Last Epoch

Last Epoch

3. pro. 2021 v 11.57
Legendary Items and Eternity Cache
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Zobrazeno 6175 z 120 komentářů
Damn, never seen so much good update in so close range so far, i wish you the best :D
I hope we get some even harder end game content to justify the power creep from this, but it sounds like an awesome item chase.
Not gonna lie I'm a bit underwhelmed by Legendaries and the eternity cache

I had imagine they were going to be more like a system where you put items in and then completed tasks through the eras to add abilities to it, including unique abilities. Basically a way to create our own custom uniques.

Instead it is basically a system to make a bunch of trash tier uniques usable at end game, which seems strange to me. Like why not just not make those uniques not trash to begin with?

So, we wanted a way to bring some of these items into a spot where they have the potential to become something amazing.

Like seriously just do a pass on all uniques and simply add an end game version of each low level unique and you don't need this convoluted system. Its not even like they suddenly become great like a trash tier unique with and extra 90% melee damage is not suddenly going to be end game viable, it will just be not quite as bad as it was.

If anything it benefits high level uniques more, so it fails somewhat at fulfilling its main goal as a system.
Naposledy upravil RodHull; 4. pro. 2021 v 9.23
Chewtoy původně napsal:
We will see, Wolcen combat is actually better, has less junk animations that flow together, and every mob has different animations, and death animations and sounds.

DieBusillis původně napsal:
Better than Wolcen.


晓茗 původně napsal:
DieBusillis původně napsal:
Better than Wolcen.
Imagine still comparing LE with Wolcen in Dec 2021 LOL
LE is far more better and amazing, it is like you won't compare Google Chrome with Internet Explorer. Would you?
Thank you for your hard work. I can't wait to try out the new Legendary System to combine 2 items into a new one. :steamhappy:
i got the game as soon as it was on steam , it was another game back then ... i also like wolcen (i also got this on the first day on steam) over LE , if i could get a refund for LE, i did
Wonderful work on the entirety of crafting. Really getting excited for December 10 to roll around.

More option to customize and improve my characters is always welcome. Appreciate all the thought that's gone into the coming update and the underlying considerations and objectives that have formed the result.

Very much appreciate the clarity of the dev blogs.

Kudos. :w_apple:
I really like this implementation and the overall direction especially with crafting. Looks like a good balance between RNG and deterministic crafting while adding more endgame chase items.
Legendary Potential is not very easy to understand for people who haven't read this news post. It should be written as a percentage instead, for example "20%" or "80%". Or some other way that lets the player know the maximum, like "Legendary potential: 1 in 4" or equivalent. English is not my first language, and I'm not a gambler, and I'm not a mathematician, so it's kind of difficult to imagine the best way of putting it. But "Legendary Potential: 1" is utterly arcane and impossible to understand.
You guys are absolutely ♥♥♥♥♥♥♥ killing it with this game. Your hard work and constant iterations and facelifts are just so damn refreshing, along with your ability to think of new fun mechanics. Keep it up! Patiently waiting for classes to be done before i jump back in!
А когда русский завезут ?
Oh, I'm excited! The item I designed seems to be not very liked by the community, but with this new system, it might finally be used, with some attack speed or endurance! :Bulby:
I generally don't like mechanics where I have to put items into something and wait for some kind of transformation, while maybe being forced to do stuff in the meantime I currently don't want to do, just to trigger the transformation effect. The worst is then at the end when you find out it transfered the wrong affixes and all the time, work and items are wasted because it did not hit the result I was hoping for. I though from a psychological perspective such negative focussing is exactly what the devs wanted to avoid with their crafting overhaul.

But I like the idea that you can combine items and transfer some affixes from one item to another to make a even more powerful version of it, but just don't like the way how you have to do it. Why not just let me combine the items directly? Why do I have to put it somewhere and then wait for something? Maybe I didn't understand the mechanic corretly, but this does not sound like fun, but a lot of frustration.

Current POE league seems to work similar... put item into somthing and wait until you ran enough maps to be able to corrupt the item just to find out that item is garbage now... mechanics like these are not fun to me, I always skip them.

I don't want to be guaranteed to hit the affixes I want, but I want at least be able to combine the items directly at the moment when I make the decision to combine them. I do no want to extra having to wait for it. It would also be ok for me if I first have to clear a dungeon and being able at the end to transform items as a reward for clearing the dungeon but please let me see my reward immediatly without extra time needed to wait and being forced to do something else while item is transforming.

It sounds like the intention is that this should be a mechanic meant to combine a past and a future event from a story perspective. Ok, I understand this and sounds great, but in this case I personally would enjoy more a mechanic like you have to collect an ingredient from a dungeon in the past and a ingredient from a dungeon from the future. If you have both you can use both ingredients on something like an eternal anvil together with the items you want to combine and have fun with the outcome. So you still have to farm dungeons from past and from future for the ingredients and the items, but you can do as much as you want and whenever you want. You could also farm several dungeons of past or future in a row if this is what you want. The ingredients don't even have to be a guaranteed drop if you want to limit access to legendary items. I just want to say, I want to do the stuff when I decide I want to do it and especially not by being forced to do other stuff I currently don't want to do or wait for something.
Nuclearism původně napsal:
Nice but you already pretty much killed this game, there was a huge hype about it and you managed to kill it. Releasing an ARPG with 0 customization, gender locked characters, every piece of armor looks exactly the same, there is 0 visual change in whatever you equip, the things you equip don't match their artwork (honestly that's the worse one) , that's just absolutely unacceptable and ridiculous for a game of this genre, And the last straw was the mandatory online connectivity on this BS that HAS NO MULTIPLAYER, only recently and its not even here yet, wtf are you doing? Its great that you listened to the critiques about how poor this game is visually when it comes to customization only, but i wonder if its not too late already...People want and love customization in these kind of games, we are not in 1996 when Diablo released anymore

You realize this game is still in development... right? Literally everything you've cried about is either upcoming or has been steadily improving throughout updates (except for the weird obsession with gender, obviously).
Perijax původně napsal:
I generally don't like mechanics where I have to put items into something and wait for some kind of transformation, while maybe being forced to do stuff in the meantime I currently don't want to do, just to trigger the transformation effect. The worst is then at the end when you find out it transfered the wrong affixes and all the time, work and items are wasted because it did not hit the result I was hoping for. I though from a psychological perspective such negative focussing is exactly what the devs wanted to avoid with their crafting overhaul.

But I like the idea that you can combine items and transfer some affixes from one item to another to make a even more powerful version of it, but just don't like the way how you have to do it. Why not just let me combine the items directly? Why do I have to put it somewhere and then wait for something? Maybe I didn't understand the mechanic corretly, but this does not sound like fun, but a lot of frustration.

Current POE league seems to work similar... put item into somthing and wait until you ran enough maps to be able to corrupt the item just to find out that item is garbage now... mechanics like these are not fun to me, I always skip them.

I don't want to be guaranteed to hit the affixes I want, but I want at least be able to combine the items directly at the moment when I make the decision to combine them. I do no want to extra having to wait for it. It would also be ok for me if I first have to clear a dungeon and being able at the end to transform items as a reward for clearing the dungeon but please let me see my reward immediatly without extra time needed to wait and being forced to do something else while item is transforming.

It sounds like the intention is that this should be a mechanic meant to combine a past and a future event from a story perspective. Ok, I understand this and sounds great, but in this case I personally would enjoy more a mechanic like you have to collect an ingredient from a dungeon in the past and a ingredient from a dungeon from the future. If you have both you can use both ingredients on something like an eternal anvil together with the items you want to combine and have fun with the outcome. So you still have to farm dungeons from past and from future for the ingredients and the items, but you can do as much as you want and whenever you want. You could also farm several dungeons of past or future in a row if this is what you want. The ingredients don't even have to be a guaranteed drop if you want to limit access to legendary items. I just want to say, I want to do the stuff when I decide I want to do it and especially not by being forced to do other stuff I currently don't want to do or wait for something.

I think you totally misunderstood the past/future part of the mechanism. From what I understand there's no actual "waiting", you just finish the dungeon (which is set in the past), throw your unique and exalted items into the cache, go back to the future (lol) and then you can have your Legendary item.

And it's funny how you compare this with POE's scourge krangle. The krangling system now is not even remotely as good as what LE's going to implant. You have control over your exalted item's affixes and you know exactly how many affixes you're going to extract from it. Yes in order to make a game setting legendary you have to get a unique with enough legendary potential first, but the only RNG part in the forging process is which affixes you extract, not like in POE where every steps with every affix is a wild gamble.

Also I see some people complaining the mechanism is too complicated to understand and even pull out the "Non English speaker" card...... as a non-native myself I can assure you it's not that hard as long as you have the basic grasp of this game's forging and dungeon system.

To me it's the most exciting forging system I've seen in years of ARPG gaming experience and I can't wait to put more hundreds of hours of game play into this babe. Kudos to all the devs, you rock.
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