Some suggestions

Hi, first post here. Before I continue, I have to say that english is not my main language, so…
Below are some suggestion that might be already discussed, sorry but I can’t read all the topics, some that I’ve read I will skip the suggestions (set items, dungeons etc).

Blessings:

  • It could function as suffixes and prefixes, being able to freely choose 5 of each. The unlocking method could be maintained. The reason is sometimes we want two blessings associated with the same timeline.
  • Show what each blessing gives even though it has not been unlocked. There is no longer any need for this information to stay hidden until we unlock it.

Monolith:

  • Create some system linked to the acquisition of experience where we could gain attribute points up to a maximum of X for each one that we would distribute, as if it were the last current quest of the game or gain some passive points too. I don’t know, just an initial idea to have something else to look for in the monoliths.
  • Change the way the exclusive echo rewards work for each monolith and place it in the same system above, currently a monolith has a target farm of some type of equipment, this would be eliminated and it would be up to the player to modify their choice, also including improved LP chances at the same time. CoF players could improve these attributes even further. Unique nodes of the monoliths would be worth doing with more target farm.
  • Put the corruption value next to the map at end of time, sometimes when you play with an old hero you have no idea where the progression is like, one QoL that helps legacy players.
  • At the end of an echo in the offline game, we should teleport back without a load screen like in the online game.

Idols and Uniques:

  • Extend the bazaar filter to the loot filter, with the value of the attributes for idols and the unique names.

Pet:

  • A pet would be interesting to collect crafting materials, gold and potions. In the case of potions, he would collect them but not use them automatically, maintaining the current mechanic of auto use. If this is not possible, unless the collection radius should be increased.

LP:

  • Modifying so that 4 attributes are not required on the item, the craft could be done with an item with fewer number of attributes, anyway you would have to go through an RNG layer to get the item as perfect as you want. It is not a good experience to pick up an LP3 item and the attribute you need most is not chosen by RNG, leaving you with 3 other less important ones, making the item a garbage one and losing the rare 3LP item.

Bazaar:

  • Make a way to search unique attributes

New 1.1.7 features:

  • I hope the skeletons stay in the game too, as the density improvement was good, despite the performance issues that this new density brought to the game. Also, the favor and reputation buffs, they are great.

Well, that’s it. If I remember anything more, I’ll edit and add it.

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Hello and welcome to the LE Forum.

It seems like a lot of your suggestions aim at removing some of the friction and making the game a lot “easier”.

While some of your suggesting could be labeled as Quality of Life, some of them also would make the game a lot more watered down and easy.

But having to make choices is exactly what games like this need, so that it feels important. Some timelines already often only have 1 good Stat for your build while only a few have multiple good stats.
Having to make choices is interesting.

I personally strongly disagree with this.
The whole sentiment of “the community knows all of it already anyway” is something I deeply despise. Just because the information is theoretically available doesn’t mean the game needs to completely handhold the player and tell them everything. You will discover the blessings over time and once discovered they are available to look at. I think that is enough.

There is so much of this kind of stuff, which gets spoiled by datamining and people are getting very entitled about what information they should have access to.

LE already has a lot of freedom in terms of target farming and what you can do. Having some things that are Pre determined by the game to force players to inject a little bit of variety into their gameplay routine is something I think we should preserve.

Otherwise if the rewards can be freely choose we will end up in a situation where the path of least resistance will be figured out and 90% of the community will just spam that content/timeline for literally all of their rewards.

Totally agree. Has been suggested a lot of times already, so I donvt think it is unreasonable that this might come in the future.

The devs have stated that the bazaar filter is deliberately more precise than the loot filter.

This is a loot driven game and there needs to be some player interaction with loot and Crafting.

If you make the loot filter too strict you will almost never interact with loot.

Also dropped items are never as good as already crafted items and thus it makes much less sense for loot filters to be as strict as bazaar filters.

Auto loot has been suggested a million times before and it will probably continue to be suggested. But with how EHG wants LE to be I doubt it will ever come. This is a loot driven game and any kind of automation just takes away from this core aspect.

The requirement of having 4 affixes on exalted items is in place to prevent perfect Legendaries to be created to become to easy.
Your suggestion will trivialize the system by a huuuuge margin.

Also I really hate how a lot of people see the legendary crafting as black & white.
Either the item is a success or it is a complete failure. This really is not true for the majority of crafts, unless you already have very strong Legendaries or you need one specific build enabling affix.

But for the most part you as the player are in full control over the exalted item you use for Legendary crafting. If you only plan for the best outcome and that fails, it is your fault. You could have crafted a better exalted item.

That makes no sense. Uniques simply donvt have any regular affixes and they are unique as a whole piece and not individual stats. You either look for a specific Unique or not.

It would be impossible to make a search for non-regular affixes, unless they add every single Stat on every unique into the search. This would be a gigantic list and would only bloat the system.

Hello, thanks, and thanks for your reply.

I get your point, it makes sense.

Well, In the refresh I made a hero and I didn’t remember where one blessing was, I had two options, look at google or log in on legacy chars, I think neither are needed, just give the information within the game, but I get your point again.

90% of the unique nodes I dont even go for, because I don’t need that rewards. My suggestion is a way to make them more viable. Something like: “You unlock a beacon and see a unique node 3 nodes away, you know that the rewards could be good because of the reward system, and you go for them no matter what”. And not only for unique nodes, you can make this system to work with other nodes. For example: “I don’t need shields, so in the monolith system i choose to appear more 2 handed swords” or “I dont need runes, but need ghlyps” etc. Just to make them appear more, not eliminate everything you don’t need. Something to make monoliths not too straight forward to orobys.

But here is player choice, right? Myself for example, I use my own filter, so I dont make them perfectly to show only perfectly gear, but I dont need Idols at the minimum rolls to be shown, right?

I disagree, perfect legendary will need perfect rolls on both unique and exalted, I think is just impossible. As I said, we already have many layers of RNG before crafting a legendary.

Yep, I know that, I forgot to mention this at the orginal post.

EHG wants to prevent a situation like in PoE where the majority of players just downloads a filter adjusted to their needs and then everything that drops they pick up because they already know it’s good.
They want you to interact with drops and evaluate if you actually want to pick it up, so the loot filter can’t be too strict.

You might not agree with this, but this is part of the game identity EHG wants for LE. At least for now.

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I didnt play PoE, but I will try PoE2. The main reason I don’t play PoE is that I like to do my own stuff, I don’t like to download a filter, as you said, and don’t like even more to almost be forced to follow a build guide, but PoE is not my focus here, please PoE players, you don’t need to come here to say I’m wrong :smile:, peace.

Got it.

I try and interact with the drops in a high corruption monolith and I die from off screen effects lol

I’m actually not a PoE player (not anymore), but the things other games are sometimes the reason why a different game does what it does. And in this case EHG doesn’t want the loot filter to be too strict exactly because of what happens with PoE’s, where you can set everything you want with all the precision you want, which leads to players running with filters so strict that they don’t even look at the drops because they already know they want to pick it up. Which isn’t something EHG wants LE players to do.

By that time you should already have a filter set up

They just did it with the item bases. Unique afixes will not be mixed with the regular afixes if they take this approuch

Yep, I understand your point and EHG.

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This is with a pretty good filter (the one AI generated by Maxroll). It’s the sheer amount of drops. Loads of density, lizards, Imperials. A lot of my damage reduction is mitigated by “moving” and when I stop I’m glass cannon. Maybe if the “moving” defense bonus carried over a few seconds so I can mouse over things, like totems, etc. I could literally spend an hour at the end of each echo looking at stuff if I wanted to. It’s that much loot.

Too much loot
No time to look at it in real time safely

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Yes but there are a multitude more “unique affixes” than unique item bases. Also some unique item bases are used by multiple uniques.

Again I just don’t see any sense in adding every single unique affix into a loot filter. You either want to see a specific Unique or not. The individual unique affixes do not play any role in that.

I can’t remember, do they let us filter for specific rolls on affixes now?

Not in the loot filter, only Bazaar search

Until you can search for ranges in the loot filter, there really is no point in having unique affixes in the list, as you pointed out. They would serve no purpose. I would rather have a unique list.