Another PoE player that feels all ARPGS need to be like PoE, surprise!.
I think mob density, monsters threat and mobility are all in a great spot, sure you could see some refinement here and there.
Mob density doesn’t add much at anything, other than feeling you killed a lot of monsters, really, in PoE it just buys more tickets for loot, I prefer less and more meaningful enemies instead of lots of them.
I think monster threat in general is in a really good spot. Big attacks are telegraphed/predictable, you need to pay attention most of the time, many monsters have tools to quickly dispose the player if you stay still for too long,
I like movement in this game. Cooldown (usually short) makes it a choice, not a spamming tool to just go faster. If you waste your cooldown in moving faster maybe that skill is not ready for the next mob group, or you cannot easily dodge next attack in a boss fight.
@Krowkie@Ninakoru I ve probably played at all H&S since diablo 1 release and I’m not a only PoE player. All other move skills feel slow. A cooldown under 1-2s should be a solution. But if they are no more mobs density a spamming touch as shield charge or leap slam should be better than walking.
@XLVI_carpo the mobs diversity/composition is especially the thing I feel the best in this game. sometimes they are a bit rough mobs composition but in the many case avoid patern from giant mobs and killing thrash mobs feels fun.
I’ve played in many guild about ARPG and the slow from this game was often/always the problem for many players. I think the small comunity on this game is ok with the actually game speed, but it’s probably not the case for attract more peoples.
Exactly, there are times I just want to unwind from the go go go mentality of daily life and chill through things. More go go go is not always fun, especially in PoE, a game that I have played since Alpha. We have to remind ourselves that PoE used to be a slow grind fest in its early days until it exploded with 10 years of development thrown at us.
With regard to the pack size being too small, I disagree
During early game pack size is too large as you have yet to get really decent clear options.(this is especially bad in the zone with all the void enemies that have homing void projectiles early in the game)
The issue is that pack size does not scale all that much based on area level.
Personally im glad how it is, its a middel ground between Grim Dawn and PoW, not too slow and not too fast. But with that said, i do like to see more move skills for better alternatives so its not always the same as 99% of all builds use the same class move skill always.
My “No thanks” on that is so strong that I would be perfectly happy if every movement skill was removed from the game.
The world does not need yet another ARPG that’s balanced around spamming movement skills to blast through zones as fast as possible. When I want that gameplay experience, I will play POE, and all of y’all trying to make LE into it should do the same.
You know what i think? I think the best we can have is out of combat move speed (maybe affix on some items), I mean it’s boring when u run on clear space without any enemies. So maybe we got something like if 0 enemies on your screen, you run significantly faster and on time when someone appears buff is gone. If it’s hard for mechanical measures, we can have something like when we and our minions stop hitting anything and don’t take any damage in pas 3-4 seconds, we got that buff for our move speed.
Personally I really like movement in this game.
As a general feedback, the movement skills I used in all my characters feel very responsive and pleasant to use.
The CD felt right for combat situations, but I tend to agree that out of combat it felt a bit long.
This is in particular true for the rogue. Shift is an amazing combat movement skill, but when out of combat you just spam shift to move a bit faster. The problem is that there is nothing interesting in using shift on cooldown, but its strictly better than any other option.
On the opposite side of the spectrum, on sentinel, between lunge, shield charge and javelin you have a lot of options on map traversal. I really like the minigame of running down corridors with shield charge for quickly traversing the maps, it is something I miss when using other classes.
The one gripe that I have with the movement skills is that gap-closing is very inconsistent. There are entire walls you can phase through with no issues at all, and there are obstinate pebbles which will completely stop you in your tracks.
ARPGs tend to trend towards higher speed and stimuli the longer they are around, and once either is increased, the majority of players don’t want them lowered.
I see that EHG is very careful about this, and hope that they’re able to keep it in check for as long as possible, because movement and attack/cast speed are almost always the flat-out best choice to make when building a character. Increased player speed also leads to gameplay balanced around the potential for that speed, and so enemies must be sped up as well, which shaves off available player reaction time until the game is go-go-go-DIE.
Density increase is also not necessarily healthy either; leading to not only visual clutter but the necessary homogenization of enemies. High-density usually means that efficient farming becomes filling the screen with low-impact, low-challenge enemies to be simultaneously deleted. Right now LE tries to have groups of enemies which compliment each other in different roles, and this is possible because their numbers are limited enough that the battlefield is uncluttered and the enemies are visually distinct from each other, not getting lost in a crowd. Less density also means I can see damage-dealing areas on the ground.
Travel skills encourage hyperspeed gameplay as well; a race to the finish line; not exploration or anticipation for the next group. Movement skills limited in scope to battle engagement or disengagement provide a tactical tool, but treating them as travel tools means spamming them repeatedly to get across maps, which is not skillful or fulfilling.
I would prefer to see a fairly low soft cap on both movement and attack speed, or better yet the boosts to either being situationally limited to give temporary tactical battle advantages, not being used as the standard game speed.
As for density, I like this game because it feels more like I’m exploring environments instead of sprinting across fields of enemy-shaped eggshells. I don’t mind trekking through a dungeon; other games feature high-speed adrenaline objective sprinting, and I’m glad that LE provides an alternative.
The most racers on PoE play in SSF HC, it’s not a GO GO GO DIE gameplay. But if you are not gifted, you will probably die more often. . I fall asleep into Last Epoch’s maps.
Nobody is disagreeing that you can blast through maps much faster in some other ARPGs than you can in LE. The disagreement is in whether or not LE should also follow that model.
It’s great that you have 10 level 100 characters and I’m sure your plaque will arrive soon. That doesn’t change the fact that if you’re “falling asleep” in monos, a solution to that already exists - push your Corruption higher.
Regardless, the game is slow for me and surely for many others. If it appeals to the game’s niche community while the number of players decreases, so be it. I would have had a good time anyway. Maybe the interesting mechanics that some PoE players are promoting will sometimes bring a few players back, but I doubt it will go beyond that. Having replayed it for 1 hour lately, I prefer to leave it aside in its current state, and this is also the case for those with whom I had the opportunity to discuss it.
You’re talking as if the movement speed is the only reason LE is not a big player and if it’s weird for people to like it as it is. I doubt that. Many or most of the early LE players and founders also have a PoE history and are still enjoying PoE regularly.
Nobody that likes LE and the current speed is trying to keep LE in a niche or gatekeeping from PoE players.
This is a different game that PoE and also many PoE players accept that difference (and maybe appreciate it).
It probably is. But only because you’ve spent years being conditioned by shallow design decisions in another game. If you’d spent the last decade playing Diablo 1, Last Epoch would make you feel like you were in a rocket ship.
It may be your personal preference, and it’s perfectly fine if it is, but there is nothing interesting about “Spam movement skills as fast as possible” as a mechanic.