Why there is NO Build Diversity

Where did they say that?

Maybe they said something along the lines of not being 100% happ with how corruption currently works or is perceived, but I don’t think they ever said its placeholder, because that sounds very much like they already had a idea in mind for it and havn’t done this until now.

The corruption system is in the game since Patch 0.8.2, after the Big Monolith overhaul in 0.7.9 and small Monolith Expansions at 0.8.1.

While infinite scaling always bring challenges and critique with them I don’t think they are as problematic as many people make them seem.

I am sure EHG will expand on the monolith a lot mroe and possibly makes corruption mroe exciting, but I don’t think they will fundamentally change corruption.

Hi! Which build(s) did you use to kill Uberroth? What’s the hardest part of the fight for you? What’s your preferred way of handling laser baits? Do you prefer to finish Phase 3 with the boss in the upper right corner so you can see his necrotic waves while you fight the harbinger, or do you prefer to keep him far away, bait the waves, then move up to the harbinger?

Bare in mind this is over 3 weeks old but I think your 1% call is a bit shit, this is a kill list for all classed who had killed uber way back then, there will be more now theres a lot of class diversity for that to be 1% and as mentioned thats 3 weeks ago!

https://www.reddit.com/r/LastEpoch/comments/1kdnft7/uber_abberoth_kill_stats_across_all_modes/

Speaking of shit, I’m a shit player and can’t kill uber I couldnt even level a falconer with umbral high enough to do normal abby before I rage quit. My timerot is 99 and i can do normal abby easy but die on Uber - but not because the build can’t kill him in 1 minute but because IM JUST NOT THAT GOOD OF A PLAYER. I’ve accepted that even with the best builds I’m just stupid and run into the wrong shit, sit still too long, try to play catch with fireballs etc. There’s a lot of diversity and most builds shouldn’t be measured off a new super uber boss but normal abby. There are also lots of builds they need to bring up and make stronger (def shield throw) and I’m sure they will along with adding new 2H maces in 1.2 (hah) anyways thats my 2 cents. Shit player ouuutttt mic drop

Yeah, but look at that number disparity. There are far, far more kills with the top 3 classes simply because those classes are far, far better than everything beneath them. Anything below BM is basically an outlier at that point.

Yeah the point I was making is 1% of builds isn’t correct if you CAN beat the biggest dude with all those builds then the percentile mentioned is very incorrect and you can if you’re good enough beat him with a lot of classes. But you’re right there are definitely 4 builds doing it easier than others right now - Stormcrows, Timerot Jav, Umbral Falc and Erasing Strike but there are lots of others doing him fairly easily just not in that sub 1 minute bracket and that’s on the devs to correct, either bring down those builds to par or bring up everything else.

I’ve got an erasing strike VK and honestly watching it kill shit is funny - example you run to abberoth, click attack a few times, dive roll away (not that you need to cos VK can blind and also take ele dmg as void then less void making it super tanky with the best leech so you can tank anything) and then your echo stands there and hits him 5 or 6 more times doing 600k crits while you’re no where around, its stupid. Void Knight is definitely waaaaaay stronger than any other sentinel by a mile. Pally can be tank and do good damage and I think there’s another class… just can’t remember it because it’s really quite shit haha!

But yeah 1% nope, tons of kills, more and more as people gear up and learn the fight but yep. Definitely are stronger builds happens in every game. Hopefully they just bring up every other class that’s lacking and give them crazy damage multiplier skills in their trees and class skills like VK has for example. Would be amazing.

Wow, just wait a little, I am gonna kill him for you with hc ssf forge guard who died and now on sc. Well, dunno can I kill him actualy, coz I am not farmed at all. That was my post about, but I show you result of my try later.

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I want to insert a new variable in the discussion: season rewards.

If the devs introduce season rewards they can shape the whole discussion. For example, if there are season rewards for pushing 300C and for killing Aberroth, then builds might be measured based on that, because most players will try to complete season rewards and call it a day. Uberabberoth and 1000 corruption would be optional and just something to test your limits. If this is the definition, the build variety is very good.

If EHG introduces season rewards and give rewards for 1000 corruption and killing Uber Aberroth, it will lead players to gravitate to 2-3 top builds. Many players will be frustrated and the perceived build variety aka meaning viability will be very bad.

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That is why I asked if there is a precise drop rate for such things. What is that real huge difference in drops from your example lets say. Aka 600c to 1k c. Does that double my drop rate for the rarest items lets say or just increases it with 0.5 and people are being elitists about this not wanting to do 10 more echoes for the same item to drop at 600c instead of 1k c. Are my chances for double/triple t7 items double as well? I would love to see an actual sheet or something for that if it exists otherwise in my head at least it makes 0 sense to farm at 1k and defend that point. As I said unless you are some elitist about this and you are the person who tells people nothing is good unless you min max everything possible in the game from the settings to the way you should farm an echo web.

I can tell you this league all my best items have come from sub 300 - all my red rings lp included, all my Lp4 items, all my Lp3 - I know because I don’t really go over 500 unless it’s with my mate when we do 1000+ and there is no different in loot, no added chance in nem’s for better items or greater chance to hit lp on uniques. My red ring earlier was 100 again, all shades lp3 siphons are from 100 and my 4lp sigeons reprisal was also 100, I remember because it’s my fav item this league hug

If it’s requires by an echo like Uber abby then over 500 we go other wise absolutely no point. My Timerot Jav guy can run around a 500-700 without really attacking and stuff dies around him but I’d rather do it lower and quicker. People go higher than 1000 as a challenge and if they’re saying its for loot they’re crazy it’s just not true - from personal experience. PS I work for myself own my own business so I play about 8-10 hours most days. I’m still a shit player but I get a lot of time to see how things work :stuck_out_tongue:

I made this 0-DPS meme build in honor of this thread.
https://www.lastepochtools.com/planner/oR23OK5o

  • 100% block
  • Max Armor and Block mitigation
  • 80+% damage reduction against all damage
  • 489 Health regen
  • 122 health gain on block

  • 243,000 EHP vs hits
  • 27,000 EHP vs DOTs
  • 241,000 EHP vs one-shots
    And the kicker:
  • 1700+ Fire DOT damage
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I’m actually in the middle there, as hard as it is to say I align a little bit with ABomb there.

It’s the dev’s task to ensure the ‘optimizing the fun out of it’ doesn’t happen. Because that’s the natural state of the brain. Your goal is to get somewhere, and to get there faster we try out best. And our best is to be as optimal as possible… and our brain sadly is not really good in making us enjoy that road, just getting us there.

Tat’s why things like ‘Let us respect freely and always!’ are asked so often. It’s a tedium which has value though, so the method to make it be perceived as less of such while upholding the function is the top-end solution.

You can’t blame a human for being a human. You don’t go into the pen of a hungry lion and then be surprised you get mauled to death either :stuck_out_tongue:

It’s more because your arguments are utterly wild and more often then not baseless while you ignore around 80-90% of the things being said and potentially starting a proper argument to return to the baseline like a broken record.

But well… you do you :stuck_out_tongue:

And as hard as it is to agree once more… OP is right!
The perception of viable builds is inherently increased when more builds can reach the perceived end-point in a reliably manner. So 100% true.

The method is a bit wonky but it’s not something I can argue against.

Builds + content need to align.
So if builds are nearly through the bank underpowered for the content provided… then friggin yes it’s a option! A dumb one… but one solving the issue. Worst possible solution and actively detrimental but solving it nonetheless.

So what’s the working solutions? Distinct showcases of limits. Reworks of balance. Broadening of content to alleviate the ‘repetitive timeframe’ in-between those places.

If less content is there people which are quick complain about too little content.
If you provide content in the friggin middle of core progression then players will complain about being unable to reach it.
If you make things take simply longer then people say it’s a ‘chore’ or a ‘slog’.
If you align every bit of content though with your progression to neither be piss-easy nor overwhelmingly tedious and ensure it’s done from start to end in a fitting smoothly scaling manner? Then and only then you get people actually saying ‘I really enjoyed the game, I’m done, I can’t wait for more to come!’ and be fine with that. Sure, you’ll always get complaints… but the sheer volume of that is telling enough.

And that’s what’s direly needed.
LE is a social game at heart, otherwise it would only be a SP game and not a live-service one. Even if you play solo the community aspect is available for a reason. Making a live-service game without it being a major aspect is basically collapsing a house for demolition while you’re in it… you likely will get buried and for good reason too.

So since it’s a live-service game the comparison to other people playing it as well is a big aspect, which it generally is on MP games of any kind. Hence distinct lines to compare yourself are to be upheld as often as possible.

Oh, you’re 100% right, but you’re tackling the issue a bit from an awkward angle.

What people mostly perceive as ‘build variety’ is actually not ‘you can make something and run content’ but instead ‘you can make something and reach the perceived content top-end’. And here the issue begins, and that’s completely EHGs fault with their design methodology and lack of providing clear-cut lines of content change.

It’s 100% a perception issue, but perception can be adjusted by design, and is to be adjusted even not only ‘can’. For example… after beating Aberroth the first time? Roll credits! Skipable, but… ‘you’re done, congratulations! Game’s over, enjoy everything beyond!’… is a ridiculously powerful method to reign in expectations.
Same with clear-cut ending of content ‘Yes, here you are, nothing more to see’. Which is mostly used.

So the endless system is causing this issue of perception simply, and hence it needs something to reign expectations back in. Unless that’s there actually as wildly out of line ABomb is the cure argument upholds… because it doesn’t matter if we say 300… 500… 700 or 1k Corruption, it’s still a arbitrary un-reinforced line… when it should be majorly reinforced.

Nothing changes with that practically… but people suddenly are ‘fine’ with a build not getting to Uberroth… why? Because they can kill Aberroth, so they beat the game!
Currently Uberroth is ‘beating the game’, and not being able to achieve that? Oofff… feels crappy, doesn’t it?

Yes, I agree.

But you gotta take into consideration that it’s not the same for others. I’m on your side there… but learning to read ‘between the lines’ what people mean is kinda important too. The majority of people aren’t straight-forward thinking in the same measure as me or you.

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You dont get more rare items at higher corruption, there is something about lp being better at higher corruption mentioned by the devs but they stress its VERY small at caps out.

All that happens at higher corruption is you have higher item rarity, so remember if you play without a filter and you enter monos and there is 1000 white items on the ground after kill a few packs? in higher corruption these just become better quality items instead. So you are not getting more red rings because you have a better chance at red ring, its still a 99% reroll or whatever, instead you just simply drop more uniques overall so get more chances at one happening to be red ring.

Triple/double exalted I think is just rng but we have nemesis for that now.

The big one is favor gain. Favor gain is iirc based on experience gain, so higher exp per hour = more favor per hour. So as long as your speed isnt getting hurt by going higher, higher is always better. more favor means more targeted items in CoF and more trading in MG. So favor drives the end game item hunt heavily.

But are people being elitist? perhaps a bit. Ive certainly felt fine farming at 300c, if your build farms fast, it hardly matters what corruption you farm at if its atleast above 200c.

But I speak from a CoF lens, Ive never played MG. but in CoF because there is no items really locked behind 600c, there is no reason to go there. You can get omnis and nihils etc all at 300c and normal abby etc.

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Yes & that’s why you’re more likely to get uniques so you’re more likely to get the higher rarity uniques & uniques with higher LP ('cause you’ve got more rolls of the dice).

Exactly, you’re getting more higher rarity items. What you’ve just said contradicts the first sentence:

Said rarer items can still drop at lower corruption, they’re just less likely at lower corruption which is something the OP doesn’t seem to understand. If he’d couched it as "you’re unlikely to see rare uniques at “low” corruption, that’s fair, because it’s true, but I’m not sure how well he understands statistics (& TBF, I never liked statistics either).

Yes, though double exalted items aren’t uncommon for CoF, even in normal monos they can drop.

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Well yes your correct, but thats not really how peoples brains think, its not “well are my odds better at getting red ring at higher corruption?” yes. because you get more chances at the slot machine, and more pulls of the lever means you get closer to true odds so your odds are better.

But thats not the same as say boss uniques which literally have chances based on item rarity, so corruption directly increases odds.

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Yeah I know but I keep asking about the differences yet no one has an answer. If you are telling people to farm at 1k corruption because the drop rate for your item increased with 0.1 then yeah I see it as an elitist thing. That is literally the only big thing in this entire conversation of “builds are only good if they farm a bajillion corruption”. If there is close to no difference in drops just a slight one then it is just some elitist min max thing happening. Nothing wrong with being like that it is a video game to enjoy however you want but to say shit like “no build in game cause no handle a million corruption” is a silly elitist thing to do if the case of loot drop is…yeah no diff

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Dont get it twisted, the loot increase is easy to notice.

But rng is still rng, and there is no easy to compute “this is how much more likely you are to get red ring”

if rarity scales linearly, which I dont think it does, but IF it did. then at 1000c you have 1079% increased rarity. or 11.79x rarity over baseline. and at 600c you have 618% inc rarity, or 7.18x over baseline. or 64% MORE rarity at 1000c. How does that translate to dropping the item you want? no idea because its still rng.

like I said, the big difference is in favor gain. Favor isnt rng, its set to xp ratio. 600 vs 1000, is 30% more favor per hour full stop.

once you reach the very end game of grinds, say farming red rings. in CoF specifically your entire bottleneck is in prophecy or favor per hour. they say its about 300k favor per red ring. so you get a red ring 30% faster at 1000c vs 600 if thats your method.

Based on what i experienced farming for 4lp palarus, favor = 100x the number of swords you can farm any other way, so favor was the bottleneck as well.

MG uses favor to buy/sell things, so if you are using MG as its set up, again favor is what you need, as you want to be buying and selling as much as possible to make use of your faction I just dont know the exacts because I dont play MG.

I can exactly tell you how that works.

If you got 1000% rarity it means your chance for upgrading an item to a higher rarity is 10 times higher.

You generally drop the same amount of items, but… they’ll have a higher rarity.
White items become magic ones. Magic ones become rare ones, rare ones become exalted ones. And the amount of uniques is substantially higher as well.

It also has a very high correlation to exalteds, not the full percentile (as a part is used to convert items to uniques) but very much so. Meaning at 1000% rarity you’ll likely see… 9 times as many exalteds and uniques as you would without any rarity at all.

Only upholds in the earlier stages of a Cycle and very very partially in Legacy. The vast majority of exalteds and uniques are worth… nothing at all, not even worth the effort to price-check. It’s good to check and remember which items have value and remove any others from the loot pool of displayed ones in MG instead. You’ll drop 1-2 items per 600 corruption echo at best, which will be 20k+, if you really wanna use all your favor.

Favor in MG is not a limiting factor end-game for selling, actually the much higher issue is time investment to find out how much a friggin item is valued, which takes more time then running the content currently, one absolute disaster.

build calc showing 68k ehp vs hits and 7k vs dots. Btw you build sucks on def, I have mine for ages, look at this beauty https://www.lastepochtools.com/planner/oYeZk4lo
And this is without new idols :laughing:

ps: forgot to add new majasa shield, but it’s still pretty good.

600c is a soft cap in rarity increase. Which means that it should be linear until 600c and fall off until 1000c, where you get another soft cap which is much harder.
So likely the difference between 600c and 1000c isn’t as high as the one you calculated. Still relevant, but not as much.

He was comparing 600c to 1000c, not 1000c to 0c, though.

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Heh, turn on Rebuke in the Buffs section, as the build is able to chain-cast it with Cooldown, extra charge, and cooldown on Vengence attacks.

I rolled up this build (only in normal monos as leveling/progress is sloooowwwwww.) But it isn’t quite as slow as I thought.