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.
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.
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.
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)
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.
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.
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
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).
As a player from pre-multiplayer, i strongly believe Last Epoch has the best base game out of available 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.
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.
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.
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.
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.
New end‑game activities would be welcome, such as a boss‑challenge tower or other types of content rather than 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.