Hello Travelers,
I started playing LE during season 1 and have loved the game and the philosophy of it. From season 0 of watching streamers and videos, the game was not in the greatest shape, however, season 1 definitely made improvements to endgame and some crafting too. As such, season 2 of LE is really enjoyable and I can see a steady concurrent of players for about a month before drop offs occur.
These opinions below are the games current strengths and weaknesses for S2:
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Campaign is enjoyable, pretty accessible and straight forward as well as good loot to suffice until endgame.
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Campaigns story is easy to digest, pretty quick to progress even with skipping some quests, and easy to gain the requirements for character development from side quests.
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Campaign does a good job with quality bosses; however, I believe they need to be more difficult as you progress to each chapter.
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Crafting system is in a really really solid spot, and I do not see any improvements needed as of right now.
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Character movement felt improved with less of a “floating on the terrain” feel, but I do believe it can also improve more too. I sometimes feel like I’ll get stuck on random pillars or terrain decor.
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Monoliths are excellent idea alternatives to the general mapping system or dungeon system found in other arpgs. The woven faction introduced definitely added a new element to enhance those monolith islands and corruption journeys quite a bit too. I do feel like after empowered monoliths, “corrupted monoliths” should be added to the game. This occurs when you reach the invisible level “101” in game, which is the full xp bar accumulated at level 100 essentially. I feel like a new corrupted monolith system with new void enemies that only appear their and enhance versions of normal monsters appear in this monolith type. As such, this would be where new “leaderboards” are added for the corrupted monolith system. The corrupted monolith system is void based and all current in game monsters are corrupted versions of themselves and have blotches of void essence on their skins from the effects. Corrupted monos will be 2.5x harder than empowered monoliths, with receiving new “exalted void shards” to utilize in the crafting system to empower your gear with new plus/negative attributes. Examples include: “Health regens 75 per second, but you lose 75 ward per second”, " Armor is increased by 25%, however, you take 10% more damage from all sources", “Your lightning skills will always cast static automatically after build up in a radius around the player, however you lose the ability of lightning penetration”, “Bleed now deals its DOT instantly, but you cannot build bleed stacks on the target”. These are purely examples to help add a new element to the endgame, endgame crafting system in place.
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Arena is a cool concept, but many players seem to skip this system. I believe it needs some TLC with new arena types in different shapes and sizes as well as a “linear progression unlock system” in place so players have a bigger incentive to play this mode. I believe a good example is the “Menaphos unlock system in Runescape 3”. This system you unlock new methods to improve your experience in the area as you spend more time contributing to it. The arena reputation system would include 10 tiers. For example, tier 1 you would unlock the ability to earn 2x the number of shards from standard monoliths after a mono completion without death. Tier 5 you would unlock the ability to earn a 25% loot drop enhance to class specific unique items in empowered monoliths. Tier 10, you as the player would unlock exclusive arena tiered class specific items called “arsenal gear”, similar to how experimental items are dropped, but instead of socketing an experimental affix to your item, you now can lock it onto a piece of your current gear as an item enhancement with a new rune called “rune of arsenal”, dropped from arena completions.
LE’s future ideas:
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LE does need more endgame, I think the arena ideas and corrupted monolith ideas mentioned above would retain player retention for longer, and a more concurrent player base during seasonal starts and the hype fall until the next season too.
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The campaign acts of 10-12 need to be finished, especially for a fully released game. The game feels incomplete still and that is kind of odd for a full released game.
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New exalted item types. Additionally, more class specific unique items for class abilities.
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A introduction of a small battle pass, probably up to like 10 to 15 tiers of free and some pay elements, would help improve player satisfaction and something to have a goal towards.
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More types of new monsters found in monoliths.
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More player MTX of back attachments, portals, and foot effects. These to me are more low pay options, but as a long time arpg player, those are the ones that many probably want.
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More pinnacle bosses than Aberroth. I know the roadmap lists that, however, we need more diversity in that area.
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More targeted class specific item chase bosses, Harbingers are a cool concept, but I feel like we need harder general bosses to farm class related items for, even if its just current gear in game or new ones implemented.
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A new way to modify your gear with links or add ons, a good idea is “Invention” from Runescape 3.
Well, travelers, we have came to the conclusion of this post. Thank you all for reading, and I hope to see these ideas taken into consideration, even if they are not fully implemented, but gives inspiration to the dev team to view, and think about how to enhance an already top tier game and make it even more elite. As such, thank you all again, and with that, we’re off!