First, some context. I am a relatively casual ARPG player with 160 hrs in Last Epoch. I enjoyed that time, but I think that I am going to move on to other things. I appreciate all that the devs have done though, and want to leave my impressions in case they read this and make changes that would bring me back.
There are a lot of things that I like about Last Epoch. The overarching story, the loot filter, and the crafting system have all received a lot of attention and are very well designed. The thing that I liked the most though, and the reason that I spend as much time in the game as I did, is the passive and skill system. There is just enough complexity there that there are really interesting builds waiting to be discovered, but not so much as to be overwhelming. A lot of my time was spent looking through the passive and skill trees for a new class and trying to make a plan of what I wanted to do, and that is great because I like games that give players choices.
What I do not like, and the main reason that I am leaving the game, is the grind for equipment. Many of the really interesting ideas for builds need specific combinations of affixes on the equipment to see if they are viable in the late game. Finding those combinations of affixes is really just a soul-crushing grind, regardless of whether you work on monoliths, farming exalted items from the Temporal Sanctum, or try the soul gambler. There is absolutely no sense that my time and effort is being rewarded by bringing me closer to trying out my build idea. And that means that the most fun part of the game, the build design, is locked behind something that is not at all fun, the equipment grind.
I found myself including more and more set and unique items in my builds (with the obvious opportunity cost) just because I knew that I would be able to find one with a reasonable investment of effort. That feels weird, that a unique item is easier to find and less exciting than a rare (even as low as T16) with the right combination of affixes that would enable my testing a build idea.
If there was a sense that I would consistently be able to improve my rare of exalted gear with the investment of time and effort (perhaps through the crafting system) I would be happy to sink more hours in this game. As it is though, I don’t want to invest hundreds of hours in a slot machine just to get the chance to find out that an experimental build idea really does not work on empowered monoliths.
And so I am off to other things for the moment at least. Peace.
EDIT: As a specific proposal, perhaps make crafting lower tier affixes cost less forging potential than higher tier affixes. Then I could take a blue item and potentially get T4 affixes in all the slots just to try my build, or spend the time grinding for an exalt and roll the dice with the crafting system. This would not affect the endgame at all, and you could reduce the impact on the early game by reducing the frequency of random shard drops (but leave the number in monoliths the same).