No one knows the actual rates of drops in PoE and everyone seems fine with it. They know “mageblood ultra rare” and that’s pretty much it.
A lot of stuff can’t be datamined from PoE because it’s stored in their servers, but players are fine just knowing that stuff is common/uncommon/rare/ultra-rare without knowing that mageblood has a 0.00001% chance to drop, or however much it actually is.
Same thing for D3/D4. Or most games, actually. LE is one of the few live service games where you actually have access to all the numbers, mostly because it’s pretty much the only one that has an offline client and thus everything can be datamined.
The issue is that its not just dropping the item, LP rates must be public imo even if game didnt have offline client. There is a lot of uniques and you cant just blindly farm LP2 Red rings so knowing actually helps a lot to choose where you spend your time. If we didnt possibly poeple would make some lists to show their difficulty rather then exact rates and you would still choose depending on that. PoE doesnt necessarily have such logic (i dont know about PoE1 only 2). You farm to drop a unique and thats about it you drop it and done. There are known insanely rare ones that is very well known. Also PoE is balanced around Tr ade and LE is not really. I never played MG for example i farm for my self so there is no second option to obtain something for me unlike being able to trade.
Why? How does it benefit you knowing that unique A has an LPL of 10 while unique B has an LPL of 90? It will likely benefit you knowing the chances of getting a particular amount of LP on a unique, then you’d see that it’s relatively easy to get higher amounts of LP on A & pretty difficult to get it on B so your expectations are set appropriately. But knowing what the LPL is without knowing what it means & how it works (& TBH, even when you do know how it works), no, I don’t think there’s any benefit in a player knowing that particular stat.
I do think that the outcome of how the game uses that stat is useful & LE tools displays that & that’s nice & way more useful.
So you thinking that it’s a terrible take is also a terrible take.
Exactly, you want to know the end result, you don’t care about the input or the formula.
Yes, the rates, not the detailed calculation to get to that rate
Yes, but my point is that you don’t actually need to know that item X has an LPL level of 20 or 80. You just need to know that item X is hard to roll high LP or easy to roll high LP. You can create tiers (like PoE does) and just say that this tier is rare.
You don’t actually need to know that Aaron’s Will has a 1.39% chance to drop between all unique chests. You just need to know it’s very rare. Likewise, you don’t need to know that it has a 1 in 41 chance to roll 2LP. You just need to know that it’s hard (more appropriate terms could be found).
You just need to know that stuff is rare and hard to get, not the exact percentage of it.
Knowing the actual numbers is actually bad for the game, because you then get people posting that “I’ve done this X times and I still haven’t dropped one, it must be a bug” when it’s usually just people that don’t understand chances and statistics.
And do those filters require you to use a unique’s LPL? I’ve not had a look at the changes over the past season or two but I thought it was just LP that you could now filter on.
I’ll reiterate:
The end result (1 in 10, 1 in 1,000, 1 in 1,000,000,000,000, etc) are what’s useful & allows you to make decisions on what amount of LP is or is not achievable, not the LPL, 'cause you don’t know how to turn that into the drop chance.
To get back to the actual topic, I largely agree about the fight. It’s a bunch of spammy high damage stuff that fires at variable times with little cohesion or planning, resulting in unfair feeling overlaps you don’t see in other boss fights.
It’s extra torture on short range builds where you have to run away to avoid making puddles in prime real estate, then by the time you get in range again there’s a new delayed instakill field under you, then maybe a few seconds to attack, then now it’s another puddle orb, repeat.
Some of them like the ice shards are just plain broken, with both excessively high damage and shotgun capability so that you probably die getting hit no matter what defenses you have. (It’s not as bad just because it’s at the beginning but the “it’s technically DOT but not really” shock orbs in the first phase are pretty ridiculous too)
And the final phase double health bar is just a dick move from a designer who’s more interested in trolling players than a fun fight.
Spot on. It’s easily one of the most tilting design choices EHG has made in a long time. Shields and regen shouldn’t be used as a hard gate they should be part of the actual HP pool so that if you’ve put in the work to build a 300m+ DPS character, you actually feel that power.
Forcing us into these “hit omen, hit boss, repeat” loops while ten different things are exploding on screen is just exhausting. It doesn’t help that the boss model is so tiny you can barely track it when it starts teleporting everywhere. It’s not a challenge of skill at that point it’s just a test of how much patience you have left after 50+ runs.
If a build is strong enough to one-tap Ubers, it shouldn’t be getting hard-stuck by a mid-tier boss just because of forced immunity. It completely kills the sense of progression when you hit 1500+ Corruption and still feel like you’re being forced to play at the boss’s snail pace.
Nope, you can use LP (Legendary Potential, a value between 0 & 4), not LPL (Legendary Potential Level, a value between 0 & 105, I think). LPL is the input for a formula to decide how likely/unlikely any given unique is to roll with LP.
There is nowhere in the loot filter that allows you to put in LPL to filter stuff, nor is there anywhere that allows you to input drop chance or even unique rarity (given that this is different to the rarity that you can use for your filter - normal, magic, rare, exalted, unique, legendary & set). In-game, I’m not aware of anything that informs you of the drop chance (using that as to not confuse with rarity) of uniques or the likelihood of them getting any given amount of LP. The only place these concepts are available are outside of the game, most commonly on LE tools.