I have been following Last Epoch since the early Alpha stages, long before it arrived on Steam. I’ve seen this game grow from its foundation, and I’m sharing these ideas because I believe the current endgame needs more depth and a more robust economic “sink” to keep players engaged for months, not just weeks.
- High-Corruption “End-Endgame” (500+ Corruption):
The Monolith of Fate currently feels like “mid-game” that scales numbers. I propose that at 500+ Corruption, the game unlocks “Corrupted Realms”—new tiers of Monoliths with unique map tilesets and bosses with advanced mechanics (not just more HP). This provides a true goal for min-maxed builds. - Epic Crafting Materials:
Introduce “Epic” versions of Glyphs and Shards that drop only at 500+ Corruption. These materials would have a significantly higher chance (or a guarantee) of not consuming Forging Potential. This rewards the risk of high-corruption farming and allows for safer min-maxing of 3-4 LP items. - Material Barter Exchange (P2P Trading):
The gold-based economy is prone to inflation and RMT bots. I propose a “Barter Exchange” where players trade crafting materials directly. Since everyone crafts, shards have actual utility. A Necromancer could trade “Physical Damage” shards for “Minion Health” shards. This creates a stable economy where the “currency” is constantly consumed. - The Artisans’ Guild (A Third Faction):
Introduce a dedicated Crafting Faction. Progressing in this Guild would unlock passive perks, such as:
-Increased chance to retain Forging Potential.
-Ability to “Refine” common shards into random higher-tier materials.
-Specialized crafting benches for high-LP items. - Multi-Faction Progression System (Non-Exclusive Guilds):
Instead of forcing players to choose only one Faction, allow us to unlock and level all three over time. A player could start with the Artisans’ Guild during the campaign to gear up, then unlock the Barter Exchange in early Monoliths, and finally the Loot Guild (CoF) for the deep endgame hunt. Removing the “lock” increases long-term player retention and allows for true character specialization without FOMO.