Please go BOLD on designing skills / items

Is just sad to look forward to a new season and realising the time holding me get shorter as we go into a new season.

The main reason Last Epoch was so appealing was the varieties and there is a whole tree for each skill. I just wish EHG can just go bold on your ideas and stop holding back enhancement when you tweak or implement new stuffs especially there is no pvp in this game.

It is frustrating to always giving a new mechanism to change how existing skills react and there will always be a gap or gimmik to it.

Example:

  • The new rings for volcanic orbs, why bother having 3 sec cooldown since we can tweak in our skill tree if necessary. Yes some can say get idols to reduce the cooldown but why need to have so many layers of implementation for going in a direction.

  • Set item, why need to be another element? Why would i want to have a fire and cold orbs if i want to specialise in a single element, especially your skills, items, idols etc are also having specific element. Yes we can choose general damage, but that equate to lower damage compared to specialized and why would i use one cold melee and one fire melee attack to sustain this?

Unique items are meant to change the way the skills react to create a different experience but sadly the triggering effect is not even decent. Why would i want a weak ‘tidal wave’ effect when damage is not there and serve no purpose in crowd control etc.

Skills - Actually we don’t need so many layering of ‘adding damage’ in different forms, ending up level the skills from 1-20, more than half of the time is just ‘adding flat/multiplcative damage’ which doesn’t change how the skills react generally. It became so stale during leveling.

I am so looking forward to skill sigil but i might not even bother to try next season if the same old giving something not useful or giving but trade off in other aspects.

You can never balance every skill in term of clearing speed however you want to do it, but the direction the team is heading now is gating too much killing more skills along the way.

Joke: Add cold damage 1-10 points in passive tress. Want more damage? Go to each skills to + cold damage again. Not enough? Go find items to + cold damage again. Go calculate how many points added just to add damage.

You could have tag damage to weapon so as we find higher level or rarer items equating to higher horsepower to our damage will do. Passive skills / Skill tree etc stick to tweaking fun how it reacts like orbiting / spiraling / ailments, duration, area etc. Unique items give a glow, massive impact etc.

To be honest I don’t understand your feedback.

The examples you gave with the new volcanic orb set just doesn’t convince me. The set is designed in a specific way and if you lean into it you get rewarded for splitting up the damage types.

BUT

You can still go single element and still utilize the set to a great extend. Set items are in a very rough spot for years and I feel like they slowly become more and more viable with how they are designed and how many other mechanics there are to boost them (the new set shard crafting and now the corruption, which can greatly enhance set items).

Also this new set completely catapulted Void Volcanic Orb into new highs. It is absolutely bonkers.

I do agree that there are sometimes uniques that are not that exciting, but overall I think the balance or really “unique” uniques that change things aand uniques that just give some passive alterations to the builds is pretty good.

I don’t agree with this at all. For me the skill altering nodes are usually the ones I aim for first during leveling and all the min maxing of multipliers and damage comes later, simply because you don’t need absolute maximum damage during the campaign.

Not everything the newly implement or have implemented in the past has trade offs. There are a few things yes, but those usually come with greater power or sometimes the “downside” can be completely worked around or even turned int oa benefit.

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