With the talk of having aspects reside in your codex of power it opens up a possibility for an old mechanic to return. I would love to see tuning stones stay as rare, legendary and unique gems which can be stored it the aspect tab. Malphas is already here and what will we farm him for next season or do they plan to remove him too? Also there’s many ways this can be improved by having slots on boots and gloves introduced or even an extra gear tab on your character (no we don’t want any nerfs blizzard as most builds feel underwhelming as it is) additionally extra slots on gear could be a way to introduce runewords and finally make use of white and blue gear. I’m really tired of them removing seasonal mechanics when the game isn’t in a great place content wise. What would you all like to see added?
They disappear when S3 is done. Its part of the seasonal powers.
This wont happen, at least until an expansion. Runewords are nothing more then uniques with extra steps. As long as they arnt powercreep D2 1.1+ runewords id be fine.
The point of this post isn’t if they factually are staying or not, the point is what should be done. Content is really lacking atm and seasonal content removal isn’t the way forward. They should be taking the best ideas of each season and keeping them on as I’ve outlined
Stones cant goto codex they are designed for the construct. This doesnt really make sense. Sowwie no plus one here!
I never said stones to go into codex. Stones can go into the existing aspect tab since aspects will be going into codex. Sorry you didn’t read correctly lol.
Agreed, but the seasonal theme for S4 and the majority of the content are just about done. They have a month and a half left to put on the final touches, they’ve been working on it for about 5 months already. Remember Season 2 Team started to work on S4 as soon as S2 released. Not saying it’s impossible for them to listen to feedback of what should and shouldn’t be added to S4, just saying it’s not likely.
Good luck though. ![]()
My bad but doesnt matter. If they go in codex or aspect tab they still are designed for the construct and wont work on a character.
Kinda weird for ur boots to give you +4 all skills or have gloves with +50% skill effect.
I just dont see it happening.
You’re either trolling now or you don’t understand the concept. You can have extra slots on gloves and boots to make up for missing jewellery gems that would be hosting the new tuning stones in your jewellery. They can recreate the stones to work as gems it’s an easy enough design since the mechanics are there or you could have multiple slots on a chest piece to accept multiple stones to make a runeword on top of the aspect. There are many ideas can be done here. Fact is stuff needs to start staying and my idea is an easy and engaging one to accomplish
Where do you say jewelry is the spot for the tuning stones in top post? Also jewelry doesnt have more than 1 slot so how are you making runewords? You say that the stones are going in both jewelry and armor so yah I am confused.
Most of these are tagged to the skill of the construct. How are these going to work for player? As written these dont work. So you propose that swift support is renamed SWI and just gives attack speed? That Devastation is renamed DEV and gives crit damage? IF you put SWI and DEV on a 2 slot glove then you get the crit damage and the attack speed and runeword of SWIDEV = crit chance??
PPL dont want to have to pick up blue and white items so they can craft with runewords that are kinda weak just basing them off the powers in S3 unless these runewords with only 2 stones are bonkers since no item can have more than 2 slots.
You have other issues as well such as extremely hard to balance as you have to avoid stuff like cooldown on armors so runes will have to have special rules on what they can go in.
There may be a way to do this in future but this isnt it. Not based on these stones.
The devs can put more slots in jewellery? Also things can be tweaked to work as improved. Yes people do want a use for white and blue items, streamers have mentioned it videos for a crafting system to utilise them which would work nicely with it. If I need to keep explaining things to you about how it CAN work just because it isn’t there at the moment I’m wasting time I don’t want to. The devs have the job of coming up with ideas and implementing them correctly into the game, if that means completely new stones to make it work let that be it then if it means using multiple in the same gear to get crit chance let that be it if it means using multiple in all gear slots to make it work let that be it fact is the devs need ideas and I don’t get paid to illustrate it down to the bone for them it’s simply the structure of an idea and they’re going to need a lot of ideas before poe2 release or else bye bye
Season of monkey fling
The great Demon monkey flinguss is terrorising sanctuary with his….fling and it’s up to us to keep the fling where it belongs
New season mechanic is a tennis racket with anti fling runes
I don’t know why but I actually want this
The seasons need to be better utilized, simply throwing away the seneschal is a waste, leaving him with lesser powers or just adapting him. The seasons should add to the game and not disappear its mechanics and return in unique items. This is not fun, as it takes up a slot in our construction. We will probably have a boot with the vampiric dash, then its attributes come without resistance, which makes it really bad. For me, every season should add something to the game. We will have 4 more dungeons and another boss. That’s good. But the powers should be better worked on
well, you never now. So far parts from every season had made it to the eternal realm. So who knows, eventually something from the season of construct will as well.
Dude its way too late for S4 stuff, its got to be close to release status by now. Start asking for stuff in S5 or S6 ![]()
This got me thinking. None of the seasons have felt like six months of development time worth of content. What’s up with them needing two teams to work so long if what we get is all we get for new content
Well you figure you have a smaller team working on just the seasonal gimmick, how many people I couldn’t say, but let’s just say 1 month is used for the sole purpose of coming up with the gimmick and what it will entail. Another month is used to hash out the details and get started, now you have 4 months left to program it all in. I hope I’m wrong about the time tables, but let’s just go with this assumption. Keep in mind some of the people on the team may be asked to tweak aspects of the season based on the feedback after it launches.
This also involves testing it and making sure it works within reason. Obviously bugs are bound to pop up upon launch, but hopefully they are smaller in scale, to their credit most seasonal gimmicks haven’t really had too many bugs just by themselves. Oh sure there may be a particular item or interaction that might be bugged, but looking at it as a whole, they’ve been fairly well implemented.
This has nothing to do with all the other changes that come with a new season though, which usually entails new items, class balancing, QoL features, bug fixes, etc. I’m guessing that is done by completely different teams in general, wouldn’t make much sense to have the seasonal gimmick team work on any of that, it would take much longer to get a season out if that were the case.
Now you also have to make sure the seasonal gimmick meshes well with the other changes coming in the same giant patch and the game in its current state. That’s where the problems occur, an interaction they didn’t catch, since testing seems very limited on their side, with each team probably only testing their portion of what they programmed, and you have maybe a handful testing everything as a whole. That’s my best educated guess anyway, I could be way off.
Yes, the season there are no significant bugs. But when you use an aspect or ability with some vampiric power, it generates something unexpected. Senescal made their lives easier, without many bugs and practically without interactions with our character, this could be due to the arrival of the classification.
Probably a bit late for S4 suggestions. If they haven’t already wrapped up development they’re pretty close. Next release of a product I’m working on at work is July 1st but development is scheduled to be done by June 5th and what I working on is nowhere close to as complex as a video game.
remove material grinding, put uber bosses in there own location like it was in D2, To fight duriel you go thru Tal Rasha’s Chamber to get to him, Go through Chaos Sanctuary to get to Diablo
Also few things that Last Epoch did very good is Legendary potential, which allows uniques with Legendary potential to get the stats of another item added onto the unique, and Last Epochs Crafting system
Add Mercenaries to the game, and with mercenaries come White Base items to farm and runes for (Runewords) allow us to create runewords to gear our Mercenary.
Another idea is to add Set items into the game, once you find an entire Set, allow us to move the set item bonusees onto our character (once this takes place) the set dissapears from the game.
Just a few ideas i was brainstorming a few days ago
You guys do know they coded everything 2-3 months in advance right? Your wishes for s4 has long sailed.