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Balancing \ Endgame .
Obviously hot-topic title.

1.0 Release, builds are unbalanced and the top featured\meta builds that push leader-boards are either unintended uses or actually bugged.

Endgame Defences on all builds need to feature some form of Ward to even think about comfortably pushing 300+ Corruption, so classes like Rogue that don't gain a single notable or skill related to the gain of ward are FORCED into Glass-Cannon archetypes.

Monolith enemy scaling is poorly thought out.
Corruption is currently the main focus on every players mind.
Acts -> Monoliths -> Empowered Monoliths -> Corruption.
The issue with climbing corruption is the 1%+ MORE increases to enemy health and damage.

Corruption eventually reaches a point where the player has little to no standard means of withstanding a single hit. where investing in Defence in the first place becomes totally unimportant as no-matter the investment you wont tank it to begin with.

For the PoE players, Monoliths are actually built more like something like Delve then it is Mapping, as the scaling works in the same way.

You have people who like delve, and then you have Deep Delving.
Deep delving features builds hosting 100-200 Health pool characters with over 100 Million DPS as building hybrid classes with defence are simply not viable.

The main counter-argument to this is simply "Don't increase your corruption" or "Lower your corruption at the sanctuary", the main problem with that is the overall negative game play experience of feeling like you need to take steps back or progressing backwards. Eventually the monolith you are doing will only have Orobyss encounters left, Corruption is a given.

Challenge needs to feel more in the players hands with selective modifiers or augments to each monolith that might feel more build\class specific, or simply let me choose a different corruption of a lower rating if i have cleared it before instead of the more 'permanent' removal of my corruption to make me still keep my progression.

If i'm comfortable at 150 corruption, i don't want to enter the sanctuary after every Orobyss fight because I'm not good enough, its not a very nice game feeling.

I have had a really good time so far, sure. but for my sanity and the longevity of this game, endgame needs some tweaking. With 1.0 i know there is room to pivot.

If i see another build guide about 'Missing Health Gained as Ward' i'm going to lose it.
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I'm playing a lvl 93 Lich right now without relying on ward. With 150 corruption it still feels fine and right now I feel like I have still some potential left to optimize my build (e.g. replace my lvl 20 helmet with 2 T5 skill prefixes).

Still I agree with you that after a certain point, most likely all "common" builds that don't rely on a VERY specific setup to blow up numbers aren't viable anymore. While I like the idea itself of a open ended difficulty scaling to test your limits, I'm not sure the current implementation encourages the players to go into the right direction, since it more or less forces you to bust numbers in order to have a chance to grow further.
Don't you only need to be able to do 200 corruption to get all the unique drops in the game?
Ultima modifica da Traveler; 7 mar 2024, ore 6:35
Messaggio originale di Traveler:
Don't you only need to be able to do 200 corruption to get all the unique drops in the game?

Yes, but rarity still scales along with Corruption. Getting an Omnis drop on exactly 200 corruption isn't necessarily easy.

Thought i still find the Risk\Reward for monoliths arnt super exciting.
Yes, the end game monolith system is trash.
The devs know it, and have known it for years now(They have even publically stared it!). They have always said it was place holder.
Seems they didn't care about releasing a placeholder end game to cash out asap before POE2, though.
Ultima modifica da Shiyo; 7 mar 2024, ore 12:17
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Data di pubblicazione: 7 mar 2024, ore 6:04
Messaggi: 5