Good day,
Dear developers, I would like to share my gaming experience with you. I was very excited about LE, but the game suffers from a lot of ailments that outright bully players who want to experience relaxation and fun. I have two main things. First - shorten the time of the expeion to that 100 lvl from lvl 60, it’s terribly slow, tedious and boring. Second - stop outright bullying players for dying in a Dungeon. Dungeons are nice, but paying such a price for death is really horrible and it really discourages me from going back to Dungeons.
And thirdly - the itemization is really overwhelming, wouldn’t you be willing to consider increasing the forging potential of yellow items, let’s say from 60lvl +???.
Otherwise, I wish you much success.
Here are a few suggestions that might help you:
faster leveling from 60 on:
You can get into the monolith and use those Glyphs of Envy to progress through the timelines faster. That way, you reach the lvl 100+ version of the monolith faster and level faster. You can basically fine-tune the difficulty for yourself.
In your first playthrough you won’t have that many Glyphs of Envy, of course. But they do pile up eventually.
Dungeon Death:
Yeah, it is very frustrating. Especially when you try to learn a boss and have to slog through the dungeon AGAIN to do that.
On the other hand, once you get the hang of it, it is very fast. I would recommend that you train a bit on the lower tiers and then go up.
Apart from the Temporal Sanctum Dungeon and some very specific drops, you don’t “need” to get into dungeons at all. But it is cool to practice them a bit so you can use them as shortcuts for the campaign.
Still, I think you’re right. There should be some way to have more attempts in a dungeon. Maybe get bonus lives which count down and then the rewards diminish as well. So a pristine run would give the most rewards but at least there is more than once chance to get through the dungeon per key.
Itemization:
For endgame, you don’t really want the yellow items anyway. Maybe for shards.
You want the exalted once (T6 and T7 on one or two affixes). And you probably want to combine those with unique items that have legendary potential.
It is not THAT complicated and you can kind of targetfarm what you want and/or influence the whole forging process.
The problem with lvl 100 monoliths is that if I don’t get lucky with good gear on the way to that monolith 100 with good affixes, I simply die, because I simply don’t have the stats and when a good item drops, the affixes are useless, so I use reforg. And then there’s no luck even with reforging, so it’s just a waste. Now I’m lvl 83 and I can farm monolith 100, but I just don’t have the gear for it
As for the dungeon. We are people, we make mistakes, we are not machines, of course I understand it, but it is a matter of principle, why should I as a player pay such a large tax for death in Dungeon, I just don’t understand it
as for the monolith:
hm, maybe try out a few of the cookie-cutter builds for leveling that are out there.
maxroll.gg has a couple good ones and they explain them very well so one can learn a bit on the way. That in turn helps in creating your own build and/or tweaking the one you’re playing.
dungeon:
Yeah. Some people like it that way because it raises the bar. A bit souls-like, I guess?. Not everyone likes it. I do like souls-like games but I don’t need that particular flavor in my ARPGs. It is not too bad though - dungeons get way easier once you have a bit of practice and a solid build (trying to cheer you up here ^^).
Because, unlike in other games, in LE there is barely any penalty for death. You don’t lose XP, you don’t lose gold, you don’t lose item quality, you don’t have to hunt for your corpse.
The only real penalty for death in LE is not getting the reward when you’re in a dungeon or in an echo. That’s all. It’s the only single penalty that exists. And they’re both small as it is.
If you remove that, there is no penalty at all for dying and there is no risk in gameplay.
I agree with the original post on this one. Monoliths require a better reward system overall.
You could have many life to complete that echo or dungeon in particular.
As Poe player, the death XP is not considered because you attempt difficult content when you just level up anyways. In a way, the one life dungeon thing is hard to get to.
Us, hardcore casual gamers will learn the fight and redo 40 times if we have to. I did for T4 Jultra. It was such a pain to learn all the mechanic, going to the dungeon again and again just to react carefully at a certain boss phase.
Personally I had issue to sync the rotating orbs with her cone attack. Melee classes must enjoy this so much lol.
Bottom line for me, please don’t emphasize the death penalty,. To die is enough imo. I like Poe for that, 6 portals per summoning Also, the game player base is not healthy as we speak, many changes would be required !
They will be expanded in 1.3, so let’s just wait to see what they come up with.
PoE’s death penalty actually made it so that only a very small percentage of players actually reached level 100. There are more these days because of the power creep and ultra defenses, but it still makes it so that most casual players don’t really have a chance to reach it.
If you die and there is no consequence, then it doesn’t really matter if you do. There’s no risk, so there’s no incentive to get defense or even to bother evading attacks because you just get up and nothing changed.
Actually, the player base was actually pretty good for 1.1. The outlier was the launch hype. 75k peak for a new ARPG is actually very good.
And half the players in 1.0 would never return anyway, even if LE was the best game ever, so the numbers we had in 1.1 are pretty normal.
Not to mention that launch gave EHG a pretty comfortable financial cushion so right now they’re just focusing on making the core game better, so that afterwards they can start focusing on getting player numbers up. Which is why there is no real push for MTX yet.
Designing a game such that mistakes have consequences - just like every other game - is not bullying. Communicate your feelings like an adult.
That we don’t know. We have no idea how many extra sales happened around 1.0.
But only 1 attempt per key does make it somewhat harder to learn the mechanics. And yes, they could drop down a tier (or two) but then they’re not entirely sure if being clipped by mechanic X would have killed them. Practicing lower tier fights is better practice than nothing, but it’s like doing exam questions without a time limit (& possibly having your notes/books available) compared to proper exam conditions.
This topic was automatically closed 90 days after the last reply. New replies are no longer allowed.