Hey @HermesTrismegistus – I’ve added my thoughts and opinions to some of the points you made in your post. For the sake of brevity I’ve omitted things that I think are obviously on the dev’s to-do list and shortened some of the quotations from the original post.
Here we go 
The first thing that catches your eye is the incredibly low speed of the hero’s movement around the location.
I think the base movement speed is OK. It is on the slower but it doesn’t feel like your character is walking in quicksand. After finding a pair of 10% movement speed (MS) boots and a couple of +5/6% MS rings things felt much smoother. Once I got the Acolyte’s Harvest skill node which grants +10% MS per point if you’ve crit recently (2 points max) I felt much more comfortable. For me getting more MS is always an immediate goal and I think the base MS inspires this goal enough without being overly slow or punishing until MS gear is found.
… provide players with a universal mechanism for fast movement: a crafting component (for example, for rings and amulets), which would endow any character with the ability to Blink or Dash.
I like the idea of each class having a thematic movement skill or two, and I think I like the idea of gear providing a movement skill too.
I’m in the 30’s with my Lich and the Transplant skill is just utterly amazing not just because its so useful but its also so thematic to my build. Playing a Harvest Lich and teleporting around the map like a crazy vampire is so damn fun.
Tiny inventory size … In the case of Last Epoch, limited inventory is just a reason to constantly distract from the game and teleport to the city to sell your loot…
How to fix: increase the number of inventory cells, add additional slots.
I think the inventory size is about right. If players don’t want to sell items constantly then they shouldn’t pick up so many items. It is definitely an ARPG concept that most loot is garbage, and I do hope Last Epoch doesn’t fall prey to the ridiculous amount of useless loot that other games have. For me I only pick up upgrades for my character or legendary/set pieces to stash and I rarely TP to town just to stash.
Thank the devs for auto sort.
… why not immediately make for all characters (except Solo mode) a common storage in which they will place components for crafting? Why make each character manually transfer another component to another when you can simply combine the common pool of these components on your account?
Agreed that crafting mats should go to some account wide storage tab, either immediately upon looting or after depositing to the stash.
A surprisingly small number of active slots. The player has only 4 active skills + 1 active skill on the right mouse button. Visually on the screen there is still a lot of free space - why not use it? In the current version, the interface can be easily expanded to 8 slots (say, 1234 + QWER). I understand that most players will not use 9 active skills at the same time - but it is important to leave everyone a space to experiment and create their own builds.
I like making the hard decisions of which skills to slot. So far the 5 ability slots (QWER + right click) seem to work very well in keeping things open for experimentation while also requiring build identifying decisions to be made.
Having 4 button skills also somewhat dictates the pace of the game. With just 4 buttons skills the player can be expected to respond with the correct decision more quickly since they have less choices to iterate through mentally.
One final thought is that as skill bindings increases build variety decreases, since a single build will be able to perform a larger variety of actions.
Differentiation of the buttons “Movement” and “Strike”. In all hack’n’slash games that exist today, the “Strike” button works comfortably and intuitively, combining the function of moving around the location and the basic attack on the enemy. Yes, if desired, the player can assign the “Walking” button to her place (which may be useful in some cases), but this is just one of the options.
Why do I think this is a problem? Players are accustomed to the fact that, starting with Diablo, the mouse buttons allow them to make the most basic gaming bundle: the “Go / Attack” button + the active skill button. And now players are forced to use only 1 button, either under attack or under active ability, since one of the buttons will always be occupied by the movement function. Given the previous point (a small number of active slots), this system further limits the capabilities of the characters.
Can you further elaborate on this point? I don’t see what the issues with move being bound to left click.
Autoloot mechanics. In the current version of the game, the player needs to literally “step on” the character model on the object in order to pick it up. Often in the thick of battle, or as a result of the screen being loaded with icons with the names of the dropped loot, this can be very difficult to do the first time.
How to fix: significantly increase the radius of the autolooting and add the option of automatic selection of components for crafting and things of a certain color.
Agree.
Each location (with the exception of a few starting ones) is a huge maze in which there is absolutely nothing to do. Dozens of branches from the main route lead to nowhere, extremely rarely rewarding the player for research with at least an ordinary chest (in which, as a rule, there is practically no interesting loot).
I agree with you that the alternate paths through levels don’t feel very rewarding once you have some half decent gear. I think chests, rare mini bosses that drop decent loot (and are a fun challenge), randomly spawning hidden side areas, etc. would all be a welcome addition down to road.
It would not be such a big problem if … Locations were not updated with each new entry / teleport. I do not see a gameplay excuse for this, but this fact is incredibly frustrating. Sometimes even the layout of the location changes, which is why the character finds itself at a completely random point and has to try again to navigate the terrain - which is almost impossible to do, since all the assets, as has been said, are exactly the same. And that brings us to the second big problem.
I thought that the maps during the story line are all hand made (vs. procedurally generated) so I don’t know if the layout changes. But the devs have stated in another thread that zone persistence is on the to-do list.
Enemies and their location. In general, I pay tribute to the efforts of game designers, who presented the game with various types of opponents with their own attack strategies. However, the “density” of the monster resettlement is very uneven. At the very beginning of the game there are so few of them that you can be bored frankly - they do not pose a threat at all (and this despite the fact that the game does not punish you for death at all, but only teleports the player to the control point). However, at some point the level of danger of enemies increases so dramatically that the character will die in almost every battle where there is a more or less powerful enemy or miniboss (this is especially noticeable in the lands of the undead).
Hack’n’slash is a genre built on a cheerful genocide. Paying more attention to the location and the number of monsters (especially in the initial stages), you will make the process of engaging in the game more intense, which will attract newcomers and keep the existing audience.
So far I’ve found enemies to be somewhat wildly imbalanced (this isn’t necessarily a bad thing, read on!). I’ve been able to steamroll some zones, move to the next zone, and then get utterly obliterated… repeatedly… and I kinda like it. I like that some mobs are overly dangerous and should simply be avoided. It reminds me of older RPGs where some monsters just aren’t worth fighting. I like that there’s some enemies that are just plain tough and make you think twice about engaging.
Somewhat tangentially I also love that you can mob train fairly easily in Last Epoch (at the peril of you character and FPS). Its super fun to group up 30 enemies, cast Marked for Death, Transplant in the middle of the pack and AoE them down with Harvest.
Thanks for reading!