Juggling Weapons for Harbingers

Good Morning Folks. This weekend, I should have spent the entire weekend prepping for the fact that I will be in a bad way, because tomorrow I start my bi-weekly dose of poison known as chemotherapy. I did not do that thing. I instead fucked around and played Last Epoch all weekend, because I did not feel like doing much else due to allergies… and I figured starting tomorrow, I might be too miserable to play much of anything. I technically did all of the things that I absolutely needed to do, like dishes, laundry, etc… and today I am going to get a haircut and pick up some groceries on my way back to the house at lunch. I will also be dealing with gathering the trash and putting the cart to the curb so that I do not have to deal with it in the morning, along with everything else, since I have to be at the chemo location starting at 7 am tomorrow morning.
At this point, I am level 91 and working on raising the corruption on the monolith with the current one I am working on sitting around 160 corruption, and I need to raise it to 175 so that I can do my next harbinger. Generally speaking, the hurdles that I deal with that end my Deathless streaks are Lagon in the Campaign, Rahyeh in early Monoliths, and if I manage to skirt past those… it is just some sort of massive damage happening at the same time that kills me. I made it past Lagon, and Rahyeh, and even the often dicey Emperor of Corpses for its big explosions, and finally took my first death at level 82 to the final step of an Omen Chain when there was just too much damage output for me to heal through. This character is exceptionally tanky… not Judgement Paladin tanky, but still pretty formidable so long as I can keep leeching life, and as I have improved my gear to allow me over 3000 hitpoints, I can heal through a lot.
I am playing a variant Forge Guard Forged Weapons, which is this weird hybrid of a melee class and a minion class. The minions in my case are Molten Armor, which is a build-your-own golem sort of thing that allows you to grant it stats from your own gear while also buffing the damage output that it does. The other “minion” is Forged Weapons, which are effectively a proc of a proc… making them slightly less than reliable to summon. Essentially, I am leaning heavily on Vengeance, which procs them based on my Attunement rating, and the only negative about this is that the build ends up with a “ramping” phase as I am summoning all 12 weapons, and while my Molten Armor is building ignite stacks on the target. I’ve specifically specced into Shrapnel, which is a node that gives my Weapon minions a shorter duration, but causes them to make a bit explosion at the end… which also means I can oversummon them to cause the oldest copies to explode.
I am only really able to oversustain weapons because of an exceptionally lucky drop. When I said I was doing a variant, I specifically mean that I am using a Two-Handed Weapon with a Shield, through the passive point that Forge Guard has access to. This gives me a bit more survival since I can use block as a defensive layer, but in order to proc things quickly… I need a pretty fast weapon. The lucky corrupt that I got on Volcanus gives me a second vector for summoning Forged Weapons, and allows me to skip the 3 points in Molten Strike that also serve to summon weapons, and instead invest those points in AOE scaling that also applies to the weapons. Other than that, I am constantly seeking better versions of Falcon Fists and Phantom Grip, and then I figured I might as well show off another lucky amulet that gives me +2 to all skills. Collectively, I think my gear is in a pretty strong place, and you can check out my profile over on LastEpochTools.
I was a bit slow getting to Empowered Monoliths because I spent a bunch of time doing every possible Woven Echo that I could, so that I could rush my Weaver Tree. My goal, as always, is to unlock every single imprint slot because I spend much time grinding the Monolith. For those unfamiliar, you can put an item in these slots, and it makes it so it is way more likely for that to occur when that specific type of item drops. These become way more powerful when you combine them with Circle of Fortune Prophecies that force specific content to drop specific items. For example, I am not sure I found a single Phantom Grip ring until I started running prophecies that force various encounters to drop legendary rings. Then once I got my first one… dedicating two imprint slots to them made it way more likely to see them. Now I am actually fishing for set pieces so that I can craft slightly better versions of my helm, which requires a shard from the helm slot of the Sunforged set to craft. At some point, I really need to start farming T4 Julra so that I can maybe get a high LP Vessel of Strife.
As far as progression goes, I am four Harbingers into the endgame monolith progression. I am building towards the 175 Corruption Harbinger and going to go ahead and knock out the Emperor of Corpses, since late versions of that can be pretty dicey with all of the explosions. Right now, at 160 Corruption, I can soak the big “get out” explosion without any issue, so I can just stand and tank everything, and that should hold true when I hit 175 as well. I have to admit I still hate the way that corruption works. It feels like you spend a lot of time fiddling around and trying to get your corruption level up high enough to do the next sequence of content. If I could pay someone to take me all of the way to 300… as you can with a carry service in Path of Exile, I would probably do that, just so I could knock out all of my Harbingers in a single go and take down Aberroth. I find the process of raising corruption to be way the fuck too fiddly and unfun… and wish it were more akin to Greater Rifts, where you could just keep bumping up a number manually without having to do the song and dance of killing a bunch of bosses so that when you take down a Shade of Orbyss, you get a decent jump.
The frustrations over raising corruption, though, might just be because this is not the fastest clearing build I have ever played. It is forbidable and tanky as hell, but nothing that I am doing is doing any sort of screen-wide clearing. I need to be in base-to-base combat with my targets to proc the weapons, which then decimate the targets. They drop pretty quickly… unless you are Draal, which I think are inherently resistant to fire. The biggest challenge, honestly, is wrangling my weapons and keeping them on a single target rather than letting them spread out to run amok. However, I will say they are pretty good at mopping up secondary targets while I am moving to the next area. For example, I almost never have to specifically target the little weavers’ egg cases, because the weapons are off destroying them either with melee attacks or their big explosions when they run out of summoning time.
I’ve made exceptionally fast progress in the Circle of Fortune, which has really helped in the gear acquisition department. Going into this season, they indicated that they were nerfing some of the drop rates, especially off imprint slots… and there were times that I could absolutely feel that. However, the deeper that I get into CoF, the better the drops in general feel, and I am slowly clawing back some of the missing loot. The only real frustration that I have right now is that it feels like I cannot gain gold fast enough to keep up with the need to buy more storage tabs. Those are now over 100k gold per tab, and it takes me a while to gather up a couple of hundred thousand. Maybe I should focus on the monolith echoes that reward gold or something to build that up more quickly. I also wish that we had some sort of guild system in this game with shared stashes and such, but then again, that would probably fight against the whole design goals of Circle of Fortune. Having a guild where everyone was limited to the same faction, though, might be able to get past that.
I’ve also made an attempt at starting a Primalist, because in my many travels I managed to get the Apiarist set which summons a bunch of bees. Much like the Squirrel build before it… I want to see if I can make a Bee build work. If not there is always “Cocaine Bear” to fall back on. I legitimately started writing this blog post this morning… and then got sidetracked and completely missed the fact that I never actually finished it and hit publish. Welcome to how my brain seems to be working right now… or not working. Tomorrow I start chemotherapy and that has been consuming almost all of my mental cycles. I am as prepared for that as I think I can be… and here is hoping I make it out the other side in several months. Suffice to say that since I have to be at the location at 7 am tomorrow morning… I will not be doing a blog post. I could in theory drag a laptop to the doctors office and blog from there… but I am not going to do that. Last Epoch Season Four is really good, but is effectively the same game as before. If you liked it then, you will like it probably even more. However there is no massive revelation that will change your opinion of the title if you gave it a pass before. I will be playing it for the next several days I am sure… that is pending I can stay upright enough to do so. The post Juggling Weapons for Harbingers appeared first on Tales of the Aggronaut.

Corruptions Are Wild

Good Morning Folks! Yesterday, we got Shattered Omens, the new season for Last Epoch. Last night I did our Thursday Funday nonsense, and during the middle of it, I was asked what should be a simple question… How long has Last Epoch Been Out? Technically, I have been playing small amounts of the game since November 8th, 2018, when I bought into Alpha 0.5.3. However, I really started playing the game seriously on July 12th, 2022, in its pre-multplayer variant, because things were really starting to cook. Collectively, the AggroChat crew started playing more regularly when the Multiplayer release dropped on March 9th, 2023. The answer that Sita was probably looking for was February 21st, 2024, when the game officially launched into its 1.0 version. So, at this point, we are a little over two years into the lifecycle of Last Epoch as a “complete” game, and I say that in quotes because we still do not have all of the acts that will eventually be in the final version of the story. We are on Season 4, but I have no clue what the actual number should be because originally, they did this whole patch number “cycle” nonsense instead of just calling them seasons.
One of the most delightful things about playing a new Last Epoch season is that I get to once again roam around with my adventuring companions. I’ve been a pretty avid supporter of the game and purchased pretty much every MTX offering backer set that they offer us, because they are priced so much cheaper than the Path of Exile league packs. For example, the Fractured Legend’s supporter pack, which features everything available for this Season is $59.99 as compared to one of the Mirage supporter packs, which runs $90 for technically less stuff. I love this game and want it to survive so I keep giving it money, but after many years of doing this, I have a fancy Capybara, Toucan, and Sloth that hangs out on my back… and running around with this trio of animal companions makes me happy in ways that I cannot quite adequately explain. Maybe I am too old school, but I believe that you really should support the games that you enjoy playing in some way or another, and have always done so as best I can.
Each time a new season drops, they have added new content to the game, and slowly, bit by bit, the frequency of “interesting things” in maps has increased. This time around, starting with Act 2, we have the appearance of something called the Omen Window. This is your classic ARPG “kill things in a circle” mechanic and reminds me a bit of a mix between Ritual and the new Unstable Breach, for Path of Exile players. Ritual, because you are confined to a specific fixed location, and Unstable Breach, because random monsters are summoned and you fill a bar, which breaks the “boss” encounter out of its invulnerability phase. When you take down the boss, the encounter ends, and you are rewarded with a bunch of corrupted loot and some of the crafting currency for this league that allows you to corrupt your own items. Essentailly these are Vaal Orbs for the Path of Exile player, or for someone not familiar with the concept… it is a final step that you can do in crafting an item which can produce some wild outcomes… but also keeps you from further modifying the item.
It is hard to fully explain just how game-changing this has been for the campaign. These are all items that I got from my first two Omen Windows. If you get a good corrupted weapon in Act 2… You can literally keep using it all of the way from the campaign because it is dropping with stats that you cannot get until the Monolith. For example, the ring on the left with +11 Strength on it… is something that I am still using in Act 7 and will probably keep using until I finally get some other way of replacing that huge boost in attributes. I have held onto these for when I ultimately level alts, because the stat packages are just too wild. For example, that axe with 96% increased Physical Damage and 26% Damage Leech is pure nonsense. Sure, it would have been much better if it had rolled with flat damage, but I am not going to complain at all. You can corrupt your own items, but be VERY careful because I corrupted a level 10 dagger…. and it ended up swapping it to a level 56 required dagger base, effectively bricking it for me.
I started screenshotting some of the early drops from Omens, because it was freaking wild. This one for example dropped two completed legendary items. Granted, they were more akin to the random legendaries that you get from the Nemesis system, but they were still extremely strong… and I am using several items that I got early on from corruptions. The only negative that I see about the power of the Omen Windows is that it sort of makes every other encounter feel worse as a result. Exiled Mages were already pretty bad, because you only really care about them if they can drop something that your build specifically needs. I am thankful that you get a little warning message in chat when you enter a map with Omens, and in theory… it might not be a bad strategy to just farm the same map over and over for corruptions in one of the first areas. What was so interesting about this while leveling, is if you get a really strong item… it might convince you to try some things that you had never tried previously.
For example…. I probably never would have leveled a Sentinel with Prism Wraps and Calamity. However, I got a Prism Wraps off my second Omen, which had +1 to all skills… making it insanely powerful for leveling, and I am still wearing it. Calamity similarly has a huge amount of physical resistance on it, and given that I am dealing fire damage, I just rolled with it… especially when I got a pair of Falcon Fists later from a Nemesis egg. I would likely never run a Vipertail on a Sentinel either, but since so much of my power comes from procs… and I greatly benefit from hitting really fast… I started using it for the melee attack speed and kept using it because the poison damage was pretty overpowered since I was hitting very fast. Code of an Erased sentinel, I only included because I am pretty proud of that being the first one I picked up off the ground, and turning into a pretty formidable item. I am sure I will have to wear proper gear once I get to the Monolith, but for now this leveling package feels really strong.
I am level 47 and made it to Heoborea in Act Seven, without taking any deaths. I am sure once I hit monoliths, I will lose my “deathless”, or potentially before, because I keep doing dumb things. Path of Exile II introduced the ability to pause the game while playing by hitting escape to bring up a menu. A few leagues ago, this was also added to Path of Exile, and it was a very welcome addition that I adapted to quickly. As a result, I keep hitting Escape, thinking I am pausing the game, only to watch the corners of my screen turn red as I start getting hit. This is muscle memory… and at some point I am going to do this… alt tab out and come back sad and dead. I would love it if EHG added pause to the online portion of the game, but then again… they have a lot on their plate. There are a ton of quality-of-life tweaks that I would love to see, but some of them seem to be lines that they do not want to cross. For example, I would love to have my pets pick up any of the loot that gets vacuumed into your inventory, like affix shards. I won’t be holding my breath on that one.
I should be able to wrap the campaign up tonight. I don’t usually take any skips and go out of my way to unlock the various dungeons as I am near them on the map. Though I do remember the latest acts taking quite a bit longer than the early ones. I am still going to complete them, though, because you can apparently speed through the monolith faster if you have completed the campaign and are not required to do as many of the early monos. It feels like I am gaining levels much faster than normal, so I am interested to see what level I am when I open up Monos for the first time. I am sure I will be playing this hard and heavy all weekend long, so if you are around, feel free to friend me. My Account ID is Belghast, and the character I am playing this time around is a Forge Weapons Forge Guard called BelForgedNonsense. The post Corruptions Are Wild appeared first on Tales of the Aggronaut.

Diablo IV Campaign Finished

Good Morning Friends! Last night I stayed up a bit later than normal because I was winding down the last few bits of the Diablo IV campaign. I started Thursday evening when the game launched into early access, played quite a bit Friday, Saturday, and Sunday ultimately wrapping up around 11 pm last night. I would love to be able to tell you how many hours I played, but the absence of a /played command or any other sort of player stats prevents me from doing this. That is a microcosm for Diablo 4 as a whole… some aspects of the game are deeply thought out and others seem curiously missing… like the seeming purposeful decision not to have a map overlay. I think this game is going to be a lot of different experiences for a lot of different types of players. If you are the type of player that traditionally expects to play through the campaign of a Diablo game and then bounce… this might be the best Diablo you have ever experienced. If you are more of a Diablo/ARPG hobbyist you will be presented with a cavalcade of choices that might lead you to believe that this game was not designed with you in mind.
I think ultimately for me, Diablo IV is a mixed bag of both brilliance and abject stupidity. For me, a Diablo game is a power fantasy about getting strong, leveling up, and then laying waste to the hordes of hell. In order for that to work, the moment-to-moment combat has to feel amazing and allow you to indulge in the power fantasy of firing off big attacks regularly in order to make the entire screen explode. Combat vacillates between feeling completely brilliant… and feeling plodding and painful and this is largely dependent upon if your abilities are off cooldown and if you have the resources to spend them. Given that the game has not yet officially launched and we already have a significant round of nerfs to slow down that experience… I feel like the game Blizzard had in mind is not the game I wanted to play. We will see if this changes as I begin the gear for the endgame, but the campaign while better than at any stage during testing… was still largely a frustrating mess.
As I have said before I followed a guide for this play through because ultimately I was wanting to give Diablo IV the best possible chance to grab me. Of all of the “spenders” I had played with during testing, the one that I found I enjoyed the most was Upheaval which is a big frontal cone attack. This involves a bit of kiting around but largely that style of gameplay does not bother me. So I ended up following the Upheaval Barbarian Leveling Guide from Maxroll, and for the most part, I think it did as good of a job as possible for easing my leveling experience. At this point, I could respec and try something else and really the cost of just over 94k gold to refund 52 talent points… seems fine given that I am sitting at 1.1 million gold while spending most of the game salvaging everything. I purposefully stayed away from Whirlwind because it clearly seemed bugged… and it was one of the abilities that ate the hardest nerf in the pre-launch patch proving that to be a wise thing to stay away from it.
My path through the game was a bit uneven. For the first three acts of Diablo IV, I spent my time plodding along and completing almost all of the side quests. Then as I reached the end of Act III… I decided that I really wanted a mount which is awarded to you at the beginning of Act IV. From that point forward I pretty much rushed through the game only focusing on the main story arc, because the leveling process had overstayed its welcome. Admittedly this is coming from someone who is used to doing the entire Diablo III leveling process in about 2 hours and the entire Path of Exile leveling process in about 5 hours. The endgame is the beginning of the game to me, and I figured there was plenty of time to start picking away at the rest of the side quests after having completed the story. Truth is… finishing all the sidequests is essentially mandatory for an endgame build as there are ten talent points hidden in the renown system that you are going to need.
As far as the story goes… this is without a doubt the best Diablo story to date and quite possibly the best ARPG story as well. That is admittedly not saying a lot given that most ARPGs only have just enough story to keep the wheels from falling off in transit. Would I consider this one of the best story games when judged against all of the great story games I have played? No… absolutely not. It is a serviceable story, but it is also a Blizzard story, and that comes with all of the baggage attached to that statement. It is a story about big forces moving against the player and plot twists that you can see miles away. However, it is still a fun epic romp through some really large set pieces that serve as an excuse to set up some big fun battles. The only real complaint that I have is that much of the denouement of each conflict plays out in the form of a cutscene that you watch through Blood-O-Vision 3000… as you touch Lilith’s Pedals. Diablo has always been known for its cool cutscenes and this is no different, but they also serve as the key method in which the larger plot moves forward which may or may not be your personal taste.
Most of the boss encounters are legitimately good. There is enough room to scale them up in order to create something akin to the Uber bosses from Path of Exile. On lower difficulties, they serve to feel just challenging enough to not fall over immediately as the bosses in Diablo III did. There are a few fights that felt needlessly tanky… but I chock that up to the general lack of balance, the game seems to have. I feel like Diablo IV is a case in point of why you don’t get rid of Q&A employees as Activision Blizzard has had a habit of doing over the last half dozen years. I think Diablo IV could be a great game given enough time and focus to balance the game into something that actually feels fun all of the time… rather than feeling fun under exactly the right conditions.
I’ve now officially entered the endgame of Diablo IV, but can’t really talk much about it yet. I unlocked the Tree of Whispers which gives you access to the Whispers of the Dead system. From what I understand a zone is marked by the tree and you are sent there to reclaim “the debt that is owed” I won’t go into that in any more detail as it could provide some spoilers. Essentially it is a bounty system that involves you going and doing specific activities in a given zone in order to collect Grim Favors. Grim Favors are then turned in for rewards from the tree that I believe give you access to legendaries and nightmare dungeon glyphs. Nightmare Dungeons are effectively mythic plus from World of Warcraft and the glyph is somewhat like a map in Path of Exile and will set the affixes being applied to the dungeon. I legitimately have only played long enough after the campaign to unlock the dialog box explaining this system and then took a screenshot of the area of the map it was being applied to this morning. I am sure later this week I will have a more cogent set of thoughts about this system.
If you want bonus points… you can listen to me ramble for twenty minutes about the live service dystopia we find ourselves in, and some of my fears about what a battle pass system will mean for this game. Of note… this was recorded before I started focus firing the campaign and doesn’t really reflect much on the game itself other than my general concerns. There are times I feel like recording one of these videos and I did so yesterday morning. Basically, my thesis is that a given player only has time to play one live service game at a time, and as a result, EVERY live service game is ultimately competing with every other one.
I think ultimately my stance is the same as it has been for a while. I think Diablo IV is a great game for the players who will play through the campaign once, and then move on with their lives… maybe to revisit much much later but won’t be mainlining the game. Was it the game I had hoped it would be? No… not in the least. Does that make it any less of a good game? No not really. I think Diablo IV is a very solid game that is just fun enough to get you past some of the major frustrations. I think the first map sucks ass and they would have been far better starting the player in the second map… Scosglen. Scosglen feels and more importantly, SOUNDS like a Diablo game. Diablo is a game about killing demons to jangly chords… and Diablo music finally starts to kick in during Act II.
If I had any bit of advice for new players approaching this game… it would be to do NOTHING but yellow quests aka the main questline… until you reach the beginning of Act IV and complete the quest “Donan’s Favor” and then from that point forward you can return to screwing around and doing side quests at your leisure. Mounts make a massive difference in improving the quality of life of this game and in truth Blizzard fashion… you are robbed of that experience until you are almost done with the campaign. Knowing what I know now… I would essentially rush to the point of having a mount and then return to a leisurely leveling pace. However for all characters from this point forward… I probably won’t actually do the campaign given that unlocking the mount once unlocks it for all of your characters.
I know that I am a very specific edge case when it comes to Diablo players. I liked Diablo III and felt like it got a lot of things right. Diablo IV feels like an overcorrection in attempting to erase the legacy of Diablo III from memory… while at the same time reconning some of the story elements to essentially make that game more or less not exist. As a result, Diablo IV is a direct sequel to Diablo II, in both stories… and the plodding feel of combat. If you loved Diablo II… and have played it recently and still can affirm that it is your ideal Diablo game… then Diablo IV is probably going to be a gift from the heavens planted at your feet. If you liked Diablo III… this game is going to feel like an uncoordinated mess at times. If you are a big fan of Path of Exile… this is going to feel like a bit of a slog compared to how relatively fast moving through that game can feel. Still, I don’t think Diablo IV is a bad game… and pending Blizzard gives the game some TLC over the next few years it might even become a great game. I figure I will spend some time exploring the end game, but also am more than likely to happily jump on the next game that comes along which catches my attention. This is probably blasphemy… but I think Diablo Immortal was actually a more mechanically enjoyable game than Diablo IV. Too bad they chose evil and went full-on into microtransaction hell with that one because it is more the direct sequel to Diablo III that I really wanted. The post Diablo IV Campaign Finished appeared first on Tales of the Aggronaut.

Last Epoch 0.9.1 Patch Review

Good Morning Friends! Yesterday was the drop of the latest Last Epoch patch, and as a result, it meant that Ace and I spent a chunk of last night hanging out while we both explored the changes. Since a big part of the content drop was a completely reworked leveling experience. This received mixed feedback when this news was dropped on Monday, but I absolutely understand why the focus was on the early game. Essentially you really need to grab the player in the opening minutes to an hour of the game if you really want to keep them engaged, and the previous starter experience was a little odd and uneven. It also was some of the very earliest content that had been released and was starting to show its age. If you want to see all of the features you can check out the highlight reel trailer below.
I used the patch as an opportunity to reboot my Rogue character that I never leveled far enough to actually specialize. That is the first major positive change is the flow of the content makes it so that you arrive at the “End of Time” zone which is the gate for specialization… at about the time when you would normally be needing to choose a specialization. The previous flow of the game made it so that you were usually wildly over-leveled by the time you reached the core hub of the game and could choose which specialization you wanted to go into. On almost every character up until this point, it meant that at about level 20 I just had to stop choosing passives because I could not put them into the specialization trees. On this latest character, I reached the End of Time at roughly level 16 and that felt pretty freaking solid.
The start of the campaign attempts to actually give you a reason for some of the things that you are doing and spends some time setting up a few of the core conflicts lore-wise. Previously you sort of just stumbled into bad things happening and rolled with the punches, now you are introduced to some conflict, get introduced to a bad faction doing bad things, and then are introduced to a plot MacGuffin that said bad people are after, and that you need to get to first. It flows so much better and a number of the content blocks and zones and been reordered in a manner that makes much more sense. It is still very much an “ARPG Story” which is to say it is pretty light on details and largely talks about things in broad terms… but I more or less find this as sufficient motivation to kill lots of things and chase loot. Someone on the team also learned how to draw women’s faces that do not all look like they are 10 years old, so that is a huge positive as well.
There are a few hilarious timing moments where an enemy swoops in to capture one of the NPCs… but there is this weird lag involved with it. You end up sitting there wondering what exactly is going on… and then suddenly someone flies away with the NPC and you are left to think “Oh, okay bye then”. This post is coming across as way more snarky than I intended it to. Maybe it is just that I have played so many of the early missions in this game that I am overanalyzing the changes. The biggest cool thing from the new content though is all of the really interesting enemy types. Ace and I talked last night about how much we are looking forward to seeing these new areas as endgame Monolith Echoes. Patch 0.9.1 was a good step forward, and I am hoping that also means that they plan on going back and smoothing out some of the other awkward transition points later in the campaign. For example how you rapidly go from being in frosty tundra land, and then extremely rapidly transitioning to adventuring on the literal ocean floor.
Another new feature of 0.9.1 is the introduction of “towns” as hubs that blend together random players who happen to be visiting an area. This is cool in theory, but also I have zero interest in grouping with a bunch of randos… but I guess maybe someone out there wants to do this. Right now unfortunately there is a bit of a performance hit every time you zone into areas that would be flagged as a town… so essentially any encampment that has a stash chest and vendors. I am sure they will iron this out over time, but for the moment it just takes a long while to load into any of these social hubs. As the game grows and has more activities that require you to group up with other players, I am sure this will become more relevant. For now, it feels more like they are laying the groundwork for something else and now have to solve the technical changes that come with it.
This patch also introduced the cosmetic shop and it largely seems fine. There was some gnashing of teeth over the pricing model when this was originally announced, and EHG has significantly watered down the cost since then. I have a bajillion fake shop currency points because I was a pretty early supporter of the game. Essentially everything is now priced in increments of 50 coins aka $5 and the highest items that I saw for sale were 150 coins each or $15. The options are pretty limited at the moment but we knew that going into this release. They are essentially just testing the waters and ironing out any problems with making purchases before adding what I am sure will be a steady drip of cosmetics at “priced to own” values.
The only problem that I have at the moment is with the way the supporter packs are being handled this time around. Traditionally Last Epoch supporter packs have been a tiered affair so that if you bought pack D you also got all of the benefits of pack A, B, and C. Now this might just be the challenges of working within the pricing structure of the Steam Store, but right now… you have four packs that each gives you a backpack, a generic colored-coded pet, and a portal. They all award you the same amount of cash shop currency, but each one is $10 more than the previous one… for “reasons”. It feels pretty bad, to be honest, and I am not sure if this is designed to engender some sort of elitist “I bought the most expensive pack” bullshit or FOMO… but whatever the case I do not like it. I did in fact buy the most expensive pack but largely to test this theory. I don’t mind giving EHG more money to support the development of the game, but it doesn’t make it feel any less shit.
I think another aspect of why it feels so bad is that I have gotten used to Path of Exile supporter packs which are admittedly more expensive, but have the structure I was expecting. So for example if you buy the $60 pack you get everything from the $30 pack, all the new stuff at the $60 tier… and the full face value of the pack in cash shop currency. So similarly I at least expected some sort of similar structure in Last Epoch where if you bought a $50 pack you got everything from the packs leading up to that tier as well as 500 cash shop coins aka the face value of the pack. In Path of Exile, the supporter packs feel like a phenomenal deal and there are folks… myself included, who tend to buy one every season even if we have zero need for more currency. They just feel like a value proposition that is worth partaking of and also has the side benefit of supporting more of the madness you are enjoying. My hope is that EHG goes back to the drawing board and at a minimum makes the packs additive. As they stand now they just seem like we are giving them more money out of the goodness of our hearts… which admittedly is a thing but when you are giving me back kitsch that has no real-world value… it seems like you should be generous.
The super fancy wings that you get from the $50 pack seem to be bugged as well and look nowhere near as large as are depicted in the artwork advertising the pack so I am hoping that is also a bug. Do I regret buying the pack? Not really. I was going to throw more money at the game regardless because I feel like EHG deserves it. That said… I want them to be better than the competition and that definitely means that they also need to be a better value proposition. So here is hoping that they rethink their pricing model a bit further and become a bit more generous with the swag. At this point, I have spent zero time with endgame content changes, so I fully expect that to be the next thing I dive into as last night I finished up all of the new story. I know there are some tweaks and changes to the drop rate of uniques that drop from specific timelines, so here is hoping that maybe just maybe I can get that dang Herald of the Scurry. The post Last Epoch 0.9.1 Patch Review appeared first on Tales of the Aggronaut.