Teleport back into dungeons

Inventory space is seriously limited and that’s fine, but TP’ing out of a dungeon to put gear we want to keep in our stash makes it so we essentially fail that dungeon because we can’t TP back in. I’m not sure if that’s a bug or intended, but even if I only pick up my exalted drops I run out of space relatively quickly. There should be a way for us to manage our inventory while we are in a dungeon- a summonable stash or being able to return to the dungeon.

3 Likes

Thats a mechanic of dungeon. Keep only what you really need. And at the end at end boss there is stash to use.

3/4 of items you really dont need to your build. Most of uniques without lp you dont need too.

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I already leave too much on the ground. I see zero reason for us not to be able to port out and back in. Or give us a little bit more inventory space.

The reason is, this is the game the devs wanted to make. Hard to understand, I know, the devs having agency over how their game is made and what mechanics us lowly gamers must contend with, but it is reality.

Dungeons are designed with a Hardcore aspect, even if you’re playing Softcore.
1 Try, no re-do, no pauses. That’s the deal.

I agree, with the implementation of CoF there should be access to the stash between Area 1 and 2 as well as one spawning when the boss has been killed.

This would solve the current problems arising from the loot explosions of the prophecies and CoF.

Before CoF that was a sensible argument. With CoF this doesn’t work as well anymore though.
Otherwise I would be fully on your side.

I do.
Permanency of areas which puts a load onto the servers.
Which is also the reason why areas reset when you teleport back into them at any time.

Your argument is fairly atrocious.
Not only are you making it in a segment of a Forum for suggestions, inherently expecting people to give ideas and present their personal gripes but it by design also simply silences whatever argument one wants to make.

The notion behind that is the only ‘lowly’ thing there is, I recommend thinking hard and long about what you wrote there and how it would turn out of your words were followed.

Because… why have suggestions at all? Am I right? No need for them.
Which makes me wonder… why are you here in the first place then since you see no reason for it?

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The larger systems in the game, the sweeping things that make the game the game and give identity to it’s different systems relative to other ARPGs (like not portalling in and out of dungeons and echos willy-nilly) I don’t feel need change simply because people dislike it. It does also help their server loads too, which is nice, but not really the argument I want to make.

Dungeons and Echos and Monolith Bosses are, in a way, “hardcore” because you get one chance and must complete them before leaving or dying. That’s an identity their endgame has opposed to other games.

I don’t generally have a disdain for all feedback, but things you can point at that make LE particularly different? Not all games need to function the same, or function how we are use to in other games.

I’m here because I want to be, I like the game, and I’m kind of a dick, to answer your last question.

Yes, generally on your side, fully even.

Adjustments given CoF changed the situation could be made, access mid-dungeon for stashes since it’s not single-area but multi-area after all unlike monoliths.

As for the last part:
Then well… I guess you can’t expect others to behave properly towards you either :slight_smile: Just how it goes.

I’ve already accepted this.

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I wish it let me re-enter my portal, not because of TP in order to stash, but because I have lost count of how many times I have TPd out of a monolith thinking that I had cleared it only to end up at the end of time and having to do it all again from the beginning.

If you port out of a dungeon, how will the game know that you plan to return? Dungeon instances can’t remain indefinitely.

With PoE, they tell us the instance will remain 8-15 minutes after we use a portal, but they never tell us when it will be 8 and when it will be 15.

Press T
Green portal: you’re done.
Not green portal: you’re not done.

It could be insert-only access to the stash, in order to avoid players switching gear between areas, but yeah, it does seem like a good solution.

That being said, it is possible to craft inside of the dungeons, so you should be able to shatter stuff for the shards, or try out crafting on the items whose usefulness depends on the results. While it’s uncomfortable, I am not convinced the issue isn’t at least partially self-inflicted by not filtering loot enough.

A very good idea, I didn’t think about the aspect of switching loot during the transition.

Would definitely be a lot more code-intensive though, could simply go with a stash after the boss-kill rather in that case since you can’t return into the boss-room after the kill but there’s where the good stuff tends to drop from CoF.

The shattering is generally a good thing to do when stuff piles up, won’t help when you have several unique prophecies stacked though and even the decent ones start to overfill the inventory.

I guess I’d need to see an example of what is being kept and why, in order to better grasp how much of an issue it is. I am probably simply missing something.

It’s not a common thing to happen, and 100% avoidable, so the priority wouldn’t be high at all, but there’s situations where it’ll happen.

Currently we have 3 stacking mechanic related to unique drops in CoF. The first is upgrading the chance for LP for Uniques, the second is doubling prophecy rewards at Tier 10 and as a third we have a lens doubling prophecy rewards as well.

This leads to a possibility of dropping 24 Uniques per prophecy. (6 base, doubled through the reward lens, doubled again from the Rank)

If you then go in with more then one of those since you have favor stacked up it immediately goes out of hands. 48? 72? 96?
Given that there’s both prophecies available for clearing a dungeon as well as rare mobs inside a dungeon you can double-dip into the rewards there, if you focus solely on dungeons and not for the outcome of reward type then you can get close to 200 Uniques with 50k favor already… which is not much actually when you think about the actual time-investment.

3 LP items become surprisingly common suddenly, and if you drop rare Uniques it becomes suddenly quite the disaster in terms of space efficiency.

It happens fast as well, easy to overdo it, which is the only reason I’m even thinking about it (I’m MG by the way).

In such a case I would say we have a warranted need at times to access the stash, as even in the utterly miniscule but possible situation that close to all of those 24 drops of a single prophecy turn out to be useful for you it’ll already scratch the limit of your inventory.

When I press T for portals I click them the very instant they show up though.

So knowing what color indicates “done” does not stop me from making the mistake of opening portal when not done.

In that case, it seems you are beyond the kind of help mere mortals can offfer.

I hit the button on the audio cue, or when I have cleared almost all of the mono. I am trying to do it as fast as possible - and speed results in sometimes making a silly mistakes. It isn’t frequent, but it happens enough times to be annoying.

Sometimes when clearing almost all of the mono to max bonus stability, I miss that one mob that was wandering around(the one related to the objective) - and sometimes I hit it on the audio cue for the “kill x to reveal main objective” instead of after the main objective.

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