Help Shape the Future of Last Epoch

I’ll not write another major post here to - again - state what needs to be done. If after literal years of repeated comments about it it hasn’t gone through to you guys then I don’t see a future for the product anyway.

My stance is known, the major things I wanna see happening are also easily accesible, work with that.

I find it quite bad to open a ‘Shape the future’ style post when you’ve got a bazillion things to fix before we can even look at the future. It doesn’t show caring, it shows a total loss of control in that case.

As a filthy casual with only just over 1000 hours in LE the number one biggest thing I want to see is “new” - new content, new endgame systems, new characters. new items, etc.

At this point, most of the game feels very played out, content wise.

I’ve played all of the different main skill combos pretty much, a lot of them multiple times.
Outside of the new seasonal content, I feel like I’m just rehashing what I’ve already done many times before, or, if I am trying to make some niche skill setup work, it is usually niche for a reason, and I have some fun initially, but it doesn’t take long for it to turn into a slog that loses the fun.

New classes, new skills, new novel skill balance shakeups that make me feel a sense of discovery again. New maps for variety, new special maps with unexpected setups (like the Brewmaster one was a lot of fun when I first found that, as an example).

Revamp dungeons and arenas so that they actually get used/interacted with more.

The campaign is good, I really liked the latest addition, it was beautifully designed and had cool enemies and environments, but re-running the original campaign gets tedious. As such, the part I’m most likely to skip is going to be the newest and freshest part of the campaign just because I’m tired of the campaign by that point of leveling. Alternate campaigns and leveling paths would be great for ways to avoid overly repetitive content.

Imagine largely the same game world/maps, but you play a different story from a different perspective - the story portion doesn’t even have to be well fleshed out or have that much new in terms of content, just remixing the existing content would go a long ways into making it feel fresh. Maybe you have to complete the dungeons as a part of the campaign and you have to get a certain number of waves in an endless arena to move on or something like that.

One thing I would like, if we are keeping the current campaign, would be little reward checkpoints that have permanent effect.
You saw this in Diablo 2 some.
But little permanent buffs to your character as a reward for sticking through the campaign would be awesome.
If that’s permanent to + health or resistances, increase auto pickup range, + to xp, a random rare (drop only) weaver map, something to do with a player base, etc. it would go a long way to making the campaign feel more worth it for the 100th time - similar to how it unlocks passives and idol slots now. In fact, this would be a welcome addition to maybe hitting certain corruption levels too to have mini goals to reach for that feel like an accomplishment and give you a small reward to help boost you to the next goal.
Right now there just isn’t enough between Abberoth and Uberoth for goals. For the most part, once I beat Abberoth, I feel like there’s not much to do, and I usually don’t keep playing.
I’m usually pretty well geared with almost ideal gear and the trade-off of grinding for a drop that has just a slightly better roll in the range or 1 more LP isn’t really worth it usually. There’s not enough new goals to pull me along and make it worth it. Not enough meaningful progression past that point where you can grind and get 100’s of drops of an item you’re looking for and none of them are an upgrade. Adding more goals and upgrade paths of some sort would help here.

I agree with Mike’s sentiments on making things too easy with auto pickup etc, don’t sand off all of the corners and make it too easy, but maybe if you beat heralds at 500 corruption it would let you auto pickup runes etc. where as now there’s a lot of times I skip clicking of they are too far away. We also wouldn’t want drops to be too easy to find, so I’m talking more along the lines of parallel alternate ways to feel like you’re making progress.
i.e. if you play for 10 hours grinding and you’ve got no real upgrades, it is a bummer.
You’re not getting the fun of new skills, new passive points anymore, you’re in a real slog/grind for items where upgrades come rarely, there needs to be something else to give you a sense of fun/chase/meaningful progression.
A better implemented paragon type system?

Not sure about the specific best ways for these things, but I have no doubt EHG can come up with some awesome stuff. This team can cook like none other, and LE is my favorite ARPG as a result.
Looking forward to what you can come up with.

Pretty much.

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First, thank you for actively asking for feedback. I’d like to share some structured thoughts around long-term health, build expression, multiplayer, and itemization.


1 - Maintain a Strict 3-Month Seasonal Schedule

Even if some seasons are lighter in content, I strongly believe a predictable 3-month cadence is important.

Why?

  • Player commitment: If players miss season launch, currently they may wait many months. A strict calendar keeps engagement consistent.
  • Healthy economy reset: It helps fight long-term gold inflation.
  • Balance philosophy clarity: During a season, continue to commit to no major balance changes to avoid frustrating players who invested in new builds.
  • Freedom between seasons: Be bold with major balance changes between seasons.
  • RNG mitigation through time investment:
    If a season lasts ~3 months, you can safely introduce long-term deterministic crafting (for example, a guaranteed LP4 item after extremely long investment).
    If it takes nearly a full season, it doesn’t break balance, but it removes extreme frustration for players who just want to fully realize one build.

The key idea: predictable time windows allow you to design deterministic progression without destabilizing the economy.


2- Skills Feel Slightly “Pre-Approved” - Increase Build Wildness

The skill system is excellent, but sometimes builds feel like they were pre-designed by the game design team rather than discovered by players.

I’d love to see more “wild build space”.

Possible directions:

  • Add a gem/rune/glyph system that modifies skill trees:
    • Change damage type
    • Add mechanical tradeoffs
    • Create strange or niche outcomes
      Even if some combinations seem useless, players will find synergies.
  • Allow limited cross-specialization skill replacement
    (e.g., choosing another non-mastery skill, or even new “generic ones”)
  • Provide rewards for builds that don’t use the mastery’s intended signature skill.

The goal is to increase emergent build creativity.


3- Improve Group Experience

Multiplayer still feels secondary in some areas. (I lack specifics idea improvment but still want to enphase some generic concept)

Observations:

  • Some builds (e.g., freeze-based) feel significantly weaker in multiplayer compared to solo due to scaling interactions.
  • There are few meaningful build synergies between players.
  • There’s no strong incentive to design builds that only work in coordinated teams.

Suggestions:

  • Improve ailment scaling in multiplayer.
  • Introduce mechanics that reward cooperative build design.
  • Allow permanent item-sharing groups so friends can share items even when not online together.

4- Itemization & Sets

Sets Currently Feel Weak

Right now, sets feel more like leveling gimmicks than endgame systems.

Options:

  • Rework them into true endgame chase systems.
  • Allow set affixes to transfer into legendary crafting.
  • Or remove them entirely if they don’t fit the long-term philosophy.

Affix Pool Restrictions Feel Arbitrary

Example: not being able to roll “poison chances” on wand feels unintuitive.

If the concern is balance, maybe:

  • Unlock more affix freedom through high-tier crafting.
  • Let players expand affix pools at extreme investment levels.

More freedom = more experimentation.


5- Additional Thoughts

Factions

Currently it often feels like:

  • Merchant Guild = online economy players
  • Circle of Fortune = offline/self-found players

It would improve experience if switching factions didn’t hard-lock gear usability, especially for players who cannot actively engage in trade economy after the first month.


Passive Tree Design

Sometimes I invest 5+ points in a passive simply because “there’s nothing better.”
That doesn’t feel exciting.

Possible improvements:

  • More tiered bonus unlocks at more thresholds.
  • Non-linear scaling.
  • Reduce max points but add more options.

Long-Term Scaling System

Some kind of long-term scaling (e.g., paragon-like but controlled) would help players who enjoy pushing endlessly without relying only on corruption scaling.


Thank you for reading, I genuinely believe these changes would strengthen long-term engagement and player expression.

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For the love of “surprises” do not reveal everything, let us discover seasonal content

1 so far you have “unique” takes of systems from diablo and ggg and I like that, keep doing so
2 End game - weaver great addition, upcoming season seems to give more items chase which is a step to complement weaver

Add A end game Enhanced echo - customization shards so we can target farm what items we need more details on Discord

add B end game - Hunt of exiles - make it a rogue like experience where with each hunt we get meta-progression which we use to boost ourselves - think greedy cave(it is a game) - each run you get stronger until you reach tier 5 boss, then reset and start over - farm echo to get specific rooms or currency to pay for our runs so echo doesn’t end up obsolete
more details on Discord

short version - purposeful content

3 Cosmetic seasonal chase - I’m thinking long term, not in the next 2-3 seasons, but some chase system for playing would be nice, like get to 100, beat aberoth and so on

I like how things are evolving, embracing a slower pace while growing the team shows maturity and I am confident atm this will pay off big in the future. maybe LE2 in 2035 :smiley:

I think the endgame needs something that will bring players together more, like raids for instance. I could expound upon how to do that, but the how is not important at this juncture, just that people tend to play this game solo, and continuity would be fostered by there being a more tangible reason to group up, Guilds would help, raids you had to prepare for, specific crafting you would need to prepare for these raids etc. or have to buy potions/buff food (cooking would be a cool new craft). Excuses for people to co-mingle more would be great additions to the end-game, but also, please remember there are people who would rather solo all the time, even in end game, and if you want those people to stick around you have to cater to them too, though I’m not sure what could be done for that purpose.

Yeah bro I play with couple of groups of people, we run 4 man echo’s farm for imprints and kill uber etc it would be insanely fun if 2-3 groups could team up and run special, much harder 8-12 man echo’s/bosses/specifically DUNGEONS because yeah it gets a bit tiresome.

Good to see so many people want end game expanded on! Maybe content over things like wasting time adding corruption to a game where the only thing wrong with crafting is forging point roll range on runes lol

Also - loot lizards to FINALLY FOR REAL drop tails and not have it as a troll to the players and collect X and it opens a loot area which has actual good as frick loot not just random junk you collect off prophs and white mobs, lol

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Gimme a king loot lizard appearing once you kill enough of his minions(i.e. 50, 100, etc) Make this guy attack us to some level like a buffed up nemesis or ancient beast but drops tons of uniques with legendary potential.

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I love this too hahah!