While I havenât played Last Epoch enough yet to offer any meaningful feedback on the game as it exists today, I can say that there are directions that I hope the game doesnât go.
First and foremost regards the multiplayer implementation. In my entirely subjective opinion, ARPG games are far more enjoyable when played solo. For me, itâs about the power fantasy of a lone hero slaughtering hordes of baddies (while rifling through their pockets) in an effort to save the world. As my view is, of course, subjective, I know others will have a different view and Iâm all for the inclusion of multiplayer. What I hope the developers do not do, however, is make any effort to push players into one or the other. This, back when I played PoE, was one of the chief sins of GGG. That company is made up of people who prefer multiplayer and their design reflected that to the point that they listed some patch notes indicating that playing in a group not only meant you got increased item quantity, but also increased item rarity (weâre not only going to give you MORE loot for playing the ârightâ way, weâre going to give you BETTER loot too!), all while the CEO publicly acknowledged that the game was objectively easier in group play. I hope to not see that here.
Secondly we have crafting vs trading. As I understand it (having only downloaded this game less than 48 hours ago) trading is not yet implemented and there is ongoing debate about how it will/should be. This is another sin of GGG. In PoE crafting is a reward for trading, as opposed to the alternative to trading. In their efforts to âremove goldâ from the ARPG equation, they instead decided that the gameâs currency would be crafting materials. This led them to limit the drop rates of currencies to the point that, when combined with the RNG nature of their crafting system (which, on paper, I like), makes crafting an upgrade all but impossible for anyone relying solely on currency they find through drops. The only way to reliably craft an upgrade is to acquire your crafting materials by trading with other players for it. This is all well and good for players who enjoy the trading game, but quickly saps enjoyment from those who donât. While my cursory glance at the crafting in LE suggests that this is not an issue now, I am hoping that this will remain true when trading is ultimately implemented.
Lastly is micromanaging the meta. Again, this is (was) a failing of PoEâs developers. Their choices to buff a skill that was already viable and competitive to the moon while completely destroying another were always incomprehensible to me. It was almost as though they sat around the office saying things like âRighteous Fire has had itâs day in the sun, letâs do Ground Slam nextâ. While it is needed for the health of the game to do balancing passes to keep over-performing skills in check and to offer a boost to under-performing ones, dictating what is to be the new flavor of the month is not the way to go about it.
Anyway, enough of my âI donât want to see PoE hereâ ranting. While PoE is not the only ARPG Iâve ever played (Iâve done a lot of them dating back to the first Diablo when it was actually new) it is the one that most embodies what, in my own subjective assessment, is the wrong way to go with the genre (at least at the time I played).