Some Thoughts - 100~ hours

Gave LE a try after finding myself saddened after the Diablo 4 experience. :wink:
I am glad I did. I should have purchased Last Epoch sooner. Take or leave these thoughts!

Character Movement - Prevent character movement when clicking within the character radius (Clicking 1 foot away as example will not move the character). As to make item pick up easier, prevent moving when you’re standing on an object because of a misclick, prevent running in place or backwards, clicking your personal portal will be easier with unwanted click-throughs.
Map Transfer Portals - Moving to other maps needs to have a reduced location area size if it is automatic rather than clicking to transfer maps. It’s too easy to walk into another map while fighting, looting, running around due to being near the map portal. Should have to walk closer, nearly inside to trigger the portal location and transfer maps.
Quests - Allow removal of unwanted side quests. Completing the campaign can leave you with numerous unfinished side quests that are unnecessary to complete - no more idol slots or passive skills can be gained even though quests show them as rewards still.
Filters - Allow filtered items to be shown on minimap/overlay - Selected filter items can be seen on the minimap/overlay the same as set/unique items and keys.
Filters - Allow filter of item gold values IE: Show Item IF Item Gold Value > 200 gold
Overlay - Adjust overlay brightness automatically to terrain brightness - bright snow vs dark dirt as example drastically changes the visual of the large overlay.
Crafting Menu - When viewing materials/crafting materials - allow 1 button to rotate through shard listing orders… Default, Alphabetically, Quantity lowest to highest, Quantity highest to lowest, Non-Owned shards list
Mouse Cursor - size options - small, medium, large - colors?
Item Abilities - Add cooldown icons for passive item abilities like Box of Hydrae ā€˜Chance to invoke Hydra on kill’ (9 sec cooldown). Maybe this is a to-do thing.
Stash Menu - Add a ā€˜Un/Lock Tabs’ feature to prevent unwanted dragging and dropping of stash categories and tabs. A button to lock or unlock. Allows players to ā€œdragā€ their bar left and right instead of tediously clicking arrows.
Stash Category Labels - Between the Category label icon and text, there is always a large space. This forces wider than preferred labels when using an icon.
UI - When leaving an item behind in the forge - Add a small hammer&anvil (red?) icon on the skill bar UI, to the right of the latency bar, under the chain that connects to the resource orb.
UI - Stash - Quick Menu - Add buttons ā€˜Buy new tab’ in each category, to buy a stash tab. It’s tedious to right click the arrow to scroll to the + for a new bag.
UI - Stash - Quick Menu - Allow dragging ability on this menu please.
UI - Stash - Search Options - Consider a more extensive search function with an addon window similar to the Stash - Quick View Menu - Allowing us to select weapon/armor types (All weapons/melee/ranged/staves/swords/etc etc) (All armor/gloves/boots/etc etc) and up to 4 affix filters so we can search our stash with more precision. Allow us to have our affix filters for the search be conditional with a simple checkbox or button, ā€œMust meet all conditionsā€ or ā€œMust meet any conditionsā€ IE: All Weapons - cold damage/cast speed IE: melee - physical damage/hp on kill/increased health
Idol Crafting - Consider a worth for idols past what they are. Merging idols for incremental stat increases, maybe idols can only be merged ONCE ever. 1 Main Idol, you have to put 5-10 into the crafting, all idols must have 1 matching stat to the main idol. When crafted, only 1 stat is chosen at random to be increased based off the stats that you put in for the craft. Main Idol with fire damage and +mana - If I put only fire damage idols in for the craft, fire damage gets increased. If I put both mana and fire damage idols in to craft, randomly either mana or fire dmg gets increased. A 1 time ever increase like +5% fire dmg to a large idol OR a 1 time ever mana increase of +1 to a tiny idol as an example.

3 Likes

Welcome to the LE community.

A lot of things you mentioned have been mentioned in the past by other people.

Some things I want to comment on:

Selling items is not an efficient way of getting gold, so this would be quite useless and unnecessary.

The devs only want to add cooldown or uptime indicators for things that would change your decision making, because otherwise the buff bar would be a mess really quickly, when too much is shown.
In case of ā€œchance on killā€ this is not something that will change how you play, so it will very unlikely to be added.

But generally the devs like feedback on things we want or don’t want indicators for.

That is interesting.

In my thousands of hour playtime I have never ever accidentally moved a Stash tab :smiley:

Can’t remember someone suggesting something like this, but I know dozens of people that left items in the forge.

So I would like something like this.

Not a fan at all.

We have very few endgame min maxing things in LE and idols are one of these aspirational endgame slots.
Having ways of incrementally increase their power would make this not exciting anymore and will turn it into some asia grind simulator.

1 Like

It’s yet another thing that is pure RNG, with no avenue for player intervention, and some builds rely on thresholds provided by Idols. RNG is not challenging. It’s not immersive. It’s not a skill-check. It’s just a poor way of saying ā€œwe can’t think of any other way to do something, so here’s a bunch of RNG insteadā€.

You mean other than well-rolled rare uniques, 3-4LP, 2xT7 rare affix exalted on proper bases, exalted experimental affixes, perfect roll blessings and LP, well-rolled rare boss drops (most of the time will require multiple due to low LP and the RNG nature of Legendary crafting)? All of which, btw, are pure RNG checks. But yeah, we need that addition RNG chase with idols, or the game will simply fall apart.

Strange how you love, love, love, love multiple nested layers of RNG, but are afraid of turning the game into a grinding simulator.

1 Like

Mike mentioned in a recent stream (I have started this month to watch devs stream replay so it’s within thoses 3-4 last streams) we will have a way to interact with idols.
No when, no how. Knowing EHG I would expect a dongeon.

1 Like

He’s not, it’s just that what Heavy considers a tolerable level of grind is probably several orders of magnitude more grindy than what you would.

Is there a downside to this? I do it all the time (by accident) and nothing bad has ever happened.

err… He says having ways to incrementally improve items turns the game into a grinding simulator, but dealing with the multiple, nested layers of rng we have now doesn’t. That’s where I am confused.

I prefer having unpredictable things.

So when you do drop a very good item it’s way more special and exciting.

Also all these multitude LP items and nested RNG things are not necessary and I don’t really count them as plannable achievable min-maxing.

Some uniques are reliably farm able but some aren’t, the threshold is very subjective though.

1 Like

Because there is a difference between plannable/reliable grind and random drop grind.

It’s a huuuuuge difference for me, as long as those random drops are not necessary, which most of them arn’t

Aren’t hack and slash games the worst grinding sims out there outside of gacha games where you need real money added to the grind :smiley: ? As long as there is something to grind for things are good aren’t they?

I think sooner or later they will have to jump into deeper waters. The game won’t be a shiny news forever and more and more players will realize all those layers of RNG and the ā€œcasinoā€ heavy side of the game. (I’m counting that bugs and loading time issues will be fixed and won’t be the primary source of frustration to these players).

I’m here just hoping it will be rather sooner than later.

Another question will be, do we have a significant player base that are happy with this endless chase the game offers?
The current player base that is happy with everything being Rng on top of RNG is enough to make the game last years and years?

Like you have said, there are tons of end game walls that make the player in an eternal grind, and every little suggestion that can mix/stir one of these things is handled like a maximum threat to the game balance by some players.

Getting perfect idols is difficult but they are hardly aspirational ( in my opinion ).

The impact they provide to a build is just not sufficient to warrant the title. Once you get good idols, perfect Idols are very low impact on a lot of builds. If you add the fact that we don’t have a PoB equivalent in LE, it means that you cannot even quantify the impact of the minuscule improvement that a perfect idol would give you.

Aspirational items in my opinion should be trasformative.
Double corrupting in PoE is a source of aspirational items because you are getting an item that is qualitatively different from what you had before. You start with a normal item, and then you upgrade; you now have a double corrupted item with two additional (high impact) affixes. There is a net difference of two high impact affixes here.

In comparison, for idols, when you get the aspirational endgame idol, you are getting the perfect roll on an affix that you probably already had, which, in the end, will amount to something pathetic like +20% chance to shred armour on throwing hit

I not only did I refered to getting perfect rolls on one affix, but also getting two affixes that benfit your build.

Getting idols with 2 affixes that benefit your build is pretty hard to come by on a lot of builds.

On top of that idols are usually min-maxed during very late progression of your build, those 20% armour shred you are talking about is A LOT if you are in that stage of min-maxing.

There are definitely idols where the difference between low and high rollsis not that great, but some idols have like twice-thrice the numeric values if you compare low rolls to high rolls.

Getting something like 20% additional armour shred or additional 1%health is something that is substantial in that part of progression.

Some of my most dpoamine drops I had in LE were perfectly rolled idols with 2 usefull affixes.

1 Like

This topic was automatically closed 90 days after the last reply. New replies are no longer allowed.