Because the shown numbers aren’t as important as the direct feedback and former information usually.
If I know with 100k DPS I’ll kill an enemy quick… then I know 150k will feel better.
But if I don’t know how much DPS I actually do… I can’t adjust easily do increase that.
For example, is the variance in damage the same for every element? For example lightning usually has a wide variance in damage rolls in quite a lot of games… while physical damage is usually very close together. Does that uphold in LE or not? I think ‘no’ but that comes from high personal experience, a player can’t know well.
In comparison in PoE a player can simply read the tooltip stating ‘35-44’ damage for phys versus ‘1-84’ damage for lightning and immediately go ‘Oh, ok, so when I build crit around lightning I can regularly cause devastating sudden hits but I won’t be consistent, while with phys I’ll always deal steady damage’. Also the numbers there between those 2 that the phys damage is less DPS then the lightning damage provides in that example.
In LE the current state is that the player doesn’t even know initially of variance exists. It seems ‘static’ for damage. You deal ‘65’ damage… but it’s not 65.
That can be especially important when additions to a game come which are based on consistency. Like ‘this driggers when you’re dealt x damage’ or ‘this triggers when you deal x damage’.
And where can I check it? Is that official or just tell-tale basically which you have to pull out of the void of the internet?
For the damage ranges, was badly worded. Our player ranges are not existing. Enemy ranges can be inferred from that to be similar… or less. Depending on setup usually less to stay more consistent.
I can look it up in PoE. Their Database site does show this information. Last Epoch’s does not.
Also there’s the complete breakdown of the specific effects and damage types as well as exact damage ranges available as well.
So, yes, it’s kinda disclosed, just the usual GGG shenanigans of not doing it first party, but allowing to provide it.
There’s a bigger variance then in games otherwise. If you play in Torchlight infinite then Tier 8 has Tier 8 enemies, you can directly infer their power level hence and only need to take into consideration personally applied effects.
In PoE the same goes. T16 is T16, enemies have their fixed baseline there, also only affected by the map modifiers and other personal modifiers provided (like altars in maps).
It’s more difficult to do it with a moving baseline and get a solid result, because you don’t play at 100 corruption or 150 corruption… you play at 123 or 227 for example. Yes, miniscule changes but makes consistency go overboard for intuitive returns.
Yeah, the weak bugs kill my build while my single target DPS is so high that golems drop dead immediately and pose no danger Summoners off-screen is kinda a mess for every build though.
Because I’m not speaking from my own position but a new player’s, or a still learning player’s position there.
Ease of information acquisition and quantity of information pose the difficulty to overcome in ARPGs besides the actual personal experience to perfect it. But the acquisition of information in LE is kinda hard in comparison… while for example in PoE the sheer quantity causes the issue.
It’s kinda bad if similar issues are in a game which doesn’t have said quantity - yet - though, showcases that something else is causing it, and that can usually be avoided.