It will take some time for the community to understand that not all resistance is suitable for all maps just because some monliths depending on the type of enemies you can only pass with for example poison resistance or with a combination of physical and void etc.
But what strikes me is that even so the game works like this and is monotonous and except for a few places truly can be passed so that on a certain map I will have only two resistance cap.
So what do I suggest?
Add the option of a gear set to switch between so one can save different things for different builds.
Iâll explain why.
After visiting the content of an arena or monolith, everything is often randomly generated.
So pause the character so it doesnât get attacked and give us the ability to see what type of enemies are waiting for us + add the ability to swap gear before starting.
What will it bring?
+People will learn better mechanics and how to play the game.
Creativity in creating builds.
Even without the relatively important changes in passive and skills.
(Maybe add the ability to change the build regarding skills and passive before starting and set up multiple submissions to switch between.)
This fixes the problem with CoF where many players donât know where to go to kill certain types of monsters.
And if they do they donât have to visit unofficial sites created by the comunity to get that information.
For example, for monoliths, it will offer even lower level cap resistances not all resistances to choose islands they have enough power to pass)
Not all the mob types are visible as soon as you load in to an area though, it feels as though youâre asking for a separate screen that shows what mobs are in the mono & whether they meet any prophecy requirements.
I think it might be good to see as a popup when hovering over each timeline what mobs can spawn in it & their chance/weighting to spawn.
IMO, this is very different to asking for an easy way to switch gear, which would present itâs own issues (namely managing several different gear sets).
The devs donât want to do that.
Iâm not sure it would, it would, IMO, be a tool for min-maxers to be able to tweak several different sets of builds (how many?) to get as much defensive power out of them as possible by only having to cap a few resists. But given that people are complaining about the amount of time required to get 1 set of gear âfinishedâ, I doubt theyâd want to do that to several sets.
Right now you have to take into account that you might encounter damage of type X. So that means you need to build with that in mind. You need to balance what you can sacrifice to fill in the defensive gaps, be it resistances, armor, crit avoidance, etc.
If you can simply switch gear on the fly according to damage type, you simply make a set for each damage type. That doesnât require creativity. You just max phys+whichever resist, slap damage on and donât bother with the rest of resists. Then you just use autohotkey to switch brainlessly depending on which mobs show up.
Also, how would this deal with the fact that some of your sets can have +skills and others donât?
Overall, like @Llama8 said, this is not a solution but only a tool for min-maxxers. EHG has always said they never want to implement a loadout system and many players agree with them, myself included. I prefer the puzzle of having to take everything into account, including the balance between AoE/clear vs single target.
So, thereâs a few issues here with the suggestion.
But first of all Iâll acknowledge that the current way how resistances and the randomized enemies are happening is a bit⌠lackluster.
We can compare it to Grim Dawn which has specific content focused on specific resistances, which is a very good way of doing it as it gives player agency on what to build for depending on what they want to farm, allowing sub-optimal unfinished builds to beat the specific content in which their upgrades drop in.
This though isnât the case with LE since we simply donât have the variety/size of content which Grim Dawn has, the campaign becomes useless after reaching Monoliths rather then providing targeted farming spots, so itâs not a viable thing to include, it needs major reworks for it to happen⌠reworks which would be good for the longevity of the game since it uses existing content without ever allowing it to become useless.
As for the issues themselves:
The aforementioned lack of content diversity is the first, and a major one.
The second is that currently we have no major limitations in reaching capped resistances with the expected progression end. Itâs piss-easy to get to that point where you donât have anything âaspirationalâ anymore.
The third is that the core progression of monoliths needs to be easily done or itâll lead to major frustrations and annoyances, similar to arena nodes for many people, giving them a âugh, I can beat it but I really donât want toâ feeling. Which is plainly one of the worst thing a game can have.
The fourth is skill/item/passive changes specifically for specific changing core content. This is a net-negative for player retention, the devs want to avoid that (very good) and it wonât and shouldnât happen.
Youâre absolutely right though that CoF targeted farming of specific enemies is a mess, not only isnât it explained in which timeline they exist⌠but also itâs not guaranteed to find them in the first place. That apsect of the system needs a major rework since the generic random creation of the monoliths pose a major downside there, itâs bad for gameplay flow and needs some work. Itâs nothing major though.
In the current state of the game the suggestion is simply not something good at all, it would mean having to prepare big parts of the game to allow for it while branching out into side-content is simply a superior method for now. Allowing monoliths to be run âmindlesslyâ is the important part, itâs a major denominator for success of the genre to allow for a mindless core mechanic to farm in without putting your mind to it. Just run, slaughter, loot.
The brain-juice for building and preparing a character is in the whole genre usually (with exceptions that all fare badly for that reason and often more) solely for bosses and optional side-content, allowing for the relaxing power fantasy of blasting enemies to smithereens whenever you want and get maybe something nice from it⌠or target harder content where you need to give thoughts to your choice.
I assume youâre not talking about any randomised content since that makes it largely impossible to specifically gear for certain resists. This is ok during the campaign or open world content but not so much if you want any âendlessâ content.
Endless content can also be set up in ways to allow this type of itemization.
Itâs obviously different from what we have but also a viable option.
For example having to actually maneuver around in monoliths to get through, choosing the ârightâ ones for you. But obviously not something which should be sought after given how the setup is done currently. Would be a viable alternative though.