One thing I hated about Path of Exile is the loot management. Having to click one item at a time between the inventory and chest was very time consuming, especially when trying to organize the chest tabs. As this game is an ARPG looter, the whole game is about collecting loot, so I would expect the loot management to be better and less time consuming.
I would like to make these Quality of Life suggestions for LE loot management.
Is there a purpose for storing glyphs and runes in inventory first, only to force me to click âtransferâ? If not, and itâs just a slowing gate, I request to remove that step and just put the crafting items directly into the storage. Donât need to follow PoEâs footsteps on this behavior. Auto-pick up of crafting items off the floor would also be very useful.
Add the ability to âlockâ an item in inventory to prevent transfer/dropping. Maybe CTRL-Left Click on an item would lock/unlock and mark it with a lock icon. It can be moved around in the personal inventory, but it cannot be dropped or transferred. The item can also be equipped while locked, as long as itâs locked in the character inventory.
Replace the âTransfer Crafting Itemsâ with âTransfer To Stashâ. This will move ALL unlocked items from the personal inventory to the stash chestâs current tab, unless the next request is added.
Add tab configuration with additional attributes similar to loot filters: Type: what type of item the tab allows, Quality: the level of quality allowed, Class: the class items allowed. By configuring tabs with these attributes (optional), the game will automatically move matching items from personal inventory to the correct tabs. This way, I donât have to select the specific tab before transferring from inventory. The shift-click will automatically move the item into a tab that matches the itemâs criteria where space is available. If I want to transfer an item to the current tab, bypassing the auto-tab selection, transfer using SHIFT+CTRL+Right Click will transfer the item to the current tab.
Auto-Sort option on tab. By enabling this option, the items in the tab will automatically re-sort itself as set by the sorting criteria. If not set, then no auto-sorting occurs.
Add button in stash chest tab âMove All Matchingâ button. When filtering, this button is enabled, which allows transferring all matching filtered items to personal inventory on character. This is useful when crafting multiple items at a time.
Expand search box to include optional filter criteria, just like in loot filter. The existing text search is not accurate to filter items in the chest to exact matching items.
I made this request in another thread, but I would like more enhancements to the loot filter itself, such as the ability to show a matching filtered item on the mini-map as an icon (maybe show the icon and color just like one sets for the stash chest tab).
Add option for search to be global to all tabs. This will highlight tabs as well as items in the tabs where a match is found.
I would also like a button that just organizes your entire bank, but thatâs me. I dunno how people might feel about that, but thatâs what Iâd like.
After 600 hours of play, it took me around 18 hours to organize my entire bank inventory. Thatâs about 3% of the overall time I played. It does add up.
This option is already there if Iâm reading you right. If you click on the down arrow with the hamburger menu (three lines) on the right side of the stash tabs it will open another search which will highlight the tabs your search is affected by.
The first item on your list has been requested and discussed so many times, both the âauto-pick upâ and the automatic sending them to stash instead of inventory.
I think the purpose for this is to make it more âtangibleâ and add to the gratification of looting. For me, it feels quite satisfying to clean an entire inventory of glyphs in one click. And seeing/aknowledging the amount of resources I collect in a few clicks (one per cluster and one for stashing all) seems effective.
We are quite far from the PoE intense clicking for loot.
I think the three types of loot-collecting (one click per item, one click per cluster of affixes and no click for gold) is a great balance.
If seasons and ladder become things, we might soon get there. Thatâs something Iâll be pushing back on if that ends up being the case.
Also, strangely I feel the opposite that you do. After 600 hours of picking up Glyphs / Runes / Shards and ~99.7% of them ending up being useless, I feel like there was no point in them being in my inventory in the first place. Talking, I probably used double-digits of these things out of literally 37,000 of them. Even if I used 100, thatâs how the math works out.
The whole system of value on crafting items is way off. Could use another overhaul, but it might be too late for that at this point.
I donât think that it will get to the point of PoE, which is bloated by 10 years of trimestrial content. PoE have dozens of currencies, plus league mechanics.I think thereâs also a clear difference in GGG and EHG philosophy. The difference between the two lootfilters seems a clear indicator of it. We are so far from the excessive clicking of PoE that I trully donât see how we can get there in a short amount of seasons. Or maybe Iâm wrong⌠but I donât think the âone click to put affixes in stashâ will be the problem.
Just like you, I also have multiple hundreds of playtime in Last Epoch and I (often) donât pick affixes anymore⌠but I donât mind. They served their purpose early and midgame. Switching to a more precise affix hunting (loot filter + salvaging rare affixes) seems a good âevolutionâ in terms of gameplay, especially considering the season cycle thatâs coming.
I agree that some changes to affixes would be welcome (a way to fuse them ? spend them for something else ? any sink, reallyâŚ) BUT it doesnt have to do with the original suggestion of putting shards directly in a tab. I trully donât think thatâs a big deal, that specific one click to stash them.
Yeah, Iâve lost hope anything like that is going to happen. Itâs not a problem you could sit down and fix in an afternoon. There are three some-odd layers of changes you might have to do to make it work out where any of this stuff matters during the normal course of the game, and the existing audience wouldnât be happy with any of them, out of pure stubbornness. (Even if it improved their overall experience.) This is why developers are always kind of between a rock and a hard place if they donât figure out a strong philosophy for what theyâre trying to design before they make it available to the public.