Help Shape the Future of Last Epoch

I love Last Epoch, but it lacks clear objectives beyond accumulating corruption, upgrading gear, and defeating Aberoth.

It would be great to have a progression system beyond level 100, perhaps integrated into dungeons. These are underutilized and deserve a revamp and improvement.
Therefore, Julra and the Eternity Cache should be removed from the dungeons and made a separate system. Few people actually run the dungeon anyway; we tend to just rush through Julra and the cache.

You should rework the entire blessing system, which is a bit tedious, by integrating a modifier tree (offensive and defensive stats for both players and enemies, skill modifications based on the monolith’s theme, etc.) with points to spend, which could be earned each time a monolith boss is defeated, for example.

You should bring the old bosses up to standard, with the goal of eventually adding them in an Uber version as the game develops.

Cheers!

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Prenty much what you need is ‘more’.

For me personally, i need three things to happen to reignite my excitement for LE.

Minions have been stale for a very long time. This playstyle needs new content or a significant shake up. I exclusively play minions in ARPGs and my experience in LE at first quiet good but with time got progressively boring because there was not enough variation for me. I dont even care about metas, i just fun and interesting builds can make for myself. New minions skills and trees would do alot for me.

My second thing, and this could help with the first… more uniques. Just more. I prefer there be no skills untouch by a unique that cant alter them. In fact most skills should have multiple. Must of the time play minion build you dont really need uniques, outside of a few that often fight for the same slot there’s nothing worthwhile and actually shakes things up. The best unique you have for minion is the wraithlord one. Thats a great unique. We need more like that.

Lastly, more options for endgame. Just need more once again. The secret to a good endgame is to have so much that a single play cant effectively do them all so they focuses on a few they like, and use exclusive loot and rare drops they get from it to buy what they couldnt get themselves. Thats what makes the endgame feel rich. If everyone is doing the same endgame it just feels shallow. Not to mention it quickly starts to feel samey. There needs to be some rewarding changes in activities.

1 Like

Dual affix blessings are also problematic with ‘storing.’ Right now they only get stored based off of the range of the TOP affix. I had a 150% health regen but a flat of 19. Wanted to test something with WPS so switched to that to test it. When I came back to pick the health regen back up it was 178%/14 because that apparently was my ‘highest’ roll I’d gotten while farming Lagon.

They should check each of the two rolls and save the highest of each of the two as your farming or what not. Or at the very least, save two versions that has the highest roll from each of them.

3 Likes

The game needs cleanup. Actually not after expansion, but before that, if you ask me. There’s now too many redundant / niche systems that just bloat the game without providing much longterm fun gameplay. In fact some of them are such killjoys that you had to introduce bandaids allowing players not to have to engage with it (portal charms, some weaver tree node). So rework or straight out removal:

  • Dungeons
  • Arena
  • Exiled Mages, Wardens, Experimental Affixes
  • Idol Reforge
  • Damage-on-tuesday affixes
  • Champion affixes
  • Loot Lizard Portal Charm
  • Rift Beast evolution + Evolution reward (select from 3)
  • Many nodes in weaver tree
  • Many weaver echoes are just there to farm weaver tree points, it’s okay if there’s two or three just for fun, but over half of them being like that is too much
  • Harbinger upgraded items
  • Glyph of Order, Rune of Redemption
  • Cocooned items

And so on.

Things I would like to see:

  • Alternative endgame systems, completely seperate from monolith or feeling different to monolith
  • Heavily balance builds. Bring them atleast in the same “ballpark”, not with 50x difference between S-tier and A-tier, let alone lower tier.
  • Rebalance passives and existing skills each season, so that older builds become interesting again. If you just introduce 1 or 2 new skills and some uniques, you just make one playstyle exciting. For instance if you don’t like Minions, S3 was extremely boring. The same goes for Rouge in S4. Everything should be reshuffled and reset to some degree for a new season. Especially if a season is 6+ months.
  • Make campaign more challenging again. It is a joke at the moment.
3 Likes

C’mon Guys. How many times do you want to hear that we need achievements and that the translations are terrible and need to be improved? Haven’t seven years been enough?

2 Likes

Chakrams.

They aren’t in very many games to begin with and only a few are really fun to play. I refer to Kingdoms of Amalur as it is the best experience I have ever had with that weapon type. I was THRILLED when I found out LE had them, and is my 2nd favorite game to use them in. I imagine most people don’t care about this, but I would love to see way more options around this playstyle. More damage types, like cold especially, gear that buffs them specifically, etc. I don’t have any amazing ideas but I know y’all would come up with good ones.

I wish more games had them but since they don’t I request that y’all increase their use in LE. Thank you.

I would reduce the importance of monos to just getting blessings and some target uniques. They are not a sustainable or fun end game system. They just feel tedious, and adding stuff to them isn’t helping. It just slows down progression towards it’s rewards. I’m really not excited for the next season due to how unfun monos are.

I’d suggest pulling some stuff out like Beasts and Weaver and putting them into their own areas. They would need keys of some sort to access but these could be boosted as drops with an end game reward tree where you prioritize the end game content you want to do. TL:I has this and I believe D4 is adding it.

Essentially look at the Torchlight: Infinite model for end game and seasonal additions, hint they copy POE themes and then make them permanent, parallel end game systems. That game minus the absurd P2W is a lot more fun than LE endgame. Which is why it gets a lot more of the coveted POE streamers. That game doesn’t really get criticism for it’s end game, which is what this game should be striving to achieve.

1 Like

I’ve played around 600 hours across the last three seasons. I genuinely enjoyed the game, especially when I first started in 1.0. The early experience was exciting and fresh. But the deeper I went into itemization and long-term systems, the more my enjoyment started to drop. I want to explain why.

A big issue is that items often feel limiting instead of empowering. Some uniques look interesting at first glance but end up feeling like traps. For example, Singularity removes crit in exchange for 20% hit damage. On a build with 400% crit multi, that trade doesn’t feel meaningful. It feels like punishment for trying to experiment. I don’t mind tradeoffs, but they need to make sense relative to late-game scaling. There are probably more items or mechanics that impact me in ways I haven’t listed here. What I want is something new that is genuinely fun to use.

There are also cases where wording and actual behavior don’t feel intuitive. Boulderfists clearly states you cannot leech health. That is simple and understandable. Peak of the Mountain, on the other hand, led me to believe I could still leech in some form through crit scaling. A critical hit is still a hit, a modified hit, not a separate action. So when leech works on normal hits but not on critical hits, it feels logically inconsistent. Critical hit equals no leech, normal hit equals leech. The problem is not that it is weak or strong, it is clarity. When I build a character, I rely on mechanical consistency. If critical hits are treated differently from normal hits for leech, that distinction needs to be extremely clear. Otherwise, I am discovering hidden rules instead of making informed decisions.

Class-locked affixes are another pain point. Reduced channel cost being Sentinel-specific while other classes also use channeling skills feels restrictive. When I try to create something like Smite with Warpath and invest into reduced channel cost, only to realize that skill tree-added costs bypass that reduction, it feels like the system is working against me. I run into more roadblocks than creative options.

Another major frustration is the lack of affix synergy. Some affixes feel isolated or underwhelming. Health-on-hit is a clear example. It provides a flat amount, but there is no way to scale it meaningfully with other sources, making it weak compared to other options. Affixes that could work together to create strong, interesting builds often do not, which limits creativity and build variety.

Seasonal mechanics have had similar issues. Nemesis was interesting at first, but over time it felt like another layer of gambling rather than meaningful progression. Tombs of the Erased introduced cool ideas, but engaging with them requires multiple steps just to access content that does not feel more rewarding than standard monolith farming. You have to go to the Monolith, then select the Tomb, then place the Woven echo, then run the echo itself. It would be nice if these steps only needed to be done once to unlock the content for easier access later, something like a one-time unlock shortcut. It would not need to be a teleport, just a way to save time. Right now it feels like the system wants me to play for time rather than for meaningful reward. Doing content for crafting is fine, but it has to feel rewarding. Repeatedly fighting the same bosses or enemies just to get set affixes or Turtle Legendary potential does not provide that sense of progress. Increasing corruption makes encounters harder, but the payoff rarely feels proportional, so the effort-to-reward ratio still feels off.

In Season 3, I was more excited about building my own pet than anything else. Evolution’s End sounded amazing on paper. In practice, the Rift Beast appears when a boss is already nearly dead, stays briefly, then disappears for a long cooldown. The fantasy of building around a powerful companion was much stronger than the actual gameplay delivery. That gap between idea and execution was disappointing.

Primordial items also felt inconsistent. Some are interesting, but others feel worse than existing options. When a supposed chase-tier item loses in practical value to something like Reliquary of the Nest, it becomes hard to understand the design goal. Chase items should either clearly empower or clearly enable something new. Otherwise, they just feel confusing.

Dungeons are mechanically well-designed, but their purpose feels uneven. Temporal Sanctum is essentially mandatory if you want to engage with endgame legendary crafting. Lightless Arbor is a gold sink that works well if you are engaged with the market, but as someone who plays offline, it becomes difficult to meaningfully use. Soulfire Bastion is interesting but heavily capped in how much you can engage with its reward system. Arena encourages picking the weakest enemy modifiers to climb higher, which makes leaderboard pushing feel disconnected from risk and reward. All four dungeons are fun mechanically, but their usage is either mandatory, inaccessible, limited, or misaligned with meaningful progression. There is also room to improve gold rewards for offline players or those who do not engage with the market. Extra gold piles or better scaling for gold hoarders could provide a sense of progression without risking market inflation.

Set items feel too narrow and often come with heavy downsides. Instead of defining strong build identities, many feel like they trade away too much for narrow bonuses. They do not feel aspirational or transformative. One thing I would love to see explored is a “set compression” mechanic, similar to Diablo 3’s Grandur. One item could carry multiple set bonuses, allowing more flexibility and synergy while keeping tradeoffs meaningful. For example, one helm with three set bonuses, armor with three, and gloves with three could give roughly five 2-set plus five 3-set bonuses. This would be something completely new, highly rewarding, and would allow creative builds without breaking the existing system, since it uses the affix slots already in place. It encourages experimentation and synergy in a way that the current set system does not.

When it comes to the Monolith system, picking fights and rewards is fine. But corruption changes everything in theory and almost nothing in practice. Enemies get more health and damage, but the rewards stay largely the same. Doing Woven-specific mechanics on higher corruption can give the same number of charges for content. For example, on 0 corruption with enemies at level 100, I might get 23–35k gold. On 350 corruption, enemies have 3.5x more health and damage, yet the gold is still 23–35k. Corruption does increase item rarity and experience, but as the dev confirmed, diminishing returns exist roughly above 500 corruption. I get fewer normal, magic, and rare items and more exalted or rare items up to that point, but beyond that, even with very high “increased rarity,” the run produces essentially the same junk I would have gotten at 0 corruption. Affixes drop the same, gold is the same, and higher rarity does not feel meaningful. The same issue appears with Woven charges. Running the same content on harder corruption does not yield proportionally better outcomes. The system creates a sense of effort and risk, but the payoff rarely matches the challenge. It makes scaling feel arbitrary rather than rewarding.

Overall, my frustration is not about difficulty or wanting more loot. It is about empowerment, mechanical consistency, and incentive alignment. Many systems are individually well-designed, but together they often feel layered in a way that adds friction rather than depth. I want to feel like experimenting opens possibilities, not closes doors. I want higher risk to clearly mean higher opportunity. I want chase items, seasonal mechanics, affix interactions, and set item experimentation to feel like real evolution of my character, not additional layers of grind.

At this point, I can’t really keep playing the game. It’s become too repetitive, and the systems that were meant to feel rewarding instead feel like barriers to fun. I want to experiment, try new builds, chase meaningful rewards but the loops I’ve been running for hundreds of hours don’t deliver that. I still see the potential and love the ideas behind the game, but right now, it’s exhausting instead of enjoyable. That’s why I’m sharing all of this because I want the game to feel fun, challenging, and rewarding, not repetitive and frustrating.

I still see a lot of potential in the game. That is why I care enough to write this.

Hello EHG and players :slight_smile:

I really like to lay open my thoughts in a detailed way, so sorry in advance, if you might have to read a bit more xD…

[1. New progression or gameplay systems]

[NEW PROGRESSION] - Idea for Monolith:

I like the fact, that the monolith is split into various timelines, Fall of the Outcast, Fall of the Empire, Winters… etc. but i see unused potential there.

It would be cool to further progress into each timeline, beside the corruption mechanic, like an advanced progression to boost this specific timeline by a lot.
I think it could be cool to give each timeline a deeper purpose BESIDE the blessings. and those “special item echos”. There barely is enough incentive to really switch between timelines, espacially for CoF players, due to the prophecies.

Maybe we could juice up each timeline with special items, to “enhance” that timeline.

Enhancements should not only increase droprates to certain items, but also “further empower” the boss echo, which means, boss+optional harbinger fight gets more special, maybe with champion spawns within the boss echo, a special trial to solve or a special spawn, beefed up boss echo mechanics, like the new omen windows or stuff like that…

There could be unique rewards attached to this mechanic and a progression system the player really really want to focus on. Different timelines would offer a really special and unique touch of rewards.

To picture it in a very cheap way… something like a “faction’ish” progression system with certain thresholds for example.
The player would have to play that certain timeline to progress there For exmaple… Rank 1 adds more T7 drops, Rank 7 could beef up the boss echo and with it, brings AWESOMENESS to the boss echo, Rank 10 could add certain new affixes, the player wouldn’t be able to get anywhere else.
Dropped items get tagged by that timeline, adding these affixes also into the pool for drops and also crafting via runes etc…

Example for Winter timeline: Rank 10 = Adds three new affixes into the item pool

  1. Converts 20%(T1) to 100%(T7) of your damage type to cold damage
  2. You have a 20%(T1) to 100%(T7) chance to also apply frostbite whenever you apply bleed, poison or ignite on hit.
  3. xx% chance to yy% chance to use cold skills twice

Example for Fall of the Outcasts timeline:

  1. Hitting an enemy has a x% chance to trigger a gold drop
  2. Killing an enemy has a x% chance to trigger a loot lizard spawn
  3. Whenver you evade you gain a haste or frenzy for X to Y second

Example for Spirits of Fire timeline:

  1. Fire skills cost x% to y% less mana
  2. Ignite on Enemies lasts xxx% longer
  3. xx% more mana cost to fire skills and xx% increased area

Wild idea and hella work to do it for each timeline…

[2. Reworks or meaningful improvements to existing systems]

  1. Make the weaver tree a global tool, not just for monoliths, let dungeons scale with them, the arena and everything that will come.Maybe an activation via the weaver tree itself…
    I would like to see goblins drop Uniques en mass with the weaver tree note chosen and a scale charm used for example… Everyone just jumps on the dungeon endboss and the rest doesn’t matter, also sad for the design team :frowning:

  2. Removal of bad maps and/or an overhaul to certain map tiles. Some maps are not fun, because they are too spread out in too much directions, if echo objectives split too, it is way too much movement required to progress in an echo OR just put all echo objectives into a limited area away from another. (Punishes non meta movement/builds)

  3. Global increase of ForgingPotential
    Up the lower rolls by at least 10, increase the top value too. Maybe add a minimum value? Reduce the value nemesis empowerings bring. Everything beside Nemesis items are hard to get value on, because of that. If items drop with 30FP they are more or less dead on arrival.

  4. Make the “Monolith waiting area” a hideout please^^ and bring something to the table with that addition.

  5. Ambush screen announcements with a better info for the player. Bring a small popup on the edge of the screen, different ones for Orobyss/Beasts/General

  6. Rework Siege Golem Nuke → too much ouch, barely enough sounds, barely visible on nemesis window. Monster needs complete overhaul

  7. Cooldown Reduction on Gloves for more possible gear choice

[3. Alternate game modes or experimental ways to play]

[NEW CONTENT] - Boss Gauntlet

Multiple Bosses the same time. (“Diablo 3 Uber Boss’like system”) -->Random System?

Doesn’t have to be just timeline bosses…, there are so many cool and interesting bosses that in a duo or trio could make our life hard. New key to open a new “arena”. Could also be a “multiple round-feature”

The player faces maybe 3 waves of stronger and stronger monsters that might hint to the bosses he might has to attempt (thematic/style) and than the boss trio spawns in a triangular way around the player or at certain points because the boss usually spawes at a fixed site, Lagon or Draal Queen…
“thematic/style” hints for the player: fire boss → fire enemies spawn, void boss → void enemies spawn etc… Maybe certain arenas could also hint to certain bosses or ground effects area ground effects. Void Pools, Fire Pools on ground, maybe mortar shots…

PS: Imagine facing Last Ruin and Black Sun boss while a 3rd one already laughs on you…

[4. Brand-new skills or revamped versions of older ones]

Idea for new skills:

  • D3’s Cluster Arrow for the Rogue’s marksman
  • A tidal wave skill for the Shaman (Lagon skill/Alluvion(<–item))
  • A tri-elemental whip skill for the Mage

Revamped version:

  • Forged Weapon should become a new seperate skill with its OWN SKILL TREE
  • Forge Strike should get an overhaul

[5. Quality-of-life features that elevate the overall experience]

  1. Runes/Glyphs
  • Make glyph of hope’s mechanic a permanent tool if the player didn’t chose any other glyph.
  • Make Glyph of Envy a Rune. If all stats are naturally maxed and the item still has FP left, it would be cool to at least try to change the base items after that point to use up all the FP left.
  • Limit the potential maximum of Rune of Evolution FP consumption and general crafts aswell. T8 exalts are NOT fun to make. This goes hand in hand with the limited FP a lot of items have. → This buffs T8 exalts?!
  • Bring back sealing of experimental affixes
  1. General
  • All recolor colors for the lootfilter map icons/beams, not just the “default” ones like “unique” or “rare”, i want all colors we can already recolor.
  • Pause option for solo play
  • “Force Pause” for interactions windows in solo → Nemesis, Altar Options in tombs etc., whatever will come…
  • Hideouts, a central point for every important NPC, a test dummy, an option to switch blessings etc…
  • Better ambush notifications
  • Let us trade arena keys in chapter 9 town
  • An option to lock character item loadout
  • A “tag option” for items to make them “unbreakable/unsellable” → lock symbol on the item
  • A Merchant NPC in turtle area (woven echo)
  • A “Sell all” Option for Merchants
  1. Friends/Multiplay
  • Playing in seperate groups/sessions and then rejoining later does not feel satisfying. Revamp or completely overhaul the party play expirience!
  1. Remove the Obsidian Resonance
  2. Shift the obsidian resonance requirement to the golden resonance and remove the golden resonance requirement completely.

Everything should be tradable if people were on the same map.
→ The old “obsidian requirement” require is now a → golden resonance requirement.

NOTE: This MIGHT be abusable for people with a boring life…

Maybe add a 10hr playtime requirement to friends/players to get this treatment.
→ notification → You are now eligible to trade more open with that player →
Everything found together (same map) is now completely free for trade, BUT the best of the best still requires a GOLDEN RESONANCE.

This means: Crafted Items like Exalts with a sealed affix, legendaries, LP Items and also blank ultra rare items like “Red Ring” would require a Golden Resonance. Everything else should be free for trade, if both were together on the same map. Remove obsidian resonance completely after the players played enough together.

  1. Uber Aberroth fight

I don’t know… the maximum duration of beams maybe, the high frequence of void balls flying over the map, anything that doesn’t stress “slower” paced characters and builds.

The fight should be very hard, but shouldn’t force you to stutter step 10minutes to make it possible for non meta builds.

The reflect build with the primordial chest is so strong, because you can focus purely on movement, the damage automates, you don’t have to aim to the boss and you play the dodge game cause of the stressing environment.
Non meta builds or “weaker” builds, have to aim to the boss, which lock them in position if they want to hit the boss, and standing still is just not fun at this boss, due to the void ball frequence and/or the persisting beams. IF those beams would have a maximum duration, you could at least win the fight with a good endurance run, that wouldn’t be possible if the map is just pruple.

Readjust visibility of his skills, everything is purple, blue, black, flickers purple or blue’ish black, beams are purple. Readjusting transperencies could help, new colors or something else… I don’t know.

I don’t want to make this fight a joke, i just want less “sh it” rain on my face so i can actually play my builds.


Last Word:

Sorry if the picked categories aren’t the best choices.

I still see it the same as always. This game has a really really solid base. It offers already so much good QoL and is very fun to play.
Great game, keep it up!

PS: I am currently playing Guild Wars 2 and the game is good, but it is a content/DLC hell which actively locks people from playing content that they didn’t pay for, even core class specializations… It is frustrating…
I just wanted to say, you made the right decision making the expansion free and the class paid. Just my opinion on it and wanted to share it with this post. Maybe an unpopular opinion though…
Content gated behind expansions are pseudo choices and force the people more than just optional class DLC’s.

Anyway, keep it up, the current way of communication and its frequence is very nice to see!

  1. Consistency. “Tombs of the Erased”, 1.2, was great; 1.3 was rather meh and I’m not convinced the next patch will be all that interesting.

  2. For LHG to talk less about things that are too far away. One thing GGG does well is that they don’t talk about anything other than the next release, because they understand things are subject to change. Meanwhile, we have been told about the Orobyss expansion more than one year before its release; it’s not possible to make any reliable claim about it so early in development. Any roadmap released so early is basically meaningless (as EHG’s previous efforts have shown).

  3. More skills and skill customizations. I don’t mind playing the same content over and over as long as the “how” I play said content changes. I don’t like locking build possibilities behind items (I hate PoE’s unique items that give new skills, for example); I would rather have more skills and more options within the existing skills.

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Oh yeah, the Russian localization is still unplayable.

Limiting acquisition of these resources is the better way here. In such case players with low playtime can still manage to get it and not stay behind and players with high play time can spend some time getting it and spend remaining time on their usual activities.

Maybe, but currently they are rare to extent that you can get not a single 3-4 LP item that you want while playing the whole season and completing pretty much all game activities and that is not because of your mistakes but simply due to bad RNG. That is too rare and unreliable, so some deterministic way should still be there.

Definitely! Why do you think the chances for 3/4 LP on the more desirable items are set where they are?

Yes, this is the entire point. You aren’t supposed to be guaranteed a 3/4 LP unique for the higher power uniques. I know it sucks, but it’s the same reason why Mageblood/Headhunter/etc are rare & won’t drop through normal gameplay for normies. Even the “deterministic” way to get them (div cards) requires an aweful lot of farming, far beyond someone with low play time.

I understand your frustration & if the MG were functional then that would be the “deterministic” way to get them. I disagree that high rarity/power items should be common enough for low playtime players to get them (& they don’t need them, they want them, which is fair enough), but this probably isn’t the place for that kind of discussion.

Build diversity. More skills and more uniques.
And, as said above, some skills need a revamp to be more used.

I would also really love a way to be able to use skills from another mastery or class altogether, with the skill tree to back it up. For example in the form of an item that grants you a random skill.

Consistent 3/4 Month Content Releases

League Mechanic Changes

In terms of gameplay, all the league mechanics so far have been, build up big enemy, fight big enemy, etc… Last Epoch needs something like delirium from PoE or Breach, we need huge enemy spawns.

Unique Items

Also, there is far too much specificity in the text of some uniques. I would LOVE to see uniques added to the game - just because - there’s no idea how players are going to use them - what build they are to be used in, etc… Just add uniques that do random stuff. Examples:

  • Triggers (trigger x when y occurs)
  • Convert damage from X to Y. (this is currently on some skill trees but adding it to items would be more interesting and it could free up skill trees for more interesting mechanics).
  • Gives X buff while equipped OR while you do Y thing.
  • Projectiles split, projectiles return, etc…

Exalted Items too Weak

Looking at different existing builds, very few use more than 1 or 2 exalted items. Slamming uniques into legendaries is so strong, it’s almost the defacto choice for all slots for all builds. Exalted items need a differentiator so choosing between a legendary and a good exalted item is a tough choice - but not so powerful that you never want to slam a unique to a legendary.

Summary

There’s a lot of other potential things to suggest but if your goal is player retention and attracting new players it’s going to be gameplay and item updates and that’s what this focuses on.

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  • Bench marks during corruption climb - unique items only usable on that character. Corruption grinding for no gain is the worst.
  • New areas/zones/end game - would love to see a Delve type area
  • Roll ranges on runes to be adjusted because it makes the awesome crafting system crappy
  • Class themes abolished - allow all classes access to cold, fire, poison, void etc and over time add skills for it. Example 2 handed axe/sword sent using poison. This would allow for so many more builds in every class.
  • Keep adding more and more unique items, look to overhaul some old ones as per the thread I made in feedback/ideas
  • Massive +1 for adding to champion affixes. Lots of potential to expand
  • Massive +1 for dungeons actually being fun, harder, better laid out, rewards, reason to run them as a group of friends and not just have them as skippable farms/slam access

Will add more as I think of any. Some awesome ideas from people in the thread so far!

Well, you’ve had plenty of good suggestions.
I’ll give you my take, which is not necessarily something that was not said before.
You need to make the endgame more attractive. I personally get bored after farming monolyths. Pushing corruption is ok, up to a certain point, but doing echoes over and over again is just as boring as doing PoE2 waystones.
You need to figure out how to spice up the endgame. Maybe add something like corrupted monolyths or “power nexuses” that can alter the entire timeline once you reach them and defeat the new boss you’d implement there. Maybe once u hit 150, 300, 450 corruption you unlock more difficult tiers for the bosses. Or, maybe, after a certain level of corruption, say 500 ore more, players could get more powerful versions of loot. Not necessarily with more LP, but with different stats or variations that could make them more powerful.
Add achievements; they are way past overdue. Maybe some in-game achievements as well that can reward different perks. Maybe some sort of system like paragon? I’m not sure if it would be a good idea but at least doing echoes repeatedly would serve a purpose. Maybe once you hit a certain paragon cap you unlock some perks for secondary characters?
Implement some MTX in that shop that actually look cool.

How would people feel opposed to something like the below?

  1. Simple Seasonal rewards for playing - I don’t mean anything overpowered but can be just like more runes, some dungeon keys, unlock some stash tabs, even some hybrid health affixes may be useful. How about people that like alts where you defeat Aberroth/Uberroth with x characters to get rune of creations. Or something to encourage multi player beyond resonance.

  2. Stats or a ‘Trophy’ type of screen. Maybe should something like hours played, number of characters, number of enemies defeated, number of bosses defeated etc. This could be like a collect them all for a treasure trove of various items for a season.

  3. The crafting and forging is some of the best mechanics in the game. How about leveling up the forge via side quests or item drops to do things. It has to be different than something that exists like the echo stuff to not let the echo become obsolete.

a) Remove an Affix to get back x crafting potential
b) Add some special modifier once upgraded in which, say you could have shrine effect on items permanently - though they have to be toned down (or some of those shrine effects could be in the corrupted items or on uniques)

c) Crafting blueprints for forging like base weapons that require - x material types?

d) You could also make it where certain affixes require the forge only through specialize drops and forge upgrading. They can also be cursed like gain more attack but slow attack speed. Or fire x more projectiles but lose life per additional projectile etc.

  1. Give some option hideouts would be nice - I would like to set it to ancient era.

  2. World State influenced Crafting. Maybe could do something like during a storm, time event, festival etc. some affixes are higher

  3. Another idea could be a new dungeon/team where groups work together to solve challenges and fight bosses. It could even be solo where you bring in multiple of your own alts to do those challenges and you can only complete it per path per a character or team of 2 etc. These would require some dungeon keys or what not and even take advantage of areas of existing dungeons with different mechanics and rapid succession type of style. Kind of like rogue lite maybe.

Optional idol enchanting. Like
Enchant - option 1 is Affix A tier X and total tiers N
Option 2 is Affix B tier Y and total tiers M
Option 3 Reenchant
Atm system is too random too grindy too annoying. It could take days of farming, hitting unwanted affixes 10-20 times in a row :disappointed_relieved:
I’m running lots of offmeta builds. Hours in planner, hours of prototype (pre-made) crafting, hours-few days of testing and days-week of :face_with_symbols_over_mouth:idols

Off the top of my head I’d request context-aware affix rolling (as in, for example, avoid rolling, bow+1h affixes at the same time). And as something rather radical… I’d say the current passive tree progression system feels underwhelming in that certain passives fill an extremely specific niche and often misses the mark entirely. Maybe it would be beneficial to overhaul the entire system so it’s more deterministic and works in a similar way one would pick a skill to specialize in? For example, the baseline could be as follows:

  • Attribute Bias (the “balanced” approach; the player would pick an attribute that fits the class’ theme and boost its effects wherever possible, promoting stacking it);
  • Weapon Proficiency (the “offensive” approach; affects both weapon slots, gloves, and rings; the player would pick their weapon preference, dual wielding where applicable, both directions of damage type [as in hit/crit or DoT], conversion bias, etc. to get the most out of it);
  • Gear Proficiency (the “defensive” approach; affects helmet, body armor, belt, boots, amulet, and relic; the player would be able to play around mitigation/avoidance aspects like dodge/block/parry/ward, their cross-conversions/interactions, etc.);
  • Mastery-specific passive (the “specialized” approach; a selection of three “key” aspects of a given mastery, each scaling/interacting with its own 2-piece combo of selections listed above, out of which the player would be able to pick their preferred one and strengthen/enhance it further).

As for existing mechanical passives (think Flow, or Concentration, or any other trigger), those could be incorporated as extensions to that baseline, each with its own requirements and improvement nodes for the player to choose from. That way, the game would be much more engaging in build-crafting, imo.