Hi Everyone,
I decided to take some time out of my day to write some rough early feedback on this game after approx 40 hours played. Now I know 40 hours in Arpg land is basically like finishing the tutorial and many people reading are probably already frothing at the mouth to dismiss everything I say because of that but I would implore everyone to keep an open mind and hear me out. The thing is that if I had thought this game had no potential I wouldn’t have bothered writing this post. There is a lot of good stuff here and I would love to see it succeed, hence this topic .I know this is still Beta, my main goal here is not to tear LE a new one but to try and provide some constructive feedback. I think most people taking the time to give feedback are more invested in the game and that it is important for the devs to hear why someone quits after 40 hours.
I would consider myself an experienced Arpg player. Thousands of hours of D2, a few hundred in D3 and another 1300 in POE. I am no stranger to a good grind yet I found myself disengaged with LE after a paltry 40 hours. This struck me as odd seeing as I really enjoyed the core mechanics and playing through the campaign but it really fell flat very quickly after that.
So how is it that what I would argue to be a good game lost my interest so quickly? Well in a very broad sense the reason was because I couldn’t find a compelling answer to the age old question : Why am I grinding? Most Succesful Arpg’s offer a variety of possible answers to this question which I will try to list and point out why for me personally the game lost my interest very quickly.
- The Quest
LE doesn’t really do a very good job at giving you any clear endgame story or purpose. You run monoliths that get progessively harder but I don’t really understand what the point is from a storyline perspective. Is there a big baddie? Some overarching storyline that explains why we are doing there monoliths? The game would be more compelling to me personally if there would be certain sub plots while doing monoliths. bosses that can drop keys or fragments to some different content. A reason to reach a certain area. To me it felt very much like I am running monoliths for the sake of running monoliths. I wasn’t grinding to finish a plotline.
- Levelling
In any Arpg reaching the max level is a goal in and of itself. I find it hard to guage how LE scores here because the campaign isn’t finished yet and the end game clearly comes in to the game far too early. I can’t imagine grinding to the higher levels when the endgame starts around lvl 50. this will improve as you get to the endgame at a higher level but I never felt like I could consider that as a “short” term goal. As a whole levelling never felt extremely impactful and didn’t really generate a lot of joy for me. Personally I prefer a POE type skill tree or a D2 style skill tree where levels improve your actual skills. Levelling up a skill in LE felt far more important than character level ( more on this later however ). I think this is preference and design philosophy so not much to say there. I simply wasn’t grinding to level up because it didn’t feel very impactful.
- Power curve
This is I think the most important part of any Arpg and is something all the “greats” have in common. At the end of the day you want to improve your build. There are two main elements here. The first element is the why. Why do I need to improve my gear? This implicates that the game is hard enough to make you feel like you need to upgrade. The second element is the how? How can I improve my build? Are the improvements big enough? How likely are the improvements? Essentially there needs to be a good balance between the effort required and the power gained. This needs te be well married to the need for upgrades.
This to me is the main issue with LE. For starters the game in general feels too easy. (It also felt like there was a significant drop in difficulty after the campaign as the first monoliths were a lot easier ) I am sure as you progress there will come a point where the difficulty catches up to you but I never got that far as I was burnt out before I got there. The main reason is the crafting system. It is quite easy to get great gear due to the crafting. I feel like I was always overgeared. By level 60 a had a dual t5 damage mod weapon on a good base crafted from scratch. This was way too powerful for the level I was at. I didn’t feel like I needed to upgrade to be able to progress. My gear was much better than the content I was facing. There was very little incentive to grind out T6 or higher mods at that point. The second issue then was how likely I was to be able to upgrade my character. This was essentially locked behind RNG as it requires a great deal of luck to get a correct base with the right mods at the right tiers. Essentially it is very easy to reach a very high base power through crafting ( arguably too easy ) at which point the time required to upgrade becomes much, much larger. Your power spikes up very quickly and then progress becomes very slow.
The skill trees also have a huge, huge issue in my opinion. Because of how they are structured it is quite normal and even optimal for the 14th or 15th level of a skill to be more impactful than the 20th. You can reach certain “keystones” quite early and the final levels are usually left for adding levels to certain nodes rather than trying to reach an impactful one. Because of this getting the higher levels can feel really unrewarding. You push for a certain node that will be game changing and the levels after that just feel so underwhelming in comparison. Ideally you would want the 20th skill point to be more meaningful that the 10th or 15th. The reward is not in line with the effort required.
All these things together made me lose interest at around level 70 ish. Repeatedly grinding monoliths that were too easy with no overarching storyline to persue. I didn’t really need to upgrade my gear at the difficulty I was at and the amount of time required to actually find an upgrade wasn’t worth it. Levelling felt quite unrewarding both for your character as for your skills. The entire idea of grinding to be able to do harder versions of the same grind with no other clear and obvious goal was very demotivating.
In general I feel like this beta is an amazing base for something that could become an Arpg household name. The end game needs quite some work however. Below I will list some take away bullet points for me personally :
- Add both long term and short term goals and quests to the endgame.
- Flatten the power curve. Characters become very strong very quickly. After that progress is slowed to a trickle. This true both for gearing and for skills. Characters shouldn’t feel 90% finished at level 65 with just some min maxing left to do at that point.
All in all I really enjoyed the game for as long as I did play it but after a few hours of endgame there was too little incentive to keep going. I will revisit this for sure in the future.
Again, I am just trying to share why I didn’t get more than 40 hours deep in hopes that it may help the devs in their development.
On a side note and not related to end game but in early progression : I personally feel like the skills early on are far too scripted. I played a primalist because I wanted to play melee and didn’t enjoy the fact that I was forced to use a spell early on. I also never used my totem. I think long term the game would benefit froma bit more choice in which skills you get. rather than simply giving a player a skill it would be nice to be given a choice between two or three. That way a player can choose something that he/she finds the most fun rather than being given something that they don’t want to play. This would also increase the build depth. This isn’t a must, just my personal wish list.
Keep up the good work.