Last Epoch Feedback
This is an ongoing collection of feedback while playing The Last Epoch for the past several weeks. Presently I have played Bladedancer, Marksman, and Sorcerer to at least the start of endgame. Sorcerer has gone the farthest.
Most of this consists of small observations made while playing the game. I kept a markdown file open while playing and would alt-tab whenever I had an observation.
Before I get into the meat of it, I just want to say that Last Epoch is truly a great game. It is mechanically competent and understands what makes the genre fun while also bringing its own innovations. I have little doubt that it will be a serious competitor to PoE when it releases, assuming the quality continues to the end of development.
Systems
- Respeccing skills feels bad, especially during early leveling: you get a skill point, try it, donât like it, and then lose it altogether and have to wait several minutes to get it back. This discourages experimentation. Here are some possible options, and they are not mutually exclusive:
- Option 1: receive 1/2 to 3/4 of the experience back
- Option 2: consumable items allow you to reallocate points without xp loss (think orbs of regret)
- Option 3: build familiarity with a skill that persists even after despeccing the skill. This is in parallel to experience. Familiarity can be spent respeccing and may also raise the minimum level for a skill.
- Pausing should be available in single-player
Skills
- More skills which rely on on-kill effects should also have a chance to trigger on bosses and tougher enemies
- Skills which rely on hitting a certain number of enemies should count tougher enemies as more than one enemy
- The âThrough the Shadowsâ node of the Shift skill keeps it from being used for general movement and should be rethought
- Skills in general should be easier to use near barriers, such as when attacking bosses over a cliff
- Skill effects which only last 1 second donât feel long enough, especially since youâre typically locked into an animation for part of its duration - Flow from Dancing Strikes in particular feels bad, especially when aiming it is a bit of a chore
- The fact that damage dealt by a hit has nothing to do with the damage dealt by the resulting dot feels weird and unintuitive. While it might be copying Path of Exile, you could base dot damage on the base damage of the hit that applied it (prior to increased %/other mods) or give every skill a dot damage modifier based on whatever you think is appropriate. A meteor wouldnât burn the same way a fireball would.
- The âExuberanceâ passive skill at the top of Bladedancer is plainly worse than âAvusonâs Pactâ after the first point.
- Ballista donât know how to fire at things on a different elevation
- Black arrow pickup radius could be better to make the skill feel less awkward, or the skill as a whole could be reworked
- Minion skills should attack the training dummy if you do
- Skills which have multipliers to their damage should specify either way whether the damage applies to ailments, similar to Hail of Arrows
- Puncture, despite being a bleed-focused skill, has a number of anti-synergies with bleed damage if you choose to go channeling:
- There is no dot damage multiplier involved
- Bleed scales with attack speed since it can apply it faster, but you no longer attack quickly
- Because it is channeled, it loses the ability to take advantage of the Disembowel passive on the Rogue tree, which is one of the best sources of bleed
- The Black Quiver modifier âLacerating Arrowsâ for Puncture grants a guaranteed bleed stack, but the Puncture modifier âNightâs Descentâ indicates Punctureâs channeling should be used with Black Quiver
- Show what the âSkystrikeâ modifier for Hail of Arrows does in the more info from holding alt
- The fact that the âTear Fleshâ modifier for Hail of Arrows does not scale with investment in bleed chance feels very strange and unrewarding
- Fireballâs hitbox could be a tad bigger to avoid scenarios where it just barely grazes an enemy but doesnât count as a hit
- The knockback from the Teleport specialization node is pretty pathetic. While you can further specialize for more knockback, it feels useless
- Skills specialization nodes with 5-7 points are not interesting compared to nodes with more drastic alterations, and they detract from branching out on the mechanics of the skill; consider condensing them if you can avoid balance issues
Balance
- Allowing shrine buffs to persist across zone boundaries will be an issue in multiplayer if players can use each othersâ portals (e.g., get crit shrine, go to other playerâs boss encounter)
- My experience with hybrid minion/self-cast builds in other games is that they have too many things pulling them in opposite directions. Consider more crossover between self damage and minion damage similar to the ballista nodes, but perhaps as a base feature for certain skills (totems in particular)
- In general, sources of ward seem very sparse compared to dodge and armor, with certain unique items as big exceptions. Ward could use some love, such asâŚ
- Discrete chunks of ward generated could decay slower at first or have a hold time
- More sources of ward generated per second, and in larger quantities
- Slow down ward decay overall
- Small sources of ward could be a bit bigger or more reliable (lower/remove cooldowns on certain things)
- Slight nerfs to existing OP items to compensate (hp drain in exchange for ward per second based on health, namely)
- The Wengari Matriarch/Patriarchâs leap-slam ability feels overtuned for the very little wind-up/telegraphing it has
- Classes other than rogue should have more synergistic secondary effects similar to rogue shadows, shadow daggers, etc., to make builds more interesting
Loot
- Affixes on class gear should be more likely to roll affixes which are both for the same subclass
- Consider merging HP on hit and HP on kill unless you have plans for them both (wormblaster?); while they are historic affixes, I donât think they add anything unique, and one is just worse than the other except under rare circumstances
- Crafting materials should auto-pickup and go straight to your crafting stash, at least as an option.
Crafting
- Crafting off a base item just isnât possible since you need low instability + a lot of existing modifiers to get to 20; consider dropping âstableâ items which have no mods but extra stability
- While I have come to be more selective, the dearth of Runes of Shattering feels awkward at times, especially early on
- Consider adding more glyphs, such as a glyph to improve affix shard retention during shattering
- Consider more involved - but straightforward - mechanics, such as surviving waves of mobs in order to drive up the success percentage so that the player feels like theyâre somewhat in control of the crafting process (take a look at the game Disgaea and the âItem Worldâ mechanic it uses for possible inspiration)
- Rare glyphs/runes should have more powerful crafting effects, such as increasing critical success chance or actually lowering instability, perhaps at a cost
Polish
Add more weight to the following:
- Entering a town portal - sound effect
- Picking up an item - tiny delay along with highlighting the item name, possible animation
- Dropping an item - Diablo 2-style dropping animation and noise
- Combat and noises, particularly if a voice line is ongoing - interrupting it with a simple âURGHâ would be cool
- The arrows disappearing at the end of Hail of Arrows is weird and makes them feel artificial; consider adding a fade or something
Add more mid- to high-pitched attack noises (âattackâ as in the audio term signifying the beginning of a sound) to give combat more punch:
- Striking an enemy should have a more pronounced click
- Killing frozen enemies should have a more satisfying shatter sound
- Lightning strikes should sound like lightning - if it would get too busy, consider having a limited number of electricity sound layers that get extended rather than copied
UI tweaks:
- Opening a new menu should bring it to the forefront, closing other windows in the way if necessary, e.g., opening the shop while the forge is open, clicking the new passive skill button while the inventory is open
- The chat window should have an option to keep it open, and it should move to the center of the screen if you open the stash or a vendor
Fluff/nice-to-have:
- The world map should default to zooming in on your current zone.
- Hovering over a stat in your character screen and and holding alt could possibly show a list of sources contributing to that stat.
- Items on the ground should show their size, possibly when holding alt (I was very confused trying to pick up an idol with 4 width)
- Architect Laithâs boobs are kind of ridiculous - I noticed them swaying impossibly even fully zoomed out
- The instant transition between floors of Laithâs tower is unusual, maybe add a fade
- When you raise the bridge in the quest The Temple of Heorot, there are a number of ice chunks that look like they ought to fall off; cause them to fall or make them more appropriately-sized for the bridge
- More confirmation to keep from accidentally going back and forth between ages with a misclick, such as if you think perhaps the path is a different direction from where it actually is and mouse over the portal again
Bugs
- Sometimes channeling skills/spells get stuck in their casting state. Using other skills can break out, but movement cannot.
- You are not able to respec a single point of a skill if removing all points of the skill would cause you to fail to meet a skill investment requirement. Ex.: I was at 47 points in Bladedancer and had 3 points invested in Critical Eye. I was unable to respec Critical Eye until I had 48 points invested in Bladedancer.
- Unclear, but I think monoliths fail to apply the modifiers from the first level played (could be that they only last one round)
- Stash search filters do not apply when going to a tab from the Quick View menu
- The guy next to the stash after a monolith always complains about the lack of an Arena Key, even when it drops
- One of the small void worms was untargetable yet kept spitting void attacks at me. I think it may have spawned right as an Idol of Ruin died
- I once lost the ability to move around. I think I hit escape to open the menu at a weird time, such as just before something loaded, but I honestly donât remember the context for a proper bug writeup.
Typos and Textual Errors
- The âhigh healthâ more info blurb says âat low healthâ instead of âat high healthâ (see Cutthroat node in Synchronized Strike)
- The duration of the Perfection passive is listed simply as â8â instead of â8 secondsâ
- The word âPunctureâ on the âHidden Blowsâ node of the Smoke Bomb specialization tree is spelled âPuntureâ
- The âSwirling Fogâ node on the Smoke Bomb specialization tree does not mention anything about slow in its description, despite the effect.
- âCloaked Reaperâ Bladedancer passive has an unnecessary â.â after the word âshroudâ in its mechanic description.
- The huge rogue idol suffix âof shadowsâ has the text âx% increased damage of attacks use by shadowsâ instead of âusedâ
Long-Form Critiques
Story
The story is probably fine, but the delivery doesnât really work. I like to think of Diablo 2âs story as two parts: story and lore. The story of Diablo 2 was basically âBAD GUY THAT WAY GO KILL.â The antagonist was straightforward enough that it didnât much matter what was going on, and the major story beats were shown in the badass cutscenes between chapters.
If you wanted to stick around and talk to the NPCs, though, that was fine, but that was what I consider lore. If you were interested in it, it was captivating, but itâs not a mechanic the game relied on to keep the player moving forward. It was there to build the world for those who cared.
The important point is that the player always had enough information to contextualize the fights they were engaged in without the assistance of the lore.
This is the one part where I feel like Last Epoch struggles. The context is lost on me for most of the game. The future sucks because thereâs some void thing, and maybe itâs the fault of the immortal empire or something? Iâm really not sure. Iâm sure improvements are coming, but this was easily the weakest part of an otherwise-fantastic game.
Path of Exile manages to convey just enough of the story in a similar fashion to D2 with just a handful of lines, especially those of Piety, Dominus, Sin, and Maligaro. The very few, brief voice lines youâre forced to listen to at key points give just enough of the story that the player has a vague idea of what theyâre doing. These typically play at the start and end of boss fights or when you come across important areas. Iâve never once listened to the optional dialogue, yet I can still tell you the story of POE pretty well. I canât do that for Last Epoch. I donât even know what the Epoch is, because I keep seeing it referenced as some sort of macguffin. In a story full of time travel, it is hard to square that with the literal meaning of âepoch,â since it seems like it would be referring to the fact that a great deal of the game takes place at the end of time.
It is probably too late in LEâs development to shift the story, and I wouldnât even want you to do so if you could. Iâm sure the story itself is fine. Instead, though, I think you need to innovate on the presentation of the story. In particular, I would add narration on top of the combat at specific points, perhaps giving the players a prolonged segment in which there are fewer or easier enemies so that they have less distracting them. Additionally, utilize the many loading screens to and from different eras to give more context to the era youâre jumping to and perhaps even why youâre jumping this particular time. Add narration, even.
The style for these extra narrated segments should almost certainly be a sort of Lovecraftian recounting of the terrors that befell each era.
Movement Skills are a Feat Tax
If youâre not familiar with the term âfeat tax,â it comes mostly from D&D 3.5e and Pathfinder or earlier. The idea is that in spite of the enormous list of character customization options called feats, certain character builds were âtaxedâ by requiring them to select very specific feats. It undermined a lot of the character customization that was supposed to be present, because there was a correct choice: take these specific feats in a specific order.
Later versions of D&D have made great strides to reduce these kinds of false choices. While that may have come with a number of other controversial sacrifices, the core principle is solid: donât present players with choices that arenât really choices. Let their options be meaningful.
In the same vein, almost every build in this game should have their classâs movement skill on their hotbar once they get it. That means they will probably also specialize in it, since itâs going to see frequent use. The skills are too important not to use, and thus at least one of the skill specialization slots is a false choice; youâre going to slot the movement skill.
This may be a controversial suggestion, but consider some ways out of this conundrum. One is to grant movement skills a special place in the mechanics. As an example, you could give them to all classes as a free, extra specialization slot. Assign them to spacebar instead of one of the normal slots. Since everyone is already speccing into it, you may as well give it to them and eliminate the false choice by eliminating choice altogether.
Alternatively, provide more ways to cast a specialized skill without putting it on the hotbar. Flame Ward can be cast on stun, for example. This would let you move unspecialized utility skills (like movement skills) onto the hotbar. The issue here, though, is that itâs something of an out-of-the-box approach, so you could hint at the approach through popups. Example: when the player unlocks Flame Ward, a notification appears to say âWhile most skills must be cast from the hotbar, certain skills may be cast under certain conditions (or âtriggeredâ) , depending on how you specialize. Using these triggers could be advantageous to your character.â
Lastly, you could create a basic movement skill, such as an evade-jump (donât be cliche and make it a roll - keep the character upright) which shares a cooldown with the class movement skill and can be cast with space or something. That way if a character decides not to specialize in the movement skill, they still have some way of using an ability to dodge big attacks or get a short boost of speed.
Whatever you decide, the idea should be to ensure the choices players make are real choices.
TL;DR
There is no TL;DR for this. Sorry =(