The ability to slam item mods onto Uniques is an awesome feature. It was awesome when it was a bug in Wolcen (which they foolishly “fixed”), and it’s great in LE.
The only thing I think it needs is a way to bias which mods are chosen in the random slam. Right now it’s a heartbreaking crap shoot. If you get what you wanted, it feels like you avoided an unfair trap. If you don’t get what you wanted, it feels like you’ve been ripped off.
It costs so much in time and resources to acquire both the unique and the exalted item to slam it with. It would feel much better if you had the ability to bias the outcome in some way.
The easy solution is just to make 3 and 4 LP items more common, as the increased chance is built into those in a way that seems much fairer. Right now they are absurdly rare (and equally absurdly expensive in trade). Barring that, maybe the level of the tier of a mod could increase its chance of being chosen. Or another class of item could be included with the slam/combination that targets the class of mod you most want and increases its chance of being chosen.
I don’t know, just anything that gives players a bit more control over the pure randomness so it doesn’t feel so bad to fail these combinations.
it doesn’t make sense to increase the droprate of 3 or 4 LP uniques. What are you chasing for when you have them? Nothing, you go and play something else.
But, I would appreciate when it would be possible to manipulate the outcome of the exalt slamming into the unique. For example: when you have two exalts which have the same 1-3 stats, that this stats are guaranteed. Or something like that.
Yeah, deterministic ways to increase the availability of intentionally rare stuff isn’t going to happen. Especially when said rare stuff is the best items in the game.
Yes, the chance to get a good legendary item is low, you’ll likely only get one up to 2 FP which fits the bill, anything beyond is just not realistic for the most part. Might and will happen with intensive time investment but definitely not otherwise.
As for more 3 or 4 LP items dropping? That’s not a good option, we already have no need for them in the first place and it would only make the item progression even more over-tuned. The time for legendary items to be implemented was too soon and still is not in a spot where it aligns properly with the content in the game.
The same goes for more exalted item drops, or any way to adjust exalted or unique items to drop in the way we would like it more… in the current state.
What will automatically happen is that with increasing content the amount and overall quality of those items needs and hence will increase, leading to better and faster outcomes up until the current system alone won’t be able to handle it anymore, this is a natural progression of those loot systems.
So in this case patience is simply key, and yes… the current iteration of the system is a nice thing… but unfitting for the state of the game simply. When it catches up we’ll see the next mechanic implemented alongside it, or EHG branching out earlier to the side, hence allowing overall more possible good outcomes in different ways which will take attention away from the current situation (and hence make it less of an issue).
So any changes to make access to better gear easier right now is just a overall ‘no’ since it would make future content implementations harder for the devs and less enjoyable for us as customers since there wouldn’t be any challenge to get through it as our gear would outperform it too swiftly. The game already is too short for a live-service game of that type, it needs to increase mandatory playtime to get to the end of the available content… not keep it the same or even lower it.
[quote=“BuckyCool, post:2, topic:69827”]
it doesn’t make sense to increase the droprate of 3 or 4 LP uniques.[/quote]
To me personaly it makes sense. Having a realistic chance to get high end gear in a cycle = good. Beeing more likely to be struck by lightning twice instead of getting that 4 LP unique in cycle = bad. That’s just my oppinion. I got one 3 LP unique in the first season where I played 200ish hours untill I was bored with the contet. I’m used to be unlucky so it wasn’t a big bummer but there could only be 1 or 2 LP items only and it won’t change much for me. So I’m personaly for higher drop rates in cycles. I’m against higher drop rates in legacy though.
When I have my chase items I push. I set my own goals I want to achive once I acomplished everything esle. On top of it I don’t only play one build and stop then so I have different chase goals on different toons. I run out of meaningfull and fun content faster then I aquire items. With better items I would most likely play more because everythign get’s smoother.
Guess what… most people move on rather fast if they have 4 LP uniques or not. That’s the same for every ARPG that is cycle or season based since they started that kind of stuff.
That’s just my personal take on this. I don’t want D3 levels of Loot. I don’t want D4 levels of loot. I don’t want PoE levels of stupid where 99.5% loot is useless and i don’t want the loot starvation I get from LE where 399 of 400 Uniques/exalts/item bases are useless crap. But that’s just me ^^.
Yes, in general that’s true. This is though only the case if the amount of content and the amount of gear aligns properly in the game.
This makes LE a bit of an awkward case since top-tier gear is vastly beyond the end of the provided content. It’s deep deep into a endlessly scaling mechanic, meaning that ‘common content’ needs to catch up to that point.
A good state for a cycle is if content and gear aligns properly, we don’t have that currently. Hence, the first step is adding the missing content, the second step when content catches up is to increase the amount of high-end gear you get.
If you do it the other way around it’s a guaranteed way to ruin a game, devs have no option to provide new content in any reasonable manner, everything is ‘trivial’ from the beginning. Which is a very very bad state to happen.
Which is fine! Many people do the same, me included.
And that’s also how it works perfectly for a single-player game without updates coming out. We’re in the life-service segment though, the harshest and most relentless of gaming categories to sustain themselves long-term because of fairly massive ongoing costs that otherwise wouldn’t simply exist.
So devs in this category need to make it so regularly new exciting content comes out. Content without meaning is not exciting though. A very sizeable part of people don’t ‘push’ as you and me do. Hence the sole option there is to handle it in a way that players like us are happy to have something to push but when something new comes out those which aren’t pushing can experience is well despite having put effort into the game before… and we as those pushing have also something new to look forward to.
What’s talked about here is different target audiences.
No, there’s a good chunk of people - and those are the core audience - which will play the game for a long long time because they have something to aspire towards for their character, always.
This is never to be removed, the whole genre builds on this aspect, with the exception of D3 which hence does fairly badly in comparison. Even Torchlight Infinite with all the issues and low amount of content - because it’s fairly new - it has is just baffling when put into comparison with it. We need to take into consideration that D3 is available on Nintendo, PS, Xbox and windows at once, having close to 20k player online in total. In comparison Torchlight infinite with a far smaller studio and less focus on graphical design while being much newer and having a worse UI still rakes in 1k people online at once… in comparison to a ‘AAA’ studio with their massive marketing and catering to the mass-audience of consoles who have no alternative of the genre there basically? That’s massive, ridiculously massive even.
So it entirely depends on the target audience you’re catering towards, LE could get huge in a short amount of time… but staying relevant for a long time? That’s another topic especially with the vast competition on the market already.
Basic filter and you get only what you need, PoE has gone forward a ton. The ‘loot starvation’ in LE you’re talking about is the lack of the loot filter applying to unique drops. If you drop less utter garbage and are flooded with it then the actual rate of upgrades becomes more prominent. It just feels mentally bad having to pick up garbage or even having to hover over it repeatedly without there being a reasonable chance for it to be actually an upgrade.
I understand the feeling you have all too well, but given that LE provides around 40 hours of content to a beginner which is ok-ish in the genre… everything beyond is just bare of available content and hence the issue with the progression rate becomes pronounced. 1.1 will hopefully take care in a small bit to it, 1.3 definitely will take care of a good chunk… or at least that can be hoped for if they don’t screw up. But we’ll see there.
For now it’s simply patience that’s required, the game just ‘isn’t there’ yet.
300C was called endgame before 1.0 so in theory those best of best items should’ve been dropping. If you take a look how rare those were (just looking at people bragging about it so i obviously don’t have numbers) they could’ve been not in the game at all. To me personaly this is bad design but that’s only my view on it and I understand why people use said items as a carrot.
As they should with every new season. This is what keeps them alive: New exiting stuff. So far for somone who played far to much back in the day there is nothing fancy about LE anymore. I think season 2 will be equaly bad and we only get a new boss and maybe a dungeon or something and that’s it. So LE is crippeling itself so to speak because they can’t keep up with the demand anyway. This isn’t changed by realistic drop chances at all.
There will be a lot of people in the eternal realm at some point if EHG stick to their word of adding cycle content to the eternal realm. This is perfect for said people who want to play the game in the long run and don’t want to start over again and again.
This in mind and how LE itemisation works… I guess most players who invest in one toon, said chunk of people who are no triehards, would be able to play years without maxing out one toon because 99.5% of items that drop are shit and sooner or later you are in the 99.9999999(and so on)9% ranges for a possible upgrade.
I myself would rather have meaningfull droprates so I can equip multiple toons and have fun with the toon an build I want to play at any given moment.
I play this game for a bit and I never heared the devs say they cater to any audience or not. Sooo this could be whatever. Then again with the setup of their cycles and the eternal realm every “casual”, or whoever likes it that way, can play the game in the eternal league and still has the toons from the first season and can play the new stuff with decked out toons and never look back. This is very nice for people with little time on their hands or for people who need to outequip the content because of whatever skill or health issues.
So after all everyone can get their fun out of the game and I still have no idea how realistic dropchances would make LE bad ^^.
I personaly don’t care I pick it up and throw it in 5 dump stash tabs without looking at it and go through it while I eat a snack inbetween runs. Sure i get the whole dopamine hit thing that keeps hack and slash games running but knowing 1 in a million drops of the same item might be a 4LP item is so gutwrenching to me I don’t even start to feel good about anything at all .
More like 40h per toon if you want to go to some higher corruption and startet out freshly while needing less and less time to move on because of the experince youself get by playing the game.
Well 1.1 is only adding so little content wise if there isn’t some super secret stuff noone talked about yet. I don’t think 1.2 will make this any better and I’m sceptical if 1.3 will. To me it’s more realistic to look for 1.6-1.8 to have some meaningfull content additions to the game that are more then a boss here and there or a dungeon added.
Legacy will only get the same cycle content while they’re adding core. Mike has already said they want to do cycle-exclusive content once that’s done.
Whether that cycle-exclusive content will then be shifted to legacy (like PoE) or not (like D4) wasn’t specified.
You do, though. The drops are pretty fast to give you baseline gear, and are also pretty consistent at getting you decent/good gear. It’s when you start diving into BiS territory (LP rare uniques and 2xT7 exalteds) that it drop off by a lot.
I personally find this to be a good spot for drop rates because if you’re a more casual player you can get your build online pretty fast and get good gear reasonably fast, and if you’re a min-maxxer or a more hardcore player, you always have something to chase.
Of course, I understand that not everyone agrees. But no matter where you place the drop rates, there will always be someone that disagrees.
They don’t need to say it. All the systems they put into place tell us that. Especially when they are reluctant (and in some cases adamant, though that can always change) to change them.
It falls off… a cliff… into a botemless pit . Yeah you are right you get baseline gear very fast. If you jump into the hamster wheel you get to 2LP items in a meaningfull timeframe but then it gets tiresome. Maybe this will be better with more content but right now it just feels terrible to me personaly.
You can get your gear online at lvl 40 that’s not the issue. You even get LP2 items in a meaningfull timeframe without sweating to much. LP3 is another beast to tacle and needs some real dedication what I like. Then there are 4LP items ingame with so low drop rates that make theam equaly chasable as a lottery win. Sure this is a bit exaggerated but you catch my drift for sure.
Where would be the fun if everyone would ? I get your point of view and it’s a valid one even if would like to see a loot system that makes even ultra nice items more realistic to rop without investing 300+ hours to make one drop if that’s even enough.
Sure it’s very smart to not say it because if we had such infos as “300C is endgame” we could hold them accauntable for it. So it’s farbetter to be quiet about everything and not to start to promise anything ^^.
I see @Kulze typing let’s see what wall of text he prepares. I get a beer untill he’s done
Yeah, but the time it takes is long, which relates to the need of the end-game mechanic (empowered monoliths) to last for a decent while for those wanting to invest a lot of time into the game and still have something to do.
I’m talking about the 1k+ amount of timeframe here.
So from there the issues stems that itemization time can’t be reduced for the high end as it would make it accessible suddenly. A 4 LP legendary is the equivalent of a mirror-tier item in PoE for LE currently, for the lack of depth in the system currently.
LE can’t have the depth though since we don’t have any content which necessitates it, allowing devs to reduce the time to achieve those items.
Hence the solution is to bring in new content so it allows for more depth of systems which allows the more shallow part - the ones we have currently - to be more prevalent.
That’s the direction I’m talking from.
Yes, and they do! You can get a 4 LP unique from 300C, can’t you? It’s the time investment for it we’re talking about, not the existence of them in general.
It’s just so darn ridiculously rare.
But if you actually let 4 LP items drop in a reasonable pacing for a good amount of people then that means depraving those willing to invest 1k+ hours into the game from a reasonable way to do that.
No, a second character doesn’t count, we still have a variance of player types where some invest a lot of time in a broad amount of characters and some do into a singular character, also if the time becomes too low to get to ‘the end’ of progression then those with multiple characters might not be ready to move on from their current one which reduces the chance for making new ones on top.
Without those core players we would currently see ~250-500 players max instead of 2,5k. It wouldn’t bode well for LE long-term.
Yeah, it’s my worry as well. If there’s no substantial input from the devs in 1.1 then the game will battle uphill from then on. EHG has a lot on their plate currently, especially given the awful state MG has been released, the localization being garbage and the skills needing some overhauls… all of which needed to be a 1.0 thing to be ‘proper’ with only minor issues and not those huge grating ones we have currently.
Absolutely, it’s also the way I would enjoy it to go. At least some form of meaningful drop-rates. I’m not against working tens of hours for a single upgrade… or even hundreds. The current problem which PoE solves masterfully is that there’s no ‘progression’ towards that. You either drop a fitting item or you don’t, that’s it. It’s the only layer LE currently has outside of directly trading (and to be fair, nobody sells crafted exalted items since we can’t even look for em!) while PoE has their base currency which relates to direct chances, their delve-fossil crafting system which relates to chances to get an upgrade, the essences, harvest crafts, meta-crafting to build decent items into better ones with nigh endless re-tries and so on and so forth.
In LE it feels like the time between upgrades means nothing because well… nothing was achieved to get closer to your goal there. In PoE you see a mental progression bar filling up no matter what you do. ‘Oh, around 30% there + the maybe rare drop option on top!’ is a strong motivator after all.
Your game caters to a specific audience by how it’s designed. This has stayed mostly the same since the conception of LE. Not D3 simplistic stuff… not PoE convoluted mess… a golden middle-ground with good combat mechanics as well as being slower-paced then contenders on the market.
This causes a specific target audience and keeping those core aspects the same is a mandatory thing from then on out, you can’t change it majorly unless you do it over a large amount of time.
A prime example to utterly fail this is the game ‘Cube World’ for example, which was highly anticipated for years after the Alpha and upon release it was a completely different game which had basically no similarities in feeling to the original product.
Yes, and that’s the current conundrum of the game.
Decrease the variance majorly and you get the ‘jackpot drops’ removed, the unreasonable upgrade which is vastly beyond the power level the game even presents as the end-point (the 3 last bosses of normal monoliths).
Keep the variance and it feels like crap because you know you won’t get those upgrades realistically ever… and there’s nothing else then striving for those after all! So why should you do it?
It’s a prime example of how they’re screwing themselves over either/or and it comes down to the part of how to get out of this issue the fastest and easiest, because the longer it goes on the less likely they’re to recover from it over time.
Which again leads me back to the ‘more content’ aspect.
We have nothing to aspire content-wise in the game. The 2 hardest mechanics are Lagon and Gaspar. And the last only because the beam desyncs so easily and screws you over, the first because he’s a bit chaotic. So currently the hardest content in the game to beat is… Act 8. Then nothing follows up, outside of the dungeons and Arena, the timelines are staying piss-easy. (Ok, I’ll concede beforehand on Heoroth if you’re playing a character without traversal skill, because then he’s a menace)
So once again… this leads us back to providing content where the player needs to actually work for it. Good gear needed + mechanically intensive fight.
Without that it solely comes down to the gap in progression because you got nothing to progress for, leaving the enjoyment be the progression itself.
Since there’s no gradual deterministic way to progress the gaps between upgrades are in need to be vastly smaller.
And since content needs to be catered for 1k+ hours of playtime but currently has nothing to strive for after 40 hours it’s doomed to fail for anyone wanting to get invested.
So what I’m simply proclaiming is that EHG should handle this from the ground up.
Give content so people have reasons to progress and strive for stuff beyond progressing for the sake of progression.
After that’s done implement extra systems giving the existing ones more depth. Drop-only mechanics without gradually achievable progression towards a goal isn’t going to cut it long-term.
Then adjust the rates accordingly to cater to the new situation.
I’m talking about actual content.
A endless mechanic needs to either be given a easily achievable end-point and seeing how long one needs to get there, ignored completely for time-investment or said that it’s ‘endless investment’ for it.
The last doesn’t work, ignoring it is my choice here since it overs a 1 to 1 copy of what we already experienced without a goal behind it and the first is viable… would say 20 extra there for a total of 60.
I’m solely using 1 character for examples since there’s a good chunk of people out which solely play 1 character, they’re the ‘lowest nominator’ hence to work with. Ignoring those people could prove to work out very badly for the game long-term so I wanna simply include them generally.
We don’t know what Harbingers and the pinnacle boss will be, so I’ll let myself be surprised there. Likely not overwhelmingly positively surprised but I hope for at least mildly positive surprises there
If it’s like D4 I’ll leave the game behind right then and there. I find timed events in general a disaster, the only reason to play a cycle for me is to make a new character of a archetype I haven’t played yet and then have it move over to legacy where I can enjoy the mechanics further with other characters on top.
I hate that crap in PoE that they’re often dismantling their own content and I’ll hate it here as well if it happens.
Was one enough for that disaster I produced there?
And that was for an entire year. With the exception of Beyond, I’d call most of them fairly bland, certainly not the complexity that we’d see several years later.
Or was PoE crippeling (sic) itself by not having big complex league mechanics?
I realy dislike these kind of compairs. First of all we have open scaling in LE so at what level of corruption is a 4LP item a mirror equivalent? At 100C? At 300C? At 1kC? At 3kC? Mirror tier items in PoE make builds so much better it’s cray cray. I don’t see the same outcome in LE by adding 4 affixes to an item. Sure it’s stonr in LE terms but it don’t take long, according to the timeframe you mentioned, to hit a wall in LE (given the game is bug free and 350k ward is gone).
Don’t get me wrong 4LP items are awesome but I think the step from 2LP to 3LP is to big and 4LP items are unreasonable rare. I don’t talk about making them rain but let’s take some random numbers here. The 1000th boss items is a 4LP item because we are awesomly lucky… you know how long it takes to kill a mono boss 1k times and how “fun” it is ^^.
Sure and all I say is: The rates are unreasonably low from my point of view.
wdym?
I realy hope LE will do the same thing as every other ARPG out there and get slightly increasing player numbers every season and offseason. It would be realy nice. Sadly I’m rather sure the next cycle will be equaly mindnumbing and LE will fail to impress again what is realy sad.
Was there done that. Right now at this moment in the state the game is I’m completely against it and that’s why I drop the cycle content of LE realy fast and play something different.
Why? Easy! I like it when my build works. I love it when my build is kind of MinMaxed and I run higher levels or speedfarm like a madman. For me a hack and slay game is kind of a spectrum from:
Get stuff to make the build work
Use the working build to farm better stuff
Use the better stuff to push for personal goals.
Without getting the good stuff or with the godawefull droprates I adjust my personal goals and I’m gone in no time with a sour taste in my mouth. I’m no 25y old kid anymore and I can’t fool myself anymore into chasing .0006% rate items anymore while doing the same stuff for days and weeks but that’s a me issue for sure .
Is it? When I look how many people had problems with Lagon and Gaspar not to speak of Julra then you realy think we need those? Let’s be generous and say 40% of the playerbase needs those then you leave 60% out of this content. I even know someone who made it to lvl 55 in Cycle 1 and who is still going strong on his journey to level 60 . I think for example that pinacle bosses are added to early and in a state where the game is still an unfinished construcction site. That’s a gain only my point of view and I understand when players are happy about a big bad boss they can slap arround.
Okay ^^.
I have kind of an Idea and I would happy if I’m completely wrong .
Watched some new anime episodes all fine ^^.
It was the Vaal season that added azziri or however you write the queens name ^^. Don’t ask me about the time between 1.0 and 1.1 but iirc it wasn’t a year.
And still objectively (even when I like PoE far less then LE) PoE already had the better gameplay loop back then. Not to speak of the smoothness of combat that was pretty okay even back then.
On top of this compare the other hack and slay games that have been o n the market when PoE was released. PoE back in the day was awesomesauce compared to the other stuff on the market. Sure there was Titan Quest and most likely the first expension and maybe Sacred and Torchlight (and maybe TL2? Don’t ask me that was more then 4 minutes ago) but those were pretty stale vs PoE even though I love TQ dearly and played TL2 like a maniac.
Yeat all this games didn’t even offer the same kind of progression and seasonal gameplay at all and PoE had this share of the market for themselfs. The only thing that kept PoE from skyrocketing was the genre and the entry level.
Some, not always though.
A mirror-tier or ‘god-tier’ item simply is any item in PoE which is rolled to the maximum possible, anything below nowadays isn’t mirror-worthy anymore.
Which is the same for 4 LP items in LE, the ‘mirror-tier’ there would be a a 2 T7 and 2 T5 legendary made out of it.
It’s not about the step-up there but simply that they represent the peak the game has to offer with nothing beyond. That’s why I’m using them as comparison.
Obviously a mirror-tier item in PoE is vastly stronger overall from a ‘good’ rare in the game compared to a 1 LP to a 4 LP in LE… which comes back to the sheer complexity of the crafting system with the massive amount of options that have been implemented over time.
They absolutely are, intentionally for the moment… which doesn’t change that it’s a bad overall situation though, I’ll definitely agree there.
That it reduces the overall amount of invested time to reach the absolute top. Which is bad for those high-invested players.
Currently other major factors make it uninteresting to actually put that effort in but nonetheless the above statement stands.
The game has a nigh-endless mechanic to improve… the problem is it has been implemented too early and now content needs to catch up. Implementing the LP mechanic was a bad choice… despite it being a great mechanic overall.
Yes, agreed, absolutely so. They’ll likely see an increase in players overall compared to 0.9, not so much 1.0 with the massive hype the game generated. It’s a bit of a critical time, if they up their spending too much thinking the release went really well then EHG will be in for a bad bad awakening. If not… then we can look forward to a solid game which has the potential to improve for years to come and stay relevant.
The potential points which have been released that can keep it relevant are the harbinger mechanics, the primal hunt events and the monolith of fate expansion.
I’ll definitely wait until 1.3 since the monolith expansion will be the most important aspect surely as it’s the current - lackluster - end-game mechanic at the core.
I got to say the procedural side zones could also be a good thing, as for the sigil system? I think that’s something which has the potential to be great or utterly break the game on top of the existing LP system (which should’ve been around 1.6-1.9 likely given the sheer amount of power it provides without any content to use it on)
If I say something wrong correct me @Heavy but I take you for an example . Heavy is heaviely invested into the game and plays it a lot. I don’t think his intrest would fade if the first 5 uniques next cycle would be 4LP uniques. I think the same would be real for a lot of invested players that would drool over the items, me included, and think about what they can do with those. I don’t think this is bad . (obviously it would be bad for new players when they think this is normal, this was just an example ^^)
I can’t put myself in this example because drops only define my own goals for a cycle. If I play 100 hours but only get crap I’m done. I’m not talking about 2LP items or something but some good rares and maybe a good exalt, the stuff that pushes me up to 300C. I’m just unlucky .
Implementing it with 4/4 LP wasn’t the best move. I would’ve increased it over time but that’s a finding I had AFTER the game went live and I had a real picture. It would’ve been enough to drop 2LP items max and increase it to 3 or 4 in a year or so.
I’ll look at the balancing and if it is still a shitshow I wait for 1.3. If not I play it because by the time cycle 2 goes live I’m finished with 3 other games seasons and have a content hole.
I’d say almost every addition that offers something substantial is a win. I don’t talk about pputting more mobs or events in the monolith but some new stuff or zone mechanic. Simply a bit more meat to the bone.
The power of an item is not linked to the difficulty of the content you’re doing. A mirror tier item in T17 maps is still a mirror tier item during the campaign. I’m sorry, but that’s the weirdest thing I’ve seen someone say in a long time.
But it’s the best possible item.
Atziri was added in 1.1, the first leagues started in 0.11. Atziri also wasn’t part of the league mechanic for 1.1, that was Invasion/Ambush as I linked above. The actual league mechanics (the things you were complaining about in the post I replied to) were decidedly minimalistic. The actual league mechanics in PoE didn’t get interesting for several years.
Really? You sure that’s not rose-tinted glasses at all?
Yeah, there was very little to compare it to, but that doesn’t mean the combat was “smooth” in PoE (D3, yes). Nor does it mean that the league mechanics were particularly complicated or interesting.
I liked the early PoE combat. It’s gotten better, but even then I think it was good. Not D3 good, but good.
That being said, I also like LE combat. There’s some jankyness to it, especially with collision detection with stuff like shield rush or hammer throw. But those are things that can/will be fixed and overall, the combat feels good and fun.
If you oneshot enemies 24/7 you don’t care about improvements that much. If an item brings you from 1111C to 1112C the increase feels bad no matter how good the drop is. Sure the numbers go up but if you hit a wall ingame because of content scaling and you can’t overcome it even if you equip god tier items it feels bad.
Depending on the Exalt you slot into it that needs to be the best item as well. I would go craycray if i drop a 4LP item because I’d most likely take forever to find a good enough exalt to slot in. It’s just potentialy the best item or ingridient for the best item… there is more to it what makes it “better be ultra lucky two times!” kind of deal.
Ah my bad you talked about leagues i talked about big patches ^^.
It wasn’t earthshattering but not bad for it’s time either. So I don’t think so ^^.
But the whole season stuff in ARPG games started with it iirc and they started out boringly but improved over time if not all the time. Look at D4 we are going back to sort of D3’s Goblin league and that’s devolution.
So even if LE (and D4 or every other upcoming ARPG) just started out fresh they knew what the competition brings to the table and what shoes they need to fit. They released 1.0 with very little content even when they should knew better. I don’t give someone who sells their product slag because it’s new or the company is so small. They better sell a good product that is on the same level or better then equal products or noone is buying it.
I like LE and I’m far away from a point where i say “The only outstanding thing about LE is the amount of skilltrees and everything is crap.” I want LE to become a good game with a lot of stuff to do in but I personaly (and I admit my personal taste isn’t a good metric here ) belive they improve in an unhealthy way.
Not equaly unhealthy as bad as their droprates are to come back to the topic .
No hack and slash game was Diablo good when it comes to combat no matter what time period you look at ^^.
I actually don’t play that much currently outside of streaming 4-6 hours over the week every now and then I don’t play more. (Mostly because I am missing some gaugable endgame goals).
Your example of dropping the first 5 uniques in a cycle as 4LP is a bad example though.
(If they would still be as rare as they are right now I would be exited, but if this becomes very common for everybody its not special anymore and does reduce my enjoyment)
But generally speaking I don’t want 3 or 4 LP items to drop more. It would make me lose interest more quickly if now 3 or 4 LP becomes the norm.
I am a big fan of having this unlimited ceiling that is theoretically possible, but realistically you will never get those items. But they still do exist and it could happen.
I am very happy with farming paticular items in 1LP and some with 2LP. LP is not the same for different items, which I always think is lost during a lot of discussions.
A 4LP Omnis is landslides away from a 4LP Stormhide Paws. It is not even in the same category of power at all.
Broadly throwing around things like make 3 or 4 LP more obtainable is missing a lot of the nuances that the LP system does have.