I’ve been following discussions across the official forums, Reddit, and Discord, and wanted to consolidate a comprehensive list of changes and ideas that could help Last Epoch retain players long-term and attract new ones.
This is not just my opinion, it reflects recurring sentiments across the community, structured into one place to encourage discussion and (hopefully) visibility from EHG.
As we’ve seen through SteamDB, player retention has struggled since Season 2. Last Epoch follows a live service model, so its long-term success depends on both new players joining and existing players continuing to engage each season.
This is a long post, so here are the key highlights (TL;DR):
- Revamped Monolith with shared corruption and deeper customization
- New pinnacle bosses and aspirational endgame
- Campaign skip and reduced friction for alternate characters
- Improved crafting and itemization
- CoF rework focused on target farming
- New endgame system outside Monoliths
CORE GOAL
Create a healthier game loop that:
- Rewards long-term progression
- Reduces friction and repetition
- Provides meaningful endgame goals
- Aspirational content: something players work toward, not just farm endlessly
- Keeps older systems relevant within the evolving gameplay loop
ENDGAME (Biggest Priority)
Revamped Monolith System
- Remove Empowered Monoliths
- Make Monolith Area Level scale with corruption. All monoliths retain their current starting levels, but at 100 corruption they scale to Area Level 100. You can still infinitely scale Corruption with current scaling behavior.
- Implement a Shared corruption slider across all timelines and characters: allow the player to set corruption from 0 up to the maximum amount they reached.
- Account-wide progression (shared stash = shared corruption slider)
- Make Quest Echoes optional, scale with corruption and offer additional rewards based on their timeline.
- Blessing system should be expanded with more slots and new options. Quest Echoes should also offer blessings.
New Pinnacle Bosses
- The Weaver: Upon reaching max rank on the Woven Faction, speaking to Masque should unlock a new Woven Echo that allows fighting the Weaver herself. This Woven Echo can be used directly by talking to Masque to start the fight.
- The Judges: Exiled Mages pinnacle encounter. Completing the Rune Prison Complex Woven Echo should reward you with a Key to access The Judges pinnacle boss, probably via a new map in the End of Time.
- Uber Aberroth: Direct access via Shattered Road, by allowing the player to use the Threshold of Eternity Woven Echo directly in the Altar of Oblivion.
- Primordial Rift Beast: finishing a rift beast evolution/lineage should give you a new Woven Echo that allows you to fight A Primordial Rift Beast. This Woven Echo can be used directly in the egg after finishing a rift beast evolution/lineage to start the fight.
- Woven Echoes used to access pinnacle bosses directly should be refunded if the player fails to kill them, so they can try again.
Weaver Tree Customization Expansion:
Add many new nodes to the Weaver Tree:
- Block Mechanics nodes (no omens/rift beasts/nemesis/etc.)
- Force Mechanics nodes (guaranteed tombs/omens/rift beasts/etc.)
- More Echo Reward block nodes (no uniques, no exalted rewards, etc.)
- Reward conversion: convert Exalts into Uniques or Uniques into Exalts
- More Pack Size nodes
- Combine Arena with mechanics: Omen arena, Primal Arena, Weaver Arena, etc.
- Tombs/Cemeteries related Nodes:
- Nodes that make them Smaller or Bigger
- Improves the chance of higher-roll idol drops
- Increases number of uses on the Woven Enchanter
- Omens related Nodes:
- Monsters spawn faster
- Chance for your echoes to be infested with extra omens
- Possessed Omens that combine Woven and Omen rewards in one fight
- Rift Beasts related Nodes:
- Converts Primordial Unique drops into Primordial exalted drops or More Ancient Bones
- More control over evolutions, so the player can try to farm a specific Evolution’s End.
- Nemesis related Nodes:
- Nemesis Eggs converted into a random exalted item
- Exiled Mages as Harbinger victims, combining both mechanics and adding random sealed experimental affixes to the nemesis items.
- Buffed imprints: in season 4 we have roughly 90% less relevant drops than what we had in season 3. My suggestion is to buff imprints to be roughly 33% of what we had in season 3. The goal is to make imprints not as insane as they were before but not useless either.
Goal: Turn Monoliths into a customizable Endgame sandbox, not a repetitive grind.
Reworked Dungeons
- Remove labyrinth structure and replace it with open objective-based maps related to their mechanics
- All rewards rebalanced
- New way to unlock Dungeon Tiers based on character progression
- Add Dungeon Charms for each mechanic (omens, rift beasts, nemesis, tombs/cemeteries, exiled mages) that makes the specifc mechanic spawn within the dungeon, scaling with its reward bonuses.
- Apply corruption to dungeons, using the proposed corruption slider, turning the Dungeon Bosses into their corrupted versions with improved and new drops.
- Soulfire Bastion: Turn souls into a new currency in your resources tab
- Add a new charm that teleports the player straight to the dungeon’s reward room
Reworked Arena (Champion’s Gate)
- Faster waves, smaller arenas
- Boss spawns every 10 waves
- After choosing rewards, the player should also be able to choose the next challenge through different portals:
- Rift Beast Arena with ancient era mobs that also drop ancient bones
- Omen Arena where the omen becomes vulnerable after finishing all waves
- Weaver Arena that spawns weaver mobs and a random Weaver Boss at the end
- Super Arena similar to the weaver tree, with extra champions
- Normal Arena
CLASSES & BALANCE
- New Skills: Some masteries still lack their fifth skill. Completing these kits should be a priority to ensure all classes feel equally developed and flexible.
- Balance Philosophy: All masteries should be reviewed every season, especially those that are underplayed or underperforming.
- Balance shouldn’t focus on just a few standout classes. As new items and mechanics are introduced, the entire class ecosystem shifts. Regular, broad balance passes are necessary to keep the game healthy.
CAMPAIGN IMPROVEMENTS
- Acts 11 & 12 to conclude the story (not priority but still needed nonetheless)
- New campaign shortcuts that don’t require dungeons
- Share bonuses and progression across characters with access to the same stash: attributes, idol slots, faction access, map unlocks, endgame progress, corruption levels, etc.
ITEMIZATION & CRAFTING
Sets:
- Suggestion for Set items: they may rarely drop with 1 or 2 craftable slots: 1 for prefix and 1 for suffix.
- Each slot can be crafted to tier 5 with no FP costs but costs an increased number of shards equal to the tier (tier 1 requires 1 shard, tier 2 requires 2 shards, etc.). No runes that require FP or glyphs may be used.
- Shattering a crafted set in the Great Bridge Woven Echo may give you some shards of the crafted affixes.
Crafting Improvements:
- More Forging Potential at higher Area Levels, especially at the endgame. Players should get on average 10 more FP at area level 100.
- Rune of Removal with a fixed 1 FP cost, but no longer gives shards.
- Rune of Shattering with a higher chance to give you maximum amount of shards based on the tier of affixes of the item that was shattered.
- Rune of Havoc and Rune of Redemption FP cost reduction: 1 to 15 (from 1 to 20)
- Rune of Refinement FP cost reduction: 1 to 12 (from 1 to 15)
- Rune of Shaping FP cost reduction: 1 to 12 (from 1 to 25 as this cost currently feels disproportionately high compared to its impact)
- Rune of Evolution FP cost reduced: 1 to 12 (from 1 to 25). This encourages players to try Primordial Exalts.
- Reduced FP cost for Crafting a new affix into an item: 1 to 15 (from 1 to 18)
- Glyph of Despair should always succeed, but the amount of tiers sealed is random, up to the tier of the affix you sealed, with lower tiers having a much higher chance. This makes good crafting bases with high tier of unwanted affixes easier to craft on.
Crafting should feel good and consistent with a certain measure of randomness, not overly punishing or entirely random.
CIRCLE OF FORTUNE (CoF) REWORK
- New lens system focused on target farming. Each Telescope should have 4 Lens slots, each with a distinct function:
- Item type (helmets, rings, amulets, etc.)
- Rarity (unique, exalted, etc)
- Location (monolith, dungeon, etc.)
- Intensity (more rewards for more cost)
- These changes massively reduce the amount of rerolls needed to target farm whatever players want.
- To make up for the reduced amount of rerolls, all of these lenses should come with a small cost multiplier for prophecies
- New CoF Ranks, keeping the same total grind for max rank:
- Reduced LP roll penalty by runes of ascendance on COF tagged items
- All dropped items with COF tag have a small amount of extra FP
- Adds the effect of glyph of hope (25% chance no FP cost) when using glyphs of envy on COF tagged items
Goal: More control, less rerolls, better odds of crafting specific exalts you want.
MERCHANT’S GUILD (MG)
I’m not a big MG player. I tried it but gave up because of two main issues: trading UI and gold problems. Price checking was a chore and the economy felt unstable.
Suggestions:
- Improve UI significantly
- Add meaningful gold sinks
- Address inflation and max gold limit
ENEMY BALANCE
- Rebalance DoT damage (major issue in every season)
- Problem enemies (like Congealed Sludge) need tuning
Difficulty should feel fair, not random or spiky.
BUG FIXES
Let’s be honest:
A LOT of bugs need fixing.
ACHIEVEMENTS
- Add achievements
- Cosmetic rewards only
Encourages long-term engagement. Draws in Achievement addicted players.
SUGGESTION FOR NEW SEASON MECHANIC
Add an entirely new season mechanic that is not related to monolith system. Eterra is Orobyss’ counterpart and she is not present in the endgame so far. My suggestion is to add Eterra to the endgame loop. As Orobyss is related to the corruption in the Monoliths, Eterra would instead anchor this new endgame system. This could take place in the shaded area to the right of the world map and cover all 4 Eras. This new system could have a new Pinnacle Boss: the Goddess Eterra, or a corrupted version of her.
It is also the perfect opportunity to add a meaningful alternative to the Rune of Corruption. A few suggestions that address common concerns by the community:
Three new “Divine” rune types. Once any of them is used, the item can no longer be corrupted (it becomes “Divine” instead):
- One that applies to Idols: rerolls all its affixes, allowing them to roll up to 25% over their original maximum roll.
- One that applies to Uniques with at least 1 LP: The rune locks 1 of its LPs, allowing you to craft one affix up to tier 5 with no FP cost, costing an increased number of shards equal to the tier crafted, similar to my Set Suggestion. The remaining LP can be used as usual in the Eternity Cache.
- One that applies to Exalted items: increase 5 to 15 FP as long as the item still has FP left. This Rune can only be used once and the item can no longer be used in the Eternity Cache.
FINAL THOUGHTS
This game has an incredible foundation. The core systems are already strong, but they need:
• Better cohesion
• Less friction
• More meaningful progression
If Last Epoch wants to thrive as a live service ARPG, it needs to:
• Respect player time
• Reward investment
• Provide clear goals and strong aspirational content
Let’s Discuss
• What do you agree or disagree with?
• What would you prioritize?
• What’s currently pushing you away from the game (if anything)?
Would love to hear both player and dev perspectives.