I’ve been a bit slow to reply here, I agree with Lizard on most things in the post and he did a really great job of explaining his thoughts on things.
I wanted to add something to the thread, like my main takeaways - and it looks like Rimed has that basically covered. (This is a really good summary of the broad points Rimed.)
I want to add a bit,
On the Gear Chase,
Some people get defensive when Lizard or someone else says “it takes a weekend to reach cap”, so I’ve been testing this a bit - seeing how quickly I can get a character geared enough to push 150 Waves and clear all Monos. I was able to do that in 20 hours on Sorc, and I’ll be close to that on the Werebear I’m working on now - and that’s with distractions, chat, breaks, holding the cat, etc.
And once that goal is finished, from that point my main upgrades will be slowly getting %s of dodge, armor, and HP - not the most compelling reason to log back onto the character.
This is beta, I understand there are systems we are missing - but, I do want to emphasize, that the gear chase is extremely important to me. I am able to get a character to an average or above average level in hours of playtime. And then from there, it’s just watching defensive stats move up by a % here and there when I want to improve that character.
Build identity
I agree with this completely, and especially the points Lizard made in the post.
Outside of a few affixes and items, most of my gear is interchangeable between all characters.
I would like to see more ways through Passives and Gear for classes to really feel like their own thing defensively.
Gear Tax
As it stands now, there is very little room to add non-defense affixes to gear. You pack your gear with defensives, and you are left with room (if it doesn’t fracture) for Leech? Main Stat? Those are nice, but it doesn’t make me feel like the class I’m playing, and it doesn’t feel like it’s tying my build together. More affix space could help with this, because then you could also be getting stats like those Increased Cold Damage, for example.
Which in that example, it’s hardly about the damage, it’s about being Cold Damage class, and not a Capped Resistance Class, like all of the others.
At the end of the day, I want my characters to feel unique - both in Passives and in Gear. I want to have a reason and to be excited to play them for longer than 20 hours.
I feel like Lizard brings up a lot of valid points here, and several solutions too that could help add longevity to Last Epoch for both myself and others.