While PoE and LE both have a crafting system, they are both very different(Of course PoE has alot more different crafts available, due to being out for years).
But on a more basic level LE’s crafting system is an intricate part of the “loot-spiral”. LE’s crafting system is pretty straight forward and offers something for each and every player, from casual to min-maxing addict.
While PoE basically just has dozens of different crafts for very specific situations.(and alot of those do not get used by a majority of the player base)
Don’t wanna sound like i don’t want you to play or enjoy LE, but i am not sure if LE is the right game for you if you don’t like the crafting. I mean LE’s crafting system is not finished yet, but i doubt that the focus on that system shifts very much.
If he doesn’t like crafting, I’m surprised he enjoys PoE’s loot. There’s a lot more in PoE’s loot & the crafting bench makes it easy to add a single affix to “fix” an item (be that an attribute or a resistance), but so much of PoE is about taking a piece of gear that drops then crafting the crap out of it so it’s good/better/etc.
But life is too short to play games one doesn’t enjoy, if sfbistimg enjoys PoE, more power to him.
I get the point of @sfbistimg. If you play a lot you get used to it. But at the very first beginning it’s hard to find the good loot, you need. The amount of different affixes makes it hard to find a combination that has 4 affixed that fit your build.
When I start a new character i buy some gear at the first vendor, play till council chamber and start gambling for items with 2 usable stats. These items I take with me for a long time, untill I get better bases to am item fractures too early.
To be honest, I barely find items I want to use. If some of them have a good affix, most of the time the combination of affixes is making an item “unusable” and I only pick it up for shattering.
So without the crafting system the itemisation with this many affixes all rolling random would not work very well, I think.
Every affix that is not supporting any of your class mechanics feels like a waste. This is because there are less affixes on an item possible so you always have that opportunity cost if you use gear with affixes you don’t benefit from. Using these slots for better affixes will boost your char. For example you need that set CB slot on you rings exactly for CB. If you have a nice ring with 4 really cool stats it doesn’t matter. At the end you need not only a nice ring but a ring with exactly Set CB and Set ER.
I never found a ring with this combination till today.
A lootfilter might have helped. But the point is that how itemisation works right now it relies on crafting soooooo much.
Smite currently can’t proc ailments outside of it’s own skill tree. So it can’t proc future strike, poison, chill/freeze, bleed, and will only ignite or shock if you have taken the relevant nodes on the skill tree (and does not benefit from any chance to ignite/shock from any other sources such as gear or passives even If you have taken the relevant nodes).
A little or a lot the hard work is much appreciated.
As to loot filters. In all honesty as the game is still so young I don’t think the loot pool is vast enough to warrant the effort to make a fully functioning loot filter. I mean now we’re getting t6 & t7. But we don’t have legendaries. We don’t have an updated unique spectrum. We don’t even have 5 of 15 masteries yet. In fact some of this may still be greatly influx. To spend time on a loot filter right now and then 8 months down the road have to potentially do it all over again because they went several different routes with the final loot pool, yeah, I’m okay if the wait. A little inconvenience for the beta testers is not that big a deal to me.
What it should eventually look like? I think just having a way to separate the various parameters, like tier level, affix, suffix, number of affix/suffix, would be the obvious choices, type of weapon, type of armor, would be others.
I loved the filter in Marvel Heroes Omega that let you choose the item base type you want to see ex: only show helm, glove or weapon etc…I would like to see something similar in any game too
I guess Mike’s comment in the “We need a loot filter yesterday” thread gave me false hopes of an early iteration of a loot filter. Now its going to be “Next patch or patch after next” I’m not angry just disappointed.
I’m in dire need of some Necro damage as physical and Poison damage as physical shards as I have none.
Scanning literally thousands of crap (and by crap I mean utterly useless) items searching for a rare affixes has managed to drain every ounce of fun I have had in playing this game.
I eagerly await the loot filter and will embrace it with open arms. In the mean time…
IMO that’s just not correct. There are an aweful lot of affixes, but you generally only want a handful (the “set” affixes for example, “XXX damage taken as physical”) so while we may be able to get by without a loot filter, it would be really fudging nice to have one & not have to scan through every single item checking the affixes against a mental list of desirable ones. And that’s without the t6/7 affixes or legendaries.
Unless I’ve missed something ('cause apparently I don’t open my eyes when I read through patch notes), Mike said something small was coming in the next patch. So it’s unlikely to solve your (loot ) issues completely, I do have a chocolate hat on standby.
Sure it would be nice, but it’s a quality of life addition for a life we’re not even remotely into the grown up stage. Hell, with the new MoF additions we’re going to be getting perma buffs in and out. How’s that going to change the game? The loot pool and drops?
Grim Dawn has a much deeper pool of loot that LE does. Loot Filter wasn’t implemented until maybe Ashes of Malmouth? (can’t remember exactly might have been after). Didn’t make the game any less playable.
I’m not trying to down play everyone’s REQUEST for what would be great quality of life feature, I just a) hardly think not having one is worth quitting a beta game over and b) would rather they spend time on actually creating the full content (5 other masteries, more end game, 2 more acts(?), skill nodes, etc) before getting to quality of life additions that they still don’t know how it will work down the road.
I agree completely, it’s a quality of life thing, doesn’t mean I don’t want one as soon as possible.
Yes, though for me, once I got to end-game, I was interested in uniques/sets & MIs (greens), I’d just hoover up items of the relevant colour & sort through them later, so it didn’t feel like I was sorting through as many items that I needed to look at the affixes on (MIs). Hence to me GD’s lack of loot filter was less of an issue.
I also want to point out that they don’t develop one thing then another. The lootfilter work has probably begun. One reason for this is that they need to have this in mind while implementing new features, affixes, type of loots etc.
Maybe they hold onto it until it’s completely finished and polished. Or maybe there is another thing they want to finish first.
If I take the time to tell you this it’s to answer this :
While you’re obviously right, is it better to have a lootfilter now and work on improvements on it, or start from scratch once everything else is done ? What gives more work ? Unless we are in the dev team i doubt we have an answer to that. That’s why we politely ask for a lootfilter as soon as possible. Just to tell them that “quality of life” (to me it’s more than that, it’s part of the core gameplay of the game.) is very important to us.
Maybe moving this feature to the top priority of the list won’t delay anything else either or make them have more work. We don’t know.
EDIT : Sometimes a game grow so much that implementing laters on a QoL feature that should have been there from the beginning takes too much work and is abandonned. How many times have i read on forums “We can’t do that because of how we built the game.”
Obviously this is a non issue here because it’s already on their roadmap. I just wanted to clarify something
These used to have so many prefixes and suffixes (the most recent massive overhaul they did to MIs eliminated some completely irrelevant pre/suff ) on them. It’s really very similar to what is in LE right now. You need a Moonstone Sceptre with affixes A & E and suffixes D & H? Just grab all the moonstone sceptres and go through them later. Or if you know you just need a scepter in general do the same thing?
And to reiterate (not directed to you, just to prevent people from thinking I think a loot filter is a bad idea, I do not), yes it would be a great quality of life function, but it doesn’t even remotely make the game unplayable. It’s like what happens every time Grim Dawn makes an update, the folks using Grim Internals start howling about how they can’t play the game now until GI gets an update. I use GI and c’mon you can still play the game perfectly fine without it.
Yup, this is most definitely the way to do it, but see the last paragraph of my previous posts because some people DEMAND it or they quit. That, of course, is their prerogative, but it does suggest a slight bias towards entitlement.
EDIT: It’s also perfectly legitimate to politely state why someone doesn’t think one is necessary at this time.
We do have an agreement here, that’s why we take time to give feedback. How we envision the game, what feature we would like, etc.
I probably said that earlier on this very topic, but to me the absence of a lootfilter is hodling me back to test new builds and features. While this affects me personnaly and probably not the rest of the beta testers there, i still think that i could have provided valuable feedback if i tested more things in game.
I don’t like having too much clutter on screen, and while i love that LE gives the rare loot a lot of importance (Hello PoE !), clearing in two minutes a monolith and taking five to read isn’t pleasant. (EDIT : at some point i learned and could see the name of some affixes way easier with my necromancer, but if could spare me that chore for every build i want to make, i’d be glad.)
I also think that before we can decide things like economy, trade, craft and loot system, trying to assert their importance without having a lootfilter is probably meaningless. Having the ability to target and obtain way faster what you want (probably valuable loot depending on what’s meta on not if we take the community PoV), might totally break the balance of the loot.
Which is one of the three most important core aspect in an ARPG in my opinion. (with the combat and personnalisation/skill system)
The changes to gambling to hide the implicit and lack of item filter to find the item dropping is why i stepped away from the game.
It simply made gambling a joke and useless to do , and then searching for drops drained all life from me.
Simply put , the developers continue to add more layers of rng to a game that should have been a fun experience. I wish more developers would step away from layers of randomness and simply let the player have better access to gear…