I had a lot of fun. Started EQ Bear. Killed Abberoth over the weekend at 95 first try. Fun theme. Lots of cool new items. Not sure what you all are going on about.
These numbers are bad for LE. The level of Season 1 bad.
In perspective, the top games youāre talking about have a base playerbase that puts them up top. LE will not reach that. Live service ARPGs like LE, PoE and D4 peak at a new season and gradually loose players over the next month until they reach a base player number and then a new season drops again and the cycle starts again.
The problem is that LE - compared to the other big ARPGs - doesnāt loose players gradually but in a short period over a few days / weeks and settles at roughly 1000-3000. Itās lower than Grim Dawn even which has not seen an update for a long time.
Chris Wilson talked about it a few years back when the GGG studio and PoE1 was much smaller (20-30 people) that a healthy sustainable player foundation is 10ā000.
They have already moved on for the most part. 4 days after patch releaseā¦
If 4 month seasons turn out to be this lackluster, full of design-flaws, boring, rushed, and buggy Iād be in favor of ditching the season-model altogether and move to yearly payed expansion / DLCs. Thatās probably going to happen anyway now that Krafton is in the lead. Also Iād not get your hopes up for skill-sigils coming anytime soon. The focus will be on bringing LE to console.
Also Zizaran summarises it well: https://www.youtube.com/watch?v=nSEX0Uu7oNs
They are yes.
No they are not. Last season PoE players have been fed up and played something gifferent out of spite. We have arround the same player numbers in the summer, still in the window of vacation times (depending where you life) and the game pulls the same numbers as season 1 . Evryone who thought they pull of half the playercount from S2 is just delusional.
sad cuz bad ^___^
(ā¦they areā¦)
I played falconer, prob the most cracked class ever conceived for minion enjoyers, the first two season starts and thought they were good. Falconer has nothing on EQ bear, lol. This was the best season starter I think Iāve ever played.
It has nothing to do with the amount of content. Its that it is borrrrrrrrrrrring.
Very clear why you could never make a good game.
Itās indeed very boring.
Iām over the game, thereās nothing really new in endgame. Itās just same stuff with some Dinoās now. Boring. Monolith is beyond getting old. The fact that there such a small incentive to hit higher corruption is really just stupid and annoying. Itās just a wasted mechanic.
Maybe instead of flaming EHG for making a league that didnāt hit the mark, we actually tell them how do we want it to look like? What were our gripes with the new season, what hit, what didnāt?
For me at least, what hit is the t8 possibility with the newly introduced rune of evolution. I loved that the best in slot now features 1 exalted item, not every single one of them has to be legendary with 4 LP.
Choosing your reward felt decent as well, having agency over what you get from the encounter so that you can progress with your build more easily. It wonāt be the main source of power, but itās something to help you with rare affix shards or runes or whatever it might be.
What I didnāt like on the other hand was that it was too similar to other mechanics. Either you go through the smaller map to get to the boss (like Tomb), or you click on the tear and summon a boss (like Exiled Mages or Nemesis). What I would love to see would be something slightly different from these types of encounters, something maybe that would require of us to kill a lot of smaller types of enemies, not one big bad boss? Something along the lines of Legion or Breach from PoE 1.
I know the season came quite fast, so EHG didnāt have a lot of time preparing it, but it doesnāt mean we have to write the forum how the new season āsucksā. Be constructive, give your point of view, show what you liked, what you didnāt and what youād expect from the next season when it comes out. This way, the game will be better and EHG will know a direction they could take.
- Make the Rift Beasts and the Evolution choice more meaningful, e.g. tie it to the Primordial Uniques more tightly than with just currencies to grind.
- Not fan of just buying the Primordial Uniques. The items are really strong. It should be a reward for beating a challenge not just a simple currency grind. Dopamin from good drop is also absent.
- Killing Rift Beasts is way too easy except for early campaign and in Bloodline Glade for some reason (those damn whirlys).
- Give us a reason to do Rift Beasts after you got your Primordial Item. E.g. able to build up more and more evolutions, making it ripie af but gives a lot of rewards in turn. Build your own uber basically.
- Suggestion: Categorize and direct evolutions in a handful of paths and only if you beat such a lineage you can get certain currencies or unveil / unlock Primordial Uniques fitting that lineage. Show all lineage / paths we have ever unlocked. E.g. Defensive Rift Beast with lots of HP => Defensive Primordial Uniques. Then could also have Ranged Attack Rift Beasts, DoT Rift Beasts, Melee Rift Beasts, etc.
- A different system than the 2-4 rifts to summon the Rift Beast and then enter the cave. Ambush is more interesting and thematically fitting (The weaver tree node doesnāt work well either, I had one ambush in hours of gameplay)
- Meaningful decisions. E.g. taking this Evolution (again) makes the Rift Beast hard to deal with, but I need it for the reward at the end.
- Make the Rift Beasts a real hunt, e.g. reading tracks or something like that.