New ARPG coming out of early access that's sort of a mid-ground between Diablo 4 and Path of Exile. Dev team seems great, they've come a loooong way in terms of tech and polish.
They've got a trade vs. self found system that seems intriguing
I'll be checking it out again. Played a few months ago and it was still very glitchy - so much so that I just gave up on it. Combat feels good and skill trees are great though.
Did I understand that correctly that you can either join the merchants and trade n stuff or you go with the others, lose the ability to trade on the bazar (or in general? with friends?) but have a higher magic find? That is a very cool approach!
On February 20 2024 19:46 Harris1st wrote: Did I understand that correctly that you can either join the merchants and trade n stuff or you go with the others, lose the ability to trade on the bazar (or in general? with friends?) but have a higher magic find? That is a very cool approach!
This video from the devs explained it pretty well, and it isnt too long:
So if i understood it right, you can switch between the two, and not lose progress on either side, but you can't trade items that you found while going for the MF route, even if you switch. It does sound like a pretty neat system, will see how it works out.
even if you are on the Circle of Fortune self found path, you can gift item to your friend if you play with them. If you are playing with them when an item drops you can gift it, or if you play for a while with someone you get something called a "resonance" that lets you make an item giftable
I haven't actually tried that system tho, hope it works xD
Already got 220 hours from earlier patches. Personally, I've never been satisfied with the online servers, even lately the loading times were horrible and tomorrow I'm expecting them to be a disaster. I was set on playing SSF (account found) online, but I changed my mind and will play SSF offline. In the end that for now is just the superior choice if you don't care about ladder and want to play solo account found.
I remember the last patch where I didn't even get to the first town for 2 hours or so cause the servers were so overloaded.
On February 21 2024 07:14 HolydaKing wrote: Already got 220 hours from earlier patches. Personally, I've never been satisfied with the online servers, even lately the loading times were horrible. I was set on playing SSF (account found) online, but I changed my mind and will play SSF offline.
Understandable. Tbh, i played a bit in the past few weeks and some stuff was slightly worrying... you know the 1-2 seconds you sometimes have in poe before the load screen hits and you still have to move/dodge stuff? I've seen the same effect multiplied by a ton where my town portal disappeared after i clicked it, and then it took an additional 5-6 seconds until i left the zone. AT times, it took so long that i thought it just wouldnt work at all.
Yesterday regular online gaming was fine, but i also had instances of desync or character lag that i havent seen in POE for several years. Add all the hype, and I`m approaching my expectations for the launch with great caution ...
Excited to try this. I think it's great there is an offline mode if servers are overwhelmed at launch. Would like to see more games prioritize this! Blizzard has had terrible launches for example haha
On February 21 2024 08:14 CicadaSC wrote: Excited to try this. I think it's great there is an offline mode if servers are overwhelmed at launch. Would like to see more games prioritize this! Blizzard has had terrible launches for example haha
You can't port offline character to online tough, so most people don't care at all about offline
Hm. I guess i wont play anything at all the next few days or week at least. Kinda faceplanted while running, but instead of stopping the fall with just my face, i stopped it with my left wrist, right elbow, ... and my face (but not that bad. )
Which is kinda good, because stopping it all with my face probably wouldnt have made it prettier.
But i cant really move my left wrist now and barely have the grip strength to hold a wet noodle without pain. At least theres nothing broken. Hope launch is decent and you guys are having fun
On February 22 2024 07:54 Espelz wrote: Hm. I guess i wont play anything at all the next few days or week at least. Kinda faceplanted while running, but instead of stopping the fall with just my face, i stopped it with my left wrist, right elbow, ... and my face (but not that bad. )
Which is kinda good, because stopping it all with my face probably wouldnt have made it prettier.
But i cant really move my left wrist now and barely have the grip strength to hold a wet noodle without pain. At least theres nothing broken. Hope launch is decent and you guys are having fun
Hell no, I have to restart on online mode and so I gotta hope it works better now. Yesterday I played 5 hours and reached Act 9 in offline, but it felt so cheaty because the offline bug that you cannot die still exists (you have to logout to fix it).
So guys, hey, I am a POE bow build enjoyer, any recommendations? Been busy losing weight and .........working on projects... hopefully the wise TL gosu can help a noob out here.
Launch was super rough, but I've had a few hours of uninterrupted gameplay. should be OK now, hope they have it fixed for the weekend.
On February 22 2024 16:10 PurE)Rabbit-SF wrote: So guys, hey, I am a POE bow build enjoyer, any recommendations? Been busy losing weight and .........working on projects... hopefully the wise TL gosu can help a noob out here.
bow puncture bleed feels good starting out, now im using explosive trap + detonating arrow combo and its shredding. Bleed is kinda similar to PoE bleed (ailment DoT), but any damage type can bleed as long as you have bleed chance, so explosive / detonating still cause bleeds even tho they are fire/lightning
This ziggyD guide for filters hoped me out because I'm a noob + Show Spoiler +
On February 22 2024 07:54 Espelz wrote: Hm. I guess i wont play anything at all the next few days or week at least. Kinda faceplanted while running, but instead of stopping the fall with just my face, i stopped it with my left wrist, right elbow, ... and my face (but not that bad. )
Which is kinda good, because stopping it all with my face probably wouldnt have made it prettier.
But i cant really move my left wrist now and barely have the grip strength to hold a wet noodle without pain. At least theres nothing broken. Hope launch is decent and you guys are having fun
Sorry to hear mate. A friend of mine got seriously injured from a faceplant, has to get surgery because of broken clavicle. Hope you feel better and dont need hospital x)
After experiencing the Last Epoch loot filter I can not see myself playing D4 again. For me it makes all the difference that the biggest challenge in the game is not anymore how to sift through loot efficiently.
I absolutely love the Diablo 2 reference of how they named bear enemies "Jahith Bear", and those enemies teleport to attack you, when all the other enemies just run. Very clever. Well played.
(In Diablo 2, "Jah Ith Ber" are the three runes that create a very important and popular runeword, called Enigma, which gives any character class the ability to perform the Sorceress's teleport ability, crucial for speedrunning and escaping.)
ngl the production value in the campaign was pretty rough. some of the voice acting and cutscenes were very lol... the one where two gods were fighting looked like a college project tbh
I'm into monoliths now. crafting and gearing is really fun. The game really hits that "just 1 more [monolith]" feeling that you want in a grinding ARPG
I played probably a year ago, rolled as a shaman and did just fine into lategame content despite Shaman apparently being one of the more scuffed masteries? Doing the same again trying to explore what has changed over time, and while it still feels relatively cohesive, I find getting a 'thorough' understanding of mechanics to be painful. Given PoE, this is probably just a matter of time as spreadsheet warriors and hobbyist coders will, over time, make tools that save us from having to understand.
That said, it's easy to understand 'good' and 'bad', but very hard to compare two 'good' to each other. A byproduct of being a Shaman (At least, how I've built) is that you passively shit Storm Bolts. Your mastery gives Storm Totem, which is a totem that casts Storm Bolts. You've got several sources in the shaman tree that give things like "If Storm Bolt, 25% chance for two Storm Bolt", or "if hit, 25% chance to retaliate with Storm Bolt". One of your core skills gives you charges on hit that (probably) autocast lightning bolts. You've got lightning bolts proccing and popping from at least 5 different sources, and you quickly lose track of where they're from and how to scale them.
So I'm left with a vague understanding of "Affinity, lightning dmg, ele dmg, spell dmg%, spell dmg (flat) all good for stuff that comes from me, minion/totem damage good for crows and totems" but when it comes to choices like 8% ele dmg vs 10% minion damage vs +3 lightning damage to spells I'd have no real way to evaluate which is better and for what part of the build, nor what particular parts of my damage sources are affected by which parts of the stats.
Obviously it's a minor complaint, but I hope in time either players help solve these information problems, or more functional damage estimates present themselves in-game.
On February 26 2024 10:57 Fleetfeet wrote: So I'm left with a vague understanding of "Affinity, lightning dmg, ele dmg, spell dmg%, spell dmg (flat) all good for stuff that comes from me, minion/totem damage good for crows and totems" but when it comes to choices like 8% ele dmg vs 10% minion damage vs +3 lightning damage to spells I'd have no real way to evaluate which is better and for what part of the build, nor what particular parts of my damage sources are affected by which parts of the stats.
I believe you might be overthinking it. In 99.9% cases stuff like +1-3 damage or upgrading from 85% to 90% ele dmg won't really be noticeable. Just go for what feels right and leave thinking about tiny upgrades like that for when your build is pretty much complete and you really, really, really want to be doing 1% more damage to top the leaderboards or something.
I think calling it 1% more damage way undersells it.
If the spell Storm Totem is casting does a base of 5 damage with 300% damage effectiveness, then flat damage is going to be pretty high value. The spell that storm totem casts isn't listed as far as I can tell, so it's hard to assess beyond "Number make number go up".
Multiply this by all the skills you're using and the many directions they can pull your attention, and it becomes extremely unclear what to prioritize.
To be clear, the general fantasy of characters and build identity in the sense of "Be a cool lightning guy" is great! I think it's very well designed in that regard and awesome. My complaints largely stem from huge gaps in information, such as having no idea what the "Crowstorm" active spell granted when you have summoned crows ACTUALLY DOES in terms of damage (No spell is listed, similar to Storm Totem) or having melee abilities have the capacity to abruptly convert themselves to spells in their skill trees and ironically become worse for it, despite the fantasy of my character I've built so far being spells-based, etc.
It results in me trying to chase understanding and just ending up frustrated. Legitimately half of my sources of damage, I could not track down the most basic information on. It's just lightning that.... happens.
I get what you mean. I get the impression that for many the appeal of the game is being able to just try different things without being concerned with numbers, since most skills and builds are viable out of the box, but it would be nice to be able to make comparisons. Like with build planner with DPS numbers a la PoB
I think it will just come with playing more and learning over time. Also, Lost Epoch tools helps. Like my build spams Icicles from its unique bow, but only by looking it up in LE tools I know that it has 100 base damage with 500% added damage effectiveness, making added damage freaking crazy
ironically, the in game wiki means that there is no real online wiki equivalent. LE tools is sort of like this but its not the same as having a wiki with detailed explanations
How good/addicting/grindy is this game currently? I've played tons of D2LOD (best before enigma and bots), enjoyed Path of Diablo more than D3, and never tried Path of Exile.
On February 27 2024 21:18 Peeano wrote: How good/addicting/grindy is this game currently? I've played tons of D2LOD (best before enigma and bots), enjoyed Path of Diablo more than D3, and never tried Path of Exile.
For me: Diablo 2 > Last Epoch > PoE > D4 > D3 > Grim Dawn.
I'm really enjoying Last Epoch. I particularly like how smooth, responsive, and consistent the combat and waves of enemies are. Boss battles are good. Graphics are solid too. Difficulty level is a little easy, and leveling up takes a tiny bit longer than I'd prefer, but that's okay because I like exploding everything on the screen and I like to keep moving. The skill tree customization is phenomenal, there's decent replay value and a variety of builds, and there are a lot of quality-of-life improvements (respeccing is easy, loot filter is solid, waypoints/portals are everywhere, the "transfer materials" button in the inventory helps immediately move out some items, etc.).
Not everything is perfect, of course. Some of the affixes/attributes from items don't feel like they do much (increasing % chance of X, increasing % damage of Y, being level 62 yet still having zero or single-digit points in vitality and dexterity, etc.), making me feel like my gear isn't as impactful as in other games. The few cinematic scenes are poor quality (I think I'm just spoiled by Blizzard's cinematic scenes), and the story / time-hopping just isn't interesting or engaging for me. Each era or region is a different environment with different monsters, but the feel of running through these areas can start to feel redundant. Very few sidequests / other objectives too, meaning that there's not much use in exploring unless you want to kill all the monsters. It's very formulaic: enter a location, then run straight and kill monsters until you arrive at the exit, leading to a new location's entrance. Repeat.
I recommend the game overall though; I'd give it a 7/10. I'll play through most of LE five times - once with each character - to about level 60-70. Then I'll probably be done with it.
Played Last Epoch about 30 hours since launch. And pretty much quit now. I can't explain why, but the game makes me fall asleep. It does feel like a good game and lots of things are great, but it doesn't seem amazing to me yet.
For me it's still Path of Exile >>> all other ARPGs by far. D2 mods are great fun at times, but lately I don't play them for long. Grim Dawn is a game that is pretty well done, I played it A LOT though so it isn't as fun anymore. Glad that I didn't buy D4 but it wasn't hard for me as D2 and old WoW are the last things I actually enjoyed a lot from Blizzard.
On February 27 2024 21:18 Peeano wrote: How good/addicting/grindy is this game currently? I've played tons of D2LOD (best before enigma and bots), enjoyed Path of Diablo more than D3, and never tried Path of Exile.
For me: Diablo 2 > Last Epoch > PoE > D4 > D3 > Grim Dawn.
I'm really enjoying Last Epoch. I particularly like how smooth, responsive, and consistent the combat and waves of enemies are. Boss battles are good. Graphics are solid too. Difficulty level is a little easy, and leveling up takes a tiny bit longer than I'd prefer, but that's okay because I like exploding everything on the screen and I like to keep moving. The skill tree customization is phenomenal, there's decent replay value and a variety of builds, and there are a lot of quality-of-life improvements (respeccing is easy, loot filter is solid, waypoints/portals are everywhere, the "transfer materials" button in the inventory helps immediately move out some items, etc.).
Not everything is perfect, of course. Some of the affixes/attributes from items don't feel like they do much (increasing % chance of X, increasing % damage of Y, being level 62 yet still having zero or single-digit points in vitality and dexterity, etc.), making me feel like my gear isn't as impactful as in other games. The few cinematic scenes are poor quality (I think I'm just spoiled by Blizzard's cinematic scenes), and the story / time-hopping just isn't interesting or engaging for me. Each era or region is a different environment with different monsters, but the feel of running through these areas can start to feel redundant. Very few sidequests / other objectives too, meaning that there's not much use in exploring unless you want to kill all the monsters. It's very formulaic: enter a location, then run straight and kill monsters until you arrive at the exit, leading to a new location's entrance. Repeat.
I recommend the game overall though; I'd give it a 7/10. I'll play through most of LE five times - once with each character - to about level 60-70. Then I'll probably be done with it.
(to bolded) hard agree. It feels like the waypoint issue games like Ghosts of Tsushima explicitly design themselves to avoid. Most maps you have a blue and a yellow waypoint, and you go to the blue waypoint until you go to the yellow one. There ARE oneshot chests and rare monsters to loot but overall it's a very smooth and straightforward experience.
Last Epoch is worth playing right now if you want a chill accessible ARPG with enough depth to engage you for 50 hours. Chances are it'll be even better than it is now in a year or so, so there isn't really any rush.
I played it mostly offline due to the miserable launch.
I don't know, something is missing for me. Played a Necolyte till lvl 25 and a Beastmaster with Stormcrows to lvl 5X and it went pretty good but somehow, the feel is just a bit off?
Skills and their ineractions with each other seem way more complicated than they should be. At least for Shaman, making sense of all the proccs/buffs/stacks and how they interact just feels like it's way more complicated than it needs to be (and tbf it works just fine whiteout caring much about it).
On February 27 2024 21:18 Peeano wrote: How good/addicting/grindy is this game currently? I've played tons of D2LOD (best before enigma and bots), enjoyed Path of Diablo more than D3, and never tried Path of Exile.
For me: Diablo 2 > Last Epoch > PoE > D4 > D3 > Grim Dawn.
I'm really enjoying Last Epoch. I particularly like how smooth, responsive, and consistent the combat and waves of enemies are. Boss battles are good. Graphics are solid too. Difficulty level is a little easy, and leveling up takes a tiny bit longer than I'd prefer, but that's okay because I like exploding everything on the screen and I like to keep moving. The skill tree customization is phenomenal, there's decent replay value and a variety of builds, and there are a lot of quality-of-life improvements (respeccing is easy, loot filter is solid, waypoints/portals are everywhere, the "transfer materials" button in the inventory helps immediately move out some items, etc.).
Not everything is perfect, of course. Some of the affixes/attributes from items don't feel like they do much (increasing % chance of X, increasing % damage of Y, being level 62 yet still having zero or single-digit points in vitality and dexterity, etc.), making me feel like my gear isn't as impactful as in other games. The few cinematic scenes are poor quality (I think I'm just spoiled by Blizzard's cinematic scenes), and the story / time-hopping just isn't interesting or engaging for me. Each era or region is a different environment with different monsters, but the feel of running through these areas can start to feel redundant. Very few sidequests / other objectives too, meaning that there's not much use in exploring unless you want to kill all the monsters. It's very formulaic: enter a location, then run straight and kill monsters until you arrive at the exit, leading to a new location's entrance. Repeat.
I recommend the game overall though; I'd give it a 7/10. I'll play through most of LE five times - once with each character - to about level 60-70. Then I'll probably be done with it.
That is a super surprising ranking. OoC what makes Grim Dawn so bad?
EDIT - I’m getting Deja vu as I read this back, did I ask this in the D4 thread? Sorry if I have lol
Personally Grim Dawn also ranks lowest for me, but I don't consider it bad. I finished the campaign then stopped, I just lost interest... the skills didn't pull me in enough, didn't like the constellations either. Nothing egregious but little upside.. I'll give it another shot at some point
My personal ranking would be PoE >> D2 > Last Epoch > Torchlight 2 > D3 > D4 > Grim Dawn
PoE is the GOAT, the depth and amount of content is hard to supplant. The skill system is the most satisfying, and the experience of playing it has surpassed Diablo in recent years (pops / explosions from shatter or heralds is unmatched). Atlas of World + Atlas skill tree is the best endgame system by far. New player experience & trade are rough I'll admit D2 is D2 Last Epoch feels very fun to me, solid build complexity, great crafting, but needs a lot more polish and content. Torchlight 2 is heavily underrated imo, modding scene was good and skills had great feedback D3 I think is better than D4. Even though set items and number scaling went crazy, at least it is fun to go blasting D4 has great polish and a great campaign, the best ARPG if you will play for only 10-15 hours. beyond that meh. really bad gearing / affix system
Started a new char after my marksman, a Warlock. Its pretty busted, chthonic fissure is such an overloaded skill. Super fun. Still haven't tried Merchant's Guild yet, seems too powerful despite it's clunkiness
For me (These days) ARPGS are defined by their systems, and imo Grim Dawn has the second-best systems on the market. PoE obviously wins by sheer VOLUME of mechanics at this point, but even PoE's core of Sockets/gems + currency system is such an amazingly strong core it's really hard to compete. The skill tree honestly I think is one of the weaker systems in PoE at this point and has more 'wow factor' for people looking at PoE for the first time than anything else, I think.
Grim Dawn? Constellations are an S++ system, both in terms of campaign progression and overall build identity. The system is really robust and feels good, with unlocks for new functionality as you progress, as well as sufficient gating of stronger stuff behind higher affinities and/or exploration. The class / level system is also solid in Grim Dawn, giving a lot of flex by being able to mix classes for specific goals. Common/magic/rare in GD is meh imo, but their approach to uniques is stronger than most. Overall Grim Dawn is top 3 arpg for me.
For me, Epoch's systems seem -fine-, none of them stand out to me as mindblowing, but I do think that's partially because they're not as refined as they could be, and it's hard not to look at them like "Oh this is PoE's mapping but different".
On February 27 2024 21:18 Peeano wrote: How good/addicting/grindy is this game currently? I've played tons of D2LOD (best before enigma and bots), enjoyed Path of Diablo more than D3, and never tried Path of Exile.
For me: Diablo 2 > Last Epoch > PoE > D4 > D3 > Grim Dawn.
I'm really enjoying Last Epoch. I particularly like how smooth, responsive, and consistent the combat and waves of enemies are. Boss battles are good. Graphics are solid too. Difficulty level is a little easy, and leveling up takes a tiny bit longer than I'd prefer, but that's okay because I like exploding everything on the screen and I like to keep moving. The skill tree customization is phenomenal, there's decent replay value and a variety of builds, and there are a lot of quality-of-life improvements (respeccing is easy, loot filter is solid, waypoints/portals are everywhere, the "transfer materials" button in the inventory helps immediately move out some items, etc.).
Not everything is perfect, of course. Some of the affixes/attributes from items don't feel like they do much (increasing % chance of X, increasing % damage of Y, being level 62 yet still having zero or single-digit points in vitality and dexterity, etc.), making me feel like my gear isn't as impactful as in other games. The few cinematic scenes are poor quality (I think I'm just spoiled by Blizzard's cinematic scenes), and the story / time-hopping just isn't interesting or engaging for me. Each era or region is a different environment with different monsters, but the feel of running through these areas can start to feel redundant. Very few sidequests / other objectives too, meaning that there's not much use in exploring unless you want to kill all the monsters. It's very formulaic: enter a location, then run straight and kill monsters until you arrive at the exit, leading to a new location's entrance. Repeat.
I recommend the game overall though; I'd give it a 7/10. I'll play through most of LE five times - once with each character - to about level 60-70. Then I'll probably be done with it.
That is a super surprising ranking. OoC what makes Grim Dawn so bad?
EDIT - I’m getting Deja vu as I read this back, did I ask this in the D4 thread? Sorry if I have lol
I wrote about Grim Dawn months ago in the D4 thread, so I don't expect you to remember what I wrote haha.
I got super bored after about 5 hours of Grim Dawn, forced myself to play for about 20 hours total, got to level 30 with a character, and then just gave up. I care a lot about a good leveling system and skills, but I found the skill tree to be completely useless. I had no incentive to gain experience or use my skill points - I still have 57 unused points - because the first skill was strong enough to win every battle I came across for the entire time I played. I also found the story to be unimpressive, the quests/map to be too hard to navigate, and nearly all of the item drops to be irrelevant. The regions were very pretty and the monsters were cool, but combat became boring because it never changed. Just left-click and right-click; I didn't need to bind any other skills to any other keys, because I didn't need any other skills at all.
I also had forgotten about Torchlight 2; I'd probably place it in between D4 and D3.
On February 27 2024 21:18 Peeano wrote: How good/addicting/grindy is this game currently? I've played tons of D2LOD (best before enigma and bots), enjoyed Path of Diablo more than D3, and never tried Path of Exile.
For me: Diablo 2 > Last Epoch > PoE > D4 > D3 > Grim Dawn.
I'm really enjoying Last Epoch. I particularly like how smooth, responsive, and consistent the combat and waves of enemies are. Boss battles are good. Graphics are solid too. Difficulty level is a little easy, and leveling up takes a tiny bit longer than I'd prefer, but that's okay because I like exploding everything on the screen and I like to keep moving. The skill tree customization is phenomenal, there's decent replay value and a variety of builds, and there are a lot of quality-of-life improvements (respeccing is easy, loot filter is solid, waypoints/portals are everywhere, the "transfer materials" button in the inventory helps immediately move out some items, etc.).
Not everything is perfect, of course. Some of the affixes/attributes from items don't feel like they do much (increasing % chance of X, increasing % damage of Y, being level 62 yet still having zero or single-digit points in vitality and dexterity, etc.), making me feel like my gear isn't as impactful as in other games. The few cinematic scenes are poor quality (I think I'm just spoiled by Blizzard's cinematic scenes), and the story / time-hopping just isn't interesting or engaging for me. Each era or region is a different environment with different monsters, but the feel of running through these areas can start to feel redundant. Very few sidequests / other objectives too, meaning that there's not much use in exploring unless you want to kill all the monsters. It's very formulaic: enter a location, then run straight and kill monsters until you arrive at the exit, leading to a new location's entrance. Repeat.
I recommend the game overall though; I'd give it a 7/10. I'll play through most of LE five times - once with each character - to about level 60-70. Then I'll probably be done with it.
That is a super surprising ranking. OoC what makes Grim Dawn so bad?
EDIT - I’m getting Deja vu as I read this back, did I ask this in the D4 thread? Sorry if I have lol
My ranking roughly looks the same. Despite having a cool scenario, GD imo falls really short on it's delivery, in terms of narrative it's imo the worst of the bunch. The constellation system is cool as hell, but the sheer amount of different elements limit the build variety a bit and tbh I feel like the class system is largely a delivery system for the constellation effects. So I check out these 'cool' but really flat skills and they aren't really anything to look forward too, cause they're just the delivery system for your constellations. All in all it feels like there are two systems in place when one more concise would have been better.
It also leads to class choices not mattering as much because your power largely comes from the constellations and class mainly decides which you are going to pick.
GD's item system is imo better than people say. The additional skills items add open up build options and while I think that f.e. D2 largely beats it, D2 has an excellent item system if you disregard that 99% of the drops are trash.
I think I'd rate D2>=LE>=PoE >>> TQ/D3/D4/GD. I get why ppl rate PoE over D2 and LE, but I still don't like the skill system in PoE and it's grindy as fuck. PoE is targeting ppl who want to play it 7 days a week for 5 months in a row and for them it's perfect, but that just isn't what I want from an ARPG. PoE has very good design though, I enjoy the lore and if you don't mind dash screen explosions dash screen explosion gameplay it's nice.
D2 probably has the best mob design in terms of gameplay, I really enjoy how enemies teach lessons to the players and especially early on require players to play around their behavior. They try this a bit in d4, but it's nowhere near as good. D2 also has a decent trade system, an interesting item system with runes and gems and a ton of "here's a corner you can cut to get a decent budget item" catches. It's problem is that a lot of uniques and sets are hot garbage and how melee vs magic classes scale with gear, also endgame. It's also hands down the best ARPG in terms of atmosphere and storytelling imo, by a mile. I'd give second place to D4 in that regard, but that's about the only thing D4 excels in. It's not terrible else, but not exceptional anywhere.
LE imo is a modernized version of D2, with complex skilltrees, decent enemy design, decent atmosphere, reskilling, and narrative endgame. The storytelling is only soso though and I feel like the passive tree isn't that interesting, or at least wasn't when I last played it.
On February 27 2024 21:18 Peeano wrote: How good/addicting/grindy is this game currently? I've played tons of D2LOD (best before enigma and bots), enjoyed Path of Diablo more than D3, and never tried Path of Exile.
For me: Diablo 2 > Last Epoch > PoE > D4 > D3 > Grim Dawn.
I'm really enjoying Last Epoch. I particularly like how smooth, responsive, and consistent the combat and waves of enemies are. Boss battles are good. Graphics are solid too. Difficulty level is a little easy, and leveling up takes a tiny bit longer than I'd prefer, but that's okay because I like exploding everything on the screen and I like to keep moving. The skill tree customization is phenomenal, there's decent replay value and a variety of builds, and there are a lot of quality-of-life improvements (respeccing is easy, loot filter is solid, waypoints/portals are everywhere, the "transfer materials" button in the inventory helps immediately move out some items, etc.).
Not everything is perfect, of course. Some of the affixes/attributes from items don't feel like they do much (increasing % chance of X, increasing % damage of Y, being level 62 yet still having zero or single-digit points in vitality and dexterity, etc.), making me feel like my gear isn't as impactful as in other games. The few cinematic scenes are poor quality (I think I'm just spoiled by Blizzard's cinematic scenes), and the story / time-hopping just isn't interesting or engaging for me. Each era or region is a different environment with different monsters, but the feel of running through these areas can start to feel redundant. Very few sidequests / other objectives too, meaning that there's not much use in exploring unless you want to kill all the monsters. It's very formulaic: enter a location, then run straight and kill monsters until you arrive at the exit, leading to a new location's entrance. Repeat.
I recommend the game overall though; I'd give it a 7/10. I'll play through most of LE five times - once with each character - to about level 60-70. Then I'll probably be done with it.
That is a super surprising ranking. OoC what makes Grim Dawn so bad?
EDIT - I’m getting Deja vu as I read this back, did I ask this in the D4 thread? Sorry if I have lol
My ranking roughly looks the same. Despite having a cool scenario, GD imo falls really short on it's delivery, in terms of narrative it's imo the worst of the bunch. The constellation system is cool as hell, but the sheer amount of different elements limit the build variety a bit and tbh I feel like the class system is largely a delivery system for the constellation effects. So I check out these 'cool' but really flat skills and they aren't really anything to look forward too, cause they're just the delivery system for your constellations. All in all it feels like there are two systems in place when one more concise would have been better.
It also leads to class choices not mattering as much because your power largely comes from the constellations and class mainly decides which you are going to pick.
GD's item system is imo better than people say. The additional skills items add open up build options and while I think that f.e. D2 largely beats it, D2 has an excellent item system if you disregard that 99% of the drops are trash.
I think I'd rate D2>=LE>=PoE >>> TQ/D3/D4/GD. I get why ppl rate PoE over D2 and LE, but I still don't like the skill system in PoE and it's grindy as fuck. PoE is targeting ppl who want to play it 7 days a week for 5 months in a row and for them it's perfect, but that just isn't what I want from an ARPG. PoE has very good design though, I enjoy the lore and if you don't mind dash screen explosions dash screen explosion gameplay it's nice.
D2 probably has the best mob design in terms of gameplay, I really enjoy how enemies teach lessons to the players and especially early on require players to play around their behavior. They try this a bit in d4, but it's nowhere near as good. D2 also has a decent trade system, an interesting item system with runes and gems and a ton of "here's a corner you can cut to get a decent budget item" catches. It's problem is that a lot of uniques and sets are hot garbage and how melee vs magic classes scale with gear, also endgame. It's also hands down the best ARPG in terms of atmosphere and storytelling imo, by a mile. I'd give second place to D4 in that regard, but that's about the only thing D4 excels in. It's not terrible else, but not exceptional anywhere.
LE imo is a modernized version of D2, with complex skilltrees, decent enemy design, decent atmosphere, reskilling, and narrative endgame. The storytelling is only soso though and I feel like the passive tree isn't that interesting, or at least wasn't when I last played it.
Hah, this (bolded) makes me wonder how D2 would feel with loot filters. PoE and LE certainly do much worse than 99% of drops being useless, but loot filters make it so you only see 10% of the loot, so it doesn't feel as bad.
As for the bugfixes - the only bug I know of that impacts my build right now is the fact that the "increased effect of haste on you" implicit of Vanguard Boots literally doesn't do anything.
Tbf it's a difference of only 7-15% movespeed so not like it's major, but I use Wrongwarp, so it's also 21-45% increased spell damage.
On February 27 2024 21:18 Peeano wrote: How good/addicting/grindy is this game currently? I've played tons of D2LOD (best before enigma and bots), enjoyed Path of Diablo more than D3, and never tried Path of Exile.
For me: Diablo 2 > Last Epoch > PoE > D4 > D3 > Grim Dawn.
I'm really enjoying Last Epoch. I particularly like how smooth, responsive, and consistent the combat and waves of enemies are. Boss battles are good. Graphics are solid too. Difficulty level is a little easy, and leveling up takes a tiny bit longer than I'd prefer, but that's okay because I like exploding everything on the screen and I like to keep moving. The skill tree customization is phenomenal, there's decent replay value and a variety of builds, and there are a lot of quality-of-life improvements (respeccing is easy, loot filter is solid, waypoints/portals are everywhere, the "transfer materials" button in the inventory helps immediately move out some items, etc.).
Not everything is perfect, of course. Some of the affixes/attributes from items don't feel like they do much (increasing % chance of X, increasing % damage of Y, being level 62 yet still having zero or single-digit points in vitality and dexterity, etc.), making me feel like my gear isn't as impactful as in other games. The few cinematic scenes are poor quality (I think I'm just spoiled by Blizzard's cinematic scenes), and the story / time-hopping just isn't interesting or engaging for me. Each era or region is a different environment with different monsters, but the feel of running through these areas can start to feel redundant. Very few sidequests / other objectives too, meaning that there's not much use in exploring unless you want to kill all the monsters. It's very formulaic: enter a location, then run straight and kill monsters until you arrive at the exit, leading to a new location's entrance. Repeat.
I recommend the game overall though; I'd give it a 7/10. I'll play through most of LE five times - once with each character - to about level 60-70. Then I'll probably be done with it.
That is a super surprising ranking. OoC what makes Grim Dawn so bad?
EDIT - I’m getting Deja vu as I read this back, did I ask this in the D4 thread? Sorry if I have lol
My ranking roughly looks the same. Despite having a cool scenario, GD imo falls really short on it's delivery, in terms of narrative it's imo the worst of the bunch. The constellation system is cool as hell, but the sheer amount of different elements limit the build variety a bit and tbh I feel like the class system is largely a delivery system for the constellation effects. So I check out these 'cool' but really flat skills and they aren't really anything to look forward too, cause they're just the delivery system for your constellations. All in all it feels like there are two systems in place when one more concise would have been better.
It also leads to class choices not mattering as much because your power largely comes from the constellations and class mainly decides which you are going to pick.
GD's item system is imo better than people say. The additional skills items add open up build options and while I think that f.e. D2 largely beats it, D2 has an excellent item system if you disregard that 99% of the drops are trash.
I think I'd rate D2>=LE>=PoE >>> TQ/D3/D4/GD. I get why ppl rate PoE over D2 and LE, but I still don't like the skill system in PoE and it's grindy as fuck. PoE is targeting ppl who want to play it 7 days a week for 5 months in a row and for them it's perfect, but that just isn't what I want from an ARPG. PoE has very good design though, I enjoy the lore and if you don't mind dash screen explosions dash screen explosion gameplay it's nice.
D2 probably has the best mob design in terms of gameplay, I really enjoy how enemies teach lessons to the players and especially early on require players to play around their behavior. They try this a bit in d4, but it's nowhere near as good. D2 also has a decent trade system, an interesting item system with runes and gems and a ton of "here's a corner you can cut to get a decent budget item" catches. It's problem is that a lot of uniques and sets are hot garbage and how melee vs magic classes scale with gear, also endgame. It's also hands down the best ARPG in terms of atmosphere and storytelling imo, by a mile. I'd give second place to D4 in that regard, but that's about the only thing D4 excels in. It's not terrible else, but not exceptional anywhere.
LE imo is a modernized version of D2, with complex skilltrees, decent enemy design, decent atmosphere, reskilling, and narrative endgame. The storytelling is only soso though and I feel like the passive tree isn't that interesting, or at least wasn't when I last played it.
Hah, this (bolded) makes me wonder how D2 would feel with loot filters. PoE and LE certainly do much worse than 99% of drops being useless, but loot filters make it so you only see 10% of the loot, so it doesn't feel as bad.
As for the bugfixes - the only bug I know of that impacts my build right now is the fact that the "increased effect of haste on you" implicit of Vanguard Boots literally doesn't do anything.
Tbf it's a difference of only 7-15% movespeed so not like it's major, but I use Wrongwarp, so it's also 21-45% increased spell damage.
Tbf the 99% of D2 are a hyperbole unless you're already through the game essentially. Runes are always useful, gems are largely useful and rares are going to stay useful for most of it's playtime.
D2's largest issues are pot addiction and that there's nothing really to do once you've killed Baal. Obviously there are vast differences in quality regarding uniques, but that goes for pretty much every ARPG.
On February 27 2024 21:18 Peeano wrote: How good/addicting/grindy is this game currently? I've played tons of D2LOD (best before enigma and bots), enjoyed Path of Diablo more than D3, and never tried Path of Exile.
For me: Diablo 2 > Last Epoch > PoE > D4 > D3 > Grim Dawn.
I'm really enjoying Last Epoch. I particularly like how smooth, responsive, and consistent the combat and waves of enemies are. Boss battles are good. Graphics are solid too. Difficulty level is a little easy, and leveling up takes a tiny bit longer than I'd prefer, but that's okay because I like exploding everything on the screen and I like to keep moving. The skill tree customization is phenomenal, there's decent replay value and a variety of builds, and there are a lot of quality-of-life improvements (respeccing is easy, loot filter is solid, waypoints/portals are everywhere, the "transfer materials" button in the inventory helps immediately move out some items, etc.).
Not everything is perfect, of course. Some of the affixes/attributes from items don't feel like they do much (increasing % chance of X, increasing % damage of Y, being level 62 yet still having zero or single-digit points in vitality and dexterity, etc.), making me feel like my gear isn't as impactful as in other games. The few cinematic scenes are poor quality (I think I'm just spoiled by Blizzard's cinematic scenes), and the story / time-hopping just isn't interesting or engaging for me. Each era or region is a different environment with different monsters, but the feel of running through these areas can start to feel redundant. Very few sidequests / other objectives too, meaning that there's not much use in exploring unless you want to kill all the monsters. It's very formulaic: enter a location, then run straight and kill monsters until you arrive at the exit, leading to a new location's entrance. Repeat.
I recommend the game overall though; I'd give it a 7/10. I'll play through most of LE five times - once with each character - to about level 60-70. Then I'll probably be done with it.
That is a super surprising ranking. OoC what makes Grim Dawn so bad?
EDIT - I’m getting Deja vu as I read this back, did I ask this in the D4 thread? Sorry if I have lol
My ranking roughly looks the same. Despite having a cool scenario, GD imo falls really short on it's delivery, in terms of narrative it's imo the worst of the bunch. The constellation system is cool as hell, but the sheer amount of different elements limit the build variety a bit and tbh I feel like the class system is largely a delivery system for the constellation effects. So I check out these 'cool' but really flat skills and they aren't really anything to look forward too, cause they're just the delivery system for your constellations. All in all it feels like there are two systems in place when one more concise would have been better.
It also leads to class choices not mattering as much because your power largely comes from the constellations and class mainly decides which you are going to pick.
GD's item system is imo better than people say. The additional skills items add open up build options and while I think that f.e. D2 largely beats it, D2 has an excellent item system if you disregard that 99% of the drops are trash.
I think I'd rate D2>=LE>=PoE >>> TQ/D3/D4/GD. I get why ppl rate PoE over D2 and LE, but I still don't like the skill system in PoE and it's grindy as fuck. PoE is targeting ppl who want to play it 7 days a week for 5 months in a row and for them it's perfect, but that just isn't what I want from an ARPG. PoE has very good design though, I enjoy the lore and if you don't mind dash screen explosions dash screen explosion gameplay it's nice.
D2 probably has the best mob design in terms of gameplay, I really enjoy how enemies teach lessons to the players and especially early on require players to play around their behavior. They try this a bit in d4, but it's nowhere near as good. D2 also has a decent trade system, an interesting item system with runes and gems and a ton of "here's a corner you can cut to get a decent budget item" catches. It's problem is that a lot of uniques and sets are hot garbage and how melee vs magic classes scale with gear, also endgame. It's also hands down the best ARPG in terms of atmosphere and storytelling imo, by a mile. I'd give second place to D4 in that regard, but that's about the only thing D4 excels in. It's not terrible else, but not exceptional anywhere.
LE imo is a modernized version of D2, with complex skilltrees, decent enemy design, decent atmosphere, reskilling, and narrative endgame. The storytelling is only soso though and I feel like the passive tree isn't that interesting, or at least wasn't when I last played it.
Hah, this (bolded) makes me wonder how D2 would feel with loot filters. PoE and LE certainly do much worse than 99% of drops being useless, but loot filters make it so you only see 10% of the loot, so it doesn't feel as bad.
I honestly think loot filters are a bandaid, not a solution. Imho they are just bad game design if their intended use is to reduce the amount of trash you see. I think loot filters can be a useful addition to a game if they are meant for simple stuff like highlighting for target farming. I refused to use loot filters in PoE for the longest time until it really got too much, even for me. In LE, a friend and I play without loot filters and it's already really fucking annoying during leveling... Like holy hell, why can't you just have less items dropped. I agree that in D2 most items were actually trash and the system and the amount of drops weren't perfect, either, but there were a lot less drops than in PoE and LE...
If all the fruit in the world CAN drop, but right now I only care about apples and bananas, it's handy to only filter for apples and bananas. As I develop my tastes, I might figure out that it's bananas and cherries I actually want, plus I have a friend that really wants mangoes, so I can keep an eye out for those. As my tastes refine further i can start specifying shit like cherries that are this shade of red with a stem and no more than one blemish, and so on.
This system is better than a system that just dropped less fruit, because the ENTIRE SYSTEM is player-driven. The devs haven't had to decide to set up a system that only allows int and cdr to drop for mages, players are presented with the entire gamut of options and allowed to make their own decisions in that space.
Where these systems fail is when they become too cumbersome for your normal player to interact with, and instead are a choice made by an algorithm tapped into the market that can tell you this particular cherry is a really valuable cherry, without the player having to know why. This is where PoE is at currently, and understandably so.
Imo LE's current system is too cumbersome to set up for basic use atm, and I'm hopeful for improvement in the future. That said, I get why the systems are designed this way and honestly have had a lot of fun building a loot filter as I go.
It would be great if they had some basic templates to use and then modify. Something like "Caster - leveling (shows only staves, wands & scepters)" or "Melee Filter" "Rogue - Bows only"
I imagine an interface that lets you ctrl-alt-click an affix on an item to add a rule that highlights items with that affix as a different colour. Something that's in normal game interface and gets players starting to control their own filters.
Given the amount of UI bugs currently that seems unrealistic, but that's the kind of angle I'd hope for. Current LE loot filter functionality is great, but the UI for setting up is honestly pretty shit.
On February 27 2024 21:18 Peeano wrote: How good/addicting/grindy is this game currently? I've played tons of D2LOD (best before enigma and bots), enjoyed Path of Diablo more than D3, and never tried Path of Exile.
For me: Diablo 2 > Last Epoch > PoE > D4 > D3 > Grim Dawn.
I'm really enjoying Last Epoch. I particularly like how smooth, responsive, and consistent the combat and waves of enemies are. Boss battles are good. Graphics are solid too. Difficulty level is a little easy, and leveling up takes a tiny bit longer than I'd prefer, but that's okay because I like exploding everything on the screen and I like to keep moving. The skill tree customization is phenomenal, there's decent replay value and a variety of builds, and there are a lot of quality-of-life improvements (respeccing is easy, loot filter is solid, waypoints/portals are everywhere, the "transfer materials" button in the inventory helps immediately move out some items, etc.).
Not everything is perfect, of course. Some of the affixes/attributes from items don't feel like they do much (increasing % chance of X, increasing % damage of Y, being level 62 yet still having zero or single-digit points in vitality and dexterity, etc.), making me feel like my gear isn't as impactful as in other games. The few cinematic scenes are poor quality (I think I'm just spoiled by Blizzard's cinematic scenes), and the story / time-hopping just isn't interesting or engaging for me. Each era or region is a different environment with different monsters, but the feel of running through these areas can start to feel redundant. Very few sidequests / other objectives too, meaning that there's not much use in exploring unless you want to kill all the monsters. It's very formulaic: enter a location, then run straight and kill monsters until you arrive at the exit, leading to a new location's entrance. Repeat.
I recommend the game overall though; I'd give it a 7/10. I'll play through most of LE five times - once with each character - to about level 60-70. Then I'll probably be done with it.
I've completed what I set out to complete, and my positive assessment hasn't changed much. Very pleased overall with the combat and gameplay of Last Epoch. I made these 5 characters and grinded them to around the 50s and 60s: Beastmaster, Paladin, Sorcerer, Necromancer, and Marksman. I found all 5 characters to be fun and unique. The extremely linear progression and lack of story makes it a little tough for me to persist past level 60 or so, since the skill trees are pretty much done by then.
I had previously written "leveling up takes a tiny bit longer than I'd prefer", but I think the developers did a better job with this than I had first given them credit for. I'm also really, really impressed with how the mobs of basic monsters, special/unique monsters, and the bosses/mini-bosses lead to fast, high-octane, exciting battles... with one exception that I absolutely hate: + Show Spoiler +
Lagon, God Of Storms. Seriously, what the fuck is this boss fight? Getting one-shotted by bosses is bad game design, especially if over-leveling and maxing out resistances still doesn't stop being insta-killed, and especially especially in a very long fight that completely resets with a single, unlucky misstep. Memorizing attack patterns is one thing, but I feel like there's also a significant element of getting lucky that's required, especially if your character doesn't have super high mobility. This fight really seems completely different from everything else in this game, and I just completely detest it. At times, it actually felt unfair to me.
Maybe, after taking a hiatus for the next few months or so, I might return to Last Epoch and create another 5 characters using 5 masteries that I haven't explored yet (and then, perhaps, some time after that, I might do a third round for the final set of 5 masteries). Solid game.
Extra downside for me is that my character is lightning-y and arguably wants both the items he drops and the blessings he provides in endgame content you didn't get to, so I've had to fight that fight altogether too many times.
We have basically opposite playstyles - I've played one mastery ever, across two characters (first time got lvl 93ish, now am lvl 95) and for me and how I like to play games, it's kept giving me opportunities to better understand mechanics and further refine my build within my build fantasy. Even within my mastery it feels like there's 3-4 viable alternatives that I've seen for dealing damage, so for players that like to dig deep into one character and not explore the whole field, it still feels like there's a ton to explore, and not Diablo 3's "Well if you're making a Monk you go this set, or this set, and that's it"
That's a really interesting point. I've definitely noticed other ways that I could have built the masteries I've chosen so far, with all of the different skills and trees available within a single class. The fact that you and I can both explore our characters deeply, with such different playstyles / approaches to the game, is a testament to how well the LE crew designed the classes.
Lagon has been notorious since his introduction years ago pretty much. It was somewhat justifiable when he was the final boss, similar to how Kitava is a huge diff spike in PoE, but with the changes in terms of plot not so much anymore
On game design: I love the skilltrees and all the synergies in between. I'm less in love with the passive tree, but I still prefer it over PoE's tree of madness.
On March 19 2024 04:54 DarkPlasmaBall wrote: That's a really interesting point. I've definitely noticed other ways that I could have built the masteries I've chosen so far, with all of the different skills and trees available within a single class. The fact that you and I can both explore our characters deeply, with such different playstyles / approaches to the game, is a testament to how well the LE crew designed the classes.
Oh, absolutely, and honestly it'll only get wider as the idol / unique pool deepens. I'm playing Shaman right now and basically putting everything I can into making Storm bolts do more damage, but in passing I see stuff like "X bees per 10 seconds" on idols (AMAZINGLY worded affix btw) or "Upheaval shatters totems" combined with "10% chance to summon thorn totem on hit" from idols and the fact that in the Thorn Totem skill tree you can get it to summon 5 totems simultaneously... you have fringe build-around options just from what's available now.
They've set themselves up to add new types of idols, and given the types of rolls they currently have and how they can enable niche builds, I look forward to possibilities of masteries being able to reach outside of their conventional build scope if you really wanted them to. It's already a thing (My current build has 3 mage-centric uniques as probable Best-in-slot) and I look forward to it continuing in the future.
On another topic, I have mixed feelings about how endgame dungeons currently work. The rewards systems vs the added difficulty are nowhere near in line. Most of the reward I'll get from completing... idk, T4 arena, is from prophecies. In all cases, it prevents two choices, and regardless of the rewards I'll pick the one that keeps difficulty lowest, because 3+ prophecies are gonna pop when I win, and doing a t4 arena boss with +650% health and damage for a few extra exalted items and a legendary chestpiece I don't care about isn't worth it.
Even in the case before prophecies, the choices felt flat, as it was often a potentially useful 'exalted rings' at a cost of 50% increased damage and health vs a unique weapon that probably is worthless for a 160% increase of both. I wouldn't be farming arena for specific uniques outside of boss drops, so I'm hoping these choices are rebalanced and offers stuff like "This specific unique with 1-3 LP", as well as 3 choices instead of 2, for basically all endgame dungeons.
NGL, I like Lagon. I think it's better that there's at least 1 "oh shit" boss. Otherwise the game would be wayyy too easy. His attack patterns can be learned, and only the laser beam is really a one shot. If the claw one shots you it's a defense issue, IMO - or you can hide on the stairs. The waves in the ads phase always go in one direction (Clockwise or Counter clockwise, I forgot), so that's super easy, you follow behind the waves. And you can just skip him if you really want (even on a first playthrough). Doesn't help if you need to farm him in Monoliths though
Lagon reminds me of Kitava, in that it feels pretty overwhelming at first but can be overcome with experience. Though I'd say Kitava (and PoE bosses in general) have way better animation telegraphing. It's really obvious when Kitava is going for a slam compared to Lagon's claw smash
Though to be fair, I've only played OP builds I looked up. I'm going to try to homebrew some builds and maybe I'll have more trouble then.
I agree endgame dungeons need a lot of work. The barriers really annoy me. I get they wanted to introduce some amount of variability, but I would've preferred randomized layout / tileset, not a bunch of road blocks. Especially since you can actually get past the roadblocks with very specific traversal skills, but not all. Like, Acolyte's Transplant doesn't work, but if I make Chthonic Fissure into traversal it works - but I don't want to be forced into doing that
On March 19 2024 07:39 EchelonTee wrote: NGL, I like Lagon. I think it's better that there's at least 1 "oh shit" boss. Otherwise the game would be wayyy too easy. His attack patterns can be learned, and only the laser beam is really a one shot. If the claw one shots you it's a defense issue, IMO - or you can hide on the stairs. The waves in the ads phase always go in one direction (Clockwise or Counter clockwise, I forgot), so that's super easy, you follow behind the waves. And you can just skip him if you really want (even on a first playthrough). Doesn't help if you need to farm him in Monoliths though
Lagon reminds me of Kitava, in that it feels pretty overwhelming at first but can be overcome with experience. Though I'd say Kitava (and PoE bosses in general) have way better animation telegraphing. It's really obvious when Kitava is going for a slam compared to Lagon's claw smash
Though to be fair, I've only played OP builds I looked up. I'm going to try to homebrew some builds and maybe I'll have more trouble then.
I agree endgame dungeons need a lot of work. The barriers really annoy me. I get they wanted to introduce some amount of variability, but I would've preferred randomized layout / tileset, not a bunch of road blocks. Especially since you can actually get past the roadblocks with very specific traversal skills, but not all. Like, Acolyte's Transplant doesn't work, but if I make Chthonic Fissure into traversal it works - but I don't want to be forced into doing that
Moon beam (projected circle nuke) also oneshots me with 115% overcapped cold/light, 2.8k hp, 1.8k armour and about 30% dmg resist besides. Two of my defensive layers don't work against Lagon (frailty and other debuffs can't be applied to something you cant hit, and the other is a damage reduction contingent on proximity, which I can't tell if it works because Lagon proper doesn't have a hitbox) but yeah the circle also hits hard.
(For comparison claw attacks do barely over 1k, am around 150 corruption vs Lagon)
On March 19 2024 07:39 EchelonTee wrote: NGL, I like Lagon. I think it's better that there's at least 1 "oh shit" boss. Otherwise the game would be wayyy too easy. His attack patterns can be learned, and only the laser beam is really a one shot. If the claw one shots you it's a defense issue, IMO - or you can hide on the stairs. The waves in the ads phase always go in one direction (Clockwise or Counter clockwise, I forgot), so that's super easy, you follow behind the waves. And you can just skip him if you really want (even on a first playthrough).
Will play that for sure. Poe 1 is still my best game but for me, Last epoc is better then poe2 so, cant wait to play that ! And all the change they are doing are going in the right direction.
Fuck yeah I'm so excited for a new league of this game! This season is going to be amazing! Last Epoch is probably my favourite ARPG on the market right now. Not as deep and tedious to learn as PoE 1, not as braindead/brainrotted as Diablo 4, not as undercooked as PoE 2 and not as old and archaic as Diablo 2. Sure there are a few other gems here & there floating around like Grim Dawn, Torchlight 1 & 2 and Titan Quest but Last Epoch has BY FAR the best crafting I have ever seen in any ARPG and the skill trees are a perfect middle-of-the-road solution between PoE1's passive skill tree, and Diablo 3/4s overly simplified skill trees.