Last Epoch

Last Epoch

Zartanyen Mar 8, 2023 @ 9:57am
2
Love a rational defence of this trash game mechanic, and why anyone would want it in any game.
What I am looking for is a actual defence or why this mechanic would be beneficial to some players.

Example would be someone who supports boosts and takes the position that they allow players who don't have as much time to play a game to keep up with their friends or stay competitive verse those who have more time than they do to play. I might not agree with that or support it but I can understand it and why it would be beneficial as a whole to some player bases.

Reading the patch notes for .90 I came across a mechanic I was unaware of in the game, xp reduction for higher level mobs verse current character level. Saying anything over 10 levels is negated ( guess current is 5 levels) only get fractional xp of monsters falling into that category, yet mosters don't scale down to meet those requirements.

Went to discord to confirm this ( what a mistake that was.) received the usual fanboy responses of blind defence with no rational facts or statements to support their positions, git gud responce, ( though doing content almost twice my character level) insulting, accusation of not doing what I said, basically the usual fanboy replies. Dev responce was vague non specific with a specific of "we didn't want new players pushing themselves"??? Seriously it's a video game not trying to make physical or mental conditioning to join or pass something irl that may be detrimental to my health.

To me the honest and true answer would from a dev would be, that they wanted to artificially make the game harder by not allowing faster leveling by giving reduced xp rather than than true amounts to prolong leveling. At least I could respect that answer for truthfulness.

This isn't some F2P grinder with pvp and boosts for sale ( least not yet ) which would want this mechanic, if it was meant for preventing boosting other players I could understand that but they have a mechanic for that and their are better mechanics that could be made and implemented to prevent this. For single player offline ( especially) or even single player online I see no reason for this mechanic and it never should have been in the current game up to now.

What player wants their xp reduced ever? This is purely a for the company mechanic with no justification for it beyond that from what I can see.

I am doing mono's at 28 or so and the first tiers level is 58 but I should be excited and happy to get the xp of a 33 or 38 level monster even though I am beating them at their true level of 58 represented by their stats? This is complete garbage
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Showing 1-15 of 17 comments
Koala 4peace Mar 8, 2023 @ 10:07am 
I do find higher lvl enemies giving few exp a bad idea. They did it, i imagine, so people don't get carried by others or more skilled players can't get to max level too fast, but in the end this is the classical "make the game longer without adding content" ♥♥♥♥. It's specially bad when you get to 70+ level where the amount of time to level up became insanely long.

More than the repetition of the monos (which is bad) this is what killed the high level gameplay for me.

Edit: Still, don't get too angry over this or the fanboys in any media, it's bad for your health.
Last edited by Koala 4peace; Mar 8, 2023 @ 10:08am
vishuspuss Mar 8, 2023 @ 10:17am 
Originally posted by Zartanyen:
Went to discord to confirm this ( what a mistake that was.)

Stay far far away from that place lol

You will get a better answer (and more intelligent I might add) from the game forums!

https://forum.lastepoch.com/
Zartanyen Mar 8, 2023 @ 10:41am 
Originally posted by vishuspuss:
Originally posted by Zartanyen:
Went to discord to confirm this ( what a mistake that was.)

Stay far far away from that place lol

You will get a better answer (and more intelligent I might add) from the game forums!

https://forum.lastepoch.com/
Thanks did that just now.
Yes, that discord was something else. Makes steam forums look like Harvard debates.
Googledebunker Mar 8, 2023 @ 10:56am 
It's probably to prevent power leveling in multiplayer. If that's the case they could just add a level difference penalty or something. kind of annoying, but not really a big deal. I would rather not have scaling since it feels like you're constantly treading water rather than actually feeling more powerful. I don't want giant rats standing toe to toe with my level 60 god killer.
Ravenkid9266 Mar 8, 2023 @ 11:31am 
Originally posted by Koala 4peace:
It's specially bad when you get to 70+ level where the amount of time to level up became insanely long.

How long are the cycles planned to be again? 3-4 months something like that. Now recall your faction does not max out until "Post level 100" really another hidden kick in the teeth if you go trade. However I guess its a replacement for the gear grind, given that passive point is more player power then most characters need I can only suppose it is a replacement for hunting that build capstone item.

LE seems to be slowly transitioning into a super casual game, and hey that is fair, but how long does the average user game for again, 8 hours a week, so if you math it out best of luck.
Kotli Mar 8, 2023 @ 12:09pm 
In my experience playing the game so far I always end up over levelled and that with the current +/- 5 range so I dont see how it doing to effect me after it been doubled to 10.
Plus Diablo 2 has the same +/-10 levels safe range and PoE is even worse with a safe level range of 3 growing to 9 as you get higher levelled.
Last edited by Kotli; Mar 8, 2023 @ 12:13pm
They should probably disable it for single player tbh, for multi yeah it's to punish power leveling which fair enough.
bandit Mar 8, 2023 @ 3:21pm 
Originally posted by Zartanyen:
What I am looking for is a actual defence or why this mechanic would be beneficial to some players.

Example would be someone who supports boosts and takes the position that they allow players who don't have as much time to play a game to keep up with their friends or stay competitive verse those who have more time than they do to play. I might not agree with that or support it but I can understand it and why it would be beneficial as a whole to some player bases.

Reading the patch notes for .90 I came across a mechanic I was unaware of in the game, xp reduction for higher level mobs verse current character level. Saying anything over 10 levels is negated ( guess current is 5 levels) only get fractional xp of monsters falling into that category, yet mosters don't scale down to meet those requirements.

Went to discord to confirm this ( what a mistake that was.) received the usual fanboy responses of blind defence with no rational facts or statements to support their positions, git gud responce, ( though doing content almost twice my character level) insulting, accusation of not doing what I said, basically the usual fanboy replies. Dev responce was vague non specific with a specific of "we didn't want new players pushing themselves"??? Seriously it's a video game not trying to make physical or mental conditioning to join or pass something irl that may be detrimental to my health.

To me the honest and true answer would from a dev would be, that they wanted to artificially make the game harder by not allowing faster leveling by giving reduced xp rather than than true amounts to prolong leveling. At least I could respect that answer for truthfulness.

This isn't some F2P grinder with pvp and boosts for sale ( least not yet ) which would want this mechanic, if it was meant for preventing boosting other players I could understand that but they have a mechanic for that and their are better mechanics that could be made and implemented to prevent this. For single player offline ( especially) or even single player online I see no reason for this mechanic and it never should have been in the current game up to now.

What player wants their xp reduced ever? This is purely a for the company mechanic with no justification for it beyond that from what I can see.

I am doing mono's at 28 or so and the first tiers level is 58 but I should be excited and happy to get the xp of a 33 or 38 level monster even though I am beating them at their true level of 58 represented by their stats? This is complete garbage

yeah bummer. People can't be powerleveled and it's possible for people with a life and a family to keep up with nolifers just a little. Better call the police and put them into jail for that one...
Zartanyen Mar 8, 2023 @ 3:33pm 
Originally posted by bandit:
Originally posted by Zartanyen:
What I am looking for is a actual defence or why this mechanic would be beneficial to some players.

Example would be someone who supports boosts and takes the position that they allow players who don't have as much time to play a game to keep up with their friends or stay competitive verse those who have more time than they do to play. I might not agree with that or support it but I can understand it and why it would be beneficial as a whole to some player bases.

Reading the patch notes for .90 I came across a mechanic I was unaware of in the game, xp reduction for higher level mobs verse current character level. Saying anything over 10 levels is negated ( guess current is 5 levels) only get fractional xp of monsters falling into that category, yet mosters don't scale down to meet those requirements.

Went to discord to confirm this ( what a mistake that was.) received the usual fanboy responses of blind defence with no rational facts or statements to support their positions, git gud responce, ( though doing content almost twice my character level) insulting, accusation of not doing what I said, basically the usual fanboy replies. Dev responce was vague non specific with a specific of "we didn't want new players pushing themselves"??? Seriously it's a video game not trying to make physical or mental conditioning to join or pass something irl that may be detrimental to my health.

To me the honest and true answer would from a dev would be, that they wanted to artificially make the game harder by not allowing faster leveling by giving reduced xp rather than than true amounts to prolong leveling. At least I could respect that answer for truthfulness.

This isn't some F2P grinder with pvp and boosts for sale ( least not yet ) which would want this mechanic, if it was meant for preventing boosting other players I could understand that but they have a mechanic for that and their are better mechanics that could be made and implemented to prevent this. For single player offline ( especially) or even single player online I see no reason for this mechanic and it never should have been in the current game up to now.

What player wants their xp reduced ever? This is purely a for the company mechanic with no justification for it beyond that from what I can see.

I am doing mono's at 28 or so and the first tiers level is 58 but I should be excited and happy to get the xp of a 33 or 38 level monster even though I am beating them at their true level of 58 represented by their stats? This is complete garbage

yeah bummer. People can't be powerleveled and it's possible for people with a life and a family to keep up with nolifers just a little. Better call the police and put them into jail for that one...

You miss the point completely. This isn't for multiplayer and power leveling others it's for playing solo.

it's about doing content solo above your level and not getting full XP under current and patched .90.
Going to mono's when you get there and killing 58 level mobs you will get a max of 10 extra levels of XP max, so you loose 20 level of XP per mob, so you would basically need to run the mono again to get about the same XP you should have got during your previous run.

This would would hinder people with more going on outside playing this game by forcing them to play more to get the same amounts of XP and levels that they should have got more of without this hindrance. ( basically it's the reverse of your whole statement.)

Their's another mechanic for multiplayer and power leveling.
burner19 Mar 8, 2023 @ 3:42pm 
Originally posted by Zartanyen:
What I am looking for is a actual defence or why this mechanic would be beneficial to some players.

Example would be someone who supports boosts and takes the position that they allow players who don't have as much time to play a game to keep up with their friends or stay competitive verse those who have more time than they do to play. I might not agree with that or support it but I can understand it and why it would be beneficial as a whole to some player bases.

Reading the patch notes for .90 I came across a mechanic I was unaware of in the game, xp reduction for higher level mobs verse current character level. Saying anything over 10 levels is negated ( guess current is 5 levels) only get fractional xp of monsters falling into that category, yet mosters don't scale down to meet those requirements.

Went to discord to confirm this ( what a mistake that was.) received the usual fanboy responses of blind defence with no rational facts or statements to support their positions, git gud responce, ( though doing content almost twice my character level) insulting, accusation of not doing what I said, basically the usual fanboy replies. Dev responce was vague non specific with a specific of "we didn't want new players pushing themselves"??? Seriously it's a video game not trying to make physical or mental conditioning to join or pass something irl that may be detrimental to my health.

To me the honest and true answer would from a dev would be, that they wanted to artificially make the game harder by not allowing faster leveling by giving reduced xp rather than than true amounts to prolong leveling. At least I could respect that answer for truthfulness.

This isn't some F2P grinder with pvp and boosts for sale ( least not yet ) which would want this mechanic, if it was meant for preventing boosting other players I could understand that but they have a mechanic for that and their are better mechanics that could be made and implemented to prevent this. For single player offline ( especially) or even single player online I see no reason for this mechanic and it never should have been in the current game up to now.

What player wants their xp reduced ever? This is purely a for the company mechanic with no justification for it beyond that from what I can see.

I am doing mono's at 28 or so and the first tiers level is 58 but I should be excited and happy to get the xp of a 33 or 38 level monster even though I am beating them at their true level of 58 represented by their stats? This is complete garbage
The taxi practice is a double edge sword because from one side lets you taxi your alts and stuff faster but also is highly abusable by 3rd parties with bunch of things like boosting for money at start of the season by botting first and making mulitple accounts that can carry new players. If they will have good ban system it will not be so easy and fast to get to that sweet spot to farm agin by botters and if the system is realy good they will get ban again before they reach 100th. Its kinda time gating. Its not a big problem thou because you dont need a lot of time with arena that scales to your level to hit 70 + if you farmed enough keys to solo farm alts super fast . Ofcoure im just speculating, so we are clear.
Last edited by burner19; Mar 8, 2023 @ 3:44pm
Zartanyen Mar 8, 2023 @ 3:57pm 
Originally posted by burner19:
Originally posted by Zartanyen:
What I am looking for is a actual defence or why this mechanic would be beneficial to some players.

Example would be someone who supports boosts and takes the position that they allow players who don't have as much time to play a game to keep up with their friends or stay competitive verse those who have more time than they do to play. I might not agree with that or support it but I can understand it and why it would be beneficial as a whole to some player bases.

Reading the patch notes for .90 I came across a mechanic I was unaware of in the game, xp reduction for higher level mobs verse current character level. Saying anything over 10 levels is negated ( guess current is 5 levels) only get fractional xp of monsters falling into that category, yet mosters don't scale down to meet those requirements.

Went to discord to confirm this ( what a mistake that was.) received the usual fanboy responses of blind defence with no rational facts or statements to support their positions, git gud responce, ( though doing content almost twice my character level) insulting, accusation of not doing what I said, basically the usual fanboy replies. Dev responce was vague non specific with a specific of "we didn't want new players pushing themselves"??? Seriously it's a video game not trying to make physical or mental conditioning to join or pass something irl that may be detrimental to my health.

To me the honest and true answer would from a dev would be, that they wanted to artificially make the game harder by not allowing faster leveling by giving reduced xp rather than than true amounts to prolong leveling. At least I could respect that answer for truthfulness.

This isn't some F2P grinder with pvp and boosts for sale ( least not yet ) which would want this mechanic, if it was meant for preventing boosting other players I could understand that but they have a mechanic for that and their are better mechanics that could be made and implemented to prevent this. For single player offline ( especially) or even single player online I see no reason for this mechanic and it never should have been in the current game up to now.

What player wants their xp reduced ever? This is purely a for the company mechanic with no justification for it beyond that from what I can see.

I am doing mono's at 28 or so and the first tiers level is 58 but I should be excited and happy to get the xp of a 33 or 38 level monster even though I am beating them at their true level of 58 represented by their stats? This is complete garbage
The taxi practice is a double edge sword because from one side lets you taxi your alts and stuff faster but also is highly abusable by 3rd parties with bunch of things like boosting for money at start of the season by botting first and making mulitple accounts that can carry new players. If they will have good ban system it will not be so easy and fast to get to that sweet spot to farm agin by botters and if the system is realy good they will get ban again before they reach 100th. Its kinda time gating. Its not a big problem thou because you dont need a lot of time with arena that scales to your level and if you farmed enough keys you can solo farm alts super fast on arena. Ofcoure im just speculating, so we are clear.

I am going off solo and from a fresh start nothing in stash to equip. I take my favorite class necro all pet build into mono as soon as I get to chapter 4 and pick my class aspect. it's not some gimmick or exploited build and others would say not optimized. ( but really at level 28 who's going to be optimized) You actually have to play and be smart going slow and picking mobs and pack numbers and dodge if you get a mono with the bombardments, I an no one I know could set up a bot to kill mobs at almost double their levels and clear the area without dying at this level and equipment. Also the equipment you get dropped by doing this is usually way over leveled and unable to be equipped.

One of the main advantages of doing this if you can, is getting all 5 of your skills unlocked and most to level like 15 or so I would say. Also makes running through the story faster as you leave doing or completing the first mono at like 50 or so, you have level appropriate gear and gives you a break ( if you need it) from doing the story over and over and over again as might have already done. Do this take a break doing story come back then do more story, get all your blessing do dungeons come back to get the blessing you want and higher numbers, corrupt mono's individually hunting for a little gear before corrupting all mono's to 100 is kind of how I do it.
Last edited by Zartanyen; Mar 8, 2023 @ 3:58pm
bandit Mar 8, 2023 @ 4:24pm 
Originally posted by Zartanyen:
Originally posted by bandit:

yeah bummer. People can't be powerleveled and it's possible for people with a life and a family to keep up with nolifers just a little. Better call the police and put them into jail for that one...

You miss the point completely. This isn't for multiplayer and power leveling others it's for playing solo.

it's about doing content solo above your level and not getting full XP under current and patched .90.
Going to mono's when you get there and killing 58 level mobs you will get a max of 10 extra levels of XP max, so you loose 20 level of XP per mob, so you would basically need to run the mono again to get about the same XP you should have got during your previous run.

This would would hinder people with more going on outside playing this game by forcing them to play more to get the same amounts of XP and levels that they should have got more of without this hindrance. ( basically it's the reverse of your whole statement.)

Their's another mechanic for multiplayer and power leveling.

The diminishing returns mechanic that kicks in at some point has been there for ages. If you want to waste your time killing mobs 30 Levels higher instead of 10 without extra reward then that's the way it is. You do it because you can. Loot has caps, buffs have caps, XP has caps. I don't see a problem whatsoever.
Tenseiken Mar 8, 2023 @ 5:28pm 
Reduction in exp when under- or overleveled in games as a damn whole is a mechanic literally as old and common as cheeto dust on your shirt. Just play the game and stop experiencing the game through Discord. There won't be any problem.
DutchFurnace Mar 8, 2023 @ 7:26pm 
Personally I do miss the "freedom" to play around with(in) the rules of a game, without there being another set contradicting/restraining the first ones.

My favourite gaming moments are when I feel I "outsmarted"/"outplayed" the game, be it "powerleveling"/"twinking"/"tweaking" myself or a friend, or by "breaking"/minmaxing some part of the game. I kinda hate seeing caps on stuff and wish I could for example just stack pre/affixes without limits or diminishing returns.

It makes me feel like that "unique hero who has "godlike"/"laws of nature breaking" abilities chosen by "the gods"/"faith"/"the balance of nature" to defeat actual evil incarnate in many forms, who are often also actually able to bend/go crazy with the rules of nature of the world".

But I'm digressing, so to make another point specifically about the discussion of this thread;

I do feel like the level ranges and diminishing returns on experience when playing with a higher level friend, ends up making the game rather boring for both, as the high level friend is often doing nothing more than "stealing" all the kills while the rate at which you progress through the game doesn't increase that much considering the lower level still has to go back to actually earn xp/farm items in low level areas, even if they were carried through the games progression faster than xp is keeping up because of diminishing returns on xp gain when playing with a higher level. So the high level player doesn't really feel like he's "giving" anything, nor does the lower level player feel like they're "getting" a lot in trade for not getting the fun of contributing to their own level/equipment/game progression, which I understand is exactly the discouragement results they want from the restrictions. But I dislike that, as it's taking away a choice from all people in order to protect a few people from accidentally having their fun with the game ruined from not understanding the "shortcutting" an experienced player is giving to them in terms of items/level boost/progression through the game and making themselves bored. This goes for solo play as well, if I manage to kill an enemy 20 levels higher than myself, I shouldn't be taxed, if anything I should be rewarded, but I'll accept just the regular mobs xp value.

But again, it's a game design choice most RPGs have now ("balance"/"manage"/"contain" the game('s fun) by putting a bunch of restrictions/caps on cool stuff that are part of the base rules), so it's sadly not something I can select games on if I want to play new games.
First off, the game is strictly pve, so anyone far more powerful then you can only showboat and gloat.

Secondly the 2 new factions actually mitigate the difference between daily players and casual weekend players.

Ideally the daily players faction will effectively increase drop chances, loot rarity, higher chance of LP, higher chance of multiple T6 & T7 and better forging.

Whilst the casual players faction allows sharing of gathered loot to trade among other players, drastically expanding possible loot, albeit more likely low tier, low lp ect.

As for exp, does it really matter? So you level slower, and no you cannot be carried, at best you could look for players who are in the circle faction with decent gear about 8lvs higher then you and all you gotta do is not die in arena. But why would you? Lazy mofo, grind like the rest, it's not a race, sure you might only be lv70 when the first 100s hit the scene but does that matter?

This isnt gonna be D3 seasonal.
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Date Posted: Mar 8, 2023 @ 9:57am
Posts: 17