight’s avenues flooded with ‘is this a bug?’ posts. Heck… I don’t have seen that a single time.

This is simply a made up argument from your side. There is no realistic example present. Maybe when you search hard you might find 1 or 2… since some utter brainless dimwits always manage to get into places unfitting for them… but it’s not even remotely prevalent. Especially in a genre which demands to have a ok-ish mental capacity or get stuck by design.

Well… do we have a level cap? :slight_smile: They’re simply more rare. Your first blue item can be a ‘+1 level to…’ one. Kinda warrants the implementation of a new system since that’s also non-existent.

I mean… we can talk about potential states which aren’t even there to decide on balancing… but kinda fails the point when the discussion is about what is and not what could be if xyz where actually already present. The comparison I made is distinctly done for the current state and not some dreamland thing.

There’s a reason for different tiers for different affixes and there’s also a reason to level cap specific affixes to only appear later in a game… and the respective tiers as well. But implementing either would need a total rework of the system… since imagining that a specific affix can only appear at a specific level in the current one would mean you instantly got access to all tiers potentially available at that stage of the game. So for example in normal Monoltihs… T5.
But… the Affix is so powerful it isn’t allowed to be found before.
Now you find it… as a T5 immediately… so, how powerful is it then? Is content at that moment expected to challenge the power of a T5? So if you don’t have one yet and it’s powerful… how shitty will be your experience?

Gradual progression… kinda important. Can’t be ignored.

Nothing!
If they’re used properly.

If they become a crutch then it’s one :slight_smile: You know, as before… anything and everything can be either good or bad… in the respective position. Aberroth is a good boss to kill by now… but you don’t put him in Act 3… wrong position. Still the same but suddenly sucks. Also you don’t put the Act 1 Boss with the values it has into empowered monoliths as a boss because every normal mini-mob is more powerful already. Wrong position.

As explained, the amount of possible detail in which you can balance. First off… low amounts or high amounts of tiers? With high amounts we wouldn’t see changes in skills like ‘+ level’ since they would need to change their value for the skill more often… or become useless to change since they’re not worth the effort. Kinda like the ailment cleansing which is commonly used at T1 because anything above has basically no meaning, you already got what you need from it there.
More tiers also means the amount of Affixes you don’t need comparatively to those viable for you is reduced. There’s a reason T6 and T7 only appear at a specific stage, not only because of their power but because of the increase in spread if they were ‘normal’ drops. That’s why a separate roll happens to decide if a item becomes exalted or not. It’s a extra step in the decision to not reduce the potential upgrades you could get but instead keep that smoothly moving forward. So you add more… is T6 still drop-only then? Do we get 3 ‘drop-only’ tiers then? Wait… that does mean that if we have to spread out the values anyway (since not all Affixes need increases for fixing the ones which need more) more percentile of the total potential power is locked behind ‘drop-only’, making the stage below weaker.

How does that impact campaign?
If they’re not ‘drop-only’ and we now have 6 drop-tiers… and let’s say 100 Affixes… that means we have a potential 1/600 roll instead of a 1/500 roll. How does this affect the chance to get each respective Affix at each respective value for the stage we need to progress through? Is Health for example now too rare because of the added variance? How hard does it make to achieve a rare affix if we fill the drop-table with more options… since those already have a re-roll chance or lower given value range to roll? (Since they’re rare).

All of that has to be taken into account.
Individual system causes Individual high work and has low maintenance when changes happen. Universal system has individual low work needs but high maintenance when changes happen.

Yeah, if we ignore 15 of our 20 variables entirely then math becomes really easy :slight_smile:

What do you mean by that?

I feel like this whole issue is simply because they like RNG and they like hard to get items. Much like D2 was.
And you don’t and prefer the PoE1 system.

I don’t think either is better or worse, just that some like one more than the other. One is more market/trade oriented and you “play for the craft”, while the other is more drop oriented and you “craft while you play”.
I believe we already had this discussion in some other thread.

I don’t think EHG is inept for using their system even if you don’t like it, much like I don’t think GGG is inept for using their system even if I don’t like it.

Yes, obviously. If you’re adding tiers it’s because you want to “power creep” the game, so you power creep across the board, rather than creating an imbalanced power creep.

If all you want is to address some existing imbalance for a couple of affixes, then you simply adjust the values of those affixes without having to add any tier. That seems basic to me.

If they need adjusting, just change the ranges of the existing affixes. Why would you need to add a new tier?

Only for +skills and only because they set their max to +2 (initially) and +4 (after exalted). For the rest, I don’t think it’s because they have felt the need for anything, it’s because they like having hybrid affixes.
Whether they’re properly balanced or not is a different issue. But there’s nothing wrong with having hybrid ones. In fact, they usually add more customization options to your gear, since you don’t have to waste 2 full affixes when you sometimes just want to fill a hole with one of them while still getting some bonus.

It’s not the same. In PoE1 I had a 6xT1 chest. When I log in again, I now have a 6xT2 chest. The item has changed. It shows differently from when I was crafting/playing with it.
In LE you have a 4xT7 and when you log in again you still have a 4xT7. It’s the exact same item. Nothing changed. A screenshot from before and after is identical.

So in LE I feel like nothing changed, while in PoE1 I feel like my item was downgraded and I lost something.

Only because of the bug/exploit, not because of the intended mechanic. The intended mechanic is supposed to simply compete with prophecies, lizards and Nemesis. All different ways to get the same results at sort of the same rate.
So your overall rate increases globally because you have many systems to you can use, but none individually makes the other obsolete.

If all my gear drops between T1 and T3 for a couple of hours and then I see a T8 drop out of nowhere, yeah, I think something very fishy is going on. Either the T8 was a bug or all the other ones only dropping T3 and under are a bug and should have been dropping T8s as well.

Because my natural assumption is that all affixes have the same number of tiers. Because that is what is simpler to understand. And because that is what happens in 99% of the games that use affix tiers.

We do. Affix shards have minimum level requirements. Which I naturally assume also translates into the chance for them to show up. Because it wouldn’t make sense otherwise.

The lowest +level ones are minimum level 4, so I doubt that very much.

If this whole LP thing was an NPC in a town and you click some buttons the system we have right now would be enough. The need to play a dungeon and to beat a boss to make this happen is what makes it a chore and a slog.
Sure right now you could play a Pala (or any meta pleb in the future) and you will most likely breeze through this but non the less it’s a bit “stupid” to have people jump through so much loops just to be bent over and shafted after a slam. There is not enough dopamin my body can produce to make up for the lost time and for the frustration that is the groundworks of this system.

So to me it’s either an easy approach with a fail rate or a slog with a fixed outcome.