Strategic Vision for 2.0: High-Corruption Content, Artisans’ Guild, and Multi-Faction Progression

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.

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
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Really like the first 2 - I think maybe slightly higher corr now with the power creep, guess it depends on your tiers but always +1 for this kinda thing from me

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I see where yo uare coming from but with mroe and mroe additions to the monolith system I feel liek they are already on a good way to remedy that. They introduced fixed difficulty woven echoes (and confinue to add more, like with 1.4 we getting a 400 corruption pinnacle boss).

So once we have more of the milestones/cornerstone encounters added the system will feel much better and you can “progress” through the corruption levels.

Not a fan. I rather have them add mroe new interesting crafting methods and not simply superior version of existing methods. Any time there are objectively superior versions of the same craft, it feels “wasted” not doing that instead of the lower one, which oftne times lead to not crafting an item until you reach that point. Not a fan, want to avoid that.

All factions except the Itme Factions are already alvaialble to all players. Only MG and CoF are mutally exclusive and that is not because of FOMO, but because you should pick based on “HOW YOU WANT TO PLAY THE GAME”. People put way to much thought or fear into what faction they should choose or not. Just choose how you want to play. Both Item Factions will lead you to your goals, just slightly differntly.

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