Campaign difficulty, or rather the lack of it

The difficulty of the the game starting in half of chapter2 until very late end game is so mind numbingly boring that it puts me to sleep and made me quit the game at release.
Sad that this still has not been fixed.

I don’t understand why the developers are so adamantly against their game being an interactive experience and want it to be an autobattler for 40+ hours.

It’s really strange considering the first 10 levels of the game are not this. Is it just a lack of resources?

If I wanted to play an auto-battler, I’d turn on my phone.

I’ll continue to NOT recommend this game to friends as long as the difficult remains this low.

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Exactly that.

I don’t quite understand by now what EHG actually tries to achieve, which group of people they’re catering for by now. It seems they’ve lost their direction a good while ago (already pre-release, but the release until to date made it obvious).

We got games which are focusing on the Campaign. The biggest ones related to that are definitely Path of Exile 2 as well as Diablo 4, albeit D4 fell a bit flat, their gameplay being mediocre during that time while the cinematics and story representation on the other hand was between amazing (cinematics) to middling (presentation during gameplay).

And then we have those games which focus on the end-game mechanics. PoE 1 and Torchlight Infinite are definitely contenders in that area, everything is focused on the back-end rather then the campaign. PoE 1 shifted over time towards it and Torchlight Infinite was specifically designed for the end-game grind.

In comparison PoE 2 falls off at end-game because they haven’t focused their development into it yet, it’s gotten vastly less resources then their campaign. Diablo 4 is just a disaster.

So how does Last Epoch currently compare?
Well, the Story starts off strong, very strong even in Chapter 1. Great chapter, if they could’ve provided the same level of quality content then we’re shown there the game would be a blast from start to end. Sadly as mentioned… it tapers of in Act 2 and becomes a chore.
So maybe it’s focused on end-game? Nah… sadly also not currently. Maybe in the future with the planned releases, but for now no chance, not even remotely. The grind at the end is pure RNG with very little long-term dedication available, worse off then PoE 2 even, which is a 0.1 version that had a… I think 8 month end-game development focus as much as was said? Bosses are a chore to grind up again, the web is lackluster in rewards and choices (the nodes have been utterly trivialized) and even their unique system is absolute and utter RNG, combines with the extremely limited crafting system that enforces close to perfect drops after a very short while already while offering a too large affix variety for too few slots at the current system in place. Leads to progression starvation as the overall chance for a viable outcome is exponentially lower then with the competition.

So it excels currently… at nothing sadly. It’s not a bad game, absolutely not… but it can’t compete on the market in any remotely viable way. Which is a bad situation given it’s a live-service game and not majorly a standalone product. Server costs and personal needed for the upkeep cut heavily into development this way, and that’s simply not a sustainable method long-term.