Rune of Corruption and Idol Altars | Coming to Last Epoch March 26

Nice , keep going , I’m starting to get hyped.
Though I may lose focus with amount of shiz I now hafta watch for )

I hope we get more interesting mechanics later in the game at some point.
I am writing this, because I see no change in the general direction the seasons are taking.

Most of the fun for me lies in building a character, leveling up to see it slowly come to live, and getting the key uniques for the build to see its full (gameplay) potential.
At the moment, I can usually do all of that in SCF without even hitting empowered monos, with maybe a tiny bit of CoF favour farming, depending on drop and nemesis luck.

I just don’t have any incentive to play further, because after that, everything is just stat boosting without significant changes to the build, gameplay, or feel of the character.
Pinnacle bosses have generic stat boost items, farming higher LP uniques or better exalteds is also just stat boosting, pretty much all the endgame mechanics evolve around finding “more of the same, but better”. There is nothing new that has visible impact on gameplay, because leveling and skill progression is mostly complete at the end of the campaign, and almost all items with interesting effects are really easy to obtain.

I have currently 1987 hours in the game, made over 100 different builds, and only once played past 200 corruption to kill (normal) Aberroth. Then immediately quit the character, because I already know that none of his drops significantly change my build and I essentially considered the character “complete”, I just wanted to at least do it once for the lulz.

I still come up with a new build now and then, because the variety is actually huge. But I rarely play a character more than 10-15 hours, because that’s how long it takes me to complete the campaign, get all skills, and find most of the build defining uniques.
That’s my #1 issue with LE, and unfortunately once again I see nothing here that changes that.
What I really want for the game is meaningful changes to the gameplay that occur in the lategame, not just during leveling.

Two examples of the type of content I really want to see:

  1. A lategame faction or similar mechanic, that with a lot of grind gives an option to change or buffs skills directly in a noticable way (more projectiles, pierce, AoE, element conversions, skills triggering skills).
    I am guessing Skill gems will work that way, but I am worried it is once again mostly an earlier leveling thing, instead of long-term endgame progression.

  2. More powerful endgame items that are actually interesting rather than “+skills and resis”. A lot of the primordial uniques were a step in the right direction, but most of them are just buyable and therefore again super easy and early to obtain.
    Example: Something like Bane of Winter, but instead of Voidwinter Bolts we are straight up casting Black Holes on Striking, scaling with its full skill tree.
    If I kill a Pinnacle Boss, I would be infinitely more excited to find this kind of item, even if it doesn’t fit my build at all, rather than a generic one that kinda works for all builds equally.

This is very good news.
I wish I could see it soon.

I did !!! Remove the increase damage taken for dual wielding. /fixed

Also let us use any combination of 1 hand weapons. I thought that was clear and obvious.

It’s not fun, other games don’t do it because it’s not fun. It makes no logical sense.

NO!!!

The whole point was and points I made in post talking about this was Devs need to stop design where it’s 1 step forward 2 steps back. Stop with the NEGATIVE EFFECTS!!! It’s actually annoying and makes people uninterested and not want to play the game.

The same goes for FG and their node to use a 2 hand and shield but you do less damage and attack speed. How about NO!! Get rid of the negative effect. Just let FG use a 2h and shield because they are a dam FG. (Then maybe people will start playing FG)

Geez.

(It’s really not that complicated, it’s just anti-fun design that causes people to quit sooner than latter. Stop implementing negative effects into everything. It’s annoying. )

It really just makes people want to play other games. It’s uninteresting unfun design.

Hopefully this is now clear. Good day.

I’m not disagreeing or agreeing with you, but adding a shield with a two hand even with the current downside is still a huge buff. Just add primo uni shield or bastion in offhand depending on build and play style dps/or tanks. I understand why they put in a negative stat to gaining the item combo. Do I want it (no) does it out weigh the gains (no), do I get why they did it (I believe I do)

Tbf, plenty of gems/passive keystones have negatives, like less damage or attack speed.