One of the goals of ARPG (in my opinion) is to create a character. The integral goal of this is to get the perfect gear.
In my understanding, in this game, the perfect gear is a legendary LP4 item with T7 affixes.
LP - only random. You can increase the number of unique items with a high LP only by increasing the drop of these items.
T7 affixes can only be obtained by drop. To do this, you can increase drop items and the quality - item rarity.
In this screenshot you can see the result of T4 Temporal Sanctum. On the left - drop with a full cleaning of the map, on the right - the boss drop. I only picked up exalted items and unique LP 2+ items.
The gameplay looks like this.
In general, not bad.
For comparison, I completed the Monolith Echo, with the item filter disabled and item rarity +800%. You can evaluate the quality of the items. And at the same time difficulty.
As a result, I didn’t get a single exalted item for the entire Echo. And there were even white items in the final award.
I have a question to designer (I’ll clarify, I like the current corruption mechanics, but I’ve lost the point)
What for the corruption system introduced? What was the designer’s goal?
What mechanics will allow the player to get the perfect item that I described at the beginning? Right now it’s just drop. in no way dependent on the player’s action.