It really does, it actually is so bad it makes D4 look like a compelling game.
You can make them increase in frequency on the Woven Tree FYI.
When did they pull off the duct-tape?
The numbers of the weekend will be the most important part. I still don’t get why EHG releases in the middle of the week rather then on a Friday or Saturday so people can ‘hop right in’. That’s a major point why companies commonly do that.
Function over form.
Well Im not gonna lie - Im disappointed…
I only play rouge and thats the 2nd patch in a row thats a slap tp the face tbh
Last one was heartseeker - most hyped b tier skill ever and lack of balance
This time they have decided to kill umbral blades instead of nerfing it ( same with jelkhor’s last time)
Balance shuffle does not exist at all again
And all new primordials just suck …
This game was more fun in the beta stage
I disagree with the topic starter. This season was given for free to everyone who already owns the game - it’s just part of the ongoing improvement of the original product. If I was happy with Season 2, why wouldn’t I be happy getting even more content without paying extra?
If EHG had sold it as paid DLC, then yeah, criticism would be fair. But it’s still Last Epoch, just evolving into a better game. Complaining about free upgrades to something you already bought doesn’t make much sense to me.
I’m totally with you on this - I even started a thread about Acolyte’s helmets, but it got completely ignored.
I would start in the middle of the week as well so my workers don’t have to work on the weekend when everything is smooth sailing or at least have 2 days to get problems solved so they can unwind on the weekend. Happy workers are a very important thing to deliver good products.
Well, commonly in software development, releasing on a friday is something to be avoided as much as possible. Because you don’t want your devs working overtime during the weekend.
It’s only in live service games that people seem to expect this, for some reason, although of the major ones only GGG does this.
Most live service games launch major updates and season starts on Tuesdays, because that is historically the “release date” for games in stores for the last 30+ years.
As others have said: Don’t force your workers to work during the weekend if you can avoid it (short of catastrophic issues). They are just as entitled to the weekend as you are, after working all week.
Even Fortnite, one of the biggest live service gaming entities present, does their updates and Season Starts on Tuesdays. Everything Blizzard releases is on Tuesdays (or Wednesday in the EU). Diablo 3 used to do Patch on Tuesday, Season Start on Friday, but they did not continue that into Diablo 4 (which I feel was the best model to do it with). However, that model wouldn’t change anything here with LE, because the “Season” is not really a “Season”, as the content is not exclusive to it. You can skip making a new character, and do 100% of the new content with a Legacy character. And if you are CoF, and don’t really engage with other players… no big reason not to?
Personally, I enjoyed the campaign addition art/audio design and some of the Beastmaster stuff, the rest was, for the most part a disappointment. Most notably for me was overall under-tuning and little consideration of player experience related to non-class mechanics. I feel like they need to reevaluate their testing team needs and results both internal and external.
It certainly made PoE 2 much more compelling to me, since this made me buy into it, something I had already decided I wasn’t doing.
This season indeed is boring i even got baited playing necromancer but minions moving like turtles and new attack mode seems useless tbh then i wanted make Flay lich but it moved from A tier to B tier on maxroll so i had to again play VK or Ballista lol. Campaign addition was running simulator was bit weird seeing so many mobs tryin kill my fps Lmao
That it’s the “same mob” is part of the mechanic lol. It is not any random mob, but the one you created.
Also the mechanics is often very off-path so rushing and going the direct route will make it so that you miss alot of these. That’s great and exactly what the game needed.
It is called target acuqistion there is still enough randomness with rolls/and LP and some of the new items are random drops as wel, it is not all vendors.
Oh no the horror somebody else, who I don’t even know has put a build down on a imaginary list. I have not played the build but it surely is unplayable and won’t be fun.
Well your first mistake was playing the game the way Maxroll wants you to play.
Try and make your own builds. It’s infinitely more fun then copying a guide.
As for the season… yea… It’s not great. Kinda feels like the off-seasons that D4 had (their 1st and 3rd seasons). I’m guessing that a lot of work that could’ve gone into making more content for the rift beasts, went into the new campaign chapter.
Which is now showing us the flaw in not releasing the game into 1.0 with the full campaign complete. And their are still how many more chapters that need releasing? 2 or something like that?
So should we expect 2 more seasons like this one where development time is split between the campaign and new/more mechanics?
It’ll be a bumpy road for sure until the campaign is done.
Yes, but that also makes it feel same-y, which is exactly opposite of what the game currently needs.
To alleviate such a thing happening usually you can do some form of either randomized encountering of several ‘ancestry lines’ which you separately adjust according to your wants/needs or implementing any sort of ‘slot’ system. Even in the first it would need a limited amount anyway, so at least a overview of the status of those beasts would be rather enjoyable and remove that feeling quite a lot.
I have to agree with the off-path aspect, more urge to not just rush through the map but instead go out of your way to encounter… well… the encounters. Like Nemesis, the weaver stuff or now the beasts. Weaver was a bit badly implemented though since it tells you ‘I exist’ beforehand through the cocoons.
Most likely explanation, especially so given that campaign chapters take a humongous amount of resources to make them happen, from the storywriting to the level design to the animations and mob designs as well as new effects, abilities and so on and so forth.
That’s why that stuff should’ve been gone and done before 1.0, the game suffers extremely because of that now.
And as you said, yes… it’s clearly showing it, something I’ve specifically pointed out when 1.0 was close to release, that it’s a mistake. It was a extremely poor decision which does long-term damage to the game and might even go so far as making it fail in the future when stuff goes together badly. It’s at risk non-stop for that after all and barely dragging on. Numbers are decent but long-term engagement is steadily sinking rather then rising.
More, campaign itself isn’t the only major issue the game has, there’s a few more construction sites which will cause a immense reduction in the size/quality of how a mechanic can be created in the short timeframe. And those are all important things too… so they also can’t simply be left alone.
I haven’t paid too much attention to it, but I think you can also tell when rift beasts are present because of certain mobs that only seem to spawn when they’re around. But I haven’t played monos enough to be able to tell for sure.
But if anything, that is actually a good thing. If you know that you can encounter it somewhere, it actually encourages you to explore and find it. If it might be there or not and you have no indication of it, it’s more likely that you’ll just keep doing echoes normally and only interact with things in your path.
Yeah, when I went into the design for those types of content and got interested in it I thought the exact same.
But imagine it like this:
You go into your content. You get a ‘empty’ Echo without beasts and without weaver content. That means you take a few steps and immediately see ‘Oh… it lacks the telling signs!’
The reaction then is ‘rush through, waste of time’ and move to the next.
It turns from a nice thing to encounter and enjoy since it pops up to a ‘It’s expected and the lack of it makes it worthless’ as you can predict it already and the things acquired from each are substantially more valuable then core content.
It’s the exact same issue PoE had in ‘Archnemesis’ actually. They basically made ‘loot pinatas’ like the loot lizards, just as randomly generated mobs. You could tell though through some means when those spawned and when not. So people started to mass open maps and simply ‘throw them away’ to ‘fish’ for that content as everything else comparatively isn’t as rewarding.
Same is happening in LE.
You start ‘fishing’ by rushing through instead and not caring about anything, which is what that content is supposed to avoid though.
The only flaw in this logic is that rushing through was always the default for echo farming. You can get mages, chests, lizards, nemesis and if they pop up on your way, fine. But it wasn’t worth taking the long road just in case they do.
Whereas with tombs (and possibly rifts) at least you don’t rush anymore.
In PoE, trash mobs are worth farming and that’s why you usually clear (or close enough) the maps. You don’t just rush the boss.
In LE, rushing objectives and going deeper into the web was always much more profitable, so rushing has always been the better strategy. This didn’t change with bonus stability, or with the aforementioned chests/mages/etc.
Only with tombs did that change. And even then tombs have diminishing returns, so soon you’re ignoring them as well, sometimes even when they’re in your path. And you’ll likely be ignoring beasts at a certain point as well, though if they’re in your path you’ll likely still do them, since the items are pretty good and getting better versions is always worth chasing.
Exactly, and the design was supposed to divert away from that, as rushing causes extreme mental exhaustion over a short time period already.
So that’s why the variety of content which is viable ‘to look out for’ has been implemented after all, wasn’t it? So to counteract that. Weaver content, lizards, Nemesis and now the primordeal beasts are substantially more rewarding then simply repeating the bosses and expanding the echo-weave.
So wouldn’t the reason to rush (nothing of value inside an Echo) be gone hence?
Because now it turns into either rushing as ‘nothing is inside anyway’ to at least get to a boss comparatively to the time being invested well to see if something spawns and hence exploring the maps itself to a large degree.
Yeah, that’s also very fair, and something I always thought was lacking for LE a bit, a reason to actually engage with enemies.
I still remember when the ‘fishing’ for maps was how prevalent rares were rather then normal mobs. Or ignoring it entirely for the sake of bossing.
You think so?
I don’t actually given that they’ve got a guaranteed champion spawn inside which also means commonly you’ll trigger the creation of loot lizards from them, which is important for the more rare runes as well as dropping a larger quantity of uniques which hence leads to a earlier valuable drop. Not to speak of double enchanted idols.
There is no guaranteed champion in tombs, though. I’ve gone through a few that have none. The only guarantees you have is that you will fight one of the 3 sisters. And if you take the nodes also a possessed mage and a possessed nemesis.
As for the rest, yeah, you don’t really go out of your way on the off-chance this echo has a mage, or a nemesis. If it spawns in your way you will detour to check it out. But if not, it’s always much better to rush the echo so you can get to the edges of the map faster, since those will also give you better rewards.