Visual representation of progression into end game

Was bored so I mapped out the current progress from campaign into end-game visually… I based the character levels and “starting and ending” points of content based on my own experiences and what I expect more capable players to be able to achieve… i.e. finishing campaigns at around lvl 45-55, starting Empowered monos at ~lvl70-75 etc… Note, character levels and map levels are obviously independent.

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I personally never happen to enter Empowered before lvl ~80, even with going straight for it.
Just rushing and talking the most direct paths for going through normals will leave me finishing the last Lvl 90 Timeline with ~ Lvl 80. (maybe sometimes lvl 78 or 79)

But this is just a minor thing, generally I like your visualization.

I made a similar (less artistic) version in paint on one of my stream ones day LUL.
Mine was more focused on how “scaleable” content is (e.g. fixed difficulty content vs. infinitely scaleable content).
I can’t find the original so I re-created it xD

I personally hope that we will get some more endgame content that is meant to be accessable deeper within empowered progression. (So that will start with character level 85-90).

And that is not infinitele scaleable.

This type of content can act as some major progression milestones/achievments.
T4 Julra is a good milestone already.

I agree… Lvl 80 is definitely a more comfortable level to start Empowered with… I have only managed to get to empowered at around lvl75 on a Paladin & a VK and the experience wasnt that great as the difficulty increase was challenging and I only got there because of a well stocked stash of existing gear upgrades… ;-)… Rushing the campaign to level 45 isnt fun and does leave you a little underspec for normal monos too…

Diagram… lol… great minds and the like…

I figured showing it like this highlights how little variety there is right now… and I keep hearing people saying that at level 85 they stop - which is what I recall the devs indicating is where they expect builds to be functionally complete (last 15 levels are for diehards :wink: like me who want to ding lvl 100 even if it means nothing )…

End game content that aims for 85-100 level chars would be great to get people over that hurdle of having nothing to aim for once they “finish their builds”

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There is one thing about LE right now, which a lot of other similar games do not have.

Basically all content can be “seen & experienced” very early in the game and the rest of the higher level endgame is just scaling up difficulty.

Arena, MoF and Dungeons do not change from a gameplay experience standpoint. Regardless of Wave, Corruption or which Dungeon Tier.
(Yes I know high lvl arena gameplay and T4 Julra and also to a lesser extend High Corruption MoF can change the approch of combat slightly).

But generally speaking, there is no content “you miss out”, when not playing further than doing every timeline once, do some arena runs and defeat the dungeon boss on T1 or T2.

While I would say, this is kinda cool, because the great majority of players, can experience “the whole game”, there is just something missing for thriving players.

I can already see people call me “gatekeeper” now, but I would say:
LE needs aspriational high end content, that cannot be reached and even more importantly completed by a big portion of the community.

I am fully aware, that this would be content, that would not affect the majority of the community and thus has less priority for EHG right now, but for the small percentage of the community, that does play on a high level like that, it will bring a lot of longjevity.

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Uh, no.

Julra is the way it should be. Tier 1 or 2? Sure, most people. Tier 3? Maybe. Tier 4? Not everyone.

I’ve had enough of online games where a part of the game isn’t accessible at all due to skill + gear + (in some cases) grouping requirement, so I don’t want any of those things in LE. Julra is the model they should stick with.

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All content being available… Yes… this is something that is refreshing about LE…

I understand the sentiment here but I am more for achievements rather than gated content… I have played far too much MMO and games that gate everything to a level where you just stop playing because its too hard to “buy” (time/grind/RL money) a ticket to the next level of content… I would rather be able to experience the content at a lower level and have aspirational achievements motivating doing the harder version of the same content… continued below Zaodon comment

I too prefer this kind of content, with the Legendaries being the “reward” for acheiving higher level achievement… BUT… I find this current implementation limited in motivation right now - i.e. you can create all but the highest tier Legendaries at level T3 so there isnt much motivation to do T4. and getting high tier uniques /exalts for Legendaries is really hard anyway - and RNG gated… so its bleh…

I am personally hoping that future Dungeons - with varying mechanics and maybe even non-combat challenges - will address this better… I would prefer a T10 level Dungeon with a guaranteed BiS drop or cosmetic (arghhh) that only the top 5-10% of players would be able to get, but anyone can still play the Dungeon…

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Right, that’s why I said Julra is the model. But the sky is the limit on future Dungeons or other end-game modes. So long as they are “similar in concept” to Julra (tiers, difficulty levels, whatever you want to call them.)

This reminds me of SWTOR. The following is NOT something I want in LE, I am just going to reference it to make a point.

SWTOR has a PvP mode called “Huttball”, and when you play (team vs team) you get some sort of points or currency as a reward, more for winning but still some for losing. You can then spend this currency on gear.

The only reason I bring it up is this. All my SWTOR characters ended up with all of that gear. Why? Was I “grinding” Huttball? No. I was playing the !@#$%^&* out of Huttball, because Huttball was FUN AS HECK. I played Huttball for Huttball - and the currency (and then gear) just “came” naturally.

This is what I thought about when I read Solid’s comment. EHG needs to have an End Game mode that is what it is. It should be FUN AS HECK. And repeatable for said FUN. And then, gear will just come naturally as a result.

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