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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?
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.
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.
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.
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).
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.