Why is Favor in the CoF limited to 999,999 ? Please remove the limit

Lightless Arbour has a max use-count of 12, so you can’t actually. It usually tends to come to a price between 5-10 mil to max it out.

True, but the reply was to the OP’s statement of 999,999, not 2 billion.

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Yes, my reply was to the claim that there is no way to spend 1M gold at once in CoF.

Lightless Arbour isn’t CoF. and ofcourse if you look outside CoF then you can easily spend that much. I’m currently paying 800,000 per stash tab, so 999,999 is nothing if that was the gold limit. my point is that it would be insane to limit gold to 999,999, so why would you limit ANYTHING to 999,999 if the database allows for much larger numbers (like 2bil) to be stored.

Which is a fair point.

I imagine it’s simply done so EHG can have options in the future without players immediately trivializing them 100%. Hence options which would go beyond the 1 mil to max it out, which then would need time spent in the game to achieve it rather then having it after 2 minutes.

the problem is COF as it currently is sucks.

the problem is not the total amount of favour but instead how it works.

i rather have more control of what items drop such as “500% chance when a weapon drops it a weapon of your chosen type” rather than spend 10k favour to do X quest to get 10-20 weapons that you want to drop.

or making favour have more utility like allowing you to reroll exclusive unique drops to gain a different exclusive unique drop (from the same source).

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That is mind boogling to me. Don’t get me wrong CoF is not perfect, but it is damn close IMO.

What you are suggesting would lower/remove some of the random drops for potential other builds and some"surprise" drops, which I wouldn’t like. I do like that all the CoF loot is on top of the regular loot and does not weight or replaces loot.

But there is nothing remotely similar to CoF in any other loot driven ARPG and saying that CoF sucks seems very harsh to me, because it is a damn good solution.

I’ll say i like COF rank bonuses, but using prophecies often sucks.

I agree with you, but prophecies need a better mechanic. Spending an hour rolling and re-rolling prophecies is boring and stops you playing the game constantly.

We need a “build-a-prophecy” system, where you choose what you want to drop, how many (among the available options), where and what condition and you pay more favour than you would while re-rolling for the same prophecy.
Costs can be adjusted until they’re balanced, but I’d rather pay way more favour and be done with observatory in 5 minutes rather than having to stop playing the game for an hour every 2 hours.

Ideally, though, I’d prefer an alternative mechanic to prophecies where you get to adjust drops. It can even simply be the extra drops, so the normal drops remain untouched.
But something like “Extra drops have 500% more chance to have minion affixes”, or don’t drop melee affixes, or have a higher chance to be unique X.
This would be ideal because you could make drops more relevant and didn’t have to stop playing the game.

it is a good START but i wont call it a damn good solution.

currently with the “atlas” tree both CoF and MG both can target farm specific uniques and mod rolls.

but i would argue something that i argued before they rolled out CoF v MG, is that one side will always have the shorter end of the stick.

trade will ALWAYS be king. compare this. i go brain dead mode and just go on a farming frenzy, farming gold, just blasting maps. i farm a lot of gold and indirectly farm favour. how easy would it be for me to buy relics with a prefix and affix that i specifically want, compared to farming on CoF? i would have to farm like mad then once in a while i need to put ACTUAL EFFORT, putting in specific lenses, rerolling, checking the prophecies, consider if its worth it. purchasing the prophecies, but we’re not done. we actually have to put in the effort to COMPLETE the prophecy.

thats a whole lot of work that you have to do compared to an MG player.

also, if your build sucks ass, and you want a boss specific drop you would have gated yourself by playing CoF as you have NO WAY of obtaining the item early. whereas in MG you could simply just check trade.

my issue that i brought up ages ago is “how do you make one side feel like theyre not missing out?”. EHG wants their cake and eat it too the reality is modern ARPGS suck ass for single player experiences. i’ve played POE for a literal decade. no mirror drops, no mageblood, no headhunter. this is because the game is balanced around the existence of trade. its very bad. i used to accept it. until one day i played the p2w game called undecember. it really is p2w but one thing i quickly realized is that despite being p2w, on certain aspects, it was god darn generous. i was dropping tons of currency. their currency was more or less copied from POE. but the difference is i had them in the abundance that i have in crafting mats in LE. i was rerolling magic items, aug, regalling, exalt slamming and crafting VERY good gear that i could only dream of in POE. all because they were generous with their drops.

whenever you have trade economy in consideration a common issue is you’re forced to make items drop less to make items valuable enough that people would actually trade for them.

this is why to me CoF is a mere band aid consolation prize. its good in the sense that its better than nothing. theres still a lot of work to be done and when the new “atlas tree” came out i was asking myself “geeeee, why doesnt CoF give us these sort of benefits instead?”.

you can call me entitled but i respect my time enough to simply see it as “not enough”. coz as it is that is what CoF is. not enough

Not according to Kulze. According to him, CoF is way better than MG at the moment.

Personally, I think they’re kinda balanced. There are things that CoF will get way way easier than MG and things that MG will get way way easier than CoF.

Not that different, really. There are lots of crafting options for it.

Where MG is superior is in getting that specific unique, especially with LP, from the drop pool, especially for rare ones. It’s also superior for idols because we have no way to actually craft on them.
On the other hand, CoF is vastly superior in getting 2xT7 exalted gear.

So they both have different bottlenecks, but I wouldn’t say that one is superior to the other. They both need some love, especially in the UI/interaction part, though.

Well I do see CoF from a different perspective. It is not about what is better CoF or MG. It is about how I want to play and enjoy my games.

And I do not have the feeling of “missing out” at all when playing CoF.
Quite the contrary it feels a lot better because I don’t have to constantly check if a drop would be worth something or how much more gold I have to farm to buy item X Y or Z.

I had to LOL IRL when I read this.
Playing a video game and having to put “actual effort” crazy I know. You have to interact with systems and not brain dead farm for 10 hours straight.

I would simply say this is a difference between playstyle/ways how different people enjoy their video games.

I disagree. First of spending an hour would mean you have farmed dozens of hours without Prophecies and have insane amounts of favor.

Secondly I find it very rewarding and satisfying to go to the obsevetory and spend my earned favor on Prophecies. Spending a few minutes there does break up the gameplay loop in a good way for me, when I then leave it and go back to doing echoes I have a sense of “new things I can do”.

Not really. If you’re farming at high corruption you will get more favour than you spent just while completing your current set of prophecies.
That is, after all, the issue in this very thread.

That being said, an hour is an exageration on my part. But you do spend 20-30 minutes just hitting the reroll button. And sometimes you even skip prophecies you wanted because your body develops muscle memory in that time and you click reroll before you can react.

We can have that sense on “new things I can do” without having to spend so long in there. And without having to port to observatory 2 or 3 times a day with 2 loading screens per trip.

I just dislike being forced to stop playing for long periods of time. I hated prophecies in PoE as well. As did most people, which is why they removed it.

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Well I don’t have that issue at all. So I guess it depends what Prophecies you take and how much corruption you play.

I always farm between 50k and 100k and then get some Prophecies. When like 90% of them are done I am not even back at 50k usually.

Well different things for different people. I like it.

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Sure. And I didn’t suggest getting rid of it. I simply suggested alternatives. The build a prophecy would allow you to spend much less time there at the expense of everything costing much more favour.
And the alternative passive drops idea was something you could use instead of prophecies. So you’d use one or the other, depending on what you like doing best.

Which is fine.

But the prophecies definitely need some work, they just feel awful. It’s no fun to have a target-farming mechanic where you cannot target the mechanic itself :stuck_out_tongue:

Plainly spoken it should just provide the respective options always, simply the re-roll allowing to change the prophecy target instead of the outcome.

Yes, exactly.

The core idea of CoF and the base execution (with a few flaws like the exalted increase not being a flat value but instead a multiplier on top of already existing rarity multiplier causing severe differences in Affix tier drop-range comparatively to the full market-power of MG even) is one of the few well designed mechanics in Last Epoch.

Actually for the top-end of item acquisition it’s CoF being king, by far as well.

The exalteds are a major issue for MG overall, to even the current situation out we need easier access of exalteds for MG (or harder for CoF, which is easier to achieve and goes against power-creep) and easier access to uniques for CoF (or harder for MG, but that’s surprisingly hard to achieve).

If you solely farm Gold in MG you’ll not buy a single item, hence trade would be even less ‘king’ then.

You gotta take into consideration that to make money in MG you need to sell items.
Selling items requires knowledge. A fraction of the playerbase has this knowledge.
This by design means unlike in CoF 95% of people in MG won’t even acquire the stuff they want since they don’t know the proper ways to list and farm items.
And even if they overcome it then the end-result is still to be stuck at the top-end of the equipment route since access to high-value exalteds is extremely scarce and needs accumulated hundreds of hours of gameplay simply to generate the Gold-tax which is spent from a single time buying one of those.

If you wanna compare what is ‘king’ and what not then you gotta take into consideration not only the top people but also the general player. You cannot stop trade being superior for outcomes for the absolute top traders, any market always enforces wealth to go to the most dedicated and knowledgeable people comparatively… because they are putting in the respective effort the majority wouldn’t. It splits the outcomes more drastically then a fair mechanic like CoF does, where everyone gets the same chances and outcomes… at the downside of it not being the ones you personally want though.

Depends?
Early game?
Mid game?
End game?
Top-tier end-game?

Starting with end-game it begins to crumble, and at the top-tier it’s entirely flipped around who is the better option.

And in MG you need to acquire the knowledge of which items are worth something. Then checking the price for it, checking for cheaper ones at lower roll ranges as outliers, then list.
This is per-item case.

If you wanna compare it then prophecies don’t need you to expedite even a fraction of effort compared to trade.
Which is a major reason why many people don’t like trade, it’s a chore to go through. CoF is not supposed to give you similar chores, even if milder. The whole reason is to avoid having to go through stuff and just be able to focus on playing, and that… the prophecy-system does awful.

At the core CoF is a good mechanic though.

Which is a topic I was heavily talked against by DJ for example, in another thread, with novels of posts which went in all weird directions.

I’m still for enforcing a mandated gating mechanic for MG to avoid this.
And proper balancing of the bosses to fit for the game’s state.

You can target-farm all of those. HH through divination cards and sightless seer rushing. Mageblood through divination cards and card-gambling.
Mirror through divination cards once more for the mirror shards and card-gambling.

Any knowledgeable and very dedicated player can do it in a cycle’s time actually. Most won’t ever do though.

Exactly!

That’s the ‘tedium’ I’m talking about.
And prophecies re-introduce this sort of tedium to a small degree… which was to be avoided after all.

Hence it’s a bad mechanic in the current setup for CoF.

This sadly doesn’t uphold.
At high corruption levels you significantly outpace spending. Though that mandates playing at said high corruption.

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I actually like it that prophecies make me play different sorts of content occasionally (other timelines, killing a dungeon boss.)

A complete ‘pick all variables’-style might be more effective, but detrimental to my long-term enjoyment. As is the old saying: “Given the chance, players will optimize the fun out of the game.”

Now, fun is subjective… and re-rolling prophecies until I hit those I somewhat want isn’t exactly fun for me, either.

You still can. After all, each thing that set up has an extra inflated cost.
So you can simply set up that you want unique chests and leave everything else to chance and pay the regular cost of a prophecy x 1.5.
Or you can set up that you want unique chests in monoliths and pay x 1.5 x 1.5.
Or you can set up all 3 and pay x 1.5 x 1.5 x 1.5.

So you can still get different sorts of content and even pay less for it, if you want. And if you want to specify all 3, then it will cost a lot more favour (meaning you wouldn’t have the issue in the OP, since you couldn’t farm enough favour to keep it going forever).

Yeah, that’s why I’m leaning into a ‘you get the outcome as a base-price but the content has to be rolled’ type of mechanic.

So you can always choose to get a LP unique, a random unique or several uniques as example… but if it’s in arena, rare mobs, bosses or whatever else is still RNG.

This makes the content-nudging available but the targeting itself for the outcomes at least precise.

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