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Conversely, if crafting falls off a cliff (and it usually does), why would anybody really bother with it past surface level interactions here and there (unless it can create consumables or something that can be sold)? This manages to keep crafting relevant into endgame, without removing player focus from the gameplay loop.
I award this design decision... "I'd simp for you on Fansly" / 10.
Yes, it is possible as I said that I did not understood correct about how the new mechanic will work, especially this return in the future thing. I must also admit I have not played LE for a while now and was just waiting for the upcoming patch. Thanks for the input, I guess I will already give LE a try again before next patch hits maybe I am already missing some information that was already implemented in the game while I have not played.
I'm pretty sure (I too could be wrong) that you do the dungeon originally in one of the older eras, and then when you do the dungeon again in one of the LATER eras, you retrieve what you had put into the eternity cache INSTEAD of putting new items it.
So basically, making a legendary item requires running the dungeon twice, once in an older era and once in a newer one. I think.
Which come to think of it is EVEN COOLER than just "put it in, wait 5 seconds and bam history is served" :P Think about this for a second - you're essentially GOING BACK IN TIME to make an item that future you will be able to wield after fighting their way back to this hidden cache that only you know about, because you created it... They're REALLY taking the whole time travel thing to a whole new level of ♥♥♥♥♥♥♥ AWESOME with this!! It's almost fantasy equivalent of future you travelling back to make high school you less of a loser which in turn makes future you even better upon return lmao. ...IF I've understood correctly.
I mean we're all entitled to like what we like, but outside of the consideration that creating the most powerful items should require effort, doesn't the aspect of going back in time to hand craft a legendary weapon / piece of armor for your exact hero's strengths, which you then fight your way to in the future to become as powerful as you can sound really epic / cinematic to you? Literally re-writing history to bring into existence an item with the power to save the world? Like damn, man. That's some cool ass ♥♥♥♥ imo.
Yes I definately agree, I also like the idea of having a chainlink between past and future and I definately agree that you should have to accomplish something to be able to craft a legendary weapon, but I prefer to farm my mats and items and when I have enough of them and I am willing to I start my crafting session. In my original post I presented my idea how I would love to see it implemented. It would also require you to run at least one dungeon in past and one in future, but you can choose to do it whenevery you want as you would just need the materials out of them so you can run them when YOU decide to do it and you can do the craft when YOU decide to do it. I just hate to start a crafting but to see the outcome you have to run another dungeon that maybe you don't want to do currently, but you are forced to do it, just to get your reward. And at the end you notice the outcome was just not as you hoped for.
Ngl I actually prefer this take than just going back to the future and grab the item.
Trash uniques with some added bonuses are hardly 'the most powerful items'
I find this system completely underwhelming. Not seeing what the fuss is about?
Like i love the idea of combining items in a way that uses the time travel schtick, but the way its implemented is just a giant meh burger imo
Then don't use trash uniques??? lol... They said that endgame uniques with high legendary potential would be a really rare occurrence, but they WILL drop. It's also good that they'll be so rare to avoid invalidating every other system. These devs do a pretty phenomenal job of balancing the game systems in a way where they all stay relevant.
I think the "trash uniques" you're talking about are going to have a lot more potential than you think, though. There are some pretty nasty combos that don't get used because of the lack of overall stats on one or both items past a certain point. Shoring up those weaknesses is going to open up a lot of options. For that matter, it'll also let you lean even more heavily into a specific aspect of a weapon or piece of armor, even if you only have 1 legendary potential on an already powerful item, really pushing your pre-existing synergies to a new level. By the same token, specializing your character to a higher degree and giving it more personality / uniqueness (no pun intended).