This post reads like a joke. You literally have an entire section where users have been sharing suggestions since the forum opened. During this time, thousands of ideas and proposals for improving your product have been submitted. So my answer is no, thank you. Here is a link that contains everything you need: Feedback and Suggestions - Last Epoch Forums
Creo que deberíais llevar más de la mano al jugador nuevo. Last Epoch tiene potencial para ser accesible, pero a veces parece que intenta acercarse demasiado a la complejidad de Path of Exile 1/2.
Más tutoriales claros, mejor explicación de sistemas clave y una progresión inicial más guiada ayudarían mucho a que los noobs no se sientan abrumados y abandonen pronto.
- With so much powercreep since release, really need some sort of mid-late game hard content or a different scaling on corruption/monoliths in general
- Monolith refresh - new monoliths with new bosses (maybe on a rotation like poe maps) bosses in different areas, blessings in different areas (maybe seasonally), updating blessings so all the new stats are there, prolly get rid of drop rate blessings since imprints are infinitely stronger
- Monolith boss fight refresh (most are very old/outdated compared to current boss fight mechanics and visuals)
- New weapon types. Mike teased that fists and crossbows had placeholder Id’s but had some animation issues…but there are plenty of other weapon types…1h spears, throwing weapons like darts of stars, 1h bows/crossbows. You all also said these might come with new classes but honestly those don’t have to be linked.
- Self cast acid flask needs love, proc’ing it is just so much better in pretty much every aspect
- Special ‘skills’ like Decimate that only come from items really need their own skill tree
- Character Sheet rework that has been rumored for like 3+ years
- Spammable fire skill for primalist/shaman / more fire support, give me my volcano
- More options for good and interesting unique idols. singularity isnt it. trinity of flame isnt it. Give us something actually useful
- New Sets and rework the current sets so they are actually endgame viable
- Dungeon reworks. Mike has talked about this a lot, but could really fit into the ‘something to do outside of monoliths’
- Cursor settings,
- Achievements and challenges (its really past time for this)
- Actually fix the social system and party system, including ingame LFG party makers
- Make void centipedes rare cuz as normals they are really annoying,
- Hybrid Attributes (instead of getting +16 dex, have it be like +8dex/str or +10dex/6str) esp with having multiple scaling options on some skills now.,
- Instead of fighting against Orobyss and his minions, have a mechanic that could be more ‘lore’ based but still invested in combat. Think like a delve situation, but you dig up pieces of the past. Like imperial era there is an NPC that pays you to dig up old divine era relics that are guarded by undead cuz imperial era is all about undead. But they can be necro/cold for a Heorot artifact/relic or something like that. And you find these maps to dig sites in the monolith.
- Make Endgame Truly Deep (Not Just Broader)
Monoliths are solid… but they lack long-term obsession potential.
What could improve:
• Branching monolith paths with meaningful permanent consequences
• Not just corruption scaling.
• Example: choosing one timeline modifier locks out others but unlocks exclusive boss mechanics or item pools.
• Meta-progression beyond blessings
• A long-term account-wide progression tree tied to timelines.
• Something between PoE Atlas + roguelike permanent upgrades.
• Timeline identity
• Each timeline should feel mechanically different, not just different tilesets and bosses.
— Right now monoliths scale difficulty.
They don’t scale strategic depth.
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- Add “Build Identity Moments”
PoE does this extremely well:
• Headhunter moment
• Mageblood moment
• Mirror-tier crafting
• Insane breakpoints
Last Epoch is very balanced… but sometimes too safe.
LE could add:
• 1–2 ultra-chase mechanics per season
• Truly build-defining uniques that alter skill behavior drastically
• Rare crafting outcomes that feel insane but achievable
You want moments where players say:
“I can’t believe this dropped.”
Right now LE is satisfying.
It’s not yet legendary.
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- More Mechanical Skill Expression
Combat is good — but not elite-tier yet.
To become best ARPG:
• Bosses need more complex patterns
• More reaction-based mechanics
• Less “stack EHP and facetank”
Think:
• WoW-lite raid mechanics
• Diablo 4’s best boss encounters, but more frequent
• Optional high-skill modes for bosses
A true endgame ARPG should reward:
• Positioning
• Timing
• Decision-making
Not just stat stacking.
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- Seasonal Innovation Needs a Signature Style
PoE wins because leagues are:
• Wild
• Risky
• Mechanically deep
D4 struggles because seasons are too light.
LE needs:
• Systems that interact with skill trees
• Timeline corruption events that change gameplay mid-map
• Temporary mechanics that can permanently influence your build
Something like:
• “Temporal fractures” that let you combine skill trees temporarily
• Bosses that evolve if you fail mechanics
Make seasons experimental.
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- Make Crafting Even More Addictive
Crafting is already a strength. But it could be pushed further.
Ideas:
• Ultra-rare crafting glyphs that modify skill tags
• Risk/reward corruption crafting with branching outcomes
• Build-specific legendary crafting paths
The crafting loop should feel like:
“Just one more base… one more slam…”
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- Improve Feel (Moment-to-Moment)
To beat PoE2 and D4 long-term, LE must polish:
• Hit impact feedback
• Animation smoothness
• Audio weight
• Skill visual clarity
Right now:
• It’s good.
• It’s not visceral.
Best ARPGs are tactile.
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- Long-Term Aspirational Content
PoE has:
• Ubers
• 100% deli
• Deep delve
• Boss rushing
LE needs something equivalent to:
“Only 1% of players can do this.”
Examples:
• Infinite corruption ladder
• Seasonal boss gauntlets
• Timed high-difficulty dungeon chains
• Account-wide competitive ladders
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- Make Masteries Even More Divergent
Masteries are good — but some feel slightly linear.
Push them further:
• Exclusive keystones that drastically alter playstyle
• Mastery-only mechanics unavailable elsewhere
• Sub-subclasses unlocked through seasonal challenges
Players love identity.
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- Lean Hard Into the Time-Travel Theme
This is LE’s unique advantage.
Right now it’s mostly lore + environment.
But imagine:
• Maps where you shift timeline mid-fight
• Bosses that exist in multiple eras simultaneously
• Items that evolve as you change timelines
• Crafting that depends on timeline state
You’re sitting on a goldmine conceptually.
It’s certain that a progression tree is ideal for feeling the progress of the game, honestly I like the game a lot but after 2-3 weeks I end up going in circles.
Suggestion, create a talent tree for each monolith during the progression of it, with bonus nodes (damage, resistance etc.) and accompany penalties (type of monster element, resistance to the element, damage increase, etc.) I would call it the gold rush and would be active only in groups of 2 players and jointly linked with the progression of corruptions, subsequently you create an opus gauge copy paste of the gauge to complete the monolith with point, by account the gauge will be used to accumulate gold because over time people stop playing and the object market is no longer active and as you tighten security and sell gold on the black market this would allow you to buy more objects without letting people buy gold on the black market, (which is what I have never done and I hate it because it breaks the player’s progress and has an insidence on the bazaar).
Also
MORE end-game content, for example a progression tree which gives tier rewards by making the content of the dungeons, (Or, skill point, another passive talent tree specific to the dungeons present in the game with missions to accomplish in an endgame progression.)
Mastery monoliths, monoliths specific to your class depending on the faction you choose which would allow you to obtain a kind of currency which would allow you to buy class equipment in the bazaar or complete prophecies for free for the option of class items.
Create another monolith in another universe and if I continue to give you ideas it will cost you money. XD
Hello EHG team,
First, thank you for posting this to take community feedback. Apologies in advance for the long post. These suggestions are primarily from a long-time COF player (though I do plan to try MG in S4/S5 to get a different perspective).
1. A DPS meter when fighting the training dummies
This is a feature that TLI has that I’ve really come to appreciate. With infinite scaling in this game through Corruption, plus the existence of one Uber fight (and more to come), accurate DPS measures to determine the best upgrades for my build help a lot. It has been very frustrating trying to figure out the effect of individual pieces of gear/idols on my DPS with the current lack of a meter (or POB, which isn’t as fun as just experimenting in-game).
2. Progression feels good through LP1 gear, and then feels awful after that
The guaranteed LP1 slam was a great edition to the game. It feels good to progress my character through rare+uniques, to exalted+uniques, to better exalted + LP1 items. As a traditionally COF player, the incremental upgrades are fun and give a smooth progression curve.
Then the LP2 wall slams in your face. Many uniques with LP2+ are extremely rare, plus you need a solid exalted item to slam into it (ideally 2x T6 or T7+T6), AND you need to hit a slam with two worthwhile affixes. This leads into my next point where I talk about some solutions.
3. Crafting and item progression has too many ‘bricked’ points
You can farm up a rare LP2 unique, double T7 exalt to slam into it, only to miss your 1/3 on the 2nd LP hit after all that farming. You then need to find (or trade), and craft for both again to re-attempt the 1/3. This is generally the point I quit the seasons when I miss several times in a row.
If the existing systems of forging potential never being able to be refreshed, and legendary items not able to be re-slammed are to remain; corruption in the upcoming season is now another possibility of bricking items. I think corruption is a great high risk/reward in ARPGs games as a final potential step in crafting; as long as it is the only way to brick an item.
I would love to be able to re-slam legendary items (potentially requiring an item COF can find of some sort or significant gold cost if that can help combat inflation for MG). For exalted items, some sort of imprint item to re-set them back to its original FP and affix list/tiers would help with crafting solid bases for primoridial exalted items or slamming into legendaries.
Another thought for exalted item crafting would be to allow players to pay a significantly higher affix shard cost to guarantee a craft won’t consume FP. As a season goes on I end up with a nearly limitless supply of affix shards and glyphs; this could be a way to help them keep value throughout a season.
4. Uber Abberoth feels bad to farm
The fight is extremely long to do unless you are on a build that can abuse a large amount of more multipliers to trivialize the fight. It wouldn’t be bad if it was a ‘one-off’ encounter that gave you a single reward per season, but the fight has exclusive drops with wide roll ranges and comes off as something that should be farmable by a scaled build.
I think this can be helped by making it easier to progress beyond LP1 gear (mentioned above) rather than nerfing the fight itself other than one aspect of it below.
The regular auto attacks from Uber Abberoth hit insanely hard. It’s one thing to be killed when hit by his mechanics like his slams, but on builds that can farm 1000 corruption I’m just as afraid of his autos. I would like to see the auto damage significantly reduced if nothing else changes about the fight.
5. Base movement speed is incredibly slow
I understand you want this to be a slower ARPG than say POE1/TLI. The base movement is, however, painfully slow and movement skills in this game are not spammable to compensate. Investment in movement speed is not always easy to get and some classes don’t have access to anywhere near as much as others (or can even afford the damage loss to obtain it versus other builds with better scaling vectors).
- I would love for the base movement speed to be ~30% higher.
- I wouldn’t mind a +50% movespeed sprint feature like POE2 has (without the whole getting stunned piece) to just help run through empty parts of zones as a compromise.
- The movement speed pre-fix on boots to be added to the implicit of boots. (Make them a wide roll range and higher level bases have the equivalent of T7 movement speed added to the upper range.)
6. Seasonal challenges w/ cosmetic rewards
A major factor in the POE1 leagues that I’ve played 200+hrs in are whether or not I like the seasonal challenge rewards. I would love to see seasonable challenges with cool rewards added to LE.
7. Item level requirements are too high
This is primarily an issue on alt characters where you cannot use many end-game uniques/exalted items or even base items until you hit low to mid 80s. You can fly through the campaign/dungeons/normal monos using full legendaries, and then you end up in limbo before you can use end-game items you may have prepped for the alt character. It feels bad to have to play so long on an alt character before you can switch to the build you actually want to play on the secondary character. A level requirement cap of ~70 would feel much better.
8. Alternative end-game options
In-map mechanics in ARPGs are good, but I would love to see something completely out of maps (other than a farmable material to unlock it) like POE’s Delve/Heist or TLI’s Mistville/Canvas/Aeterna. I don’t know if Delve would necessarily work here since corruption + monoliths kind of fills a similar infinitely scaling mechanic. I’ve come to really enjoy the out-of-map mechanics in TLI (especially Mistville), though I’m not sure how popular that style of mechanic would be (p2w loot pets aside - they have roguelike elemental minigames essentially).
9. Preference for all crafting to be done in town
When I want to go on a crafting binge, I like to gather everything up, and then do it all at once in town. Sanctum and certain echoes requiring combat encounters before using their crafting tools can be annoying to do and break-up the flow of crafting. I would love for these instead to give you an item that you can use later in town to perform their function instead.
It’s hard to know what to suggest, since so much of what is in/could be in dev still hasn’t really been discussed. So for starters I’ll link my response to a recent feedback post about cosmetics you guys posted: Your Cosmetic Feedback Could Shape What’s Next in Last Epoch - Feedback and Suggestions - Last Epoch Forums
Beyond that, I’ll list a few general thoughts.
Positives about the game:
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Crafting - This is one of the big areas where LE shines. Crafting is accessible, reliable, and low on randomness. It rarely makes me feel distinctly bad.
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Skill Customization - I love that skills in this game can be tailored to one’s playstyle as much as they can. Other games do this, but often in a much more restrictive form.
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Combat Feel - Combat feels good, sort of in-between arcadey and impactful. It’s a nice balance.
Now, there’s not a lot that I dislike about LE. More accurately, I think there’s just things the game doesn’t do well enough, and that could be better. Such as:
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Use of Setting - The game really should lean into the time-travel angle more. The Ancient area was a good step, with the dinosaurs, but there should be more. Let’s see future tech for instance.
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Endgame/Alternate Progression - It’s no secret that the endgame is a little dry. But to be honest, nearly every Diablo-like that I’ve played has had a dull endgame, so don’t worry too much here. Though, I will mention that Diablo 3’s gem leveling system did entertain me for a while, as did paragon levels. I think those two systems are good directions to follow; tangible progression with benefits for playing multiple builds and characters, in other words.
Above all, I think one thing to keep in mind is to try to remain unique in the areas where you don’t know where to go next. If you have a design question that has several good answers, then pick what you prefer, but sometimes you will just have to take a stab at it and try something new or just something that sounds wacky.
more p2w ekhmmm totally balanced chars. just like warlord in bli$$ard d2r
Give us Barbarian
Marchant Guild needs a massive rework
- Sell your old times
- Price checking needs to be very easy
- Stop the levelling grind to buy items. This needs to be from 1lvl
TLDR: people join a merchant guild to have an easy time.
Character window. We press the C key and see all the information about our character: their resistances, armor, damage. But unfortunately, we discover that not all the data is present. For example, there’s no information about the chance to inflict a cursed effect. Or the armor shred effect. Why not add this information?
I’d also like to see the full skill information in the skill tree. Let’s say there’s a “!” icon in the bottom left. Click it, and a window opens with full information about our skill. A window that can be closed. I don’t want to keep the cursor on this icon; I’m interested in moving the cursor back and forth to get more detailed information.
In this window, we should see:
Damage per cast: This applies to spells we constantly spam, such as Lightning Blast or Fireball. Or damage per second, if it’s a damage-over-time skill.
If this skill deals multiple hits, like Rive, then the damage is for each hit, because the skill tree has nodes for specific hits.
Critical chance for this skill
Critical multiplier
Chance to inflict ailments
Ailment damage per 1 second, if it deals damage.
Area of effect
Attack speed and cast speed
I’d also be happy to see this information included for triggered skills, like Spark Charge or Void Beams.
If it’s a buff, like Flame Ward, then:
By what total amount will the damage be reduced?
By how much will the damage be increased during its duration?
How much ward will my character receive?
And also all the information about Fire Aura, if we have the nodes for its activation.
And of course, I finally wanted to see how much damage my minion deals.
Hello, Xceriis here and I’ve been playing since .9 as primarily a Void Knight, but I have also played a lot of paladin, Forge Guard and Spellblade. I tend to like melee or battle/warrior mage types of classes. I enjoy these classes in Last Epoch as well and have been able to push 500 corr+ with the Soldier classes no problem. However with Spellblade it is much more difficult. To me that’s fine, I can understand the challenge of making a mage tankier and such by digging deeper to spec them more like a warrior in terms of survival. As far as I’m concerned, a warrior with spells and magic is just much more interesting and I think LE hits pretty good on that and I hope to see and continue to do that.
The skill trees are very fun and allow me to do things to my class and abilities that I want, also with certain items it makes skills go even deeper/further, like converting their damage to another etc, or activating a skill to cast just from attacking or casting. I love being able to customize what my skills can do, what my class can do and how far off the beaten path I can take/push a class to be something else entirely and be like OMG, wtf did I just make? (It can also be funny or a complete failure) comical items are a great way to just have fun with a class too, and I think LE does pretty good with that too, there’s always room for more though.
Customizing my gameplay is another great feature, I love weaver echos, I can toss what I want onto the monolith and I’d love to see more of that customization, I’d love to be able to take my build into weaver echos just to play through new areas that are different than current monoliths, they can be visually different or drastically different, chaotic realms with wild energies and bosses, just places to goto that are not Orobyss or Abberoth, or Harbringers. Maybe these new areas can have new monster types you only see there etc, this could also be an addition to end game alternative, a challenging TIME GLITCHY looking echo that is designed to go into with your build to have fun with it and adventure through, they could even have little stories like the monolith quests and maybe even sometimes spawn story characters to fight with you in, kinda like how you go through the campaign, or when Zerrick or Masque spawn randomly from the weaver tree. Just something like that, that makes it all feel more alive and interactive. Like maybe you are there to restore the timeline and make it unglitchy, or completing it unlocks access to something called Chrono Chrysalis, kinda like blessing but they start to give you player monolith modifiers instead of the enemies.
Anyway just a thought I’d throw out there.
Champion Affixes and expanding upon it
When Champion affixes came immediately I was hooked with slaying a harder enemy and being rewarded for it with something I can’t get anywhere else. But this is one of things that I see that has a base idea that can be expanded upon to make it much much more engaging, everlasting and most importantly really fun and rewarding.
I propose a slaying leveling progression system tied only with items that have champion affixes. This leveling system would flow something like this:
- Kill Champion
- Champion Item drops
- Craft what you want on the item and as you level the item the affixes tier also increase
(Champion Affix MUST be on item in order to level it with the slaying progression system)
(If you still have fp after crafting what you want you can still forge) - As you slay rare, champions and bosses you get “glory” that levels your item
- As you progress in levels on the item champions become harder
- Once you reach max level you can prestige and have options on what you want to do which can range from many things such as adding a new affix from a pool of affixes you cant get anywhere, champion modifiers that are permanent, champion affix gets a bonus or something unique, etc.
The Faction would be increasing the amounts of champions you see, bosses counting as champions giving more glory, champions dropping more than one champion item, etc.
There can be also be uniques that work with champion affixes like increased stats or effectiveness or add something interesting if you have a champion item equipped.
New enemy models would be created to fit this theme of champions and make them a distinct enemy type of its own family instead of it looking like a bigger rare enemy.
We would also add bosses/uber bosses for this that bring that much needed addition to endgame and help with solidifying the system.
There much more I could add but this is just the gist of the idea of expanding on something that is really cool on a basic level and seeing it become something permanent with its own identity in LE.
I wish both PoE and LE were more like Diablo in 2 main aspects.
- Campaign/Quests only need to be done once
- Make it open world where there are zones/events that players can join each other without partying.
Other than that the losing max points on skills when you refund points/despecialize isn’t fun
I wish there was a quality of items that are chase. I know 3-4LPs can be considered your chase items, but i kind of wish without getting rid of the LP/Crafting System. There was a new type Mythic/Artifact and make them super rare.
I also wish the Bazaar was Game System/Database controlled. The Game tells you what something can sell for. It sucks having 3LPs that are only going for 1000g. Introduce a new token that cuts gold price 50%, and the game pays that half to the seller. Also let us buy gold (WoW Token style?)
MORE COSMETICS, Armor/Gloves/Boots to match some helms. Earnable Sets IN GAME.
Private leagues.
Let me pay you more to skip the hustle and bustle and play with only my friends in an unrestricted trade environment.
New progression or gameplay systems: Ascended Masteries and special trials for them like in PoE2. Example for Sorcerer - it could have Elemental Ascendancy to further / better specialize in elemental spells and Void Ascendancy to enable void caster gameplay (which could synergize with Gaspar’s set / Void uniques for Sorcerer skills and complement void melee gameplay of Void Knight). Such Ascendancies add better customization options to existing classes and thematic gameplay for them and trials for them if properly implemented can actually be interesting to play and progress your character and would give a progression goal to accomplish. Just unlike PoE2 do not permit partying in them, so that each player has to earn their Ascendancy themselves like it is supposed to be and don’t make them too hard either, so that properly played even non-meta builds would be able to complete them.
Reworks or meaningful improvements to existing systems:
- Pity system for Blessings where after getting same blessing as you have with lower / similar value to your current value X times next roll of this blessing is guaranteed to be at least slightly higher that current value if it is not maximum already.
- A way to upgrade number of LP potential on item that is not RNG based like Turtle (and Turtle also can and mostly would downgrade your 2+ LP items too) and instead could be more resource / investment based with proper limitations, so that both nolife playerrs and players with limited game time could use it effectively.
- Rebalance elemental builds so that they would have clear pros and cons to each other with no superior element as a result. Fire builds should deal most sustained dps and be best against strong enemies / bosses that can live long enough to take most stacked damage from Ignite and should have properly supported endgame mechanics like form of endgame scaling for Spreading Flames (where currently it does very miniscule damage) and proper Ignite spread / proliferation mechanics (and not that stack splitting and undertuned version that is enabled by current Wildfire Embers). Lightning builds should have best burst / frontloaded dps and accordingly be best at clearing weaker / regular enemies. Cold builds should have lower dps than both fire and lightning builds and compensate that with innate crowd control via chill stacks and freeze buildup, so would be the safest to play. All 3 elements should also have proper and thematic defensive boosts like existing Lightning Aeghis for lightning builds when Fire builds currently do not have a defensive analogue.
Brand-new skills or revamped versions of older ones:
- Lightning based version of Black Hole. As Sorcerer’s ultimate skill it should synergize with all elements that he can use. Also significally buff cold version and nodes for it, as they are currently very undertuned.
- Cold version of Meteor (Comet) to synergize it with more elemental builds and make better use of its Star Pact node.
- Different element versions for Ice Barrage and Glacier. They are currently limited only to cold and that significally reduces their build diversity and synergies.
- Cold aka “Ray of Frost” version for Disintegrate to enable alternative playstyle for it that could deal a bit less dps, but be more crowd control / freezing focused.
This is impossible to balance unless you make the acquisition of the resource time gated (eg, once per week) & that kinda sucks in an arpg.
TBH, I think that getting a lower roll of a blessing you’re already using should not happen & if your current blessing gets picked again then it should always be a slightly higher roll (until you hit the max, then I’d keep it in the pool but at max roll).
That is why I specifically noted “with proper limitations”, so that neither players with limited game time nor players with much bigger game time would not be left behind. And such system even if time gated would still be better than current RNG fiesta where you can only dream / pray to RNG to get 3-4 LP item and that 3-4 LP item would the item you want as SSF and have even lower chance of random acquisition or have to pay millions of gold to buy them as Merchants Guild.
I agree with second statement about not getting lower rolls of blessing that you have already acquired, could be a solution too.
Yeah, I just don’t think this can exist since there’s too big a gap between those that get to play a few hours a week & those that “no life” the game. If a thing were balance to drop once per minute, those that “no life” the game would get lots of them & be happy 'cause they could do whatever it is that they need the thing for (get 3/4 LP items) but the people that can only play for an hour or two per week would complain that the “no lifers” get ahead in the game way faster. Conversely, if it were balanced such that it dropped once per week, the “no lifers” would complain that they were being held back by arbitrary limits.
Those are supposed to be phenomenally rare (depending on the base unique, obviously).
Warp an existing non-woven echo to manifest new and greater rewards along with harder challenges. This chains to another echo but can also affect other echoes near it.
Warped Echo # 1: My Boss Rush proposal
- Non-arena warped echoes chain:
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Plants a number of bosses in the echo for you to defeat. Defeating them all spawns a final boss. The bosses spawned depend on the echo. Also, make bosses have a large empty space around them, to add a dramatic atmosphere
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Same as before, maybe better set of bosses.
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Defeat a warped version of a Harbinger, Timeline Boss, Rift Beast, Omen Enemy (Depends on the branches).
- Arena echoes chain:
- Regular bosses and Champions
- Rift Beasts / Woven Bosses / Level 2 Nemesis
- Arena bosses / Timeline Bosses / Level 3 Nemesis or all of the Harbingers with same type.
- Shade echoes don’t chain: Defeat the Boss, Harbinger then Shade.
Notes:
- Maybe give the regular bosses a boost so that its at least 60-75% as difficult as the Monolith.
- Rewards need to be great. Like Havocs, Evolution, Corruption runes. Chain 3 guarantees all LP0 to be LP1.
- Because of the rewards, make failures in Chain 1 and 2 stop the progression. While chain 3 is the same but upping the difficulty.
- Maybe for chain 3 like timeline bosses, harbingers and shades only boost HP not damage. Or maybe mostly HP and not damage.
Warped Echo # 2: My Semi-“Roguelite” proposal
- You get more buffs while doing the chained echoes
- Get more allies with it like Zerrick, Masque, Forgotten Night.
- The unwarped echo mod stays the same while you get more bonuses
- Or make it harder by having more negative mods in exchange for more rewards.
Warped Echo # 3: My Cartographer/Scavenger proposal
- Does not chain but instead makes the echo a beacon. Bonus when put on a beacon echo.
- The Beacon will make all other echoes a Warped cartographer echo
- Warped cartographer echoes will only be finished by full exploration. If this is not possible, maybe proper placement of chests would be a work around.
- Upon opening the final chest, fight a boss.
- Add a secret and hidden chest.
Warped Echo # 4: Escort Mission proposal
- Not so sure about progression but imagine its like Great bridge but you’re escorting something (vehicle) or someone (prisoner or POI).