In my experience the largest fault of most ARPGs is the end game. I think Last Epoch is a beautifully executed game for a lot of reasons and would love to see it succeed, but it’s falling into the same end game no-man’s land most arpg’s tend to. PoE tried to fix this with seasons which personally I hate but it also doesn’t really change anything about the game - at the end of the day you’re still just aiming to farm up the same gear and then once you’ve done everything there’s nothing to do, and once you understand the game well enough you can make that happen obnoxiously fast on any character.
Sure, there’s some exploration of skills and classes that can help, but let’s be honest - arpg’s are often about the thrill of the gear hunt.
Secondly, in Last Epoch’s current end game does not really feel linear or progression-based which takes a lot of the gear hunt fun out of things. Bosses generally have the same level of difficulty maybe with the exception of Orobyss who can be a real PITA depending on the type you get.
Lastly, gearing in this game is nearly 100% crafting oriented, so the gear hunt isn’t actually that satisfying. While you CAN build around uniques/set items, best in slot is really never one of these so the hunt becomes trying to find t6-7 items that have the stats that makes it better than your unique.
Why not take a note from successful MMO’s like WoW? Create a gear based progression system where you need to farm a certain timeline to get good enough gear to kill the boss (or maybe introduce a series of bosses) who drop class specific BiS-potential gear and allow you to make it through the bosses of the next timeline. I understand the difficulty of building a BiS gear system in a game where builds are numerous, but there are several ways I can think of accomplishing this (for example, maybe bosses drop selectable stat gear up to a certain tier, and that tier gets higher as you make your way through timelines).
I also think bosses should feel generally difficult regardless of your build. Make boss abilities hit a LOT harder and reward good gameplay, not good theorycrafting which ultimately results in class nerfs. It should feel satisfying to kill an end game boss. A big victory that took you a while to achieve, an epic reward for your skills & improvement.
This would make the end game last a lot longer for people in general and would set up expansions/new content nicely as well.