Last Epoch is POE Killer now

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Jerle wrote:
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Exile009 wrote:

have unrestricted and frictionless trade of any and all items, and even to have a far more accessible crafting system to go along with that as well.



POE trade is not frictionless. In fact, friction is the most complained about aspect of POE trading. So I dont know what you're smoking.


Evidently something better than what you're smoking, since I never said it was. A frictionless system is the auction house that we keep seeing posts asking about every so often. Point being that (some) people seem to want to have it all - unrestricted and seamless trade + an accessible and powerful crafting system. And aren't willing to accept that that's a bad idea.
Last edited by Exile009 on Sep 11, 2021, 9:23:33 AM
LE and POE are very different game.
LE is more casual friendly than POE.
POE have far more content but LE is still on beta and POE have many years of constant update.

I hate 3.15 and what POE is becoming, and LE is fresh air for me, but I will come back to POE at some point simply because POE is so deep, hard, and diverse that you can play for thousands hours and still find something new.

LE on the opposite is very good because it does not require hundreds of hours to be successfull, you just play and enjoy killing things and makes fun build but that's pretty much it.

But for me, LE is very good for one BIG THING : free respec.
It's so easy to rebuild you char whenever you want for testing and trying new things.
I would love to have similar thing on POE.
POE have many, many, many build and possibilities, but when you want to try a new mechanics, synergy or whatever else, you have to spend regrets and it can cost a lot. It's even worse if you play SSF.
For me, hack and slash are big experimentation ground for builds and item, and POE is a game that punish you for trying non meta thing. Making a new char is boring, tedious, takes a lot of time, and when you are eventually level 90+ to really try things, if you fail, you need 100 regrets + that can takes many hours to grind. It's too much imo.

Orb of regrets really needs to be more accessible and common items.
if GGG want they players to try new things, makes trying new things accessible and not a long tedious fight.

back to the topic, LE is good, but ATM the only things that really can kill POE is POE himself, and GGG is on the way to do it.
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Domah wrote:
back to the topic, LE is good, but ATM the only things that really can kill POE is POE himself, and GGG is on the way to do it.

When you are pessimistic, you realize that the line was crossed a long time ago.
I have no confidence in GGG (Chris in particular) and am convinced it will only get worse - after all, was it ever better?

"For what do anything? All will by nerfed."
3G at war again
Last edited by Willm4ster on Sep 11, 2021, 5:58:49 PM
does it have multiplayer yet?

single player arpgs are DansGame to me
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teksuoPOE wrote:
does it have multiplayer yet?

single player arpgs are DansGame to me


No multiplayer no trading.
Pour one out for my Syndicate homies.

Complex PoE mechanics are getting Diablofied.

GGG: What's better than stable income? Random income of course.
"
Exile009 wrote:
Point being that (some) people seem to want to have it all - unrestricted and seamless trade + an accessible and powerful crafting system. And aren't willing to accept that that's a bad idea.


I'm not here to say yay or nay to original argument you had, but I found your perception hilarious, since somehow in PoE, they managed to unite worst of both worlds: cumbersome, frustrating trade and terrible, heavily (bad) rng leaning crafting system, balancing the whole game on those two aspects put together.

For me it is funny how people critical to powerful Harvest crafting referred to it as an 'item editor', whereas quite truthfully, the existing alternative for it represents a slight-handed casino system with obscure rules, third-party servers and online information.

I do recognize it can be a matter of taste, for me crafting in games must include enough determinism to make it a relevant side activity. Trading, on the other hand, often feels like pain in the ass.
"
vmt80 wrote:
"
Exile009 wrote:
Point being that (some) people seem to want to have it all - unrestricted and seamless trade + an accessible and powerful crafting system. And aren't willing to accept that that's a bad idea.


I'm not here to say yay or nay to original argument you had, but I found your perception hilarious, since somehow in PoE, they managed to unite worst of both worlds: cumbersome, frustrating trade and terrible, heavily (bad) rng leaning crafting system, balancing the whole game on those two aspects put together.

For me it is funny how people critical to powerful Harvest crafting referred to it as an 'item editor', whereas quite truthfully, the existing alternative for it represents a slight-handed casino system with obscure rules, third-party servers and online information.

I do recognize it can be a matter of taste, for me crafting in games must include enough determinism to make it a relevant side activity. Trading, on the other hand, often feels like pain in the ass.


And it's funny to ME how most completely disregard the level of deterministic crafting ALREADY in the game.

Base crafting, the most RNG of the crafting, with Alt Aug Regal. This alone is useful for trying to hit a specific mod.

Meta crafting, which lets you lock prefixes / suffixes / craft multiple mods of EXACTLY what you want from the bench.

Beast crafting with imprints and splits.

Essence crafting lets you DETERMINISTICALLY always hit a specific mod, you've got something like over 150 mods to choose from, with deafening providing at or near or even above T1 rolls.

Fossil crafting, which DETERMINISTICALLY lets you weed out entire mod groups you don't want, while ALSO giving you better chances at mod groups you DO want, and you can use up to 4 fossils at a time.

Harvest crafting, which DETERMINISTICALLY lets you re roll and add mods from a VERY specific and narrow pool of mods.

You've also got conqueror exalts which specifically add a mod from a very small pool to that item.

Woke orbing to combine two mods from two different pools.

Maven orbing to up one of those mods.


Yes, crafting in PoE is RNG as it should be, but it's completely disingenuous and downright lying to say you have zero control over how you craft and that there's no deterministic value in the crafting at all. There's literal cooking book type recipes for crafting EXACTLY what you want on an item piece, it just takes currency.





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Bleu42 wrote:
[
And it's funny to ME how most completely disregard the level of deterministic crafting ALREADY in the game.

Base crafting, the most RNG of the crafting, with Alt Aug Regal. This alone is useful for trying to hit a specific mod.

Meta crafting, which lets you lock prefixes / suffixes / craft multiple mods of EXACTLY what you want from the bench.

Beast crafting with imprints and splits.

Essence crafting lets you DETERMINISTICALLY always hit a specific mod, you've got something like over 150 mods to choose from, with deafening providing at or near or even above T1 rolls.

Fossil crafting, which DETERMINISTICALLY lets you weed out entire mod groups you don't want, while ALSO giving you better chances at mod groups you DO want, and you can use up to 4 fossils at a time.

Harvest crafting, which DETERMINISTICALLY lets you re roll and add mods from a VERY specific and narrow pool of mods.

You've also got conqueror exalts which specifically add a mod from a very small pool to that item.

Woke orbing to combine two mods from two different pools.

Maven orbing to up one of those mods.


Yes, crafting in PoE is RNG as it should be, but it's completely disingenuous and downright lying to say you have zero control over how you craft and that there's no deterministic value in the crafting at all. There's literal cooking book type recipes for crafting EXACTLY what you want on an item piece, it just takes currency.

Don't forget Rog crafting in Expedition. The guy is totally insane.
Bird lover of Wraeclast
Las estrellas te iluminan - Hoy te sirven de guía
Te sientes tan fuerte que piensas - que nadie te puede tocar
"
Bleu42 wrote:
"
vmt80 wrote:
"
Exile009 wrote:
Point being that (some) people seem to want to have it all - unrestricted and seamless trade + an accessible and powerful crafting system. And aren't willing to accept that that's a bad idea.


I'm not here to say yay or nay to original argument you had, but I found your perception hilarious, since somehow in PoE, they managed to unite worst of both worlds: cumbersome, frustrating trade and terrible, heavily (bad) rng leaning crafting system, balancing the whole game on those two aspects put together.

For me it is funny how people critical to powerful Harvest crafting referred to it as an 'item editor', whereas quite truthfully, the existing alternative for it represents a slight-handed casino system with obscure rules, third-party servers and online information.

I do recognize it can be a matter of taste, for me crafting in games must include enough determinism to make it a relevant side activity. Trading, on the other hand, often feels like pain in the ass.


And it's funny to ME how most completely disregard the level of deterministic crafting ALREADY in the game.

Base crafting, the most RNG of the crafting, with Alt Aug Regal. This alone is useful for trying to hit a specific mod.

Meta crafting, which lets you lock prefixes / suffixes / craft multiple mods of EXACTLY what you want from the bench.

Beast crafting with imprints and splits.

Essence crafting lets you DETERMINISTICALLY always hit a specific mod, you've got something like over 150 mods to choose from, with deafening providing at or near or even above T1 rolls.

Fossil crafting, which DETERMINISTICALLY lets you weed out entire mod groups you don't want, while ALSO giving you better chances at mod groups you DO want, and you can use up to 4 fossils at a time.

Harvest crafting, which DETERMINISTICALLY lets you re roll and add mods from a VERY specific and narrow pool of mods.

You've also got conqueror exalts which specifically add a mod from a very small pool to that item.

Woke orbing to combine two mods from two different pools.

Maven orbing to up one of those mods.


Yes, crafting in PoE is RNG as it should be, but it's completely disingenuous and downright lying to say you have zero control over how you craft and that there's no deterministic value in the crafting at all. There's literal cooking book type recipes for crafting EXACTLY what you want on an item piece, it just takes currency.







None of that crafting is particularly deterministic ( not sure you can call rolling 200 deafening essences on an item or 200 fossils or harvest rerolls with metacrafts being removed with each reroll at a cost of 2ex per try is a particularly deterministic way of crafting) and a lot of players can't get involved in most of it due to costs involved. Some items can be forced but even they take oodles of currency. It's not uncommon for a single armour piece to take upwards of 30-40 ex to be completed or 100ex+ for a nice weapon especially as it's much more now about the gambling and at almost every stage you have a chance of virtually bricking the item with a bad mod leaving you no option but a yolo annul. That's so fun.

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Vennto wrote:


Unbearable toxic people always repeating the same stuff over and over again, never getting tired of saying they are leaving the game while happily grinding out challenges. What I would give to meet people again that actually do what they say.



You do realise that you will NEVER see them here because people who actually follow up on dropping PoE stop posting and leave, right? Most of the people here are dissatisfied with the game (for whatever reasons) but still hope for change, so they try different tactics (all mostly pointless) in desperate attempts at being "heard" by the developers and inciting some change, including threats of "leaving" or talking about how awesome their rebound is. People who are actually done with the game probably don't even look back, ever. "Oh, how is PoE doing, havent played it in years! Oh, same old issues that caused me to leave in the first place, gotcha, bye."

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