- Item corruption:
- the mechanic really just looks like it is designed for damage control in regards to how uniques with LP can be bricked whilst still being usable. whereas corrupted items take bricking to a whole new level of hubris that makes items affected outright unusable, which to an untrained traveler, can result in a setback that may reduce a travelers capability of taking on higher difficulty content (i.e. empowered monoliths & higher echo corruption modifiers.) unless using such mechanics on spare items that you know they can afford to be lost in the process. (i.e. undesired stats.) for all I know, item corruption may as well just be a rune of destruction on Roids.
(& while I could suggest giving the LP of every item in the game another gander in regards to lowering the ceiling a bit, i.e. allowing items with very low chance of LP, to have a better chance of gaining more LP in the long run to offset the destructive potential of the upcoming corruption runes in question, It is a very big stretch worth pondering.)
- the mechanic really just looks like it is designed for damage control in regards to how uniques with LP can be bricked whilst still being usable. whereas corrupted items take bricking to a whole new level of hubris that makes items affected outright unusable, which to an untrained traveler, can result in a setback that may reduce a travelers capability of taking on higher difficulty content (i.e. empowered monoliths & higher echo corruption modifiers.) unless using such mechanics on spare items that you know they can afford to be lost in the process. (i.e. undesired stats.) for all I know, item corruption may as well just be a rune of destruction on Roids.
- Corrupted attributes:
- I believe these need to be sent back to the workshop as, much like a screen door on a submarine, they are useless & I cannot really see any viability with them in any capacity.
Idol Altars:
- I may Need additional context post-SO (shattered omens acronym) but may see some viability with the Idol Altars. the omen idols on the other hand are the ones in need of introspective context in order to know just how good they may be so i’ll be tempering my patience & expectations.
on another note:
- It may also depend on where said idol altars are being “Gatekept” because, if it is anything like Uberroth gatekeeping the shattered worlds amulet, outside of being purchasable from the merchant’s guild faction, may be the defining factor as to whether a good chunk of LE’s playerbase can be incentivised to give it a fair go, given the number of overall existing mechanics in place throughout the games entirety.
better question: why keep players from being able to engage with such activities? I can partly understand uberroth being a pinnacle activity & the penultimate test for almost any buildcrafter out there, but at the same time, does EHG actually want more people to engage with it? or less? maybe even if it is just in the middle.
Either way, the more people that can actually enjoy playing last epoch, the better, Right?
this right here, is a pain point that should be taken into consideration so as to avoid the mistake of bloating the game with too many mechanics as it may overload the minds of those who keep things pragmatic on top of creating unseen problems which could go under the radar.
& yet you simultaneously offer no solutions to your “problem” with dual wielding?
one Plausible solution would be replacing the 8% more damage taken (multiplicative with other modifiers) with “20-30% less Armor” (Multiplicative with other modifiers.) as an alternative since it would mean making increases to armor a more meaningful choice since it plays into a few factors, like making armor shred debuffs from enemies more of a penalty than before since less armor requires less stacks of armor shred to completely put travelers in the red zone, especially for non physical attacks.