Seasonal Mech Penalizing

With the monoliths grind, the steep learning curve to understand the monolith endgame, adding the seasonal mechanics that we get through woven drops that all have a relative gameplay loop interaction; it feels penalizing to have to use the woven legendary potential and lose 100% of every item you put in. These drops are already low, the grind is already a lot. Yes, it keeps us playing longer but this is a terrible burnout just to craft gear. Meanwhile we have to circle back to find nemesis, get that LP or crappy stats; farm that and go back to the LP potential and lose it all again. We can do all this with our regular gameplay when we grind corruption, but it feels like an extra step to take us out of our way with zero reward. The drops are already low. As convoluted a statement made, only reflects the gameplay loop that penalizes us. There’s enough RNG and bricking of items as is; maybe seasonal mechs should be more rewarding cause that monolith grind burnout hits quick; now with added frustration

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Well, obviously you cannot.

You’re just hoping for a drop, that’s not the same as filling up the window and getting 50 tries for that ring to become 2LP or higher.

1LP uniques were always a pain, to the point where people filter them out in loot filters and never pick them up. Now with guaranteed slam they have a use, and now with LP reroll they have a purpose even after you got your 1LP gear.

If this is just an extra step and the reward is zero for you, why are you doing it? :wink: Just go grind your regular corruption. Meanwhile I’ll enjoy my upgraded LP gear.

I’m probably being stupid, but what’s ā€œseasonal mechā€? What mechs? I’m pretty sure LE doesn’t have any mechs (ie, robots) & there are no seasonal mechanics yet.

Merchendise maybe? :wink:

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Given what he’s written on his post, I assume he means mechanic and just wanted to save 0.5s of his life by not writing the whole word (even though he later wrote the whole thing, so maybe 0.5s was all he needed?).

I’ve upgraded around 20 LP2 items to LP3 using this mechanic. Tho I did gamble most of them trying to get 4LP items since I only kept the best 1 of each

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Play Legacy then, no loss there, no difference currently either.

I don’t quite get what you mean there as the explanation is a bit convoluted.

But I imagine you mean that acquisition of items? Well… do you target those specific items or are you simply hoping that Lootius is with you and you drop them randomly? There’s a big difference. Targeted farming is nigh non-existent.

As for the LP upgrade mechanic itself… it’s… ok? If you need a specific unique you just collect a bunch and then throw them in, but you don’t hope to get something reliably out of it. It’s a nice little gimmick.

And that’s the proper way of using it, keeping one, using the base ones in nemesis and trying to get LP back on and that’s basically it, rinse repeat.

It’s a nicely designed loop but should in the future be provided as a single-step process, otherwise the same multi-step menace which PoE has will happen… so when more gameplay content comes in changing up the mechanic after a while to allow non-LP uniques to be put in, at the risk of destruction in return for possible LP outcomes that can be gambled upwards further.

seasonal mechanics. mech is used as short form.

its not a nicely designed loop; its just a loop to keep us engaged longer. And I specifically stated I farmed uniques for this. Crafting for a seasonal mechanic shoudlnt be a gamble, one thats already using the games low drop rates for these. Its my suggestion, thats all. I know a gameplay loop for engagement when I see it.

.5 faster >>>

That’s because it’s tacked on top of a pre-existing system to solve an issue stemming from another pre-existing system created by implementing another system that was meant to solve an issue in conjunction with one more implemented system because the core system on which it all falls back towards wasn’t fully fleshed out with longevity in mind.

Sounds like a mouthful, right? But sadly that’s how many steps we are in right now.

And to explain what I said above:

The LP recrafting mechanic was implemented since the acquisition from Nemesis is extremely tedious, so it’s solving that aspect and making more fodder for potential outcomes in that mechanic.

The Nemesis mechanic was implemented to allow upgrading otherwise useless uniques - non LP ones - into ones which have more of a usage, reducing the ā€˜empty drops’ hence which players wouldn’t interact with otherwise.

That leads to the LP mechanic, which was implemented together with (if I remember right) Exalted affixes, to solve the issue that core item progression was too little and extremely swiftly over, leading to characters being ā€˜perfected’ too fast.

Which hence leads to the crafting mechanic that’s introduced so it counteracts the RNG happening by so many possible variable combinations from core items, as is usual in those systems and mandatory. But already introduced the first major mistake… chance of perfection is too high but otherwise unrewarding to engage with.

Which leads to the core item drop system, namely how that’s set up. With Tiers getting more power disparity the higher in tiers it goes (contrary to other games in the genre which have higher tiers causing less and less significant upgrades for each tier) and only 4 affixes on them, enforcing each of them to have substantial power behind them as the less affixes the more they need to do to be viable as you can’t have as many multiples on items existing at the same time (limited space).

That’s how that all happens :stuck_out_tongue: