Last Epoch Feedback/Suggestions
Loot Filter Options
Forge Potential Normalization
I played Last Epoch quite a while ago fairly briefly (I got to the start of monoliths). I recently picked the game up again and started a new character and so far started flying through empowered monoliths. And so I thought I’d share what limited things I’ve learned that I personally think should be improved.
For any suggestions and feedback I have, I’ll try to be as in-depth as possible without writing an essay. Good luck.
Loot Filter Options
- Give players more control over the art and sound of items dropped along with map icon options.
- Allow multiple conditions of the same type in a single filter condition. For example; 3 subtype bows & 4 dagger subtypes.
- Allow players to fine-tune separate mod level as conditions. For example; T5+ HP & T2+ AoE & T4+ Ele DMG.
- Ideally I’d like to see a higher cap for the filter rules (currently 75). But I imagine it’s 75 for a reason?
There are obviously more UI issues, but these (along with another I already saw posted) are probably the things I’d like to see most.
- Show rarity of affixes in both filter and on the items themselves. Including LP/WW rarity.
- Give players the option while creating filters to filter affixes by item bases, or see what non-unique bases those affixes can drop on.
- And as someone else already beat me too it; Allow players to respec all passive points with 2 clicks.
- There is some missing information within the Game Guide that should arguably be there; Effects such as “Ambusher” and “Deadly”. Some of these are required to know in order to not die in harder content, and the only way to find them is through 3rd party sites.
- The search function doesn’t seem to work very well.
- Screenshots within Game Guide are really low quality, this is mostly an issue for the formula/text screenshots.
Set items are pretty bad for the most part, there are of course exceptions. Part of the issue with set items is they tend not to scale as well and they aren’t available when they need to be. The other problem is the set bonuses are often not good enough to make up for the sometimes idiotic affixes on said set items.
If they aren’t going to be balanced to be on-par with legendries or be made more available to bridge gear gaps, then I think they need to be reworked to just be twink items and/or used as special crafting resource.
- Set Items have no level requirement.
- Set Items can be placed into a special tab that allows any character to use said item (multiple characters can use the same item).
- Once a set item is placed inside this tab, it’s “consumed”.
Set Affix Shard
- Can shatter set items, gaining any regular affix shards.
- Any unique affixes (to the item base) is turned into a “Sealed X Affix”.
- These Sealed affixes can be placed as a Sealed affix onto items.
Forge Potential Normalization
It’s really sad to see a decent crafting base get yeeted and deleted because it gobbled up 50 Forging Potential in 2 crafts. And there’s no need for it, I get unlucky and brick an a good item, meanwhile bob gets lucky and makes a god tier item. Luck based crafting in this should be far less severe.
This is why I suggest to close the gap of forging potential (FP) costs; a 1-18 FP craft could instead be 3-8 FP. This allows players to more accurately determine if they have enough FP left on an item.
Additionally I think glyph of hope should be reworked. Rolling the dice to not spend FP is a pretty bad system, especially in a crafting system that’s supposed to be about getting what you need from a craft.
My suggestion is to make glyph of hope a flat reduction of FP up to a capped amount per item. For example if you have an item with 50 FP, then glyph of hope will remove the cost of each craft up to 25% of the items FP (12-13 rounded in this case). This is functionally the same, but far less reliant on random chance.
I think not being able to respec mastery is incredibly arbitrary. What’s the reason for it? It doesn’t make any sense to me to limit this part of respeccing. It’s just an unneeded L this game has.
Would it be wrong to suggest that the new masteries all seem very much like they’ve powercrept older masteries? It is nice to see that the newer masteries seem to have a solid foundation, like the runemaster scaling better with INT. But the issue is it REALLY leaves a lot to be desired for the other masteries. Some of the other masteries really need some much needed updates to their passives and skills. Especially masteries such as Spellblade, forge guard, shaman. And due to Runemaster overshadowing sorcerer, that too. The only reason to play sorcerer now is for meteor, that’s a pretty sad state to be in imo.
This is more of a comment than feedback, but I see quite a few complaints about the game difficulty being too easy, meanwhile people also say they struggling against Lagon. So from my own experience I can tell you that the game was far too easy while playing an Aura of Decay-focused Lich, Lagon was a joke (I did not use any gear/idols I already gathered; because I didn’t have anything usable). Meanwhile I played a Sorcerer prior (this was before Runemaster) to that and I remember dying on Lagon, I felt it was was quite a bit tougher in comparison.
I think the main take away is some classes/builds really struggle where as others are snooze fests. I think the levelling process for each mastery is the first place to look before meddling with campaign difficulty. I for one would like to see it made harder, but also not harder; it really depends on the class.
Coming from PoE it really stings to only have 4 affix slots. And a little bit like PoE it really feels like a “here’s your 4 affix slots, fill them with HP and damage” situation. But it hurts more when you get a bad affix. The problem of course with increasing the amount of affix slots available is that you just fill them with more damage/health. The problem is that stats that aren’t optimal are often dead stats (things like stun avoidance). Of course you have the sealed system, but again, you’re going to want to put in optimal stats to make room for the next best thing (or vice versa). This is where I think the Sealed system should be reworked to put less pressure on ignoring what one would call “dead stats”.
- Seal chance changed to 100%.
- Items start with 100 Seal Power Capacity.
- Multiple affixes can be sealed.
- Seal Power Capacity is filled when affixes are sealed.
- Seal Power cost of affixes are based on the type of stat and its tier. For example a T5 stun avoidance could cost 10 Seal Power, where as a T5 HP could cost 80 Seal Power.
- Oversealing: when the last affix sealed uses more power than is available, then that affix tier is reduced to fit the Seal Power Capacity.
Some stats I think are very underwhelming, or don’t really function very well, or feel too mandatory. Below are some of the stats I think are a problem.
Why does Mana not scale added(flat) mana regeneration? This makes no sense to me. If you’re putting resources into Mana, you should be rewarded with a better capacity to use higher Mana costing abilities. Right now you’re better off ignoring the Mana stat completely (or 200 for sorc / 300 for affix), and instead dump points/affixes into Mana Regen. Maybe it’s a case of the numbers just being far too low, but Mana capacity is essentially completely meaningless or underperforming at best.
Crit Avoidance + Crit Reduction
I don’t like Crit Avoidance/Crit Reduction; it’s a stat that is 100% mandatory, and worse, you kind of have to get it to 100% to be sure not to get unlucky. I feel like one simple change would fix this; that would be to reduce the critical damage from monsters by default and increase the frequency of crits slightly. Example; 120% critical damage (down from 200%) and 10% critical chance (up from 5%).
This would (imo) make crit avoidance and crit reduction far less mandatory, but still a stat that may be worth having (even if less optimal than raw HP). I think this would also unironically make blind not such a bad ailment, as it would be less severe to not always nullify monster crits.
The issue with dodge is unless you’re a rogue, it’s not a good stat to have. One reason for this is the lack of dodge implicit. But the main reason is it’s an “all or nothing” defensive stat, and usually those feel pretty bad without stacking other layers of defence, the issue there of course is if you’re stacking dodge, then you could have been stacking more HP. This is why I think dodge needs to be reworked, both to make sense and to lessen its polarizing nature.
You have a Dodge Counter and your HP will be overlaid with green.
The dodge counter will deplete based on the attack against you.
While the dodge counter is green, you’ll dodge all attacks.
Once the dodge counter is empty, it will start to refill as a faint white colour; lets call it glancing counter.
The glancing counter will fill based on the attack.
While the glancing counter is not full, you’ll take glancing blows (35% less damage from attacks).
Once the glancing counter is full, it will change to its green colour.
Your dodge counter will reset after changing zones, or slowly refill after not attacking or being attacked for X seconds.
You’ll need at a minimum threshold of dodge to get the Dodge counter (so you don’t have it with 1 dodge rating).
Dodge ratting will increase the maximum Dodge Counter and fill Glancing Counter faster.
Additionally, maybe change rogue armour implicit to dodge?
Would also need to rework dodge converted to glancing blow.
Fear, Knockback, Pull, Freeze, & Stun (+Stun Avoidance)
The problem with these stats is they are based on HP, which means they do not scale well into harder content. The inverse to that is there needs to be a limit on how often monsters are CCed for, especially bosses/elites. Which is why all monsters (and players) shouldn’t be CCed based on HP, but rather the good old stagger bar-kun.
Monsters and Players have a “Control Bar”.
Player Control Bar capacity is based on player level.
Monster Control Bar capacity is based on monster level & monster type (normal/rare/elite/boss).
The chance to Fear, freeze, or stun will increase as the Control Bar fills once past a threshold (say 10% stagger bar).
The Control Bar will deplete over the course of any Fear, freeze, or stun.
The Control Bar will refill based on stun, freeze, or fear that is “ignored”, as well as pull/knockback.
Freeze Multiplier + Stun Chance increases fill rate of the Control Bar.
Pull & Knockback have two stages. Lesser Pull/Knockback & Greater Pull/Knockback.
Lesser Pull/Knockback always works regardless of the Control Bar’s state.
Greater Pull/Knockback depletes a portion of available Control Bar, which increases their pull/knockback power.
Rename Stun Chance to Stun Multiplier.
Stun Avoidance adds to your own Control Bar.
Stuns Control Bar depletion amount scales with base skill damage + added damage + melee bonus + stun multiplier.
Reapplying non-stacking DoTs should instead stack their duration. Only for DoTs though, not soft CC.
I’m not sure how I feel about HP idols. Resistance idols are nice in that you can round off any uncapped resistances and generally not something you’d be inclined to spam (past early-mid game), but HP idols just feel like not filling my idol space with them is punishing, particularly the double HP stout idols. Maybe this is a hot take, but I think HP idols should be removed.
There is too much emphasis on rushing to empowered monoliths in last epoch. After all, getting higher level loot along with more loot means better character. I think the main problem is the player is hard capped in difficulty (and thus rewards) on normal monoliths. Maybe this isn’t such a big deal, but I don’t think it’s really a problem that needs to exist to the extent it does.
The other issues with monoliths is variety of objectives leaves a lot to be desired. For example; All of the “go kill X” play the exact same way. And aside from the occasional arena, that’s all you really get.
Another point I’d like to bring up is the lack of control you have over monoliths, aside from endlessly resetting them, there’s no real way to influence what Echoes you get.
Some of the Echo rewards are very underwhelming “cough” Gold.
And lastly, the Golden Nugget (I don’t know what it’s actually called) no scaling with monster kills/stability seems like an odd choice. Even on Echoes you need, you’re still encouraged to rush the objective and leave.
Increase gold (Golden Nugget) from Gold Echoes.
Change EXP Tomes to lootable items so you can transfer them to another character.
Change Normal Monolith Corruption cap from 50 to 100.
Improve Echo rewards (Golden Nugget) based on stability gained in the Echo.
Add Echo type: Rune Mage; adds an objective to kill the Rune Mage. In addition grants Rune Mage rewards as an Echo reward (Golden Nugget).
Add objective type: Siege Defence; defend with allied fodder against a constant barrage of monsters (like arena but one continuous wave).
Add Passive Tree to each Monolith: Unlock Nodes after X Echoes and purchase them with corruption.
Players can unlock active Monolith skills: Spend corruption to use skills on the Monolith Map.
Some examples of Monolith passives:
- Less X Echoes / More Y Echoes.
- Remove X Echo type.
- +X vision range of Beacons.
- Show location of all undiscovered Beacons.
- Auto-complete connected Beacons.
- More exclusive Echoes / Less Stability gained.
- Add corruption equal to X% (<10%) of stability gained, and reduce stability gained by X%.
- Grant X shrine effect at the start of every echo.
- Transform all shrines to drop-shrines.
- After completing an Echo, add another Runechest to the start of the next Echo.
- Shrine effects last until you leave the Echo. Start with the experience shrine buff.
- Echo chest picks up items not picked up by the player.
- Shower of gold on any Echo reward & further increased gold Echo reward.
- See more X Echo objectives.
- Enhance the specific Monolith blessing for echoes within the Monolith.
- Modifiers last +X more Echoes.
- Chance to drop other key types in key Echoes rewards.
- You can die X times without losing the Echo reward.
Some examples of Monolith Active Skills:
- Reveal adjacent Echoes.
- Portal to an unreached Echo.
- Enhance Echo Reward.
- Change Echo to random Echo of X, Y, or Z.
- Completes Echo (no reward) and grants stability.
- Lock current modifiers to an Echo.
- Reroll/remove enemy modifier(s).
I’ve mostly not really cared about character customization when it comes to Last Epoch (things such as gender, height, hair, etc). And I can see that the types of people that do care, are probably the types of people who are more likely to buy cosmetics (which would obviously further support the development of the game). That’s of course speculation, but if it seems like it’s worth spending development hours on that over creating additional cosmetic items, then it’s really a no brainer to add such a feature.
I just want to make this point because I see a few people very much against the idea. Probably because most the people I’ve seen who critique the lack of customization come across as… “Individuals” lets just say.
Speaking of which, despite not being a huge character customization advocate, I am very much a PoE Hideout enjoyer. There is only so much you can put on a character, meanwhile hideouts are a like a canvas of digital wealth. I’ll say no more.
I think players should be able to purchase microtransactions with steam wallet funds, via direct debit, or the current point system. This eliminates any sort of confusion as to the “value” of a store item as well as eliminate over-spending for “points”. It’s just a cleaner way to monetize imo. Sea of Thieves did a pretty good job on this front if you want an example.
If you have anything that you think is important to add, or if I am mistaken somewhere, then please share your thoughts. Thanks for reading, that’s all folks.