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Αναφορά προβλήματος μετάφρασης
They're eventually going to fix set pieces where they are worth using. Allegedly.
PoE also has useless uniques drop, to be fair. Useless items dropping is just a part of the game.
I quit playing because the game gets harder (adding harbinger and Aberroth), yet my build doesn't get better, nor are there higher stats on gear or idols or something to compensate for the increased difficulty. The difficulty was FINE where it was before. My build can do 300+ corruption, and kill bosses at 300+ corruption, and sometimes even harbingers. But I can't kill Aberroth (well not that I've tried a whole lot, but I just don't CARE)....so now my build "sucks" since I can't "prove that it's good" anymore. Stupid.
There's really no reason to continue playing once you get over 300 corruption because just...what's the point?
This, so much this.
You are reliant on ultra-rare, once-in-a-lifetime drops from the moment you reach 200 corruption or so. There is no feeling of "I'm growing stronger bit by bit" at all. And there definitely should be.
Also, all things considered, I recently started to think that +Skill Level affixes are... A bad idea. Like, really, really bad. There are situations when interesting builds pretty much require you to grab nodes you will NOT be able to reach without having +skill levels on your gear, and given how starved for stats character are, I really think that such affixes should not exist at all. Just add a natural post-level 20 skill progression, allowing players to reach skill level 25 by level 95 or even 100, so that those last points CAN be reached with persistent grinding, but for <insert deity of choice here> sake, don't make it RNG-dependent.
Another thing to note is how much of a crutch "armor mitigation applies to DoT" and "Reduces damage over time taken" affixes are. Maybe you shouldn't have made enemy DoTs so absurdly deadly in the first place, eh? Because something that normally CANNOT be dodged, blocked or mitigated by armor is OP by definition - and given how everyone and their dog usually has MULTIPLE sources of extremely deadly DoTs in the endgame takes it to pretty absurd levels.
The game does not take into enough (if any in many cases) consideration melee playstyle, so ranged and fire-and-forget playstyles are just superior in any way.
I don't like 90% of uniques, are just noob traps or useless that may be useful to level other char. Is a similar design that PoE with lots of trash uniques, but worse. The LP system salvages the whole thing a bit.
Difficulty is a big concern, many people leave the game early because is too easy too long. You hit a roadblock like Lagon or Empowered and is a WTF because the game teaches you you don't need to care about anything until it suddenly matters.
I haven't played too deep into monoliths myself, but I kinda see where people are comign from regarding melee build. I started playing a shapeshifting primalist here, my plan to be a werebear and just maul everything. At this point though, I spend most of my time popping between werebear and swarmblade to keep the locust swarm going, and most things just die to that. What conribution my actual melee damage provides is minimal, even though both use the same melee damage bonuses. the swarm is just far more deadly then my melee abilities could ever be, with the benefit of being AoE and not requiring any real action from me other then get near the enemy.
I haven't seen an inssue with survivability yet, though I haven't hit any corruption monolitsh or anything as I'm still only level 70 and just finished my second monolith. If the issue is DoTs, I'm hoping the clear debuffs ability I have on Roar and when shapeshifting will resolve those. Both events also trigger big self-heals as well. Still, it does seem problematic that there are damage sources that basically ignore all defenses. Particularly since the game is designed with a penetration mechanic that eliminates a lot of the value of Resistance. (admittedly, i like the way it handles resistance in that respect. It means missing some resistance cap is not an instant one-shot vulnerability in this game)
The problem with LE Uniques is, many of them are not "early game starters" in any way, shape or form. We're talking items that require level 80+ just to EQUIP - and even then most of them feature stat distributions that simply don't allow them to function below LP2 at the barest minimum, with LP3 finally making them solid options, because you can compensate for terrible base stats they have with Exalted affixes.
The problem with DoTs in LE isn't the Poison/Bleed and the like. You *can* cleanse those, after all. It's the fact that the game handles every single continuous attack as "Damage over time". Void zone that spawns under your feet? DoT. Laser beam? DoT. Fire breath? Yeah, it's DoT too. Sand tornadoes the snake enemies spam? You guessed it, that's DoT. Snowstorms, small and large? Same.
And since it's classified as damage over time, your Evade, Armor and Block stats are suddenly worthless. Oh, and many of those effects also tend to tick insanely fast, multiple times per second. Yay! (not).
If you migrate to https://lastepoch.tunklab.com/bestiary and look up the monsters it gets even stranger. I mean tunklab has the EHG stamp of approval and has complied with EHGs previous stance of hiding some information, but when you try and look up monsters by DoTs what do you find?
Despite a robust tag system there are no entries for DoTs, leading people to believe that DoTs are rare enough to justify how difficult it is to build defenses for.
To be fair though, balance is hard in a game with so many moving parts as LE. I mean take ward for example it took EHG how many years to realize ward is a problem despite claims to the contrary? So its a lot easier to create faux difficulty by making attacks intended to provide difficulty DoTs because they bypass so many defensive layers. Same with Evade, there are attacks that should be evadable that are simply coded with "unable to dodge" leading the casual player to believe it was just RNG.
I don't think there's even a search option in Bestiary to show enemies capable of dealing damage over time.
You can, however, open any particular enemy spreadsheet and look for stuff with the "Is Hit = NO" line.
So if you just lost your HC character to say, Frost Lich Formosus on your first attempt at an Empowered Monolith boss, you can look him up and see that the thing that (likely) killed you was a small white Ice Vortex barely visible on white snow-covered ground :D
Right that is my point exactly. There are tags you can search for, but nothing mentioning DoTs. Normally I could count this as creator prerogative, however there is a distinct feeling of EHG influence. What do I mean by that, well back in the day EHG was quite adamant about keeping drop rates hidden. Something that all of the data sites with the EHG stamp of approval complied with. Tinfoil hat? perhaps but the point stands.
A player who finds their way to the bestiary, perhaps from the reddit where it is linked, has to take tedious levels of legwork to discover how prolific DoTs are and they are not just ailments. *
So what is the goal? When I find a situation where I am confused I tend to shift my goals until the outcome makes sense to extrapolate the goal. Seems a lot easier to have a DoT tag given the goal is to provide information. So why is there not one?
Edit*: I suppose there is some distinction for DoTs and non-hits, although in this context they are pretty interchangeable.