Will just post my feedback here, “most” of the game is good. This is a write-up of the main things that annoyed me and probably will have to change if you want to appeal to a bigger audience.
Made two characters: Warlock (didn’t do any slamming on this), killed Aberroth. Actually recorded this so can give link to the video. Sorcerer, made it to 800+ corruption (basically glasscannon/elden ring mode), didn’t get any new gear from 200+ corruption as I got stuck trying to slam anything. Most of my gear came from my warlock as I got started.
There is one glaring issue which I will call the main issue with this game:
This game is relying too much on stacked Gamba/RNG elements. It’s what made most of my friends quit and they probably won’t ever come back until this changes. It feels terrible to be playing for 100s of hours and get 0 progress. These systems should be an OPTION and not MANDATORY. There should always be another way to upgrade, even if it takes longer/costs more/is harder.
Personally I have slammed 25+ items (all LP2 or higher), farming like crazy to get a chance on a good slam. Think I’ve spent at least a 100 hours trying to slam my catalyst + wand. Result? 0 progress, my character is the SAME as it was 100 hours earlier. It’s ridiculous that someone would think this could be considered “good game design”. This goes for both COF and MG, I think COF is even worse in this regard.
This system needs a COMPLETE rework. You will NEED to give some guarantees. Let’s take a look at the gamba gameplay loop:
0 - Farm favor (+ items to sell if you are MG).
0 - Farm + gamba your favor away hoping you get the right prophecy for COF players.
1 - Buy the unique/exalted item you want to slam. (MG)
1 - Farm the prophecies, hoping that between all the thrash that drops your LP2+ item also drops. GL if it’s a rare drop as well. (COF)
2 - Go back to 0, now we are going to farm the exalted item to gamba away at temporal sanctum.
3 - Let’s gamba the right stats on the exalted item. Hoping that some forging potential is left to use rune of creation on it.
4 - After the dopamine rush, we now realize we can finally brick our two items at temporal sanctum. The gloom sets in as you walk through the worst designed + performing dungeon in the game.
4.1 - You disconnect as you try to enter the 2nd layer of the dungeon.
4.2 - You log back in and right click the key to travel to temporal sanctum again. Loading screen takes ages and you disconnect again.
4.3 - Third try is the charm right? Nope, you disconnect again as you try to enter the 2nd layer of the dungeon.
4.4 - You disconnect again as you are about to enter the room before the boss fight.
4.5 - You die as you try to defeat the boss. Pathing causes your character to walk around one of the pillars the boss spawns, straight into a pool of void. Sigh, let’s try this one more time.
4.6 - The game lags as you walk through the 2nd layer, you think of why the devs need to spawn this many monsters if the game clearly can’t handle it. You almost die 3 times, but make it to the boss room.
4.7 - Long loading screen makes it seem you disconnected, gamba god is on your side this time and the boss room actually loads. This must be a sign the slam is going to work out right? Finally you defeat the boss and walk to the slam machine.
5 - You try to visualize the end result you want… You put the two items in and press D… Only to find out your item is bricked. You smile as realization sets in that you just lost 4-10 hrs of farm + a lot of gold (if MG) + favor + 4 keys for 0 progress. Sounds good? Yeah, I think not.
You can see how this ultimately causes people to spend LESS time playing the game or quit completely. Let me rephrase this: Your endgame gameplay loop is causing people to NOT want to play your game. You can’t convince me this a good thing.
Let’s look at some other issues I have found whilst playing the game:
-
Some of the lock-on attacks seem too tight, even if you expect an attack the monsters sometimes adjust after already starting the attack. Lagon is a good example of this, especially his claw slam attack adjusts at the last moment sometimes. Aberroth also does this with his kamehameha attack.
-
Chain stun should not exist, there should be diminishing returns on getting stunned again.
-
Spires are very annoying, set a range limit on them. It’s dumb to get sniped across the map. It’s even dumber to get sniped while trying to get items out of your stash for the nemesis.
-
Not sure if this is intentional, mobs seem to appear from nowhere after defeating nemesis or trying to pick up loot. Sometimes even from under the nemesis’s corpse (scorpions). Even after standing at the nemesis for 10s before the fight. Mobs I haven’t aggro also appear out of nowhere.
-
Revive mechanism is overused, I always ignore revived mobs. I don’t get loot twice, so what’s the point?
-
Nagas need to have their movement speed gutted, they always push the player away and it doesn’t help that they’re with many. Died a few times from a naga pushing my character in a pool of death.
-
COF endgame is non existent, probably needs a buff. It doesn’t matter how many things you drop if 99% of it is thrash and not even worth picking up.
-
MG is too weak early game, also needs a slight buff on early ranks. I think most people are already fully geared once they get to rank 12. Meaning it’s probably taking too long to get to rank 12. Also, the UI is bad.
-
The MG gives you a CHANCE of upgrading, because no one in their right mind is going to risk the gamble themselves to sell that perfect item. In other words the item you want doesn’t exist on the MG. Best you’ll get is an LP3 which you can throw away after bricking it. You can see how there’s a flaw with this entire system here.
-
Pathing is awful.
-
Bad performance overall, I think there’s too many mobs spawning and it doesn’t help that some mobs are targeting players across the map.
-
LP1 should be the new LP2, LP3 should be the new LP2, LP4 should be the new LP3. What’s the point of LP4 if no one has it? LP1 feels really bad right now, I rather have it not drop at all at endgame.
-
LP4 is unattainable for MG players as the cap to sell things is 1.5B. LP3 items are already 1.5B, so people who have LP4 won’t be underselling it for 1.5B. Cap should be removed.
Conclusion:
I think the start/mid game is fun, it feels good to progress. The endgame definitely needs a lot of work. As it stands now, I probably indefinitely won’t be returning until some big changes happen to the foundation of the endgame.
My suggestion would be to have a “glyph/rune of potential” of some sort. You can upgrade an affix/prefix on an item, so that those stats get priority when slamming. That’s the easiest solution to this problem. How about we get these glyphs as a reward for slamming, each slam gets you a shard of a glyph of potential. But only for LP1/LP2 items for example. So you actually will get guaranteed upgrades at some point and in the best case you are saving up for that big LP3 item. Let’s say that 2 shards is one glyph of potential. Meaning after 4 failed slams with a LP2 item, you actually get 2 glyphs of potential. Meaning your fifth slam will be guaranteed.
It also solves the problem with useless LP1 items lying around, as you now can just slam them for shards. I’m giving a suggestion that 2 shards are 1 glyph/rune of potential, but maybe 3 is a better number. I’m not sure what the best balance here is.
I haven’t played PoE for a few years now, but my friends still play it almost every league. They each have like 10k+ hours in PoE. It is a bad sign if even the friends that love gambling in PoE hate this game. The others are all about steady progress, they don’t even want to talk about this game anymore.
One of them found has found multiple mirrors in multiple leagues and has done all content in PoE with multiple chars in multiple leagues. He is really lucky and has hit all his slams in this game so far. He’s running around with LP3 perfect slammed gear and talking about how this will be his first and last cycle forever. He’s MG and as mentioned before LP4 is unattainable for MG players.
The way I think about it is that Last epoch is RNGing itself. If 100 people play, how many will even get to the slam endgame? How many will even try? How many people get good results out of their slams and will keep playing, how many slams before most players give up? How many people will even find items worth slamming?
The whole point of a producing a game is to get lots of different people liking the game for lots of different reasons. While this game is catering to a very specific type of person. The person who likes farming and grinding for hours doing the same content for a chance of an upgrade, but is also fine not getting anywhere for 100k+hrs.
My recommendation is to look at how other games do it. If you look closely, all the good games always have some options to choose from to progress further.
Examples of (in my opinion) successful games:
PoE, you are always working towards an upgrade. Small drops, big drops you’ll make ends meet and at some point are able to buy that upgrade outright. You have an OPTION of gambling, it’s not mandatory. See how you can get there quick or fast, one method is slow and steady the other is high risk / high reward. Where is this in Last epoch?
Elden Ring, it’s really hard to progress. But again you have an option to return later when you’re stronger. You can upgrade in other ways and make progress, even if the fastest way is straight through that boss. Even without upgrades your skill can make up for the lack of gear. Again, there’s many options and routes to choose from. It’s up to the player which route to take. I understand that this is a completely different genre, but it shows how the player is able to make progress.