The Big Suggestion List (From ReiCoringa)

Edit 1: Making some statements more clear and adding the suggestion to have a central NPC for the bazar
Edit 2: Adding suggestions to Shaman and Druid.

Why am I making this post?

First of all, I’m Brazilian and English is my third language so sorry if something wasn’t clear, just ask me and i will try to rephrase it.

Who am I?: I’m a web developer addict to games, not one type, but every type of game, and my dream is to enter the world of game development but since i live in a third world country i’m unable to easily enter the market, and until them i want to analyse every game i play, and since i love this game since i play it at the 1.0 launch i see where i could put me passion and maybe help the devs to make the game even better.

Why?: I love making build and testing then, for me this is 75% the fun of arpgs, but since i start playing LE i see that somethings need some love and attention, and i thought to my self “why i don’t take some dozens of hours of my life to say what i think should be done in this game” , like any health gamer should do (joking, i’m kinda insane to be doing it).

How?: I already have at least 50 hours with each mastery, suming 500 hours of gameplay since 1.0, so i decide to see each skill on each mastery to see what i see lacking, it wont be done when i first post it BUT i will keep updating it Mastery by Mastery until i have covered every part of the game, from General Balancing like resistances to Classes and Items, maybe even suggesting new items.

General Balancing and Concept of the Game

When playing with other people some effects like the rage on kill from the werebear form won’t give your rage when you have dealt most of the damage but your friend was luck to get the last hit, because of that i suggest change any “on kill” effects to “on kill participation”

  • Any “on kill” effect change to “on kill participation”

Most builds aren’t able to clear the empowered monoliths without dying a lot of times or spending hours farming to get a better gear on normal monoliths, the jump of damage from normal Monoliths to Empowered ones is big, certain people struggle to jump to the normal monoliths above level 80. This have some reasons but the main one is that the defenses are REALLY unbalanced, with 1.1 you guys step on the right direction nerfing high generating ward BUT the update lack any bit change to make other defenses good, so these changes are about making the late of late-game more accessible for any build.

When it comes about the factions i need to say you guys kinda miss the mark, i know that you guys wanted to give the choice to trade items or drop them by yourself BUT it has some problems, you can’t give the option to level the faction by spending favor, doing so makes the trade faction really OP because everyone will want to Announce items for a REALLY cheap price just to level it faster. So i have these suggestions

  • Make the factions work together on the same character but make the character only be able to farm one favor per time.
  • Make the market levels only reduce a “tax” that is applied to all items that are being selled and make the “tax” the the minimum price for items. Also remove the option to level a faction with favor, only by exp.

Speaking about trade, i think the system need some changes, mainly the selling part, when someone try to sell a item, it should should the average price of that item on the market, doing it will help the player to stabilize the price and see what is the really value of that item. Also it would be good to have a central NPC to access all the markets.

Class Balancing/Reworking

=-=-= Primalist =-=-=

There isn’t any problem in my opinion with the Core Skills from the Primalist, the main problem is how his skills interact with his Mastery’s skills. So i will be suggesting some heavy changes inside the Masteries.

=-=-= Beast Master =-=-=

This Subclasse seems a lot lackluster compared to the others Primalist’s specializations or Necromancer, while necro about getting one type of minion and helping it stay doing damage, the Beast Master doesn’t seen to have tools for keep one type of minion as strong as the Necromancer. So my suggestion is made the companions your “Pack”, doing so makes the Companions have the option to buff the “Pack”(each other) with each Companion having a main theme to help the “Pack”. With that change i think the Beast Master will the be favorite class for those that want to really build your own specialized “little army”.

- Wolf -

Pack Theme: With this Companion i suggest adding nodes that increase Companions speed, both attack, casting and moviment.

Skill Synergy: This Companion already has direct synergy with Gathering Storm`s Storm Bolt but it still lackluster since the change to it to happen still too low compare to other methods to create Storm Bolt(Werebear Form and Storm Totem are the main ones). My following suggestions is to make the wolf more synergistic and allow more build to be created.

Stormborn

  • Moved to be unlocked after Storm Caller’s Reprisal
  • Increased Storm Bolt Relation Chance from 5% → 10%
  • Increased Storm Bolt On Hit from 2% → 5%

Storm Caller Reprisal

  • Removed Storm Bolt Relation Chance
  • Added “Your wolf gain the ability to use Gathering Storm, with 3 second cooldown. Gathering Storm cast by your Wolves are affected by your Gathering Storm tree and scale with your minion damage. Any Storm Bolt created by Storm Stack from your wolves are considered their damage and do not scale with your damage, but scale with minion damage”

Cloud Runners

  • Changed “Lightning Damage” to “Increased damage to Storm Bolts and Gathering Storm cast by your wolves”

Storm Jaws

  • Changed “Melee Lightning damage” to “Damage to Storm Bolts and Gathering Storm cast by your wolves”

New “Pack” Node Close to the Center

  • Max 5 Point
  • Increase Companion Attack Speed: +8% per Point
  • Increase Companion Cast Speed: +4% per Point
  • Increase Companion Speed: +2% per Point

- Fury Leap -

I suggest just changing one node from this skill(for Beast Master), the Pack Leader, it doesn’t make sense to put yourself in danger when most(if not all) your companions will be melee, also it doesn’t affect the bear and the scorpion

Pack Leader

  • Changed “Wolf, Sabertooth and Raptor” to “All”
  • Added “When your companions move to melee attack a target they instead use Fury Leap in the target location, this can only occur when your Fury Leap is on cooldown. This Fury Leap will scale from nodes from this tree but only with 10% effectiveness.”

- Swipe -

For some reason the balancing team choose to only some skill to affect certain Companions, this make the possible builds limited, which i think isn’t something inside the concept of a game like this( with a ton of possible builds)

Sabertooth’s Endurance

  • Changed “Sabertooth” to “All Companions”

- Eterra’s Blessing-

Again the same situation as Swipe but with two nodes, i can understand the Caustic Renewal, since the Scorpion is the only Companion to apply poison, but it won’t be a problem to apply to all your Companions and MAYBE someone could create a build that can really fun with it.

Symbiosis

  • Changed “Sabertooth or Raptor” to “All”

Caustic Renewal

  • Changed “Scorpion” to “All”

- Warcry-

Same as the skills before, only affecting some Companions is hurting the Beast Master since it limit this class that only have companions and totens as skills.

Bloodthirst

  • Changed “Raptor and Bear” to “All Companions”

- Storm Crows -

Pack Theme: With this Companion i suggest adding nodes that increase elemental damage and cast speed for your Companions

Skill Synergy: This Companion has no direct synergy with any skill, so my suggestion is to a add skill when the Crows use Crowstorm. Also i do suggest add the possibility to your Companions to cast a Tempest(From Tempest Strike) of the matching damage Type.

New “Skill Synergy” Node

  • Max 4 Point
  • Your crows have a chance to summon a Thorn Totem instead of dealing damage in area with Crowstorm. Only one Totem can exist when created this way. The Totem scales with nodes from this tree and from Summon Thorn Totem skill tree. The Totem damage will be converted to the damage that your Storm Crows would deal with Crowstorm.
  • Increase chance to Summon Thorn Totem: +25% per point

New “Pack” Node Close to the Center

  • Max 3 Point
  • Increase Companion Cast Speed: +15% per Point
  • Increase Companion Elemental Damage: +20% per Point

New “Pack” Node After the other “Pack” Node

  • Necessary 3 points in the node before
  • Max 4 Point:
  • Chance to Companion to cast Tempest on Hit: +25% per Point. This Tempest scales with the nodes from Tempest Strike Tree, the Tempest casted is from the matching damage Type.

- Bear -

Possible New Nodes: I don’t know how you guys let it pass, but why there isn’t a “polar bear” node and maybe even a “panda” node, that transform the damage to cold and that removes the attack from the bear and make it really tanky respectivility.

Pack Theme: With this Companion i suggest adding nodes that increase Health, Regen and Resistance for your Companions

Skill Synergy: This Companion already has a good synergy with Swipe but i still think that the most “compatible” and logical skill to work with the bear is Warcry when he uses his roar.

New “Pack” Node Close to the Center

  • Max 3 Point
  • Increase Companion Health: +50% per Point

New “Pack” Node After the other “Pack” Node

  • Max 2 Point
  • Necessary 1 points in the node before
  • Increase Companion Health regen based on their max health: +2,5% of their Max Health add as Regen per Point

New “Pack” Node After the first “Pack” Node

  • Max 5 Point
  • Necessary 3 points in the node before
  • Increase your Companion Resistances: +15% to All Resistances per Point

New “Skill Synergy” Node

  • Max 1 Point
  • Your Bear Roar is replaced with Warcry. This skill scale with the nodes from your Warcry skill tree.

New “Polar Bear” Node

  • Max 1 Point
  • Your Bear damage is converted to cold.

New “Panda” Node

  • Max 1 Point
  • Your Bear can’t attack anymore.
  • Your Bear lost 15% of his moviment.
  • Your Bear gains 50% more size and threat.
  • Your Bear gains 100% more health and health regen.

- Scorpion -

Pack Theme: With this Companion i suggest adding nodes that increase Ailments Frequency , and MAYBE a node for babies, for your Companions

Skill Synergy: This Companion currently doesn’t have a direct synergy with any skill so my suggestion is to add the possibility to replace Venom Nova with Serpent Strike since it can be considered a scorpion sting.

New “Pack” Node Close to the Center

  • Max 4 Point
  • Increase Companion Ailments Frequency from all sources: +25% per Point

New “Pack” Node After the other “Pack” Node

  • Max 3 Point
  • Necessary 2 points in the node before
  • Your Companions start to spawn a number of Baby versions from themselves every 10 seconds. Babies have unlimited duration but can be killed.
  • Maximum Baby per Companion: 1 per point

New “Skill Synergy” Node

  • Max 1 Point
  • Your Scorpion Poison Nova is replaced with Serpent Strike. This skill scale with the nodes from your Warcry skill tree.

- Frenzy Totem -

The main problem with this totem is the lack of synergy with other ways to have Frenzy, so i suggest instead of being a Frenzy generator make it a “Rage” generator, which will give the same effects has frenzy but it still be able to stack with Frenzy for a bigger effect.

- Sabertooth -

Pack Theme: With this Companion i suggest adding nodes that increase Critical Chance, Critical Damage and Damage Leeched for your Companions

Skill Synergy: This Companion currently doesn’t have a direct synergy with any skill and also it is in poor stage right now so my suggestion is to add synergy with Swipe and Maelstrom.

New “Pack” Node Close to the Center

  • Max 2 Point
  • Companion Damage Leeched as Health : +2,5% per Point

New “Pack” Node After the other “Pack” Node

  • Max 4 Point
  • Companion Base Critical Change: +1% per point
  • Companion Base Critical Damage: +10% per point

New “Skill Synergy” Node

  • Max 1 Point
  • Flurry Swipes now deal a Final Strike at the end. The strike scale with nodes from the Swipe skill tree. This can only happen once every second.

New “Skill Synergy” Node

  • Max 4 Point
  • Chance to give you a Maelstrom Stack on hit: +12,5% per Point
  • While you have a Maelstrom Stack your Sabertooth will have a Stack of Maelstrom, Maelstrom in your Sabertooth have 200% increase area.

- Raptor -

Pack Theme: With this Companion i suggest adding nodes that increase Damage for your Companions

Skill Synergy: This Companion currently doesn’t have a direct synergy with any skill and since it is the Mastery Skill from the Beast Master i think it should have something really special.

New “Pack” Node Close to the Center

  • Max 4 Point
  • Companion Damage: +15% per Point

New “Skill Synergy” Node

  • Max 1 Point
  • After Adaptation Node
  • While your Raptor is Evolved its attacks are replaced with Tempest Strike but each time it attack it consumes 20% of the Tempest Strike Mana cost as Mana or Rage.

New “Skill Synergy” Node

  • Max 1 Point
  • After Adaptation Node
  • You can only Summon Raptors
  • While your Raptor is Evolved and uses Rampage he will also use a Random Companion Skill From your Action Bar. The Companion Skill will scale with the Companion Skill Tree.
  • Any Specific Companion Bonuses also are applied to your raptor with only 25% effectiveness.
  • Any General Companion Bonuses also are applied to your raptor with 150% effectiveness.

=-=-= Shaman =-=-=

Since the last Cycle this Mastery is doing great with the new version of Avalanche, but it still need a new skill and some synergy with other skills.

- Volcano (New Skill) -

This should be a new AOE skill that summons a volcano in the area dealing damage to every enemy inside it, also it should have by default or by a node allow it to spit volcanic boulders. This skill should have some synergy with Tornado, Earthquake and Avalanche since it can really make this events happen in real life.

- Fury Leap -

This skill could help creating new build by adding the possibility to create Earthquakes when you land.

New “Earthquake” Node

  • Max 1 Point
  • When you Leap you cast Earthquake when you land, the amount of aftershocks depend on the distance of the leap.

=-=-= Druid =-=-=

This Mastery is the best in my opinion BUT it lacks Synergy since 3 skills from this mastery are transformation.

One of my main suggestion is to change the Mastery Skill of this sub from Werebear Form to Summon Spriggan, the reasons are, since the theme of the Mastery is Druid (someone who control the nature is more thematic to summon the representation of the nature), the second reason is EVERYONE LOVES BIG BEAR, not kidding the werebear form is ideal for almost every Mastery for Primalist and most of people loves to transform into a bear so my suggestion is to replace their places, i REALLY think that this change will the welcomed by everyone

When it is about the transformations i believe that we need some new nodes that allow the cross transformation to work better, when swapping between one transformation to another it feels like a waste of skill since most of the transformation doesn’t use the same skill synergies and type of damage, since i don’t want to do a full rework of all the transformations skills i will suggest to add new node that allow a transformation’s skill to work with the nodes from the other transformation.

- Spriggan Form -

Following the synergy idea from before i suggest adding two new nodes after the transformations nodes.

New “Swarmblade Form” Node

  • Max 1 Point
  • After “Blades of the Forest” Node
  • Hives summoned will be infested by Vines. Hives will attack targets like Vines and will be counted as one. Any Locusts Spawned by them will receive the same benefits as Vines.

New “Swarmblade Form” Node

  • Max 3 Point
  • After “Blades of the Forest” Node
  • When Diving in Swarmblade Form you will shot tree Spirit Thorns in a cone in from of you.
  • +2 Spirit Thorns for each point after the first.

New “Swarmblade Form” Node

  • Max 1 Point
  • After “Blades of the Forest” Node
  • While under the effects from Locust Swarm you will be also under the effects of Thorn Shield.

New “Werebear Form” Node

  • Max 1 Point
  • After “Roar of the Woodland” Node
  • While in Werebear Form your roar will give you and any allies close in range Thorn Shield.

New “Werebear Form” Node

  • Max 1 Point
  • After “Roar of the Woodland” Node
  • While Rampaging you will summon Vines around you. This Vines will also be affect by any nodes that affect your Rampange.

New “Werebear Form” Node

  • Max 1 Point
  • After “Roar of the Woodland” Node
  • When using Maul in Werebear Form you will throw Spirit Thorns around you.

- Swarmblade Form -

Just like the Spriggan Form i will suggest adding cross transformation synergy but i will also suggest add some synergy with the Dive Skill since it is lacking right now.

New “Skill Synergy” Node

  • Max 1 Point
  • You Dive skill is replace with Tempest Dive, it will now be a melee combo skill that are considered the Cold Strike, Physical Strike and Lightning Strike from Tempest Strike, the skill will have 0 cooldown between it’s combos but it will enter into cooldown when you finish the combo.

New “Spriggan Form” Node

  • Max 1 Point
  • After “Swarmkeeper’s Call” Node
  • Your Healing Totens will summon Locusts while you are in Spriggan Form. Each Healing Totem can only have 3 Locusts summoned at the same time.

New “Spriggan Form” Node

  • Max 1 Point
  • After “Swarmkeeper’s Call” Node
  • When using Spirit Thorns you will summon a Locusts of the Thorns hit the target. Locusts summoned this way only have 25% of the stats, have decaying life and can’t move.

New “Spriggan Form” Node

  • Max 1 Point
  • After “Swarmkeeper’s Call” Node
  • Thorn Shield’s Burst will be affect by nodes that affect Armblade Slash.

New “Werebear Form” Node

  • Max 1 Point
  • After “Swarm’s Fury” Node
  • While in Werebear Form your Swipe will be affect by nodes that affect Armblade Slash .

New “Werebear Form” Node

  • Max 1 Point
  • After “Swarm’s Fury” Node
  • While in Werebear Form your Maul will be affect by nodes that affect Dive.

New “Werebear Form” Node

  • Max 1 Point
  • After “Swarm’s Fury” Node
  • While in Werebear Form your Roar will summon the Locusts equal the max amount you can have. This can’t exceed you max amount.

New “Werebear Form” Node

  • Max 1 Point
  • After “Swarm’s Fury” Node
  • When you start rampaging while in Werebear Form you will consume all Locusts alive to cast Locust Swarm just like when using Swarm Strike.

- Werebear Form -

Just like the Spriggan and Swarmblade Form i will suggest adding cross transformation synergy.

I also suggest adding some thematic nodes for having a single companion. YOGI BEAR VIBES

New Companion Node

  • Max 5 Point
  • Your companions can only move close to you and attack enemies close to your.
  • All healing that affect you or your companions now also affect you and all your companions.
  • Companion Damage: 10% per point
  • Companion Health: 20% per point
  • Companion Threat Generated: 25% per point

New “Spriggan Form” Node

  • Max 1 Point
  • After “Voice if the Thicket” Node
  • When you cast Thorn Shield you will also cast Roar while in Spriggan Form.

New “Spriggan Form” Node

  • Max 1 Point
  • After “Voice if the Thicket” Node
  • While in Spriggan Form your Healing totens will thrown themselves against enemies causing damage against the first enemy hit, this will cause damage equal to your Rampange and will be affected by nodes that affect it. This has a 2 second cooldown.

New “Spriggan Form” Node

  • Max 1 Point
  • After “Voice if the Thicket” Node
  • While in Spriggan Form your Vines will be affected by any node that affect Swipes.

New “Swarmblade Form” Node

  • Max 1 Point
  • After “Barrage of the Swarm” Node
  • While in Swarmblade Form your Dive will be affected by any node that affect Maul and/or Rampage.

New “Swarmblade Form” Node

  • Max 1 Point
  • After “Barrage of the Swarm” Node
  • While in Swarmblade Form your Swarm Strike will cast Roar if it consumes at least 8 Locusts.

New “Swarmblade Form” Node

  • Max 1 Point
  • After “Barrage of the Swarm” Node
  • While in Swarmblade Form your Armblade Slash will be affected by any node that affect Swipe.

- Tempest Strike -

Most noone uses this skill while transformed, so my suggestion is to increase the rage consumption when cast it but also make it 100% chance.

Druid’s Call

  • Change chance from 5% per point to 25% per point.
  • Extra Rage Consumption + 2 per point.
  • Mana Consumption from 75% to 150%.

=-=-= Mage(WIP) =-=-=

=-=-= Sorcerer(WIP) =-=-=

=-=-= Spellblade(WIP) =-=-=

=-=-= Runemaster(WIP) =-=-=

=-=-= Sentinel(WIP) =-=-=

=-=-= Void Knight(WIP) =-=-=

=-=-= Forge Guard(WIP) =-=-=

=-=-= Paladin(WIP) =-=-=

=-=-= Acolyte(WIP) =-=-=

=-=-= Necromancer(WIP) =-=-=

=-=-= Lich(WIP) =-=-=

=-=-= Warlock(WIP) =-=-=

=-=-= Rogue(WIP) =-=-=

=-=-= Bladedancer(WIP) =-=-=

=-=-= Marksman(WIP) =-=-=

=-=-= Falconer(WIP) =-=-=

Extras

I ask for all Brazilians, please reduce a little the price of the game to brazil, 80 reais would already help, and please reduce the price of the skins, most brazilians can’t but the skins already on the game, a good price would be 50 reais for 200 epoch points, 25 to 100 points, 12 to 50 points, and each supporter pack shouldn’t to past 100 reais. If you guys want i can give you a complete explanation about how economics from Brazil works but i can already say, here EVERYTHING is expensive and he don’t gain much.

If you are a developer from Eleventh Hour Games i need to say, it is too much to ask but i’m a big fan of what you guys did, creating a game studio from nothing without a background knowledge to create games and ending up creating this great game, so i ask and again i know this is too much but if possible i would love to someday work in your studio to reach my dream about entering the gaming development market as a designer, so if you guys could give me a change i promise that i would give 200% of what i have even if it isn’t a lot.

3 Likes

This is factually wrong.
As much as I know there exists no build currently which can’t at least reach 150 corruption comfortably.

Please provide the build in question for that statement. If they exist it definitely warrants adjusting it.

This is also wrong and a bad design choice from EHG.

SELLING doesn’t provide you reputation. Only spending favor. The price or if it sells has no meaning for the market.
It’s easily misinterpreted though and hence leads to this issue, it’s something I’ve talked since 1.0 about and is in need of dire changes.

The reason given is not a viable one, albeit the taxation itself is, a floor price is as well.
Taxation needs to be handled dynamically, to cause higher investment for players for higher quality items.

This entails scaling taxes related to gold price and scaling favor prices to acquire items based on the gold price as well.

This would be nice but is not feasable given that the majority of items are rares or exalted items.
For uniques it’s absolutely doable, albeit even then the roll-ranges cause a vast variety in the price range as well.

A proper price-checking system is a mandatory thing for a diablo-clone market, something which sadly hasn’t been provided to date.

1 Like

I wasn’t clear, what i meant was "Most builds aren’t able to clear the empowered monoliths without dying a lot of times or spending hours farming to get a better gear, the jump of damage from normal Monoliths to Empowered ones is big, certain people struggle to jump to the normal monoliths above level 80.
About the builds i do not have any build here recorded, but if you have any doubts i suggest you to ask people, how didn’t follow a strict guide, to say how the high end monoliths experience was for them.

Again, my mistake, what i mean was ANNOUNCING a item on the market, i even level the bazar from 7 to 8 only by announcing itens.

It can be feasible, for the rare/exalted items it can be showing a avarage price per affix tier, where they take the items with that affix tier and thake the avarage price, and when announcing a item it would show something like (avarage price for a item with this affix tier on the market).

When it comes to legendary and uniques, like you said, it is easy and it in my option do not need to be considering the rolls from the item or it’s affix.

Also i did not put it but i would be good to have a central NPC to access all the markets.

I just did.
And I also had more then a slew of people presenting builds with the same argument.
None upheld to date.

I agree that the jump between normal monoliths and empowered monoliths is quite harsh though and am for a more smooth progression there.

And there starts the problem.
For which ones? Common affixes? Uncommon ones? Rare ones?

Are we discerning between the highest affix? Total Affix tiers on the item? Only the rarest affix? Are we taking the base type into consideration?

Item pricing is complex, should’ve been done by EHG but hasn’t been done.

Simple affix based averages lead to overpriced unwanted affixes and underpriced high-demand affixes causing issues in both directions as supply/demand gets interrupted.

Depends on the unique in question. Some are not major, some are. And some are make or break completely like a ‘Omnis’ for example, utterly worthless with a bad roll and gold-cap priced with a fantastic roll and 1 LP already.

Agreed with that definitely :slight_smile:

1 Like

I was under the impression that you can smoothen your “jump” from non-empowered to empowered already.

Think about it:

  • Going from 0 to 100 corruption would take you 5-6 shade runs in your first monolith.
    That is a decent amount of XP, loot and favor.
  • Players are using a button to “skip” right up to 100 corruption instantly.
    But nobody is forced to go straight to empowered.

Imho you cannot say there’s a jump in difficulty when you’re voluntarily choosing to skip 6 or more monolith farming runs.

Some players are choosing to skip even more, by only “going right side”, never running some of the non-empowered monoliths. I’m really glad those skips are there and I use them myself, but they are not forced on anyone.

The whole argument is based upon a bit of a lack of understanding how you guide people through an experience.

Yes, you ‘could’ go only left side, or only right side. The game though does a decent job in flashing a nice little something into your eyes. A quest. Generally a player goes along that route. ‘Ohhhh… Quest! That means it’s important!’ and hence you do it.

As you get more experienced obviously you’ll avoid every which doesn’t provide enough rewards.

But what do those quests at the monolith stage teach us? ‘Ok, so… I need to kill the boss and then I’ve done the quest’ is the answer. It doesn’t tell you ‘kill shades’ or anything of the sort.
You go in, you farm a bit, you kill the boss. That’s your goal. For all of the timelines.

And then… last timeline is done finally and a new full set of timelines open!
Tell me… why would any sane player even think about ‘OK, I got my next step for the game, so instead lemme do this corruption mechanic first which I’ve never used before’ as a decent chance? It’s nonsensical to expect that.

1 Like

There are no new timelines open.

Instead, the next time you click the crystal thingy, a choice between non/empowered pops up. The label says “SELECT AREA LEVEL” and you are told what you are getting into :slight_smile:

Area level 90 vs. Area level 100
Minimum corruption 0 vs. Minimum corruption 100

And right below that, you are told that “Corruption increases monster health and damage”.

1 Like

It gets presented as ‘the system above the current system’.

What do you wanna do? Get into the ‘new content’ (empowered monoliths) or stay where you are?

Are you re-farming Act 9 of the campaign if you’re not sure you can handle monoliths yet until you can?

Which normal player does that? It’s not how the majority acts.
The majority goes and ‘challenges’ the content they haven’t overcome yet. Killed the last boss in normal timelines? Great! Challenge finished! New challenge! Ah shit… the new challenge doesn’t let me progress… ‘this is bad!’.

That’s why fluid progression is so important.
If EHG wants players to gradually get into empowered monoliths they need to enforce naturally that players kill shades to increase their corruption to reduce the gap between the end of one segment and the start of another.

1 Like

I’m gonna go into empowered.
My character is built with the four pillars of defense in mind, so my gear after “going right side” is good enough to kill a harbinger on the first try.

Yes, there are people who are refarming campaign acts because they cannot beat Lagon or Majasa. There are also people who can’t beat 0 corruption monolith.

The majority also has no issue moving forward into empowered monolith. So there is indeed fluid progression.

No. EHG has given you both the tools and the option to choose. You’re the one deciding to skip, so you need to be prepared for it. If you can’t handle something, you go back to an easier place and farm. It’s a true and tried formula since the early ARPG days :wink:

I think this is all because of people who still don’t understand the basic game mechanics. You know, people who think HP and Res is all you need. People who think “empowered” (100c) means you need Legendary gear. (Both are obviously wrong assumptions)
So, the idea of “difficulty jump” was born as an excuse.

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That’s not a valid argument, because the first monolith is way easier than the last maps in the campaign. If someone can kill Majasa without dying, they will just zoom through Fall of the Outcasts (which is part of the perceived problem, tbf… this leads to people thinking the difficulty will keep the same pace for ever, if it gets fairly easier after finishing the campaign)

@DJSamhein for example, always says he goes to the first Monolith at ~lvl 35, because of how easy they are to clear and level, then go back to finish the campaign.

So even if Normal Monos is “the system above the campaign”, the power level decreases at that point, while it increases by a LOT when someone chooses to skip from lvl 90 maps with 0 corruption to level 100 maps with 100 corruption.

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Yes, obviously so, that’s the point.
And it upholds even if you don’t have your character built for it since the game basically tells you ‘You’re done here, take a look at the next thing’.

We have a few hitches in progression currently.
Lagon, Majasa is a slight one as well (not as bad as the Lagon jump) and empowered monoliths.

They could be handled better or even a lot better.

Doesn’t matter.
Psychology is at work here. If that would be a universal truth every person would be perfectly environmental friendly, workout every day to a healthy degree and with variety, eat only healthy food and so on and so forth.
But that’s not the case. We got the choice but nonetheless a large portion isn’t doing any of those things for a variety of reason which are extremely complex in totality.

Games are here to set you up to win though, and set you up to win in a way your brain deems it ‘meaningful and impactful’.

Absolutely! Which can also be naturally guided during progression.
You get less people which fail in doing those things properly if a game guides them well, and in a way where it doesn’t shove it down your throat like ‘yellow handrails’ for climbing and so on, we got enough examples of that after all.
But… we got also enough examples of games which are fairly complex but seem ‘natural’ in how you do things at the end because the game guided your brain accordingly to see it as ‘normal’.

Doesn’t matter, it’s an example. Empowered monoliths is the most extreme ‘hitch’ we have, the core example though upholds solely for the theory.
In practicality it obviously falls apart. It’s a thought example… should it happen? No? Then make sure it doesn’t happen in any other place for the exact same reason.

No, there’s no point in there.
Me choosing an option to go forward doesn’t mean everyone will choose to go forward.

There is no “you’re done here”. Don’t make up random things. Like I said before, the player gets the “SELECT AREA LEVEL” choice.

LOL :clown_face:

Your original premise was that majority picks the “content they haven’t overcome yet”, ie. the “right choice”. Meanwhile I said there are people who will choose to repeat content they already did, ie. the “wrong choice”. And now you’re saying people will choose “wrong choice”.
So, you’re basically confirming what I said - in a silly roundabout way. :slight_smile:

You can, obviously, lose too, so that’s a no.

Guiding something isn’t natural.


On a side note:

writing a paragraph only to dismiss it right after is a waste of reader’s time. You have the choice to skip that and jump right to the part you want to share, so please use the tools at your disposal :stuck_out_tongue:

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Yes, true :slight_smile:
And also no… majorly wrong!

You see, our brain is something very interesting, it does cause us to behave a specific way, and it does do that unconsciously for us.
Have you ever gone in a supermarket and right at the entrance there was a round display basically in the way? Often with fruit on it, placed right at the entrance so if you want to walk straight forward you would barrel right into it?
It’s a sales-trick because we have a different walking speed in public when we’re moving from A to B, we’re not prone to distractions there, we want to reach a goal, a place we want to go.
This doesn’t change though when we enter a store, we’re still at ‘outside walking speed’, but a store wants to display their wares and make us buy as much as possible, right? So… what’s the easiest thing to do? Make us forcefully slow down, take in things at a different pace and hence be more prone for buying.

That’s an example of unconsciously guiding someone to do things while making them still think ‘they decided on it’. No… you went in that store for a pack of milk and some flour, not for the iced latte which the fridge conveniently has placed right beside the milk and you wouldn’t have realized actively if you were focused on getting what’s on your list. Nonetheless you buy it after slowing down.

The same mental guiding is done everywhere and by everyone, the difference is just if it’s intentionally done so or unintentionally, and games have worked since decades now to optimize their ‘player guidance’ to do as they expect them to do.

Sure, not everyone will do those things… but the vast majority will. Otherwise we wouldn’t have studies about that above mentioned sales technique and quite severe visible changes in sales numbers :slight_smile:

Oh, I think you don’t understand the hobby you’re personally taking part of then.
Because while you can obviously loose… the vast majority of games is setting you up to win. Exceptions always exist.

I’m not interested in your opinions about supermarket sale strategies, or your assumptions about the layouts, product placement and/or shopping habits of unspecified people.

I’m also not interested in your opinions about how I understand something. Please keep these assumptions to yourself.


In the vast majority of games, you will lose. You will fail time trials, you will die to bosses, you will make mistakes, you will not get the loot you want right away.

Only by failing, and then redoing it again, we gain a better understanding, we learn boss patterns, we improve our reactions, we discover new mechanics, we drop better loot, and so on.

Precisely because your experience in the vast majority of games is NOT guided, we enjoy gaming.

Yep, you missed the point entirely, I recommend re-reading and answering to the argument I made :slight_smile:

Your line of thought there goes utterly awry from what I wrote, it doesn’t even correlate with my point at all, instead returning a lofty ‘Only by failing, and redoing it again, we gain a better understanding…’
Are you a guru or a player of a video game?

Also:

Even in friggin ‘Super Mario’ your game is guided. Everything is ‘guided’, you’re getting affected by simply looking at something, by simply hearing something. There’s a nice saying ‘You can’t not communicate’, and yes, that’s written right.

If you suddenly go off-topic, I’m not obliged to follow.

LOL :clown_face: I think you might wanna look up the meaning of “guided”.

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Guidance is ‘remotely controlled movement’ basically.
Which directly aligns with my argument.
You’re getting remotely controlled to do as expected through miniscule mental inputs which cause you to chose a specific outcome.

Also, a real-world example to provide a direct correlation for understanding a existing situation in an abstract topic is not off-topic, it’s called ‘clarification’.

But it’s generally very hard to clear muddy waters properly :slight_smile:

Hey man i ask you if you like my ideias to vote my post to attract more people.

Can’t. You got points I agree with and points I disagree with. I don’t vote for 50/50 deals.

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