The season that killed endgame farming

LOL check this out @TheRealIronMan

https://imgur.com/a/lWbybHu

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Which isn’t the case since Harvest anymore where it got relatively easy, and especially not since a website called ‘Craft of Exile’ exists which even provides you with the amount of needed crafts on average, the cost and provides a whole simulator where you can piece by piece put the crafting steps together.

Times have changed a lot. Formerly the top 1% of the 1% simply played so much they snowballed.
Then the top 1% of 1% snowballed and meta-crafted
Then the top 1% of 1% looked at which fossil combinations provide the best results.
And then it went simply haywire and nobody knows any combinations outside a few specific ones and you just try to tinker your way through.

But no matter what those top 1% of 1% play 500+ hours dedicated to the goal of crafting those items specifically, often in groups working together… and everyone else gets lucky hits. That’s it.

But they can and have a way, so if you wanna get top-tier results then sit that ass down and get top-tier knowledge, anything less would be insulting to expect. Similar to the now ‘old’ imprint system to get the most out, just that in LE it’s just one-time RNG, same shit different flavor and with a rancid topping of one-time tries on top like lovely sprinkles.

I’m not a casual player (and during harvest and heist I was actually no lifing PoE) and I can tell you that the vast majority of players have no clue how to use Craft of Exile. I have no clue how to use it. The best I can do with Craft of Exile is simply figure out how many alters/chaos/whatever I’d need to get a couple of affixes. I couldn’t use it to figure out a full 6 affix craft to save my life.

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i was having fun untill 1.3, but now end game turned to pure rng, wich sucks. the target farming was what made me like the game : i could target farm idols with prophecies, rare items and exalted with imprint, it was not easy but month after month i could get what i want. now end game sucks : corruption has too many affixes, most of the time you get something useless, low reward for high risk, which is fine with commons uniques, but not fine with rare uniques. getting frenzy on a shattered relic can be a nightmare if you fail 40 times… getting good omens idols and altar is almost impossible unless you run 500 veils/ refracted prison/pinnacles : low reward. i realised i was playing a lot and was looting only trash gear most of the time… end game is not fun anymore, plz do something for cof. mg they can trade at least, cof we have nothing. my team left the game to play POE2 0.5, devs you killed the end game.

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I’m not talking about ‘complex’ crafts there.

But if you’re not able or willing to look into the basic functionality of crafting mechanics in any modern complex ARPG then you’re simply out of luck.

You either make a crafting system which allows a ridiculous amount of depth, then you get something in the direction of PoE.
You either make something straight-forward with crafting, then you get a shorter-term experience like Chronicon.
Or you make a drop-focused experience, then you get a near pure RNG festival like Last Epoch.

The more craft focused the more complexity possible, the more drop-focused the less possible.

If we compare all big ARPGs then Grim Dawn is extremely simple (2 Affixes) and has simply a large variety of different drops, simplicity allows nonetheless optimization over time. D4 falls falls also into that category but failed with drop-complexity, and LE does the same mistake.
In Chronicon you have a vastly larger variety of options to adjust your item, but the crafting is straight-forward and absolutely non-RNG, which gives you a railroaded progression, which is a good thing but has a specified end-moment from the get-go.
Or you make something like PoE, PoE2, Torchlight Infinite for example.

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