Feedback about endgame, crafting and the my general feelings about Last Epoch

Hi guys, I’m an old gamer that has spent a bunch of time in online gaming, also on arpg (mainly diablo 2) on both d2jsp community and plugy. I’m an hardcore min/maxer so I acknowledge in advice that my 2cents tend to look in this direction and I apologize in advice if I will look harsh on my general pov.

What I think of the game:

  • I really do enjoy the craft system BUT I feel like I have to check EVERY blue/yellow that drops to shatter for the right affix/suffix shard. This is a NIGHTMARE and make me spend half the in game time checking affixes/suffixes for crafting. Also, I feel like the “fail” system on crafting is scary couz remind me of korean style MMO where those kind of system are used to just wall players into an hardcore crafting grind, but w/ever is an ARPG so I suppose it’s ok.

  • endgame content is a bunch of 1 static maps mixed togheter and all u can do is grind arena/crafting after 12 hours of gameplay if u know what u are doing, witch for some people will be after 1 char/season.

  • campaign is a mess after 1st run. I rolled 3 sentinels atm and all I do since my 2nd char is to grind levels as soon as I enter “the end of time” (till lvl 50ish or so) and then I just try to finish the campaign in “rush mode” with as much MS as possible to unlock charms slot and extra passive. Main problem again, static maps. Plus really ez campaign mode.

  • sentinel (the only class I played so far) feel broke to me atm. Forge guard has just the best passive of the 3 and devouring orb plus procs on hit totally outDPS any proc on melee or builds based with CDs. It is not even that orbs feel so strong but the razio of improvement on melee proc is way to lose in general to compare on the “proc on any hit” kind of stuff.

Just my 2 cents. Enjoyed the game for a couple of days but static maps are not my kinda thing and end game feel like a gigantic D3, rather then D2, in wich u just grind Greater Rift and hope to improve meanwhile. Crafting is a smarter system to spend your time on, I guess, but can hide the lack of content only for so long IMO.

Ps: like everyone knows already, restarting arena from wave 1 is plan retarded :slight_smile:

Yeah, when the implement the loot filter, that should help.

They’ve said before that the current end game (arena/monolith) isn’t the intended end game, it’s just something to keep us going.

Every campaign in an aRPG is like this though, that’s why I liked it in PoE when they got rid of having to run through the campaign three times to get to maps. Even if the maps were randomised, it wouldn’t improve things much, you’re still doing exactly the same quests many, many times…

The Sentinel was the first class they did (from memory), while they’re improving skills as they go, hopefully they’ll re-work most of the Sentinel skills.

That’s the death penalty, In PoE it’s 10% xp, I think they’re probably similar…

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Thx for the time u took for your reply!

At least adding a filter to looting would make me come back, I guess :slight_smile:

Sentinel is the hardest class to play atm. The amount of different stats you have to balance to be tanky and make a bit of damage is enormous.

There are a few different builds but the most effective revolve around spell damage which is kind of exotic for a melee char.

I have to admit that I am using devouring orb on every build right now, since the day I tried the first time. Same with future strikes on VK passive tree.

As Llama8 said, it’s one of the / the oldest class and will get some tweaks before release.

I’d suggest you try a channeling build with smelters wrath. This is a skill I had a lot of fun with so far. You can ignite the whole screen with a fully charged attack. With the 100% crit chance and all all in damage and crit multiplier on gear you get the feeling you use mini nuke :grin:

I dont mind that future strike is a mandatory investement, pretty cool with some passive being better then others on low / medium ranks. The prob is that high passives lvl completely lack the power level to go “deep” so u pretty much go 3spec anyway.

What hooked me in sentinel was the idea that subclasses actually FEEL like subclasses rather then mandatory picks. But I get that this can get pretty hard from a balance pov :stuck_out_tongue:

Yeah, I think the Void Knight’s echo mechanic is interesting but the other two don’t get as interesting mastery mechanics. The Forge Guard gets damage reduction (might as well rename him the Juggernaut) and the Paladin gets damage…

Yup. one of the problems of the class. pally and forge are basically completely asimmetrical passive wise (one more DPS one more DEF) but given that u need more EHP rather then DPS, pally feel kinda useless compared to forge knight. Also his high tier abilities are pretty meh atm, or at least forge guard has much better passives post 25, at leas imo.

True, but both of them treat Throwing Attacks as red-headed stepchildren as far as passives go…

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Can’t disagree with anything you said sir. But my sense is those are details the devs will be making right in due time :slight_smile:

Yeah, there’s a lot of time to tweak the numbers & balance things.

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