Not? I’ve to date never hat a tomb without a champion room spawned. I always full-clear them.
Also as much as I know you get at least 2 ‘reward rooms’ at the sides, never had less either. Only more.
But overall fair, I think it’s a bit of a problem design-wise that it doesn’t give enough incentive to go out of the way through some means, makes it a bit railroaded, but I don’t know how much of an impact that actually has, I just know that it has one, might be miniscule though and hence ignorable definitely.
I mean, I just did one not 5 minutes ago. And it also had one chest room. And I did full clear it.
I’m not in empowered monos yet, but I don’t think that would be it.
I think the best solution is a mix of both. You have some mechanics that you know will show up for sure, others you don’t know. And the ones you don’t know are likely to be better. That would be ideal, I think.
Also, I have debunked the “you can tell there’s a rift”. Just had one spawn where no special mobs were around. So there’s no way to know it beforehand.
So far the only one that you can tell really is tombs because of the cocoons. And I think they did that so that you could farm amber without having to go into the tombs themselves.
All I know is that it is indeed boring as hell and I am already done with it. Reached lvl 80+ something and I do want to play this season I really do but…why? Literally nothing to motivate me since primordial items are limited to 1. I understand why because yeah the mods on exalted/primordial items can be very strong but if I have to use a primordial unique which defines the build then I cannot use any other cool exalted/primordial item I find.
Then the new mechanic…all across the board boring in terms of gameplay so to say. Its okay how it works like the Wolcen hunt mechanic iykyk but nothing impressive or anything that lasts more than 2 bear eq slams in the echo when the beast appears.
Overall I am disappointed. Was very wheee now I am just whooo about all of this season.
If EHG takes nine months to prepare a fat, juicy season, people complain because it takes too long;
If EHG tries to stick to the initial aim to deliver smaller content more regularly, on a shorter time frame (3-4 months), people complain because they feel that there is not enough new content;
If EHG reaches out to Krafton to gain more firepower to deliver bigger content on a short time frame, people freak out.
I really cant tell is I crashing all the time I try to play! Did they not have any testers this time or all was sitting with the same equipment! This makes me sad as I really like the game and hade none of this problems before.
What? You completely missed OP’s point. They’re saying that this season’s mechanic is subpar and that EHG should improve their transparency towards players. They’re not wrong.
Also, are you implying that one can’t venture criticism merely because any free “upgrade” is bound to be perfect, thus any criticism would be irrelevant? With such NPC-tier reasoning, it’s the end of all critical thinking.
I’m a fanboy that holds a candle for Last Epoch 99.9% of the time.
I am frustrated af right now. There is a bug that renders the game nearly unplayable. The short term fix? Don’t use the stash. This bug hasn’t been addressed in either of the hotfixes, as in they didn’t say they’re are aware of it and are working on it, nothing on discord, and nothing so far outside of player’s reporting on it here in the forums.
I know that it’s going to be bumpy when new content get’s released, but hot damn man. At least let us know they know what’s going on.
The biggest incentive to play this season is to make fun builds that didn’t even exist last season. To me, anyway. That was always the main attraction of LE for me, creating fun builds. And the new uniques do allow this to happen.
This is a big failling of EHG. They’re usually very open about these issues, but there is very little communication about acknowleged bugs.
They have a discord channel dedicated to this, but it rarely addresses these issues and is rarely updated.
They created one specifically for this season, but it has half a dozen issues and none about crashes/freezes/whatever.
They need to improve their communication regarding these things if they’re not going to fix them in a day or two.
As for the quality of the new season, I think it’s fine. It gave us a lot of tools to have fun creating new builds, changing around existing ones in new ways or even just straight buffing them by replacing a single item.
Not only is EHG still adding core mechanics to the game (and they can’t all be game changing) but also live service games tend to do this: they will have a big game changing mechanic, then they will have one or two seasons with sort of filler mechanics but that don’t affect your endgame much.
Yeah I know what you mean but the fun builds also rely on gathering the items for them and now they added these amazing cool wow big number items which you can farm to make your build work hell might even make builds who sucked complete ass be good to some degree but seeing I cant use more than 1 just…makes me wanna say nah to it. Again I can understand how having more than 1 primordial unique/exalted item can make the game crazy looking but still…feels like someone showed me a hundred fun things to bait me into the game and the second I wanna pick them up they slap em outta my hand.
Which shouldn’t be the case plainly spoken, 1.0.
It’s fine as a expansion type thing happening in-between, but it’s not fine if they have to play ‘catch-up’ still.
So it’s understandable and even reasonable to complain every single Cycle about it happening since it’s a follow-up of failings before simply. Them trying to apply the remedy at the cost of the other stuff is after all not a good state.
How is that different from what happened with PoE? The first few leagues were all about adding core stuff like strongboxes, shrines or rogue exiles which still are in the game to this day. They just didn’t call it core mechanics at the time.
Those always were extra stuff, not core mechanics like ‘another Act’.
The only time that happened is when GGG decided to expand upon their world entirely and did a while revamp. Which was delivered together with a shitload of content besides of it. We’re talking about a single drop of Act 5-10 at once rather then ‘have an Act every 1 1/2 years’. They worked on that in the background and dumped it when ready without reducing the releases of their Leagues for it.
Harbinger League was specifically the one when that dropped. Harbingers are a fun mechanic, we can see it being similar in depth to the Nemesis system, which was a good implementation, just not really flashy.
That single League of PoE brought more content then LE 1.0 to 1.3 at once.
So kindly at least get your stuff right, that was happening 8 years ago by now where GGG was roughly the same size as EHG was and also had less time spent on their game then EHG has nowadays.
First prototypes were made in 2010 by GGG, first prototypes were made in 2017 by EHG. That means comparing the state of releases from 8 years ago would cause them to demand being similar to compare properly. They aren’t though.
I’m really getting sick on this ‘But PoE also had!..’ when 95% of them come from places of cherrypicking solely or being utterly and entirely uninformed.
I will agree with you on the campaign.
But there is no effective difference between rift beast mechanic and many of PoE’s leagues, even later on. EHG just calls them core mechanics and adds them in a balanced way (kind of) to the game.
I don’t see the rift beasts as a campaign mechanic either though? I’m talking that the Rift Beasts are implemented in a really really lackluster way likely because the Act did take up their resources in a major way.
I’m putting them separate, and they added what? A single type of beast-line to play up and get a few different types of currency to then direct-buy your way to success.
No sort of ‘if you evolve them into specific combinations you get unique rewards solely from those combos’ or anything of the line.
This makes the effort to put out this mechanic massive compared to the actual percepted impact. It’s once again potential just thrown overboard, as EHG has shown to do over… and over… and over again basically non-stop. Dungeons feeling empty and tedious rather then exciting. Champions having the potential to be a great addition but offering without investment into weavers just crap while ruining the enjoyment of quite a few builds along the way. Harbingers singly being ‘tacked on’ rather then having specific mechanics revolving around them for potentially echos leading up to them or even the bosses when you try to kill em. Not to speak that it’s 2 models with 2 base-sets of abilities, namely the ‘Agile Variant’ and the ‘Brute Variant’ which simply have slightly changed boss abilities, hence their numbers tweaked and that’s kinda it.
If you wanna defend that then sorry… I’ll verbally bash it down into smithereens because it’s utterly insulting to any competition doing it even half-way properly.
I don’t see anything wrong with rift beasts. You can target their drops, especially for currency for the new uniques, which are the real meat of the mechanic, but even for items you want to farm, like runes so you get more Havocs.
They’re nothing amazing, but they’re not bad either.
I don’t see much difference between that and mercs, tbh. You get some mercs with a random build, you fight them, they drop stuff. You can get one to fight with you, which opens up some build possibilities (like abusing Doryiani’s), you get some special maps to run them and that’s it.
Or Scourge league. You kill stuff, shift to the “other side”, kill more stuff, kill a boss, new currency drops.
Not every league needs to add something amazing and game changing. Some just need to add fun things to do. And I’m having fun with them, so I’m ok with that.
I certainly interact more with rift beasts than I do tombs/woven echoes (most of which aren’t interesting to run on repeat).
You mean you see no difference between the Rift Beasts and a mechanic which focuses not only on acquisition of a type of support, then providing a complete second build to that support which is expected to synergize with your build to make a total greater whole?
If you can’t see a difference there then any talk about ARPG build-mechanics and itemization in general is lost on you… sorry to say that… but what you just said is baffling.
And yes, the Doryani abuse is a massive thing sadly, same as aura abuse. Imagine there’ll be something done about it. But it opened up a massive amount of stuff, especially so since they are also providing rare unique items, rare skills only acquired from them and rare variants which are nigh never seen.
You start Rift Beasts and they’re basically done already, it’s got miniscule progression sadly and the end-result doesn’t really change anything compared to the starting point.
Well, we got 1.3.
1.0 was a disaster as the factions haven’t yet been handled after 3 major patches.
1.1 was a very miniscule mechanic with a very miniscule pinnacle boss… at least in a great position from the progression.
1.2 was a very intrusive but large-scale mechanic, mostly work set up on procedural area generation though which that is kinda the prototype. It’s a good-sized mechanic but… intrusive which made it annoying. Good Cycle, only one we had since release.
1.3 is once again a throwaway.
4 Major Cycles total, 1 ‘Hit’. In 1 1/2 years a single ‘nice!’ release.
More then telling.
Sure, not always it’s needed… but you kinda need it regularly and not as a exception.