I really don’t get it. I am on my third character now, plus 2-3 done in Early Access.
I see dungeon that are LVL 20 (?) to enter in T1, and you exit in areas that are way over your level. What’s the use case for that? Surely not for alts as you lose on side quests that give you passive point and idols, and end up in maps that are way harder than you can afford, resulting in slow progress.
There are so many QoL in this title that it amaze me that they didn’t implement the only(ish) good thing of Diablo 3. The adventure mode.
I know this is a topic already discussed and devs for some reason are against a way to simply skip the campaign, but I’d like to understand why. So, please, if you have sources on the reasons, share them here so I (and others) can understand.
One of the staples of this genre is the push to try new build, new characters, etc. Goes without saying that beside a first run (per each season maybe), every subsequent run should be facilitated to arrive at the fun part in a painless way.
What Diablo 3 did was having the adventure mode. In which every teleport was enabled, and you could just go anywhere and do random quests (kill X of this, gather Y of that) in maps and level up via those rewards as well as the regular enemy killing.
Last Epoch literally have everything already in place with the timelines’ monolith.
What eventually need to change, if the devs want the players to experience the story at least once, is to lock them behind the story progression. Right now you can access them around LVL 15-20, but the first one have monsters LVL 58. Which is equal to say “good luck with that”.
Instead, put a barrier of sorts in it. Until the first character have unlocked the empowered versions, then each subsequent character can just enter the world, press M and teleport in a timeline at the end of time and grind at their heart content.
The only real big change, is that non-empowered timelines need to scale with the level of the player, instead of being fixed level. How hard that is really depends on how the logic has been written in terms of maps/levels until now, but it shouldn’t be that hard as:
- You already find the same enemies at different point during the campaign
- The game have always the level of the player as a data reference
- The game need to determine the player level only at the time a new monolith map is being generated
So, the only issue is “why not”.