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But hey if you dont like it, play something else...
If you are not having fun try another build?
The core gameplay is mostly in the theory crafting aspect of the game, finding 3-4 lp uniques hitting them with some crazy stats and building around that item.
Also endgame does not really start until you get to corruption 200( which can be done in a couple of hours with a solid build ) but you did not even give the game a chance with only 40h.
Same. D4 also looks like trash.
But I do not understand what you mean with "theory crafting", all builds are very obvious and dont require much thought to make something that doesnt suck. Also what is the point in grinding for items with horrid drop-rates when they dont really make any meaningful difference.
Single launcher, and MP is here and in a high enough quality state that the developers have shifted their focus away from bug fixing. So where are all these players? The reason it matters is EHG is no longer running the 10 guys in the garage setup, they have over 100 employees and despite their skills at stretching funds, that comes with a price tag.
So EHG has to begin to make some money and the best metric for their business model is high player count for long periods of engagement. Both of those are questionable at the moment. Especially given EHG claims to want to produce higher quality seasons then other games, whatever that means. It could easily lead to cascading failure if only due to lack of payers.
as for
We just got what EHG called a "Massive" update and *gestures vaguely at everything*
It is almost like the business model, the game type (casual), and the advertising to the poe player base are not as compatible as EHG would like, not to mention D4. I do not want to open that can of worms here but lets be real D4 will eat into the play time of some of the players of LE, in the same way that D4 will eat some of the players of poe. If only for being the new thing. LE does not really have the players currently to keep loosing them if they want to have a successful micro-transaction business model for the next ten years as the developers claim.
So it means that micro-transaction business model is an after thought, and they want to coast by on sticker price. Makes that claim dubious at best quality cycles cost money and ten years of development is an eternity in the modern world, or there is some other reason/factor at play that I simply cant think of.
Although you could probably get away with calling any ARPG braindead gameplay and pointing to a few builds as the reason.
As for "All the builds are obvious" comment, just using Spellblade as an example: you can make a Cold, Fire, Shock, Hybrid Fire/Shock, Hybrid Fire/Cold, or Hybrid Cold/Shock build and inside of those elements, you can go two hander, Dual wield, or SnS.
So before you even get skills involved that's 18 possible Spellblade builds that will definitely choose different passives from each other.
Getting skills involved, you have Flame Ward, Enchant Weapon, Teleport, Mana Strike, Shatter Strike, Flame Reave, Firebrand, Surge, Static, Fireball, Elemental Nova, and Focus (though, I personally would never choose Focus on a Spellblade).
For a theoretically Cold Spellblade, I would definitely pick Enchant Weapon, Flame Ward to give Fire Aura (cold conversion from Passive/Skill Tree), and Shatter Strike. That leaves 2 specialization slots up for grabs. At this point, I could decide to go a Shock/Cold hybrid and pick Mana Strike and Surge, or I could go Fire/Cold and pick Flame Reave and Firebrand, or I could go pure cold and pick Teleport and Elemental Nova.
Oh, I almost forgot, all three of these builds have their own skill trees, so even if you and I had the same exact Cold/Shock skill specializations, our passive choices and skill nodes will likely be different, unless we're following someone else's build guide. And if you're following someone else's build guide, you have no right to say "all the builds are obvious."
Note: I'm speaking completely hypothetically in my Spellblade examples, many of these combinations would not survive higher Corruptions, but they may be a lot of fun while leveling.
According to the lead developer mike, the best way to build is to search for the term more and cram all of those nodes into your build. Skill trees solved. You see this with guides actually pull up throw hammer, there are two "paths" each with 1-2 nodes of variation between them, all of those are mathematically similar.
Moving onto passives pull up a few builds of the same mastery again you only really see a few points of variation because the options have very clear winners.
https://www.lastepochtools.com/builds/
Let use Spellblade as an example: Flame ward, mana strike, enchant weapon, teleport 6/9 builds use all of these, the remaining 3/9 use 3 of those 4. 5/9 builds use shatter strike, 5/9 builds use firebrand, then we got two hipsters who use static, and the 3/9 builds who use only 3 of the 4 mandatory skills combine shatter strike and firebrand. All those skills and so much variation. Open up the builds and you get the same pathing for the skills because despite all of the options there is a clear path to what is best.
Seems pretty obvious to me, now you can say it is a good thing or a bad thing and that is a judgement call you need to make but it is a thing and it is pretty clear I mean 9 different users/builders came to the same conclusion.
git gud
Cut the devs some slack, and besides, there is no need for every game in the world to be grinded endless everyday of the year. I play 60 hours, had fun. I stop for now, will come back later