Last Epoch
Adaptive Damage Reduction => I am done
Discovered the wonderful communist feature in the game and something broke in me. Don't even want to play my rogue now. Thanks for that.
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1630/31 megjegyzés mutatása
Wingnut Mcmoomoo eredeti hozzászólása:
Ravenkid9266 eredeti hozzászólása:

What a strange take given dynamic DR has been around for a fair bit, plenty of time to balance/fix things. It's not some emergency band-aid solution to a problem but a design "choice".

What a strange thing to say.

there is literally video footage of the dev talking about how they want to tweak the numbers on it. They talk about literally wanting to balance it. Design choices are not the same thing as balance choices in a 1-1 sense so you're the one saying a very strange thing. All design choices are later reconsidered and reevaluated after conception. Thats literally how making games works. No design doc survives contact with the player.

Edit to add with your very strange moon logic no game should ever mess up damage or healing numbers or cool down numbers or resource costs or ranges or movement speeds since they have been around for a very long time and are "design choices" lmao... like what you said was actually wild. Balance is never as simple as copying the people who did it last and its actually foolish to think so.

And if you're talking about being around for a while in game again what you're saying is wild and lacking in understanding. You need ALOT of data to balance right, it takes a long time to collect the data on a smaller game like this (if you don't have millions of players on it takes a while to get good data). You can't just listen to a few people complaining and change things without hard data. Mix into that that its not an easy thing to tweak and it makes perfect sense as to why it would take some time. I would expect something like this to take 6 months to 3 years to fix depending on how clever of an idea they have in the moment.

Mike on the recent dev stream said this DR system is being replaced.

That doesnt sound like they plan to balance it
Wingnut Mcmoomoo eredeti hozzászólása:
Ravenkid9266 eredeti hozzászólása:

What a strange take given dynamic DR has been around for a fair bit, plenty of time to balance/fix things. It's not some emergency band-aid solution to a problem but a design "choice".

What a strange thing to say.

there is literally video footage of the dev talking about how they want to tweak the numbers on it. They talk about literally wanting to balance it. Design choices are not the same thing as balance choices in a 1-1 sense so you're the one saying a very strange thing. All design choices are later reconsidered and reevaluated after conception. Thats literally how making games works. No design doc survives contact with the player.

Edit to add with your very strange moon logic no game should ever mess up damage or healing numbers or cool down numbers or resource costs or ranges or movement speeds since they have been around for a very long time and are "design choices" lmao... like what you said was actually wild. Balance is never as simple as copying the people who did it last and its actually foolish to think so.

And if you're talking about being around for a while in game again what you're saying is wild and lacking in understanding. You need ALOT of data to balance right, it takes a long time to collect the data on a smaller game like this (if you don't have millions of players on it takes a while to get good data). You can't just listen to a few people complaining and change things without hard data. Mix into that that its not an easy thing to tweak and it makes perfect sense as to why it would take some time. I would expect something like this to take 6 months to 3 years to fix depending on how clever of an idea they have in the moment.

Who said any of that?

Someone said dynamic dr is a response to poorly balanced abilities in a 5 year old game. I just pointed out that the existence of dynamic DR has had balance changes and even one rework. It is not an emergency fix to a problem but the existence of dynamic DR itself is a design "choice".

Edit: I see your confusion read the quoted post again. Time to balance is in reference to the broken/unbalanced abilities not dynamic DR. Although it does not take *gestures vaguely* to see a problem with dynamic DR it's been years although that is a different point.
Legutóbb szerkesztette: Ravenkid9266; 2024. ápr. 1., 15:24
No where in the game guide does it mention this 'feature'. So, tell me oh wise fanbois, how does a regular player who doesn't read forums make intelligent build choice if they are holding back the info that the only fights that really matter at end game are damage reduced based upon how much damage you do. People have no idea, if they use all game resources for information, that picking up every damage node at the expense of defense or utility is not only hurting you, but just a total waste. The fact it is not told to players upfront as a major dynamic for boss fights is sneaky, deceptive and unethical.
Grimbor eredeti hozzászólása:
No where in the game guide does it mention this 'feature'. So, tell me oh wise fanbois, how does a regular player who doesn't read forums make intelligent build choice if they are holding back the info that the only fights that really matter at end game are damage reduced based upon how much damage you do. People have no idea, if they use all game resources for information, that picking up every damage node at the expense of defense or utility is not only hurting you, but just a total waste. The fact it is not told to players upfront as a major dynamic for boss fights is sneaky, deceptive and unethical.

Yes yes, you're a victim.
oldschooldiablo eredeti hozzászólása:
Zloy Zai eredeti hozzászólása:
Discovered the wonderful communist feature in the game and something broke in me. Don't even want to play my rogue now. Thanks for that.

This system is getting replaced.

The fact they feel a need to have an artificial limiter on bosses is the main problem, the current badly implemented clumsy fix is just a symptom.
Doc Clarke eredeti hozzászólása:
Was about to buy. Then saw this.
Terrible idea. I'll wait to see how they replace it.

Its truly not that bad at all.
Requimatic eredeti hozzászólása:
Lol @ how many people are so triggered over this.

I've been taking out bosses and 90+ Monos on a SUB-90 character and having no issues whatsoever. (Not even a Wraithlord!)

This is entirely a skill issue.
Yeah its funny that in most of these threads its people who dont play the game, and people who dont own the game.. complaining about it.
And the people who looked up some op broken build on some website and then become upset that they actually might have to have a bit of skill to avoid a boss mechanic once or twice before killing a boss.

Anyone who has fought the bosses with a lot of different builds knows how it plays out in reality and that builds and damage do make a differance.
I swear the more I read these forums the dumber the world appears.
Requimatic eredeti hozzászólása:
Lol @ how many people are so triggered over this.

I've been taking out bosses and 90+ Monos on a SUB-90 character and having no issues whatsoever. (Not even a Wraithlord!)

This is entirely a skill issue.

Level 90 monos can be done with a level 65 - 70 character, your point being? It's not about 'it' being a skill issue, it's about YOUR build never being special, because it's handicapped by devs
Leslie Chow eredeti hozzászólása:
Level 90 monos can be done with a level 65 - 70 character, your point being? It's not about 'it' being a skill issue, it's about YOUR build never being special, because it's handicapped by devs
What does "special" mean, and why should the average player want his build to be "special"?
Scipo0419 eredeti hozzászólása:
.... eredeti hozzászólása:


It doesn't need to be replaced, just removed. Replacing it makes it sound like oh we need a way to keep bosses always being a threat to your character... No,... no you don't. If you get to the point where you can destroy a boss in 5-10 seconds... let them have it. Corruption can keep scaling etc. We don't need Adaptive difficulty that essentially punishes the player. I hated that system in RE2 remake as well.

You can always make a new character. Its okay for a character to be "finished".
Without some form of Boss DR you get situations like in D2 where only very specific builds can farm Ubers with any consistency because everything else sucks against them by comparison. When you can solo Ubers in under a minute with one spec, why ever fight them for 3-5 minutes with something else?

Then you fix "everything else" to match so they can do the same thing provided the same effort was put into it. Besides, people STILL play D2....

Player should always be able to be the boss. After all player payed to play the game, not the monsters from the game.
Legutóbb szerkesztette: TosterNS; 2024. ápr. 2., 3:14
D3 has made the right design decision - allow players select torment difficulty. When I play my WD, I end up bumping torment any time I get a good upgrade. And the game becomes harder as you level so you may have to scale back at one point. I managed once finish levelling to 70 on T4 and there were no complains from me, since I "earned" it and I was happy.

In LE they could have allowed players selecting corruption starting from level 1 for alts. This would let you level faster if you like and get better gear. The goal would be to get to the highest corruption level possible on a particular build. And this is fine and fun. You will end up with corruption level so high you have to follow boss mechanics, and eventually you will be dancing on blade's edge pushing higher corruptions with a chance to be one-shot if boss even looks at you. This is also fine and some people play for the thrill.

But, no. They made the decision to try and control how people kill bosses. Take away all the fun and thrill and excitement and dance around "allocated 4-5 minutes kill for Lagon" whatever you bring in - build, gear, personal skills. There are no speed runs here, no feeling of progression.

From my perspective it's an easy fix - allow players to choose corruption and link loot quality to it. Sorc killing Lagon on 1000 corruption in 3-5 sec? Cool, maybe balance it if you like. My ♥♥♥♥♥♥ build I invented can't drop him in 10 minutes? Also fine - I will do some homework, find better build, improve my gear, etc. But it's my choice, that's what I want to spend my time on.
Zloy Zai eredeti hozzászólása:
D3 has made the right design decision

Hahahahahahahahaha good one.

Increased the damage of Earthquake, Avalanche, Leap, Ground Stomp, Ancient Spear and Seismic Slam to 37,500% from 20,000%.
Increased the damage of Shield Bash and Sweep Attack to 40,000% from 17,500%.
Impale’s additional damage increased to 120,000% weapon damage from 75,000% to the first enemy hit, and to 40,000% from 25,000% to subsequent enemies.
TosterNS eredeti hozzászólása:
Scipo0419 eredeti hozzászólása:
Without some form of Boss DR you get situations like in D2 where only very specific builds can farm Ubers with any consistency because everything else sucks against them by comparison. When you can solo Ubers in under a minute with one spec, why ever fight them for 3-5 minutes with something else?

Then you fix "everything else" to match so they can do the same thing provided the same effort was put into it. Besides, people STILL play D2....

Player should always be able to be the boss. After all player payed to play the game, not the monsters from the game.
Yes, people still do play D2 and there are still builds that can't solo farm ubers.

The system is intended (read: supposed) to balance out all builds against bosses so every build can kill it around the same pace regardless of dps. This would reward skillful play rather than just loading up a build that nukes bosses in half a second when farming (like Diablo 2). Unfortunately, the system didn't work as intended, punishing builds that it shouldn't have while still allowing one shots through work around. So the devs are replacing the system with something that should work better. Ideally, you'd never even realize it was there. As all your builds would fight bosses at roughly the same pace
Scipo0419 eredeti hozzászólása:
TosterNS eredeti hozzászólása:

Then you fix "everything else" to match so they can do the same thing provided the same effort was put into it. Besides, people STILL play D2....

Player should always be able to be the boss. After all player payed to play the game, not the monsters from the game.
Yes, people still do play D2 and there are still builds that can't solo farm ubers.

The system is intended (read: supposed) to balance out all builds against bosses so every build can kill it around the same pace regardless of dps. This would reward skillful play rather than just loading up a build that nukes bosses in half a second when farming (like Diablo 2). Unfortunately, the system didn't work as intended, punishing builds that it shouldn't have while still allowing one shots through work around. So the devs are replacing the system with something that should work better. Ideally, you'd never even realize it was there. As all your builds would fight bosses at roughly the same pace

That was never it's intention.

The stated intention from the devs themselves was to force players to 'engage with boss mechanics' that was it, according to them it was never about balancing builds (which is probably why it does such a bad job of doing that) it was just basically they realized that balancing the many builds even during beta was hard, so rather than do that they just soft cap damage for ALL builds regardless of whether they are OP or weak.

Also this whole 'hmm we see now its not good and are replacing it' is very disingenuous. They have been told for over a year this was a bad system nobody much liked and did nothing about it. And from what's been said its more being 'reworked' than replaced.
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1630/31 megjegyzés mutatása
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Közzétéve: 2024. ápr. 1., 8:41
Hozzászólások: 31