So this opinion is from the perspective of someone who has 30 x L100 chars and only plays legacy endgame as i have no need nor desire to redo the campaign again.
Season 3
When playing season 3 the endgame was, for me at least, grinding for weeks to get that perfect 3t7 slammed on multiple items across multiple builds. This meant grinding for min max gear and core to that loop was imprint drops. I appears to me that the devs never appreciated how much time and effort it took to get even 1 of these items given the amount of inherent rng through find 3t7 exalt, rune of removal and havoc, julra and getting the 3LPunique with the right rolls.
Season 4
What we now seem to have to be satisfied with is a 1t7 + 1t6 slammed item and then go to Vegas to play the slot machine. The morality of pandering to gambling addiction and its social downsides aside, it now says i will be âdoneâ with my build in much less time with no hope nor potential to grind for godly gear. Corruption is merely a slot machine gamble that takes away from the only real reason to play LE endgame. I can understand its appeal and value in campaign and early mono but when trying to put a âgenuineâ (no cheese one shot BS) build together to handle 2k+ that has been removed from the game
Co-existence
Why cant both imprints (as they were in s3 with additional enhancements to also allow amulet, ring and relic through a different imprint mechanism than troves) and corruption exist together ? It would mean something like having corrupting being allowed only on, for example, 1t6, 1t7 or 2t6 slammed legendary items (e.g. not allowed on 2t7 or higher for example). That being you cant get the benefit of both 3t7 and a corruption. The system will allow you to choose suits you best for different items.
TL:DR without a revert to the s3 imprint system the ENDGAME farming and crafting system is totally destroyed in LE and by extension the playability for endgame grinders is shortened a lot.
Because, for the 0,001% grinders at the top of the hardcore scale, imprints were broken. The fact they were the main âcoreâ of gear acquisition is by itself a sign of how imbalanced they were.
Of course you are going to feel upset by this. Itâs the same thing as the guy whoâs having the time of his life killing Uber Aberoth in one 1.000.000 damage hit complaining heâs feeling bad about playing the game when that build gets nerfed (IMO, when those bugs get fixed). In both cases, you were enjoying something thatâs an outlier and so clearly imbalanced when compared to the rest of the game.
Preach brother min maxing is a huge draw for a lot of people and its fun to chase. The implementation of corrupting is great for casuals to hit that lucky slam and have better gear but to take imprints away due to some progession/powercreep thing but then have like 20+ builds that can kill uber in under 30 seconds and a lot of them 1 shotting him, buffing already insane skills, nerfing fun classes who werenât over powered, just plain straight up wow. They fked this season badly and its shown in player numbers from day 1 with many who didnt even bother. Player numbers are horrible. They obviously did no testing with the imprints or if this was their intended idea then just fkn remove the fkn slots from the weaver tree because theyâre pointless. Youâre not alone man. Global chat on seasonal currently has more gold selling bots talking than normal players. Game is dying.
I agree that if imprints are main source of gear then something went wrong. Probably removing them from the tree and making something else would be better. Especially how weirdly imprints actually work. Iâm looking forward to CoF rework instead, hopefully in S5.
I would also like some form of steady progression instead of just more RNG. Corruptions have some interesting and powerful affixes, but the way itâs done, completely random slot machine, itâs awful. Yet another layer of awful RNG. Also from a theme perspective, i would prefer something blessed instead of corrupted.
Well that hits the nub of it. We had something (the good/bad/ugly/broken of it is a matter of opinion) in s3 and now have have absolutely nothing to chase in s4.
Unless of course you agree that the devs made a good decision to intentionally replace it with a gambling, slot machine, pot luck, give it a spin mechanism that it pure luck and chance based.
If their intention was to replace it with RNG then they made a huge mistake. I honestly donât get why they donât ask for community feed back more often in emails to all registered email addresses that brought the game etc - like honestly, send out some fricking polls have active players give feed back. Dont make uninformed ridiculous culls to skills and imprints and the such and then wonder why you have less than 4k players on your server already. Do you even like your jobs? Wild.
Yeah, itâs been two weeks since I shortened my endgame playtime to zero. You perfectly summed up one reason why I quit. Additionally, the bizarre imbalancing act at EHG is infuriating. Oh, L38 rogues can one shot Uber? Better âfixâ arcane ascendance for mages. No one asked EHG to âfixâ that.
Iâll keep checking forums in hopes they revisit that decision and actually start listening to their player base again.
Itâs funny peculiar how rogues never seem to get the nerf nuke (not hammer its a nuke in most cases - still pissed off my eq bear which took over 2 months to gear properly is now 6feet under and it sure didnât kill uber in 1s). The stupid hide in corner with 0 resistance ballista but screenwide 10k echo clear never got touched but hey you can build a 1s uber killer on BD in 1hour. It is all so funny, sad, depressing, frustrating and cringeworthy at the same time.
Shadow Daggers did, a long time ago. Originally the large idol (& possibly a chest prefix?) gave Shadow Dagger efficiency & what that did was it reduced the number of stacks you needed to have to proc the damage. There were thresholds & you could get it down to only requiring 1 stack, so each hit that applied 1 stack would then immediately proc the damage, which was bonkers.
And shurikens with Blade Shield originally hit mobs each time they circled the player & applied ailments multiple times per cast (absolutely nuked bosses).
Then there was the poison deletion in 0.9? Prior to which poisonâs inherent resist penetration didnât have a cap, this is why Serpentâs Milk amulet has a 90% less modifier on it, which should have been updated (or even removed completely) when poison had a resist penetration stack cap put in place.
Yeah, it did. It went from a radius increase to an area increase, thatâs a significant reduction in AoE.
They nerf the rogues who donât have insanely crazy abilitys and are fun and under played - they nerfed traps into the ground and they cut shadow cascade chakram from the menu.
Trap story since I became part of LE. Just before I started det arrow melee was crazy - it had 2 things going 1 uncapped explosions per second and eye of reen, the biggest contributor by MILES was the eye. I was watching a video yesterday where a guy cleaned 8k shade in seconds because he had 214 reen stacks thats about a casual 1000 crit multi and 2000 inc fire dmg, lol. What did they do? They nerfed the sword AND the traps. Traps went from unlimited to 10. I tried it in 1.3 and I tried it the other night, its gone forever until they raise that limit to probably 150 per. Acid flasks being thrown via traps? Lets nuke that from 100% down to 10% , lol WHAT!? Why? Umbral blades doing 100s of millions of dmg before 1.4 and they nuke flask? WHAT!? Hahah! Lets not forget over time around 1.0/1.1 they also removed a point from one of the mana effe nodes to make mana even harder for traps. They dropped cost this season, itâs still high and they ruined its tie in to flask. These guys have no idea.
Never bro, I sit here with my old man whinges and just bitch everyday until they decide to announce season 5 for 2029 and revert - imprints, chakram, acid flask, det arrow and nerf the stuff thatâs currently destroying the game lol I suggested in feedback/suggestions they use the last week of every season to update balance and test while people have good gear and then ASK them for feedback on how the skills now perform to avoid digusting, embarassing season 4s all over again.
The mechanic is pretty under cooked too. There should be say 5-6 unique corrupted affixes only. There are way to many variables that make it completely random and remove progression that feels rewarding.
LE has tried to add in âWay to many elements from the ARPG genreâ nullifying itâs foundation that it built. In doing so LE now is a mish mosh of other games and just doing it worse than those games.
Itâs one thing if they take an idea from another game and iterate on it but just doing a worse version feels bad. It just makes me want to play other ARPGs for those features.
My hot take is LE started going down the wrong road when they added dodge roll. They should of just kept building on the strong foundation they had in early access. Another hot take is LE was a better game in early access.
LE is a game that tried to do to much and feels like a watered down ARPG filled with bugs from all the new systems. Guess there is no going back. Iâm very concerned if this game is fixable. I just see less and less players wanting to play LE.
I feel someone should contact the gaming commision and have them contact EHG about a gambling license because literally everything in the game is a gamble from crafting to slamming to now corrupting. Gamble gamble gamble. This is where drop kicks chime in with âbut itâs RNGâ - lol, theres a level of RNG that should be acceptable and then there are aspects that should be player controlled. RNG shouldnât run an entire game like it currently does. RNG to get exalt, RNG rolls on every rune, RNG on the slam etc etc. Itâs actually insane now.
Yes that is true but it is about extent and degree. The reason i started the post is that the move from imprints to corruption has pushed it too far. I feel the player agency has now gone in the game. Let me give an example from my Eq Bear of last season.
Double T7 Seeds are my Kryptonite. I failed about 6 of them but i still felt that if i continued to farm both the 2LP unique (not that easy to farm) and 2t7 exalted (also not that easy in s3 to get with correct t7 affixes with near max rolls) i had some agency in getting to the end goal which eventually did happen.
Now there is absolutely no hope of ever getting such an item again other than through pure luck or chance. That is not player agency it is gambling pure and simple.
Strange that you have this opinion since you consider PoE2 corruption to be âperfectâ and they sure has hell have way more than 5-6 corrupted affixes. In fact, theyâre pretty close together (119 corrupted affixes total for PoE2 and 134 for LE).
There is, but it varies wildly from player to player. Some are fine with a lot of RNG and enjoy that, others dislike almost all RNG and would rather have an easier way of getting things.
Thatâs why you have games like D3 and PoE/LE on opposite ends of the spectrum and players that enjoy both.
Maybe the devs feel like those shouldnât be that easy to get. Weâve had a huge power creep especially since S2 regarding exalted items. After launch it was rare that you would even see a double exalted.
In just 3 seasons we went from 2xT7 being very rare and even grinders only seeing a few of them per season to them becoming pretty common.
In season 3 Iâve even had triple exalted items drop and it wasnât even from imprints but from Nemesis.
So maybe the imprint change was just them trying to pull back on the power creep and try to balance things properly. It just feels bad because there are still many other imbalances in the game that havenât been addressed.
I"m very old bro I have played games for a very long time hahah I know rng all too well but there are definitely varying degrees and I think corruption added another layer - like I said im my crafting post they need to give us some control over at least 1 aspect if the game becomes 100% random itâll lose players and there are already too many leaving for other reasons, well I guess this as well lol
You are probably 100% correct there but what it has left us with is a much shorter gaming experience. It was never âeasyâ to get a full set of 2t7 / 1t7+2t6 let alone the grind required to get 3t7 items. Now it is fairly easy to get 1t7+1t6 gear but impossible to improve on that hence the gaming time is shortened relative to the grind required for the previous multi exalted affix goal.
As for power creep, when you can 1 shot uber with 1LP gear that kind of blows the power creep nerf argument out of the window.
Thatâs not what you see when you look as S3 arena ladder, though. There are lots and lots of 2xT7 legendaries, plenty of 3xT7 as well and even a few 4xT7 in there. That is likely what theyâre trying to reign in.
If we always use that argument, then we can never balance anything.
They failed (as they almost always do) with balancing the new stuff they introduce. But that doesnât mean they should give up on balance entirely. Thatâs how we end up with D3.
Yeah, thatâs fair. PoEâs crafting started out being full RNG then they slowly added ways to mitigate some of that RNG by adding essences, fossils, harvest & the like.
Yeah & I think DJâs point is fair, different people have different tolerances for RNG. Iâm pretty sure Heavy has a very high tolerance for RNG punishment whereas I probably donât.
I wonder if this is a disparity between the player viewpoint (if a thing is in the game/code it should be reasonably plausible to be able to get it, though what plausible means depends on the individual) & the dev viewpoint (4LP Ravenous Void, lol).