Impressions from a new player (ongoing, long read)

Hello all!

I’m really enjoying Last Epoch, and I can honestly say that within the first week of downloading the game, I feel it’s already well worth the money I paid for it. Since the game is still in development, I thought I would put together a list of my impressions…mostly good, but also some areas where I think there is room for improvement, usually with very little work.

To being with. Installing the game was super easy and quick. Seems basic, but I remember some games installation processes being quite convoluted, and this was not, so it’s a good place to start.

I chose a primalist as my first character (currently level 77), and I’ve played most of the other base classes up to about level 10 just to get a feel for them. The gameplay is good, some of the bigger skills feel very im to cpactful (fury leap and upheaval come to mind), and overall the leveling experience has been a good one, although I have yet to see if that holds true on the 2nd and 3rd characters.

I love the way that EHG has gone with letting you specialize skills. Being able to shift the elemental focus and ailment that are applied by a skill or set of skills is great! That said, I feel like they could “double down” on this, and the game would “grab” you much earlier if the 3rd/4th/5th slots for skill specialization opened up dramatically earlier (I’m thinking by level 20 you should have all 5 slots open). The skills are already gated behind minimum level or minimum passive point investment, and further limited by how much experience you get, and I think it would let people experiment a bit more (and be more fun) to have access to those specializations earlier.

The loot filter system is amazing. It’s both incredibly simple to set up in a basic form, yet detailed enough to be very specific about what you’re hunting. I will say that I was a bit annoyed to learn that I couldn’t recolor/emphasize certain crafting materials like runes & glyphs. I hope this gets added in the future.

Having experience in a few other ARPGs (Diablo 2 & 3, PoE, Grim Dawn, and Torchlight to name a few), there are a few features that I am used to that were a bit difficult (or impossible) to find here that could greatly improve the user experience.

For an example, a hotkey setting to zoom the map overlay in and out instead of having to go into the options to set a static zoom level would be very much appreciated. It would be great if there was a convenient way to do something like have the map overlay slide to the right or left of your screen, or maybe even have the minimap be movable, but I feel the ability to zoom in and out with the overlay is kind of a baseline.

The default “J” hotkey for the quest log doesn’t seem to work. I’m assuming this a known issue and still in development.

It would be nice if there was some kind of indicator that you were low on health besides the obviously low health orb. This, combined with some of the enemy’s area attacks being barely visible (another thing that can be slightly improved) leads to an interesting experience where you feel like you died instantly, even if it was a steady drain of hp. Either an audible cue like a “I need healing” or “I will not give up”, or a visual cue like screen shaking or the edges of the screen dimming or getting red would let you still focus on the action while still being able have a general idea of your safety level.

…to be continued…

The leveling experience was about what I expected in an ARPG. Story Quests and side quests that have meaningful rewards (passive points and idol slots), and I never felt like I was “griding” while leveling. I did feel a little held back by only having 2 skills that I could specialize in for a very long time, but I’ve already touched on that.

The introduction to the endgame systems (MoF, T1 of the Sanctum, and the Arena) were all very fun to start with, and are very well put together for a game still in the pre-release stage. Julra is a bit annoying because I feel like the visual for her arcane or void beams do not match the area they actually damage. I swear that I stand directly in the middle of the open sections and still get clipped by the beams more often than not. I’m wondering if this is an issue with the Bear form model (and maybe hitbox) being larger than the original primalist’s. It was only a minor annoyance on T1, but it’s actually preventing me from killing her on T2 (to be fair, i’m still not level 80 yet, so that could also play a role).

I love the modular feel of MoF, where I can run a few echoes in 15 minutes, pick the rewards, choose when to add or remove corruption, etc. I think the visible nodes should probably be extended one more step so that you can see nodes within 3 spaces of you, but that’s probably just a personal preference.

About halfway through the leveling Mirrors, I started to get frustrated with how the required stability was going up for each timeline, but I always started out earning only 10 stability per echo. I went from needing 150 stability in the first Mirror (so maybe 10 echoes, after you move outward) to needing 450 or 500 by the time I got to the 3rd Mirror. This felt EXTREMELY disheartening, to the point where I wanted to focus on another character instead of pushing through the mirrors on my FIRST character. I feel like if the amount of stability required to complete a timeline was slightly reduced, there would be quite a bit less people complaining about alts having to go through the process again.

Arena play was straightforward and about what I expected. I think I gave it a shot at about level 65, and was able to make it to wave 100 on my first go. It was super smooth till about level 85ish, and I really had to get good at dodging things for 95-100. I’m curious to know how it will go after 100, and it’s nice to know that they’re still developing the system by adding other gladiators/bosses.

I’m going to continue posting here with an ongoing wishlist of suggestions/possible improvements. If anyone wants to discuss any of my proposals, it would help alleviate some of my boredom, but if not, at least it’s here for the devs.

#1 Allow us to specialize into more skills earlier
*This helps players experiment and try new things earlier. If I’m investing heavily into one skill and want to try out different combinations, it helps to be able to try new things without hurting my ability to continue the campaign.

#2 Consider increasing the drop rates for basic shards in the early game.
This is coming from the viewpoint of a new player or someone that is starting over for some reason (like a new season/league) and might not have a stockpile of materials. Similar to #1 above, being able to add affixes and get into the crafting system early on would give players more choices and interactions earlier. I remember being stuck using the same bow for about 20 levels because nothing else that dropped had any +bow damage or the element / ailments I happened to be using.

#3 Consider increasing the “vacuum” range for glyphs/runes/shards, or possibly allowing them to be picked up automatically. I can’t see anyone purposefully wanting to NOT pick these up, except for being in the midst of combat or them dropping far away.

#3b Consider letting us add runes/glyphs/shards to the loot filters. Please???

#4 Please take a look at the situation after killing a boss. Particularly in timelines, we get the bonus gold/xp popup, the blessing selection popup, and we have to take time to find and look at the loot drops, but on a few bosses, there are environmental hazards or monsters still present attacking us. Multiple suggestions have been posted on the forums about this, so I won’t go into what I would do, but I think it definitely needs to be addressed.

More to come…

I feel the current pace is good. We have only five skills, we have almost the whole campaign to learn, and we need to be comfortable with what we have when we unlock a new slot.

Yes! I’ve leveled a few solo chars and the lack of shards is sometimes painful.

That could be a good QoL feature, but I don’t see it as really mandatory, the current range is OK for me.

That would probably not be for me, I won’t go that deep.

Agreed.

That could be a good QoL feature, but I don’t see it as really mandatory, the current range is OK for me.

My main issue with picking up crafting materials is mostly tied to trying to do it either while in combat, or after combat while keeping up self buffs and moving to the next pack. By itself, clicking the mats isn’t too big of a deal. But doing it while trying to keep up a puncture buff or something similar is slightly annoying, and I figured this was the easiest way to streamline the process. I suppose being able to change the size of the label or the font size might help, as that would make it easier to click things.

That would probably not be for me, I won’t go that deep.

I mean, it wouldn’t be any different than your current loot filter. If you want to highlight “poison damage” on a weapon, wouldn’t you also want the Poison damage shards to be visible?

Also, as an example, glyphs of despair are already highlighted on the map when they drop, It would be nice to be able to have our filter highlighted items show on the map, or maybe even assign a glowing beam to certain conditions. More customization is always good, as long as it’s easy to implement.

Because I send all myshards in my inventory and then in my stash without having a look at them. But I said “not for me”, I did not say I was opposed to that. If it’s useful for some players, then so be it.

#5 I’m hoping this is already in the works, but I would consider adding an audio cue that you’re taking damage or near death. A visual cue besides the life bar itself would be nice too (many games use a red filter lens or something similar).

#6 Consider a “remove all passive points” option for reassigning passive points. It can be a real hassle to have to go back & forth from removing points and adding them in lower talents or in other class trees due to the requirements of each tier. Sometimes it would be much easier to just start from scratch.

It is considered, though it is less urgent than some other core elements. But they know there is a large demand.

The whole “passive respecc” system will get an overhaul - Mike is working on it :slight_smile:
Soon … i hope.

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