The new season sucks

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.

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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).

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Exactly that… forgettable content.

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.

Again, did you forget PoE’s first leagues? Their first hit was the atlas expansion, well over 3 years after release.

Or, since we’re talking about the early leagues that were adding core content, are you saying that rift beasts is a worse mechanic than adding shrines? Or Rogue Exiles? Or Talismans?
Because both games released with basic gameplay: you finish the campaign, then you grind endlessly on maps/echoes. LE actually had dungeons and arena, but those are niche, so I’ll not count them.

Then they spent the next seaosns adding core content so players have more things to do in their endless map/echo grind.
I’d say that adding Nemesis/Lizards was on par with adding some of the stuff from early PoE leagues (and even that was added mid-season, not as a “season mechanic”), but rift beasts are certainly a big notch above anything GGG released in the first few years.

I agree that the season is wonderful. I have no complaints about the content. I am excited to experiment with the new items, the season mechanic is straight forward ARPG dopamine. The new primordial items allow for build concepts that I had only dreamed of (and plenty I would have never thought of), and I’m not really all that critical of their implementation of core features. More is better to me (very personal opinion) so long as it doesn’t devolve into a trillions of damage, power creep, slimefest.

I just can’t play it. Nearly two days in, we’ve had hotfixes for dialogue and animations for mobs, and the bug I’ve made mention of has been present since launch. As you said, communication is the real issue here. Literally a shout on discord, the forums, or steam saying they’re doing their best would take some of the edge out of the situation. If it weren’t for the fact that I have some thousands of hours worth of items on the online servers, I would just port everything to offline and go on about my business. I’ve decided to be patient and play other games while I wait. It’s unfortunate that my weekend will be spent doing something other than what I want to, but that’s just the way it is sometimes.

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I actually switched to offline, despite also having almost 100 tabs in online, about 3 weeks ago. With CoF it’s kinda easy to fill up the tabs again (I’m already over 60) and now that we have MTX offline I see no reason to go back.

Offline also has some other advantages, like pausing or having removed nodes from unequipping +skills flash red.

And with Nemesis and Lizards, not even the first character had that much of an issue, tbh.
The only reason I could have to play online would be group play with friends, but none of mine play LE nor are they likely to.

PoE’s release was ~3 years after the first prototype. 3 less years of experience compared to LE to get their shit together.
Nemesis was a banger, really small scale but implemented many of nowadays iconic items of the game. That’s 1.0…
Ambush was the first game of the genre implementing strongboxes, which has been one of the most used mechanics of the game ever since, even nowadays still going strong. That’s 1.1…
1.2 is Beyond, enough to mention, several bosses, a complete mechanic which wrecked people and provided top-end challenge.
The first ‘non-hit’ was actually 1.3 with Torment, Torment always was ‘mid’ and Bloodlines too, actually causing severe issues for a long time after.
Then we had the first Major expansion, a new Act, the Jewel system, Lockstep mode rather then predictive (which changed gameplay dramatically in quality), Divination Card introduction, which was massive, 39 new base types of weapons, friggin 119 uniques at once, 14 new skill gems.
And on top of that they provided 2 leagues.

You seem to not remember that GGG didn’t make ‘huge’ leagues but instead provided 2 at once separately still. Each of the mechanics the size of the whole Nemesis system plus core implementations on top of that since it’s darn inception.*

It’s not even comparable, 2.0? Even if we ignore the several years of experience disaprity between GGG and EHG at that time in favor of GGG we’ll still have such a massive update in 1.4 as a expected one to even be roughly at the same stage that it’s simply utterly unrealistic for EHG to provide 20% of what GGG did back then content-wise.

The whole argumentation line is once again laughable… EHG is defended, praised and provides jack-shit comparatively. We can be happy or unhappy about the state of a game, but this is not a topic which relates around flavor… it’s one which relates to sheer content quantity as well as content quality.

All it did was add items. So is that better than rift beasts which also add iconic items?

Again, is that mechanic better than rift beasts? It’s literally just hitting a chest and having to fight spawned monsters.

And, once again, that’s a better mechanic? You have a bunch of mobs/bosses spawning in.

Sure. They added 2 leagues at once. One was SC and the other was HC. One added shrines and the other added nemesis modifiers on bosses. One had some items and the other had different ones. There was a different global modifier on each.
That was it.

I’m not saying that things weren’t added that persist to this day. In fact, that’s why I said that PoE was also adding core content, even if they didn’t call it that.
I’m saying that the scope of added things was always much smaller.

It wasn’t until the first atlas expansion that things started to get bigger in scope (and by then they had long dropped the 2 leagues per season). Which is also when PoE’s player numbers started shooting up.

You seem to look at PoE’s history with nostalgia glasses and don’t actually remember that each league was pretty similar to the previous one and that changes, while good, weren’t that exciting and small in scope.

It also added the Nemesis bosses back then, albeit they didn’t go core.

Actually yes, since it’s more varied.
You could simply hit em and open em, you could craft em to scale em, you could try to make em into the unique versions which dropped specific unique items.

What can you do with Rift beasts again? Ah yes ‘evolve this way, thanks and bye!’ and that’s it. It provides currency and it does several one of those, it doesn’t allow searching for a specific one, it doesn’t allow interacting with it in any meaningful way.
That’s the ‘potential’ I’m talking about. Small stuff can have big impact, big stuff (like the Rift beasts) can have small impact.

Yes, by far :slight_smile:

Fair argument.
PoE also was ‘cohesive’ and felt finished when it released, unlike LE which is still playing ‘catch-up’ as I mentioned.
It’s a big difference if you get a large influx of stuff in a game that doesn’t feel polished or a small influx of stuff in a game that actually does do.

I’ll give you that argument related to the campaign. Not related to the other stuff.
Monolith also felt complete. They’ve just been adding more stuff to do with it.
Much like maps in PoE felt complete and they just added more stuff to do with them.

In both the main endgame system started feeling empty and same-y until more stuff started to be added to them.

I would like to point out that alpha testing started for PoE in 2007 and lasted until 2011. That alone is 4 years of development. They transitioned to closed beta in August of 2011 and then concluded their open beta when they released in October of 2013. Last Epoch hasn’t existed for as long as PoE was being tested, and the 1.0 of PoE was not exactly a beautiful and rich experience. These games need time to reach a balanced state.

GGG hit the ground with former blizzard developers in an environment that was barren of competition by comparison to today. Not only did they have some of the most talented minds working together (any one of them could have been considered a powerhouse alone, and they had teams of these incredible people), they also had consistently higher resources comparatively through the entirety of PoE1’s production.

Their business model of free to play with unethically priced cosmetics put the power in the players hands, and it worked to great effect. In such a competitive environment, often found in ARPG’s, personal expression and financial flexing created the perfect opportunity to innovate this profit model and capitalize on an ever growing genre.

Not having many, if any true rivals, allowed for creative freedom without the issue of mimicking or being copied by competitors. This also allowed for scheduling without the constant scrutiny of the community or concerns with overlapping and losing profitable interest and/or player loyalty.

The combination of a lack of competition and their ingenious business model propelled them into a powerful position once negotiations started with Tencent, which only further multiplied their capabilities. Looking at their acquisition timeline and referencing the production speed of leagues, volume of cosmetics, and level of craftsmanship going into the design of both the game’s aesthetics and physical merchandise you find correlative levels of growth in everything.

  • 2017: Tencent begins its partnership with Grinding Gear Games by publishing Path of Exile in China.
  • May 2018: Tencent becomes the majority shareholder of Grinding Gear Games, acquiring an 86.67% stake. At this time, the three co-founders retained the remaining 13.3%.
  • May 21, 2018: News of the majority acquisition is officially announced by Grinding Gear Games and reported by gaming media outlets.
  • December 2023: Tencent increases its ownership to 93%.
  • March 2024: The three remaining co-founders sell their final shares to Tencent. This makes Tencent the sole owner of Grinding Gear Games and its subsidiary, Sixjoy Hong Kong Limited.

Arguably the largest expansion The Fall of Oriath , which you had mentioned, occurred directly after the primary partnership with Tencent. GGG was provided funding with no ownership by Tencent as an entity, and the exchange allowed Tencent to Publish PoE in China. The massive dump of new acts that was mentioned previously was also developed over 4 years, across multiple leagues. From 2013 to 2017, PoE, while in a released state, continued to add core mechanics, refined the endgame, and then finally finished the main game.

When the majority shares were acquired by Tencent in 2018, PoE2 was already in development. It was announced as a massive expansion to PoE1, something to allow the developers to upgrade the game in every way possible, while having a shared endgame between the two. Depending on how you choose to look at it, GGG lied to the player base multiple times. Not only did PoE2 become a stand alone game, not only did they stop producing content for PoE1 for close to a year, but the promise of carrying over cosmetics was reinvented to reduce the workload further for a now coexisting, but separate development team.

None of this is to justify the quality of content or the speed at which we receive it from EHG. I maintain the belief that we are in truly in the beginning of an ascent for EHG. There has been a tremendous influx of resources and we as players have only barely seen the tip of what will be accomplished. They are hiring currently, organizing and distributing, and more than anything, they are learning what does and doesn’t work. I personally deeply enjoy every aspect of the game within reason, and find no more issue with having a lackluster mechanic delivered on LE than I did playing PoE1. All bias aside. I have things that are begrudging and seemingly mandatory between both games, and aspects that set them apart as innovative and do nothing but bring the dopamine. As for the current mechanic. I love it. There is nothing wrong with enjoying it, and there certainly is nothing wrong with hating it. It’s our responsibility to maintain an understanding that we experience everything through a preferential lens. Ignoring our own bias to critique content from an emotional space turns a healthy discussion into a witch hunt.

People defend Last Epoch because of their original identity. They were hobbyists, gamers, obviously some very talented coders (just to be able to make a game that can stand with titans says that much), but by no means were they former blizzard employees with years of failures and successes to draw from. Nor did they have close to a decade to prepare. We’re in the thick of development. Krafton’s acquisition aside, Last Epoch is having growing pains. With these financial changes they are just now getting the resources they need to provide gamers with the quality and volume of content they’ve come to expect. It is because of these expectations, expectations that have been built by being given incredible content by leaders in the industry, that players feel so disappointed. I would argue that suggesting Last Epoch is not delivering on it’s promises is at the least, very critical.

Disregarding the resources the team has had to work with, the steep learning curve that offers very little in terms of acceptable mistakes, and a community rich with intelligent, diverse, and therefor difficult to please consumers leaves too many variable unaccounted for. I can see your reality clear as day. Everything you’re concerned with happening is as much a possibility as anything else. We don’t know though. I’m choosing to keep playing and deciding to bank on this group of people being committed to making their dreams into a successful reality.

In fact, I would like to propose a wager. Let’s give it until the settled launch of the next cycle. If they release content that reflects the exponential growth they gain from having the capital from the acquisition, and the focus from not working on another act or secondary project while creating the new update. You give them a tiny bit of leeway and acknowledge their efforts in earnest. If it fails to be impressive, and comes across as a throwaway with no real impact, I will concede my optimism. You know, ascendancies were added nearly three years after the launch of PoE1. I wouldn’t be surprised if EHG is coming right around the corner with a way to further customize skills through a labored mechanic that feels both challenging and rewarding.

If you read all of this, kudos to you. Always a pleasure being in the same space with you all. Kulze, thanks for your contributions. The debates between you and DJSamhein always force critical analysis. It’s nice to have people who care about the things they experience and put effort into communicating their thoughts.

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According to the old roadmap, we were supposed to get skill sigils next season. We don’t know what they are, but they do seem to be what you mention: a way to further customize skills.

I don’t know if we’re still on track for that, since that roadmap was scrapped, but I would venture to guess we are. They just took longer for the stuff that was supposed to go in Season 3 and was released in Season 2, then did the stuff that was supposed to go on Season 2 now. So I wouldn’t be the least surprised if skill sigils come along next season.

As for the 2 remaining campaign acts, I don’t know when they’ll be working on them, or if they already are. I expect work on this aspect didn’t stop, it’s just not their main focus.
If it were me doing it, I would keep a smaller team working on the new chapter and when it was close to completion, I would devote more people to finish it faster.
Then again, they might want the campaign to be finished faster (after all, many people criticize this, like Kulze) and they will keep focusing on it.
We’ll see next season.

Other than that, all that I care about is if the game is fun. And so far, to me, the game is still the most fun to play in this genre, despite its several failings. Because I think what it does right, it does very well and pushes all my buttons.

I think one of the main issues Kulze has with LE is that he’s not the main target for the game. The game was created for the altoholic that loves drop based progression. And they focused a lot of the game on that.
As it’s growing they’re trying to fill the gaps to please other types of players as well, like grinders or crafters, but the main focus is still on the people that just like to create new builds and have fun watching them grow.

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No Alpha tests happened before 2010, it wasn’t announced before to even exist. All of that stuff was purely internal between the few people who designed it back then. And GGG also didn’t do a kickstarter providing them with 255k, they got funded solely during the open-alpha when people played the game and saw the design was well done already.

You mean specifically David Brevik? He was a consultant for the chinese market launch.
He was not a dev for PoE. That’s a wide misconception.

And yes, GGG launched with a starved market, which was specifically the reason they made their game. They saw ‘nobody is making a game in the ARPG genre and it’s utterly stagnating’ and went into it.
They had nothing to go off from with the majority of their designs. The end-game system? New concept entirely at that time, which meant they got it fairly wrong at the start before releasing the Atlas in 2016. Before that the game had the so called ‘Maelstrom of Chaos’ which is similarly bad designed then EHG’s end-game mechanic currently is. The exact same scaling issues with overextension from zero meaningful consequences of death. Which was the reasoning why the ‘map items’ were introduced after all and are upholding until today.
They are trailblazers for the modern end-game mechanics of ARPGs.

They also had the rival when D3 released, though it went into the still upholding meme of ‘Diablo bad, PoE good’ nowadays. Luckily for them.

Now let’s compare it to EHG, shall we?
Garage developers basically, much like initially the owners of GGG were, though with worse connections definitely, gonna give em that part as leeway.
In an environment which has a distinct ongoing satiation of the genre, hence only a possibility for a partial success possible. PoE was and still is going strong, unlike the void of no releases since 10 years since conception they have to contend with competitors, knowing full well what the market situation was when they started.

They ignored to do proper research into the game mechanics they released, specifically in terms of end-game mechanics, which is why it’s in such a weak state. EHG basically copied the early shortcomings of PoE’s end-game while also not using the online available developer content to learn from the experience of developers in the genre properly.
Specifically solely on on ZiggyD’s Youtube channel there’s a total of currently 65 ‘State of Exile’ videos released which is a Podcast about the game-design of PoE solely. A large portion of those direct interviews with the GGG developers about their design choices and reasonings.

There’s also a large amount of devtalks available from their ExileCon, specifically about procedural world generation, storytelling, the renderer, world-building, and some more.
Then there’s also dev-talks available about design choices with D3 creators comparatively, showcasing the good and the bad.

And despite that trailblazing done by other companies showcasing a myriad of the downfalls and issues the genre goes through they haven’t done their due research.
It’s over 250 hours purely about dev-talks for design available online for the ARPG genre, where each single one of the large core issues EHG currently struggles with are pointed out specifically even.
Others did they work already, they only had to note down every single piece of that information and then cross-reference if it’s one of the topics before their choice of design. It’s simply inexcusable.
If you’re in any professional environment then you get to know your stuff first and then act on it. You learn first and then you make a product.
If you’ve never learned carpentry and don’t look at carpentry methodology and proper design of furniture for example… and you make products which start to twits and warp over a year of ownership or even fall apart entirely because of it then it’s your own fault for struggling to stay on the market. Ignored the pre-existing knowledge built up from the ones before you.

While GGG’s acquisition from Tencent - a by then already known ‘hands off company’ which doesn’t interfere in extremely major ways - was still causing uproar back then it was also a fully understandable decision.
It’s also understandable from the spandpoint of EHG, 100%! Just that their choice has been one of the most controversial and hated publishers on the market in a timeframe which unlike GGG’s acquisition has showcased a general hate towards publishing in general.

It’s a bit of a different situation entirely there.

Oh, absolutely, nothing wrong with enjoying it!
Just annoying that its potential is not even remotely fulfilled, despite severely needing that to at least be at a certain degree.

And I’m not speaking out against them trying to fix their game, quite the contrary… but don’t you think hiring people during a time the company struggles, is overbloated and their content pipeline is not optimized at all is the right move?
‘Shove more cooks at the station!’ leads to solely a ruined meal as everyone gets in the way of the other… unless you got a smooth system set up which makes them exactly not do that.
As usually ‘right thing at the wrong time’ situation.

And that is fine! I’m here because of that. Another take on time-travel stories, albeit sadly middling executed. Some interesting mechanics otherwise not seen, decent graphics and the core combat mechanics are after all solid.

It’s all the stuff building up on those things which are… not so great though. The itemization with the Affix disaprity leads to - as we can see - outrageous power creep. The stronger the difference between the upper tiers of Affixes the more creep happens unless acquisition becomes so rare that it feels like nothing progresses until it suddenly ‘hits as a jackpot’. So EHG is in trouble there already.
That makes implementations and balancing a nightmare.
Their economic knowledge also is zero, base rules of economics meant.
They prematurely released and now struggle to even get the game into a worthy 1.0 state… but now need to work on cycle mechanics on top of fixing that since it’s the market expectation and it comes tumbling down otherwise.

EHG simply got too greedy instead of following the ‘slow and steady’ approach which was disgruntling some… sure… but is a known success method.

Never buy into promises as a customer. Only buy into results. The only thing I’m mentioning there. Too many low quality products have gotten too much money and hence that cycle gets repeated because of that.
Provide a showcase, let people give you money according to that showcase… go from there. Slower by far but eh… better 1 great product that can be played for years without growing utterly tired of it… simply because it’s just good… rather then 10 products where you’re unhappy with all of em.

Oh… sure, because of the acquisition that’s a given, 1.4 is their literal last chance. They had 1.2 already for a ‘make or break’ scenario… and they pulled half-way decently through. It wasn’t great… but it wasn’t awful either. In 1.4 though? That’s a major turning point of ‘Has the Krafton acquisition caused quick enough changes or is it just all the same?’. Because if it goes on like it has they’re goners.

Which could actually severely impact the game in a positive way. The seemingly ‘free’ but in reality quite railroaded progression is one of the major downsides of the game currently. More variety would change the perception of the situation substantially I think.

So I hope this becomes reality.

Not really? I bought into this game knowing exactly well what it is for. A more casual ARPG then PoE, one where I can progress with less hurdles and in a smoother way… but a lower end-line. It’s more ‘casual’ after all, that was the target audience. Also a game which has a trading mechanic that functions, as acquisition of items is a major aspect.

Both are provided in a sub-par way, the core itemization has gone wonky compared to when I bought into the game and what was showcased… and the market… let’s not start again with that :stuck_out_tongue:

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You mean their literal last last chance. Because 1.2 was already their literal last chance.
Somehow games that stay in development, like live service ones, accumulate last chances like candy. Along with “game is dead” forecasts.

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Some do… some don’t.
It’s mostly the ‘clutch decisions’ which cause perception to turn around, letting a half-dead product slog along on its last dredges.

The count of those recovering properly is miniscule, they’re vast exceptions… but we all hope for exceptions to appear after all :stuck_out_tongue:

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Glad to clear this up. I’ve learned even more about the history of GGG’s development of PoE. Apparently the misconception started with fans connecting Chris to Jay Wilson. I appreciate the education.

I absolutely agree with your supportive points towards GGG in everything you say. I also cannot agree with your perception of EHG. Though my interpretation of both of the companies was woefully uninformed in some areas. My experience playing last Epoch has only ever been frustrating when I literally cannot play the game.

Such as with the bug I had complained to you about.

While admittedly Last Epoch has had a bit of an identity crisis since it’s launch, I personally have not had an issues with the structure of the endgame. I have only wanted to experience more content. With the introduction of Nemesis, and then after a long hiatus a rounding of content (for me) with Farsight Turtle, and loop was created that allowed me to more efficiently do what I personally love, which is craft gear for new builds.

As valuable as this insight is from a development standpoint, and also for historical recognition of the genre’s evolution, I won’t be able to give you honest feedback on this point until I personally experience it for myself. Just inferring the potential value for myself, I can imagine that while it would serve as sage advice for EHG, there could also be subjective interpretations that would apply to unique scenerios for other Devs.

You can’t argue with that logic. Tying back into my personal experience of the game though, I have enjoyed it with less friction and from a different perspective that doesn’t sustain the same level critical analysis. In my experience I have seen this game address it’s issues and adapt utilizing a combination of preexisting techniques while slowly building an identity with original implementations of, while not always precise, at the very least unique executions of content.

I imagine it is rather difficult to maintain a balance between the complexity of PoE and the accessibility of D4. The foundation of both of our interpretations of these games is rife with subjectivity. Your evidence supports the intelligent decisions that has led to the success of PoE.

I do consider it to be the right decision if if the reasoning behind it is to accomplish increasing the work load while optimizing the process. I am not sure what you have done professionally, but I assume that you have worked with other people and can recognize just how valuable acquiring inspired minds with a fresh take on ongoing problems can be. I imagine them hiring someone as passionate as you are and it it gives me even more hope for the future.

I agree the game needed more time in the oven. I cannot decide without having been present for the decision making process if it was greed, impulsivity or desperation. It may have been a genuine consensus where the release was perceived by the dev team as being truly ready. I will likely never have the conversation with the people responsibility for making that decision to find out.

I am personally very selective with the things I invest my money and time into, as I agree completely with your statement.

With the room to grow Last Epoch has, I personally find no end to my enjoyment. Recently though I must admit, I am frustrated with a decision involving nerfs. It seems that EHG has taken to nerfing entire build archetypes to balance the game as opposed to directly addressing skills that overperform. Global reductions to healing effectiveness and a reduction of the effectiveness of core mechanics in an archetype’s mastery tree affect underperforming builds while “fixing” the one’s that overperform. More subjective interpretations obviously, none the less, a frustration I’ve felt.

Now this, this is where, regardless of our individual takes, our minds converge. I hope for the love of all that is good, that the developers read these discussions. I share DjSamhein’s opinion:

Pretty well exactly, but I also share the opinion that 1.4 is a critical point in LE’s development. The structure of efficiency for target farming being improved across the entire game, and the expansion of content lead to a situation where addressing the flexibility of build craft at a fundamental level is, in my opinion, the single most powerful step forward EHG can make to get the attention of the community.

I am going to stick around for the whole ride. As I very much enjoy the game and what is has to offer. As it starts to lose my interest, new content is added that at the very least, appeals to me. We do need more though. More synergies, better balance that involves bringing underperforming builds up without necessarily nerfing things that perform well. I don’t like the idea that the select classes and masteries will be forced into a meta by buffs, while others that were the primary choice for the majority are nerfed to dissuade continued use.

This isn’t to say I want power creep running rampant and the same 3-4 builds maintaining the top position. Quite the opposite actually. A balanced environment to be would allow for a build with a 2 T7 affixes on every piece of gear reasonably possible, and the gear being cohesive and fitting with the skills to create synergies. Layered defenses, capped res, crit reduction/avoidance maxed out, with a high health pool and exceptional recovery. This should be able to defeat uber with effort, and do 1k corruption (as seemingly from experience this is the new meta). This for me is an ideal scenario where the balanced state lies in the fact that with effort, one yields results, and with a goal of allowing every mastery to have multiple avenues to achieve a similar state it would give a foundation to to nerf and buff builds to achieve equilibrium.

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great post my friend.

Yes, 1.4 can be a defining moment for L-E, i hope they create a situation with skill sigils where most builds can get to that 1k corruption / uber aberroth hallmark, as it stands, only few can do so with decent investment, while others require an insane amount to get to the same place.

I know it’s a tough balancing act with statistics and synergies, but I’ve found it a bit disheartening to see just how extreme the damage and efficiency of say the new bear-beastmaster and flay lich are, and for the longest time: umbral falconer (now nerfed into high B tier… from S) in comparison to more standard builds, in a way, it’s always horrible to see nerfs, especially when playing these classes oneself and investing countless hours into them, yet, it is required beyond a certain point of power, which ideally, would always be caught by testers, or at least, hot-fixed very early on into the cycle/ season.

Having played erasing strike for almost my entire 1.2 playtime, seeing the actual 50% nerf to the class’s damage was a bit disheartening, and as mentioned in another post, erodes my trust in investing large amounts of hours into ANY class, beyond the point where it is simply fun and easy going, i.e, 1 to 2 LP…

A bit of a controversial opinion, and perhaps people won’t see how it relates, but i think the merchant’s guild and CoF should not be mutually exclusive, or, on the other hand, trade should be far less restrictive, as the power gap needed to go to endgame content and the amount of hours one has to sink into any class, even knowing the gear one is striving for, is just a bit too huge, in my opinion.

I realize they are doing their best to keep Botters and R.M.T out of the game, which is great, and the price to play model also does good work there, but it’s at detriment to the playerbase too much i feel.

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To Original Poster: > “i literally see the league mechanic all 10 maps and then its just the same mob you kill 5-7 different times to farm currency to buy items of a vendor. wtf is this called content?”

still more content than PoE dawn of the Hunt ^___^

And yeah, the new uniques make a lot of new builds possible, the 3 new maps are good, balance changes + rework of acolyte + primalist are good, it was a much smaller season than 2nd one, but 4th one will probably be pretty massive again, at least gameplay wise with the skill sigil system (mentioned in road map)

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