Sorry for the click-bait title, but it reflects the framing of this feedback. It’s also a throwback to an old film I liked. Before I go into the list of things I “hate”, I would like to commend EHG on the continued improvements to performance and season launch. I have a pretty old PC now and yet I haven’t noticed any significant slowdowns in season 3, unlike every previous season.
Anyway, here’s that list:
- Tombs and Cocoons
- Locking echo web customisation behind cemeteries
- Corruption
- Bad bosses
- Lack of echo variety
- Beelining to the edge of an echo web
- Nerfing enemies too much
- Bugs
- Nearby Allies Take Much Less Damage aura
- Lack of EHG response on these forums
Tombs and Cocoons
I know a lot of effort went into tombs for season 2, but if it weren’t for the fact they provide memory amber and (more importantly to me) weaver idols, I would just avoid them. I’m not entirely sure why I hate them but I think it’s a combination of factors:
- Too much visual noise (I just can’t tell what’s going on most of the time)
- Extra enemy tankiness (and visual noise) from cocoons
- Monotony of enemies and visuals
The cocoons particularly bother me because there is often very little control over whether they pop or not. They seem to behave similarly to Tormented Spirits except there are way more cocoons in an echo/tomb than Tormented Spirits in a PoE map. I could perhaps live with tombs if there were no cocoons.
Locking echo web customisation behind cemeteries
I find it so frustrating that I have to complete a cemetery just to customise my echo web. Yes, I dislike cemeteries because they’re basically tombs and I hate tombs, but even if I loved tombs, I would still be frustrated.
Most of our interaction with the echo web is via the Echo of the World (is that what it’s called?) hub we visit after completing an echo. This is where I want to plan my path through the echo web, including woven echoes. Requiring us to visit a cemetery first seems like a needless aggravation.
Corruption
While I don’t have an issue with the concept of infinite progression in the Monolith of Fate, I do think there’s a major psychological problem with the granularity of the system. I find the thought of grinding through hundreds of corruption levels dispiriting. It just “feels” like too much, even if we can actually jump corruption levels in 50+ increments.
I’m pretty sure I would be happier in a tiered system that provides fixed advances in difficulty per tier. Something that behaves more like a ladder than a ramp (if that simile works). Going up a tier would be equivalent to increasing corruption by 25 or 50 say. Going up a tier would just require a single gaze of Orobyss.
As it stands, I rarely play for long after reaching empowered monoliths and I think the fine granularity of the corruption system is a significant factor in that.
Bad bosses
I hate complaining about things that people have put a lot of work into, but I find a lot of the bosses uninteresting, particularly in the campaign and timelines. The Lagon and Majasa fights I like because they’re challenging and reward learning the boss patterns. The Architect Liath and Wengari Patriarch/Matriach (screw Avalanche!) fights also keep me on my toes. Hardly any of the others are memorable in the campaign.
Some of this is down to very old bosses, but I’m worried because new bosses are a very mixed bag too. Nothing stood out in the new campaign chapter. Even the Observer fight seemed to be lots of effects, but little actual danger.
As for the timeline bosses, I guess most are OK, but I don’t feel excited to fight many of them. Heorot and Emperor of Corpses in particular seem in dire need of overhauls.
Lack of echo variety
I believe this is already on the team’s radar. I would love something like PoE’s blighted maps as an actual echo type. That kind of variety. At the moment, most echo objectives are “go to location, kill some things”. The much-improved arena helps break up the monotony, as do the echoes with a whole bunch of shrines.
Beelining to the edge of an echo web
I don’t know if I’m missing something, but the echo web seems to heavily incentivise heading as far away from the centre as quickly as possible, since that’s how you can gain stability quickly. That makes pathing decisions far less interesting. I don’t really understand why stability gain increases as you move away from the centre. I think this is particularly harmful for woven echoes that affect surrounding echoes, since the priority (for me at least) is to push out rather than find good slots for those woven echoes.
Nerfing enemies too much
I have to admit, before the season 3 fixes to enemy scaling I was actually enjoying the game. Yes, there were some frustrating moments, but it just felt good to be concerned about lots more enemies than usual. Now I only really feel the need to concentrate when there are a couple of champions plus an exiled mage at the same time, and often that’s because I can’t see what’s happening with all the visual effects.
I understand enemy design is really hard, but I would love for there to be more danger from combinations of basic enemies rather than the only danger coming from souped-up champions.
Ultimately, when gear, level and skill progression slows down significantly, the basic gameplay has to carry the game. And right now, that isn’t the case for me.
Bugs
The issue for me isn’t so much that there are bugs (few games are bug free after all), but how there regularly seem to be issues with the basic behaviour of skill nodes, passives and items. Forgemaster’s Might from season 2 stands out to me as does the frog primal unique from this season. New things that players will likely want to try out in a new season really, really should work.
More generally, when experienced players are complaining that they simply can’t trust that skill/passive nodes will work as stated, the overall effect is corrosive to player sentiment about the game.
Nearby Allies Take Much Less Damage aura
OK, I’ve complained about this before, so I won’t go into it again. It’s really a filler entry! Put simply, I think the aura penalises melee builds far too much, especially when it’s on tanky enemies. I would be much less annoyed if units with this aura had some sort of melee vulnerability.
Lack of EHG response on these forums
OK, not an issue with Last Epoch itself. Regardless, I find it frustrating that posts on Reddit seem far more likely to get a response from EHG than posts here. Especially as this is one of the “official” places to provide feedback. It feels like I’m shouting into the void.
I think it’s right to be wary of getting bogged down in forum discussions, but it would be nice to know if the feedback we provide is useful and/or appreciated.
Anyway, I hope I can at least summon up the enthusiasm to “finish” my Vilatria’s Holy Smite/Meteor Paladin character, which is only now possible due to the Legends Entwined ring. I have to say, the primordial uniques have made this season pretty interesting for builds.