This time we are taking opposite sides.
I really think that higher density of monsters would help creating a more thrilling experience with monoliths and also would help to deal with the lack of perception that we are having indeed increased drops.
Not to mention the obvious but no less important point, it would help another old issue that is often getting complaints, maps with no monsters here and there, where the player just travel a good part of the map with no further interaction.
This problem has been highlighted once again with new Ambush maps. It’s a pain in the ass chasing mobs in some low density maps to lure the ambush. Something they could use to spice things up turned to be a downside.
Here is very good and deep topic about somethings I have mentioned here. How monsters density is not really well designed in the game right now and how the “exploration” of maps is not being encouraged. We have dozens of other posts like this, but sometimes not very well elaborated.
(20) Exploration is not rewarded enough in this game. : LastEpoch (reddit.com)
Sooner or later this will have to be addressed.
I think its just overreacting here… Quadratic scaling ?
Rarity itself barely scales anything on monoliths, and its another complaint because many times we do not perceive our effort translating in rewards.
I have been “hearing” for some time this thing about corruption , that players shouldn’t be able to go so higher in corruption. And I strongly disagree. This is the one thing we have for endgame and that I personally like and many times it’s my motivation to pushing builds to their limit and go after greater gear.
A good game should incentive that, give the player emotion, a thrilling experience.
My take is that corruption should have better ways to be increased, as long as your build is capable, and the they should improve the trhilling factor in the experience of running monoliths over and over. Maybe when more endgame content is added, I can change my perception.
Right now I think there is no such thing as not realistic about the way we play. This is what the game turned to be to the very enthusiastic of this game, scaling corruption to 500+, 700+ 1000+…
My take on this is very simple. People who invest time to create great builds and have the dedication to achieve higher levels , higher contet, do have to get better rewards. You are saying something as people who run middle content can not get good things. And its not true. The game is accesible to almost any build and all things are available in 200 corruption ( a pretty low standard these times).
Just to finish, by no means I want to discourage build diversity. I think its great for the game and increase players. But it cant be at the cost of making everything “on the same level”.
What I think that is unrealistic is this utopian thought that you guys bring sometimes about every possible build in the game being able to do very high levels of content and drops should be almost even in any part of the game so that “strong” builds dont get favored.
No game is capable of this and no game can “survive” this.
Its part of the gamer experience to chase things and get exciment and thrilling having the perception of getting stronger and achieving better things. While I say this, I do think games should have a way to balance things so that people who play everyday dont get too many power and casual players dont get access to good things. But this is the one thing the game already does very well. I dont think my suggestion would ruin it. I hate P2W games. I hate games whose experience obbey the player to log in everyday, sometimes we take the game as a job. Last years I did not enjoy very much my Lost Ark experience, and I hated my Diablo Immortal experience.