Dear EHG Team,
I am writing this as an average, casual player. I really want to see Last Epoch thrive, but I feel the need to point out a critical issue: the growing barrier to entry caused by an overcomplicated combat system.
It feels like the development team might be trapped in an “echo chamber.” The feedback you see most often on Discord and forums comes from hardcore ARPG veterans—the “grinders.” They constantly ask for more complexity, which leads to overly convoluted affixes, dizzying skill trees, and intricate Idol mechanics.
However, they do not represent the entire player base. The silent majority of average players are often overwhelmed and driven away by this steep learning curve. Because they leave quietly, their voices are never heard.
While so much effort is poured into deepening the combat mechanics, the elements that truly anchor a broader audience—such as engaging storylines, memorable NPC interactions, and strong character performances—feel overlooked.
my biggest disappointment lies in the narrative and character presentation. Currently, the NPCs feel like mere “keys” or static quest-markers rather than living people. Their character portraits and illustrations often feel uninspired, generic, and almost “low-effort,” as if they were placeholders that never got replaced. There is a total lack of distinct personality or emotional depth. When a character has no soul, the world feels hollow, no matter how balanced the combat is.
To attract and retain the “silent majority” of players, the game needs emotional resonance.
I sincerely hope you consider shifting some focus toward polishing the NPC performances, the art style of the character interactions, and the overall narrative weight. Give us a world to live in, not just a machine to grind.
Thank you for hard work and for listening to a Casual Player
What exactly increased the barrier of entry? I feel like combat, passives and skill trees remained the same for so many patches. Only passive threshold nodes added a little bit of complexity.
And with the exception of Flay (which has the biggest skill spec tree) skill spec trees remained pretty steady throughout the years.
And most other things they added I personally feel like they added Ina good pace, where they don’t unlock all at the same time and are slowly introduced to the player. Many of which you don’t need to interact with early anyway.
With all due respect, that is not true at all, especially in this genre. The “broader audience” wants fast food that is easy digest and follow along while feeling powerful and killing hordes of mobs. The vast majority of players skip over the story and don’t care for the characters, npc’s or storyline.
I think EHG steadily tries to improve the story and presentation, but it is one of these things they can’t and shouldn’t focus on entirely, because contrary to how you say it, it does not attract a major audience anyway, only a subsection of players.
I agree with @Heavy for once . The “majority” of players want to skip to endgame as quickly as possible hence why the 1min powerlevelling to L70 in D3 was so popular.
I don’t disagree with everything you’ve said, but I think you’re confusing arpgs/hack & slash with story-based rpgs like Baldur’s Gate 3. The story in an arpg is always the weakest point & only serves as a reason to walk (or zoom) around killing mobs with flashy skills/effects & get loot. If an arpg was exercise it’d be running on a treadmill at the gym facing a wall compared to running through the countryside.
Yeah, this is a good analogy. Arpgs are the fast food of the broader rpg genre & shouldn’t be confused to games with an actual story.