Reached Level quicker 95 by ignoring Bosses and Uber Health Enemies in Monolith

Since the most Yellows become almost unkillable for players with a familiy, job and life after Level ~68 , because the Developers thought it would be cool to increase the diffculty by like 100% every 10 Levels, , i decided to try an experiment.

I took my L60 Paladin used Vengeance and 90% Warpath + Holy Aura

All i did was to teleport from Enemie to Enemie and Ignore all these stupid Siege Masters, Golems with felt, infnitie Hit Points.

Yes honestly… around level 65 enemies become annyoing , the rare´s and bosses get a 1000%
HP boost until Level 95.

I couldnt kill 85% of the bosses anymore and so decided to farm the yard trash which was surprisingly good. My FPS dropped to FREEZE´d FPS sometimes because i pulled the whole maps… this game needs urgend GFX optimizing.

Wengari Monarch and Patriarch for example are so boring to kill that i usually press MAP and END OF TIME back to restart instead of fighting these completly demotivating enemies.

The MAP´s where you get like 20 Siege Masters + Lightning Pillars are >> Instant Leave Map
Map´s with mostly Bosses after L80 are >> Instant leave and reset Monolith.

Why ever the Developers thought to make the game so hard after ~L75ish for common standard players without time to play 24/7.

And for the most casuals Level 70+ Monolith will be a gamebreaking experience if they dont have time to grind and craft better gear with this messed up Fractured/Damaging/Destructive crafting system…

p.s i forgot to mention > My Necromancer gets to L90 killing everyting but thats another story.

i could use a Trainer offline yes… but that would ruin this game completly …

~ Level 80 will be the end of fun for the most players, the impatient wont make it past 70 because endless grind for crafting destroys the smooth flow of the Storyline…

When new players test their skills on the TEST DUMMY and do great damage like 3000-4000-5000 then they will wake up once they are fighting these Mantises or Wengaris nad do 50-100-200 damage instead of their super Test Dummy hits :sweat_smile: :sweat_smile: :sweat_smile:

Why ever … i leave Last Epoch its to hard and too much work after Level 75 and i have no time and will to waste my lifetime for some Developers sadistic attitude versus players …

Storyline > good
Endgame > stupid , repeative and way to hard to enjoy…

3 Likes

If you have feedback. Leave the feedback so that the devs can work on it.

But please stop developer this, developer that as if they are out to make your life shit and as if they have a vendetta against you. Personal attacks and insults are no way to leave feedback.

11 Likes

Usally i am really not that guys, but this time i have to…

I observed alot of your recent topics/posts, and basically ALL of them so much over the top statement and accusations that the devs wanna reduce the fun you having in this game.

While i think that in some of your recents feedback posts can we found some truth, the way you present your feedback is just not appropriate.

For me it just sounds like that you don’t know what you bought yourself into. This is by far not a finished game.

I wanna emphazie, alot of the points you brought up have some value, (some already got fixed with the recent patch), but having 90% of your feedback consist of exaggerations and accusations is not very helpfull.

3 Likes

You cannot have infinite scaling in an aRPG without the power to match, its incredible that it even exists and actually makes levelling bad when your character is basically complete at lvl 70, you hit higher levels to your own detriment

Your character is not complete at level 70 at all. For comparison, you start hitting the diminishing returns in PoE hard at around level 90, even 95. This is when one can claim that their character is complete. Since the two systems are similar, the level where your finish your character is also similar.

But if the player scales infinitely & the mobs scale infintely, you’re just staying at parity with the mobs & no-one gets anywere. Where is the challenge to overcome with good gear, skillful play or an effective build if the mob’s scaling negates everything (but the player’s skills)? There’s a reason things tend to get harder the higher level you go, to provide you with something to challenge yourself against & I believe that’s the general plan.

No, for some builds & players that level where it gets “too hard” is going to be lower than others & they need to accept that. I’m never going to be a professional golfer, but I don’t demand that St Andrews make their golf course into a mini golf.

6 Likes

Characters in PoE aren’t ever done, I have over 10 lvl 100’s in PoE with upgrades I can make

That’s my point, unless you are delivering power constantly you never get anywhere. See Diablo 3 and PoE - PoE has ‘fixed’ levels in zones not including Delve. D3 has fixed zones AND infinite scaling.

PoE’s is best imo, there needs to be a ceiling to reach not neverending scaling as it just feels terrible.

Characters level wise in LE are pretty much done by 70-75, all the main passives are taken and they are just passives anyway, nothing game changing, 7% increased damage isn’t going to change anything at all, neither is 12 Health

in PoE a build exists right now and will be nerfed soon - to reach its maximum peak you need lvl 100 and to play a certain class to get 4 extra passive points or you cannot fit it all in.

I don’t know your strange comparison about minigolf - I have grinded a single character in PoE for 24 days /played (24 days of 24 hours playing) to hit maximum level so grinding is normal for me

but ive also played D3 doing billions of damage one shotting every mob until you go to Greater Rifts where an arbitrary number means every level higher the mobs have 12% more HP/DMG everytime, by your peak you cannot kill anything as they now have trillions of HP

It’s a Beta and on point balancing is the least concern. I’m happy they gut the obvious OP stuff and use their development time for important stuff.

Maybe that’s their intention with the proper end-game, compared to what we’ve got at the moment.

this right here is why LE will be my last game in this genre. there is nothing wrong with easy games, and games with varying difficulty types to include all kinds of players.

i always take issue with games that use sponge and OHKO as a means of challenge. its not. its nothing more than an annoyance.

all this statement says is “sorry you cant pass this barrier? you cant see the rest of the game or enjoy the ending”. Content gate because of arbitrary limits should never exist. major reason i dont play PoE anymore.

I would agree that just upping the damage/hp/etc of the mobs is not a fun way of making things harder, but it’s a lot easier to do.

Though to be fair, the campaign/story is pretty easy, the only content you’re (currently) not seeing is an infinitely scaling arena/monolith.

This (for some reason) makes me think of SWTOR (the only MMO that I did much end-game & got much of anywhere). They had story mode raids, hard mode raids (some additional mechanics plus higher boss hp & damage) and nightmare mode raids (more additional mechanics plus more higher-er hp & damage). I think you could add additional mechanics in to monolith/arenas but you’d need to decide on an arbitrary limit above which to add them in, and even then, unless you’re adding in additional mechanics/etc every level/timeline you’d get to the point where (some) players get to the end of the additional stuff you’ve put in & they complain that there’s nothing to do, so then you fall back on the added damage/hp mobs get.
If that makes sense & isn’t just some rambling stream of thought which may or may not go anywhere useful.

this is the cause of alot of bad decisions being made in games. ARPGs are not games that you live in unlike games like Black Desert Online where you literally have to stay logged into the game to make even the slightest progress (since energy cannot be gained when you are logged out), and Eve Online.

take a look at rift. story content used to be gated behind raids until they made those story raids completable by anyone. they still have their high difficulty raids but story is no longer gated away behind it.

the end game is heavily based off and surrounded by the crafting rather than the looting, and current monolith has more enemy damage modifiers than anything else. the inclusion of Chp 8 enemies into mono and arena completely unbalanced them. sirens just spam their water wave, ice giants just spam their icicle wave, or their icicle shower. starting to think someone there hates both Ward and Pets.

another big issue i see is trying to replace gear if you are lvl 60+. everytime you level all your resist go down by 1% and thanks to the crafting getting replacements of gear that have been fractured into uselessness just makes the whole process unenjoyable.

Maybe it’s a good idea to have another tier of items with higher/better implicit stats. So leveling and item scaling gets a bigger boost.

This is absolutely what I am feeling, too. The more you progress, the lower the benefits of passive skills. There no real reward in going above a certain level. It does not feel worth it.

A solution could be to make the top passives really powerful, but only accessible above certain character level requirements.

We had a discussion about skills leveling to max does not feel impactful because the most important nodes you have with 12-15 and so the last points just are filler. With the current system of skill trees this may and propably should not be changed because this system has so many advantages in skill diversity that outweighs the cons.

But the passive trees have a linear structure. We level from bottom to the top and so the devs can determine what we get when.

Would be absolutely awesome to get more power the higher we go. Actually many skills on the top of the trees are similar to lower nodes. Some are good, maybe better. But I feel there could be some mandatory nodes that boost the power level when you are high enough to get them. As an reward for the hard work.

3 Likes

This game is really good, but somewhat, we feel finished around 70~75, and theres hard incentive to keep leveling, this items level 70~74 (new tier, helm, body armor introduced in 0,78) feel somewhat, good, cause start dropping around level 70, your suggestion about some “master tier” skill or top passives, seems interesting, ofc, is not that easy to balance, but can feel interesting, you can invest more time, more levels, more grind.

Just giving suggestions, Developers here do a really good job, i like them, not bashing at then or anything.

2 Likes

You are extremely selfish. You are basically taking the approach that if the game doesn’t fit your exact preferences, while ignoring the preferences of others, then the game is bad.

You have no right to all content if you aren’t a good enough player to get to it.

Someone could just as easily come in and say the story mode is too hard and that act 5 should be the end of the game so that they aren’t gated from being able to “beat the game”.

You have beat the current story mode and have access to Arena and Monolith. You have not been gated from ANYTHING.

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i have every right since i payed for it. a concept that seems to go over “git gudders” heads.

and im not excluding anyone here so i dont know where you get off calling me selfish. putting in a varied difficulty system is a win for everyone. do not force your playstyle on me.

You payed to play the game. That is it. You have zero RIGHT to have the game changed just for you.

We, as gamers, are EXTREMELY privileged just to be able to speak to the developers and have any influence at all over the games we play. Gamers used to have to buy hard copies of games and what you got was all you got. DLC’s didn’t used to exist. If you weren’t good enough to beat the game, you were out of luck.

2 Likes

no im not telling them to change it to my taste. having a varied difficulty system gives everyone options, and doesnt even change or affect the way you want to play. its a suggestion. arguing against something that will have no affect on you is just ridiculous. god forbid they make changes that draw in more people who can come enjoy the same game you do.

if there is something about the game that i dont enjoy, and i think could use improvement im going to speak up so… either be civil or just ignore me.

1 Like

What i also see on higher levels (70+) is that idols play a MAJOR role in damage output or survival and as they are now we need to do a HEAVY grinding to get good rolls on them.

That must changed, or reduce the usefulness of idols or put them also on merchant and why not at the gambler.
That will help a LOT of players who don’t have or don’t want to invest so many hours looking for these.