Help Shape the Future of Last Epoch

Good day Travelers,

When Last Epoch: Orobyss launches, it won’t just mark the arrival of new content and a new platform with PlayStation 5, it also marks the beginning of what comes next for Last Epoch. We’re already spending time thinking beyond Orobyss, and we want to build that future with you: our players. So we ask you, what would you like to see in future content releases?

We’re looking for bold ideas, thoughtful improvements, and everything in between, including but not limited to:

  • New progression or gameplay systems
  • Reworks or meaningful improvements to existing systems
  • Alternate game modes or experimental ways to play
  • Brand-new skills or revamped versions of older ones
  • Fresh archetypes and playstyles
  • Expanded or entirely new endgame paths
  • Quality-of-life features that elevate the overall experience

If you believe it would make Last Epoch deeper, more exciting, or more replayable, we want to hear it. Share your ideas, add context where you can, and help us understand why it matters to you. And be sure to like the suggestions you’re most excited about. This helps us quickly identify where community passion is strongest and which ideas resonate the most. We’re excited to see what you share as we continue striving to build the next great ARPG.

– Eleventh Hour Games

10 Likes

On the point of QoL, I’ve found that every time there’s an update that introduces new Uniques that some of the new items become the Meta of the game for builds and all the old Uniques become practically useless.

It would be my opinion that the balance should look into evening out the playfield with the Uniques and Skills/Passives so that build variety is a real thing in every Season. Right now it continues to be that certain builds using certain Uniques are the standard and nothing else hardly gets touched.

7 Likes

I created this event called “The Rise of the Ori” during Season 1. This is Event is designed as a large scale PvP/RvR event but could be adapted to a CO-OP event to do with a large group and multiple groups across the server to achieve a server level effects.

If EHG would like to use the idea and changes the names then I wouldn’t have any issues with that. I offer this freely. Use in anyway that you want.

I would just love to see this implemented into a game I hold in such high regards.

1 Like

We want more variability in skill customization (sometimes you have to take things you don’t really need), we want the ability to skip the campaign (it’s a bit boring after 300 times), we want a little more understanding of how damage is calculated in different situations (a little more information in the game itself, and so on)

4 Likes

Experimental ways to play could be cool.

I’d love a streamlined experience that focuses less on insane amounts of loot and innumerable enemies.

Imagine the game modelled like Remnant where each area has one item and one passive buff. (but don’t think PoE ruthless because that isn’t what I mean, that is just the normal mode with starved loot not an enjoyable experienced balanced around a systemic loot change)

I actually think LE has the tools to make something like that work for an aRPG as you already have the crafting that is basically make your own item.

Less desire to have massive waves of enemies if they are more in the way than something you mow down. Like how in Souls games you can easily handle one enemy but if you try to rush past just to get the loot you often end up fighting too many and that is what really gets you.

Quality of life for the main game really for me would be making the loot filter less needed. If you don’t set one up then the game experience is notable poorer.

Game needs to be rebuilt from the ground up. Combat and performance are terrible.

Free open market with no limitation trade. P2P trade without stupid crystals, or certain base type markets locked behind favor or whatever is it is. Have your SSF version, then have your economy version. Gold hyper inflates, these efforts have proven to do nothing against RMT and bots. Base economy around crafting materials like Poe does; it’s perfect system. As for new build/item updates, it’s an ARPG… there’s always going to be the best meta builds that 90% of community will play at league launch even if only 1% better. Just keep adding interesting uniques and overtime fun interactions will be found combining them leading to diversity. Focusing on balance how you guys are doing it now, just boxes everything in. People play these style of games for the power fantasy. Maybe adjust your philosophies a bit because looking at player numbers, it ain’t working. Look at the hype that was built around the trade system, but all of the weird restrictions completely nuked your momentum.

2 Likes

at least there’s no bots that spam the chats in PoE and Diablo 4 offering mats or orbs or whatever for real money. So LE system does work good. No botting and rmt and that is good

4 Likes

Something (rather minor) that would be very nice to have is to have an option to have a text line on items that says “[This item] innately resonates with [list of players]”, to be able to easily see to what players an item can be freely gifted - either because those players were in the same instance as us when it dropped, or because an itemized resonance was used.

Playing with friends, it’s pretty frustrating when, for instance, a friend wants to try playing with a certain unique, which I have a lot of copies of, and I need to try to gift them one by one to see which ones I can gift freely (especially when those have LP - I don’t mind spending golden resonances freely, but obsidian ones are too rare to waste).

1 Like

Here are some ideas that I’ve had through my time playing last epoch!

First, a system that allows you to progress your character after level 100.

Revamp arena to have less downtime, same arena (instead of swapping zones every few rounds), larger amount of mobs in waves

A way to skip the campaign and gain the skill points each season at least for alts.

A dungeon system with affixes similar to Diablo 4 nightmare dungeons and Marvel Hero’s Omega Danger room.

1 Like

As a player from pre-multiplayer, i strongly believe Last Epoch has the best base game from the current top ARPGs.

The opinion of my friends and i that play is #1 below is a non negotiable. The other 2 is just opinion or floating ideas.

  1. Alternative End Game.
    The game is crying out for an alternative endgame outside of the Monolith that players can invest in.

Dungeons dont fulfill this, as they are “one off” instances.

I didnt play last league and looking forward to current plans, i cant see me returning to play until this appears, monolith after monolith gets tiring real quick, considering thats all we’ve had to do for years.

I need a POE Delve or Heist level of investment, something that offers a different endgame experience.
And i appreciate this isnt a small ask.

This could tie into Epochs untapped potential with alternate timelines, something thats is prevelant through the game, but has so much potential to expand and build upon yet.

  1. Crafting.
    The crafting in this game is top quality, the control over items with affix shards which give control with rng chancing if you want it is amazing.
    Future crating options are innevitable, but please revisit or scrap the lesser used ideas (champion affixes, many experimental affixes)

Ive recently been playing D2 LOD, and the chase for that perfect base item to craft on, the hunt for runes is such a great feeling.

This is just opinion/idea but there is no reason rare or unique affix shards could created and sought after like runes. Runewords dont need to be a thing, but is there a potentially unused iptiond within current white/base itemisation that can be expanded on (because after what feels like level 5, i largely ignore these) and whilst i dont want a white item with 200 potential… id love to be adding a class specific loot filter rule to find some white bases to play with, to have a more gritty crafting option to interact with.

  1. Please polish the campaign skip for alt characters. There’s just something about the current implementation that doesn’t quite feel completed and as simple as it is, could lend itself to a simpler iteration.
2 Likes

Additions to the end game. That is what the game lacks the most. Interesting and rewarding mechanics.

Bug fixes if needed and done asap.

Then the rest of what you have listed there. Most importantly though as I said before…stop delaying seasons. You have no reason to do so given your history of delaying them then coming up with doodoo/very little content for the time you had.

2 Likes

Bugfixing and meaningfull balancing. If this isn’t happening the game isn’t going anywhere anyway.

4 Likes

And decent sized stuff in new seasons every 3-4 months, not what we’ve had for the past 1-2 years.

4 Likes

New end‑game activities would be welcome, such as a boss‑challenge tower or other different activities that aren’t just monoliths. A full rework of the existing dungeons would make them more engaging and worthwhile, and adding new ones would bring variety while offering ways to skip portions of the increasingly long and tedious campaign. A DPS meter would also be highly valuable. It would help to reduce the extreme randomness of certain systems, which currently makes them unusable in CoF (champion affixes, WW, corruption…). Most importantly, the game would benefit from a complete overhaul of the core codebase — even if that means pausing seasons — rather than continuously adding new content on top of an unstable and heavily bug‑ridden foundation. Proper balancing is also essential to prevent broken builds that make the game feel bland and uninteresting.

Hire people to translate the game into other languages. Launching the game in a language other than English reveals a huge number of inconsistencies in skill descriptions, affix names, and much more.

3 Likes

Here’s a list of things i’d like to see LE does from a perspective of a long time player:

First part - stuff that as a player I think LE has to address

  • As others mentioned - balancing and bugfixing relating to skills, passives, item effects. This isn’t optional or nice to have. This stuff should be top priority.
  • Continued polish of sound design, animation, character control and visuals as well as stuff like enemy death animations, telegraphing of moves from both sides of combat. Id throw UI/UX improvements here too.
  • Rethink the clearly unsustainable seasonal model, LE is not able to provide sizeable content updates every 3-4 months. Its just not happening for now.
  • Endgame expansion, even if it means stepping outside the monolith system and trying to innovate in other none-monolith specific ways

Second part - the stuff i’d love to see gameplay wise

  • Endgame high risk crafting that goes really bold with item changes. Im not talking about adding more stats out of the same stat pool onto items, im talking about stuff that’s radically different
  • Exiled Mage system needs a serious rethinking. Maybe its time to make a new pool of experimental affixes and make those truly worth working with?
  • Let us experiment with cross-mastery and cross-class mechanics. Maybe being able to borrow a skill under certain circumstances from a whole other mastery or class under specific conditions?
  • Maybe a second and third weapon and offhand speccing system that allows us a quick swap between them? The caveat here is that there has to be gameplay meaning to this
  • The idea that particular weapon types carry a special skill or passive that defines them isn’t bad, it might let people use weapon types they typically won’t, at least while leveling early-game
  • The idea of critical success when crafting gear is great, I personally like it and hope it will never become something we can control. I’d love the idea of it happening with stuff like rewards of certain types too.
  • I have seen the idol layouts, I really hope that has serious gameplay implications. Do let us play with collectable items to generate particular combinations that effect out class and gameplay.
  • Unique pool of items includes a lot of interesting stuff, but also an overwhelming amount of filler, stuff that nobody with more than a few hours into progression will ever use. Maybe we can do something about those special affixes? There’s very little excitement, and very little chase items left.
  • Obviously, there’s no Gem system in LE. Would be nice seeing what is essentially a system inspired by PoE in this regard. Would love a way to combine gems in order to enhance gameplay and possibilities.

Customization and visuals

  • Maybe let us at least pick between a few Monolith echo room layouts if we can’t really customize them? Would love seeing the monolith room between runs have all the themes that exist outside out of in the grand monolith stage.
  • The transmog system disappeared from the roadmap. Why oh why?! This is such an important component in personal character visual customization. Please, please reconsider a system that lets us grab armor pieces from a catalog of collected/salvaged ones and also treat them with a collectable/browsable dye set. This is such an important MTX-related symbiosis.
  • Weapons visual effects seem to lack more character, both in shape and visual effects added on top of the physical assets. Would love them with a bit more flare, especially the uniques.
  • More cool animations for portals, armor pieces and other skill MTX. Don’t be afraid to also combine items that react to gameplay.
  • I really with i could do something with LE’s fonts and numbers. So many years later, im still not used to reading them, they look very unappealing and out of place for me. Also, can we get the damage number to fly off targets with the direction of hits? I think that effect in Diablo is actually great.
  • Skills could use a cooler introduction to players with a short looping video. Often times text simply does not describe well what the skill does, how it visually looks like.

Lore

  • I find little connection between the masteries in the world of Ettera. With very few references to most masteries, its really hard rooting those playable characters to the world they came from and fight for. Ask me where and what classes in Diablo came from and ill be able to point to a map, recite their background and history. Not asking for a 5 book series, just a little more grounding.
6 Likes

I’d like to see some toning down of primordial items in particular. Since their release every build has become somewhat defined by their choice of primordial, which honestly feels pretty boring, especially with how samey obtaining them is (just farm bones and mats and buy it from the shop).

I think a lot of other aspects should be nerfed to smooth out the difficulty curve of the game too. As is, most builds can blitz through campaign, normal monos and up through ~300 corruption before ever needing to farm real gear.

Guys, you have everything you need except one thing…in order to compete with other games in the genre and keep players online for a long time, you desperately need to add new interesting bosses to the endgame that are based on their own game mechanics that are different from corruption. I understand that Morditas and Orobiss will be added to the expansion, but still…this will be a good direction for the game, and players is already able to farm to their heart’s content, they need a way to channel their energy.

Abberoth is now a bit of a bore, and the design of the Uber version is far from ideal, as the two red rings and other items that reduce incoming damage take away our creativity in creating unique builds in my opinion.

2 Likes

I love LE with all my heart, so needless to say, I’m genuinely disappointed with the current state of things.
Let’s hope my following comments will help spark some life into the discussion.

Challenges, by all means.

  • The game is far too easy on its own, at every stage except for the first few levels for some characters. However, there’s almost no reason to push corruption above 300. Last season on my Rive VK (an A-tier build at best), I was speed-running monoliths to reach level 100. The game was way too easy, and increasing the difficulty wasn’t rewarding. I’d recommend working on end-game balance to give players a real reason to push higher.

  • I want to see characters with the highest DPS/HP. It gives me the motivation to improve my build(s) and target farm best-in-slot items.

  • So far, there is only one real “chase” item—the red ring. But once you get one, you can farm them non-stop. I’d like to see a few more of these, just a few. They should be very rare and maybe—just maybe—not so versatile and shouldn’t find its’ place in every build. I want these items to be the corner of a build. This means if I get this item, I should strongly consider changing my plans and switching to a build created around it.

  • I’d like to see more end-game activities. I know your philosophy is different from GGG and Blizzard, and you don’t like sending thousands of mobs toward the players. But from my point of view, activities like Hordes in D4 and Blight in PoE are what actually make the game fun. So far, the LE dungeon system isn’t working, since (a) they aren’t fun—for me, at least—and (b) monoliths are simply more rewarding.

  • Pinnacle bosses. I’m not the type to go for uber-bosses in PoE, but there is a huge player base whose main goal for the season is to defeat every single uber-boss.

And the last but not the least - consistancy. I want to make sure you stick to your previously announced plans and follow the schedule. I’m afraid these gaps are exactly the reason why every season the number of players has been steadily decreasing.

Looking forward to playing the next season.

1 Like