What We Want from EHG or Krafton?

                     Hello Devs and technical Dept..
                                We Want

1- Rarity doesn’t work in Monoliths. The items that drop are always the same rare items or extremely bad exalted items.

2- Blood Rain from Blood Effigy: In this boss fight, you are forced to perfectly clear the clone creature, and the mechanic is completely broken.

3- Arena ranking or the leaderboard doesn’t matter to anyone because it’s extremely boring. We want a more challenging and long-lasting gameplay experience. For this, we definitely want to see the corruption leaderboard in Season 4. If you want this game to be more fun and long-term, you need to give us this.

4- Builds are very limited. You need to bring us more skills. If you throw players into a large variety of skills, then yes—we can say you’ve succeeded. We could say “it was worth the wait.”

5- You need to create a good endgame for players like us. My suggestion is that the game needs some sort of gamble system or content. For example, something like Torchlight Infinite or Path of Exile. These kinds of mechanics attract us, and you can take all our money infinitely—it becomes a win-win situation. Everyone would be happy, trust me.

6- If events like these and necessary fixes do not arrive in Season 4, many players—including myself—will be forced to quit the game “with sadness,” even though we love it. We love this game, and we want the mechanics I listed above.

It does work exactly as intended.

To get more exalted items you need to increase corruption level, that’ll provide you with a very high amount of them.
Still, because of the massive RNG involved it feels like you get mostly garbage.

This is not a issue of rarity, this is a issue of the base-system being badly designed for longevity.

Outside of those it matters for.

And yes, more leaderboards wouldn’t be bad, variety is the spice of life.

They can’t even get the existing skills handled… not to speak of the promised amount per class being provided.

It’s beyond their ability plainly spoken, they can’t get it together it seems.

The whole game is a pure RNG festival. These types of directions won’t work, to provide longevity we need sustainable systems which are built opun gradual long-term progression. Small improvement but steady.
Hence what’s completely missing currently sadly.

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Who are the “we” here?

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Maybe OP is a siamese twin? Or they weight enough for 2 people? :joy:

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I’m intrested in who we is as well. Looks like they got some thing a bit wrong.

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LE is too repetitive. Placed Maps have too many restrictions. Corruption pushing as the main mechanic gets old. Doing campaign over and over is boring. Its also exceptionally confusing and hard for new players to learn crafting, game mechanics, loot filters, ect.

To be fair the first league in Poe1 was like 2014 and the first season in LE was about 2024, if you go on a 4 season per year average which it’ll end up being that’s 40 more season/leagues of new and end game content as well as mechanics. I’ve complained about end game as well but really I am just an impatient little bitch who feels a bit entitled to everything right now due to how many games there are. I personally feel this games going to keep getting better with each new season even if they do have delays from time to time.

Re builds - I just this morning saw a Chinese bro playing some sentinel builds I had no idea could/would even work let alone smashing uber in 90 seconds or so with those and the gear was generally easy to get with most of it being slammed with T7 x 1 or 2. No over the top 3s etc. So limited builds isn’t always as limited as you might think, especially if you’re just playing a ballista rogue to 50 thousand corruption lol

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From Krafton: Maybe bring on an executive producer type person who get the content speed up. Redo the websites/forums. Community outreach, contests and advertising. Access to the latest game development tools and tech. Plus change EHG’s monetization schemes to more traditional ones. ie - paid expansions and no pay-to-win classes.

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The funny thing with how things going right now, this would be even worse and the outrage would be even bigger.

People already reacted insanely negative to just the possibility of a potential paid expansions when they did their announcement a few weeks ago.

With what they doing now with free expansion but paid premium content, while not ideal and some people not liking it it was a much better received announcement. When they would go with paid expansion from the start the community would teared down everything lol.

And if they now after all they announce go and flip again to paid expansion that would be the death blow to LE.

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Imagine Krafton being the “good guy” for once (lol). All they have to do is put out a press release stating that as a studio, we do not believe in pay-to-win gotcha schemes and that fair competition is one of the company’s core principles. At Krafton, I would also make sure Judd can’t just come up these amazing ideas on his own without consulting anyone. I like Judd. I’m sure he’s a very cool dude. But his PR moves have not been amazing.

I cannot understand how people keep saying this … Each base class has 25-30 unique skills each (including the mastery classes). And each skill has it’s own tree, and unique items, that alter how that skill functions. There’s 125-150 skills in the game right now. How many more do you need?

Builds are not limited.

Also, who are you speaking on behalf of? I would suggest editing your post to “I want” not “we want” - I don’t think anybody here wants gambling systems added to LE, quite the opposite.

No. Not everyone would be happy. In fact, based on the forums I would be willing to bet that most people would be unhappy with more gambling mechanics here. Generally, the crafting feedback about LE is most often asking for more deterministic crafting rather than random or chance effects.

And then they switched over to a even more outrageous position of paid content (classes) rather then expansion which would split the playerbase completely.

So nah… the outrage is there in both cases, but there’s a gradient on how awful something is :stuck_out_tongue:

What? Where?
I think we read different Forums as the general notion was ‘What the actual fuck are you doing? Even paid expansions are a better option then that!’ with quite a few people not even realizing how monetization and perception does work both short-term and long-term.
Very few had reasonable takes and preferred the paid classes actually.

Not because it being better or worse… but because EHG has screwed themselves over with being ‘flimsy’ and not sticking to decisions. Which were badly received because they didn’t take the time to take a step back before blabbering stuff out. Which is in the segment of their overall communication issues.

I’ve explained it a short while ago already, but to repeate it here:

The system of LE is one which causes a limited amount of options to be available inside any class. As you stated, 25 is the expected one, this is ‘the full pool’.
If we compare it with the perception of ‘choices available’ in the sector for those games that do well… then we got 3 competitors there. Path of Exile, Grim Dawn and Torchlight Infinite.

PoE is obvious. You pick a class solely for the starting position of the tree and for the Ascension options, everything else is universal. This means the whole array of skills and supports are available at all times, which are hundreds, with sub-combinations of support options which also are hundreds (reduced through the respective limitations like weapon types or which tags can or cannot be supported).

In Grim Dawn we got the class combinations, with each class having in itself a variety of choices present. This causes the outcome to be more flexible in perception. Which damage type is to be taken as a focus, which ‘unique’ (hence fixed drops) items are to be used and the whole setup building up on that changing accordingly in a severe manner at times.

In Torchlight on the other hand we got a relatively large base pool of active skills which then are supported by added effects, a puzzle to find out viable options and allowing a lot of tinkering.

Comparatively in LE you got not only active but also supporting skills limited to 25 total per class, with many mututally exlusive ones existing reducing the variety even further.

Then we got the skill-points themselves, the tree. Once more, railroaded despite it being presented as ‘high variety’. A large portion of trees are currently unused since they’re severely underperforming. Many others are mutually exlusive with others, reducing the variety hence. And further more are based on triggers and hence folded into the initial skill (spellblade mana strike for example is always a trigger, hence several skills become ‘1’ ultimately in feeling).

This at the end makes it so despite a total variety of content being available you’re always extremely limited in your options. And people like a degree of options. Railroaded core choices are seen as a limiting factor, hence ‘variety’ being lower.
It doesn’t matter if we can math out which is actually better… but it feels as such, that’s enough.

And that I 100% agree with.

I think they often mean effective builds (ie, the ones capable of the highest/fastest performance).

TBF, the vast majority of the noise/complaining was about the possibility of a paid expansion, relatively little of it was about the possibility of a paid class, though that could have been because said people didn’t think that was particularly likely. So is it entirely unreasonable that EHG saw a lot of negativity about a paid expansion & decided to not do that? Is that not “listening to yoour community”?

Only after they announced the paid class. Prior to that the vast majority was “I really hope it’s not a paid expansion, that’ll kill LE”.

Because you have proof of that! I know you’ve hacked their discord/email/whatever & have evidence to backup them throwing darts at a list of options.

You’re right. I’m of the minority of players who love experimenting more than optimizing :smiley:

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It’s not, that makes it a even bigger issue.

Right sentiment (we wanna do something else since it pisses our players off) but wrong execution (so we do something which is received as even more outrageous, making the former situation look good in relation).

A basic EHG move :stuck_out_tongue: Fix stuff by introducing broken stuff nobody wanted in this way, solving the original issue by presenting a new one which is as major instead.

Obviously, since nobody sane would’ve ever expected that move :stuck_out_tongue:

Oh come on… you don’t need to be a genius to realize that a expansion (a established method used since decades now) will be better received then a paid class (which is received as a pay 2 win method commonly).

So obviously they haven’t properly thought about it, we can solely dicuss which portion.
The one that it’ll be received worse?
Or the part that they have no leeway to do ‘hard decisions for the good of the game future’ after loosing basically all goodwill from the playerbase already.

Both are obvious things, but we can excuse the second a lot easier at least since it’s a basic but vastly more common mistake which even large-scale companies have fallen prey to regularly.

It is a form of innovation… :smiley:

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