Hey, everybody. I want to share my observation. I’m new to this game, but with this genre of game is very long familiar. Therefore, based on my experience, and having played so far only 20 hours, I can say that the game is very good. Talent tree, music, graphics, quests, everything is done with a soul. But there is still one big remark, for all the time of passing I have not encountered a single problem, so easy for me in any game has not been, because of this lost interest to play. I think you should globally strengthen the enemies at least 50% health and 20% damage. At the first level you can not finish not one enemy, you will be healed faster, are you serious? Perhaps the end of the game will offer a more challenging game. At this point in the game I’m incredibly bored.
Thank you for listening.
Welcome to the game and the forum!
This is something that is brought up from time-to-time and the devs are looking at balance. It is still in beta so please take that into consideration also.
As I said, the devs have been and are continuing to work on balance and one of the things for balance is the difficulty of the game. There are some bosses that are a challenge, and should remain so, but most of the rest of the game is pretty easy without much thought into the build even so that should change in the future.
With that said, please feel free to provide the devs (and the rest of the community) feedback and report any bugs you might find that haven’t already been identified.
Enjoy the game!
Consider there are more challenging enemy types and map types later in the game also. The campaign is more or less a tutorial. Things do get harder as you progress, especially in terms of the bosses and final encounters in some missions in Monolith, which is the mode you start grinding around level 50. Give it time, it heats up.
This is pretty much my experience with the game. For a title with so much production value and artistic polish, normal enemies seem very, very underwhelming from a gameplay perspective. Which is a real pity since a big part of the fun in this kind of games comes solely from a good gameplay balance and decent challenge. Ranged attacks from monsters should deal much more damage, in order to force the player to evade and move around. Melee monsters should get more life points in general, so they get a chance to surround and trap your character. Life and mana regeneration is far too fast, should be much lower so they aren’t always maxed out wave after wave. Bosses are a bit better than normal enemies, in terms of challenge. But they represent a tiny portion of your play time.
Hopefully the devs invest a lot more time polishing the gameplay as the 1.0 release comes closer. Last Epoch could become a great game, not just a good game, if only the monster stats and attacks are tweaked, character classes receive more balance work… and if it manages to become more challenging for the player right from the start.
This. If make initial enemies stronger it will have impact later on with more difficult modifiers.
These same enemies get modifiers from dungeons and maps from monolith end game system, and these modifiers give more HP and damage to them, among other things. So any changes can drastically break endgame content. And that’s where the challenge is.
A more viable solution would be creat a second or third difficult for running campaign and these difficult modes would have their own modifiers.
Yeah I’ve often thought that a more difficult mode is what these people are (or should be) asking for. If you ramp up the game difficulty for everyone, it wouldn’t make a lot of sense. Especially for those of us who are older and less mechanically gifted, or people who want to play less optimal builds. Both apply to me. I died a lot on my rogue trying to get those last 5 or 10 levels because ambushes just ran me down too hard.
Like Masochist (when they re-enable it)?
I think I died a couple of times (maybe 3 to 5 times) leveling my last bladedancer through campaign
And I had good gear and uniques farmed with my previous char
I think I will never have the guts to try hardcore.
But I would not have any problem if a more difficult mode to start campaign was implemented.
Or maybe bring back masochist mode, as pointed out by Llama8.
Right, but maybe less drastic. Could have steps in between the current mode and that. I dunno what people would be happy with, but options never hurt.
They should take the longer road with this issue. That means play testing the campaign with different classes, from beginning to end, and fix the monster stats on a case by case basis. That’s the only way of making the game not only more difficult, but also a lot more fun. Of course a global difficulty multiplier can break things later on with some monsters… re-balancing the game is hard work for sure, and will require a lot of experimenting and manual tweaking, but its the only way to polish the gameplay further and to make it shine.
I understand the need to have a gentle learning curve in the early parts of the campaign, so that many people can enjoy this game, regardless of skill level. But the challenge is truly non existent for far too many hours. And that is problematic, since the early game not only covers a lot of the story, but your first impression of the game also comes from here.
Welcome to the board have a good time
Whit your rich experience when it comes to the genre you should know this is nothing new. Leveling untill point X when the endgame kicks in is just an extended tutorial and a slog you need to run down to get to the spicy stuff.
The big question that comes to my mind is: What enemys are to weak? The story ones almost noone cares for? Normal monlolith that is meh as well? Tx dungeon? Empowered Monolith? What corruption level?
So far every hack and slash game was a piece of cake untill you hit the endgame parts where things start to ramp up quickly and where you have gear and skillchecks.
Then again yes whole part up to empowered monoliths is mindnumbingly boring and not fun. Luckiely it is so easy you can run it down fast. If I had to fight for every step I take and the game would be harder I couldn’t be arsed to play it again.
Could also be related to physical damage being far too weak compared to the other damage types, even when your base class is mage or acolyte. The most dangerous enemies always seem to deal special damage type. These are usually challenging enough. On the other hand, the physical only enemies never stand a chance.
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