Hey Travelers,
First of all, English isn’t my first language, so some grammar and word choices might not be perfect, but I hope everything is understandable. Thank you for your patience!
After spending many hours in the game, it can feel very repetitive to run the campaign over and over again. While there is an alternate route through two of the dungeons, it often requires well-rolled gear and weapons just to survive. Many players are hoping for a good alternative to skipping the campaign entirely. The shrine buffs are a nice addition for making the campaign feel fresh, but I believe there’s a more comprehensive solution that could enhance the leveling experience.
Currently, progressing from Chapter 1 to Chapter 7 grants all idol slots and passive points, usually bringing the character to around level 45-50. After that, players go through the Monolith, with the “right path” being the best option to progress all the way to unlocking Empowered Monoliths.
Proposed Solution:
Once a player reaches the end of the Monolith and unlocks Empowered mode for the first time, they would gain an option when creating new characters at the start of each Circle/Season: “Skip Campaign”
Benefits of Skipping Campaign:
- The character starts in the End of Time.
- Automatically reaches Level 45.
- All 15 passive points from the campaign are granted.
- All idol slots are unlocked.
- Mastery choice can be selected right away.
- Starts with 60 passive points (including the 15 from the campaign).
- No active quests from Chapters 1-7.
The best part is that every player can choose for themselves—whether to play through the campaign again or to skip it if they select that option.
Note: You would only need to unlock Empowered Monoliths once with any character. However, if you are an offline player and your save data is lost or corrupted, you would need to unlock Empowered Monoliths again for the campaign-skip feature to become available.
Restrictions:
This option would only be available in the active Season/Circle and not in Legacy Mode. For Hardcore players starting a new Season, the campaign-skip feature would only become available after reaching Empowered with at least one character. If a Hardcore character has not reached Empowered before dying, subsequent characters would need to progress through the campaign again to unlock this feature.
Monolith Progression Improvements
As mentioned in my post about improving leveling options for alternate characters, the current Monolith progression system can feel repetitive, especially after many hours of play. While I understand that ARPGs naturally involve a grind, the existing Monolith progression is notably slow. I really appreciate the Pinnacle Bosses and recent additions, but a slightly refined progression could help create a smoother and more engaging experience for both casual and dedicated players. Here’s my proposal:
Suggested Adjustments for Monolith Progression:
- Reduce Stability Requirements:
Lower the amount of stability needed per zone by 25-50%. This would maintain the importance of the grind but reduce some of the tedium, allowing players to encounter boss fights more quickly. This adjustment could be especially useful for higher-level Monoliths, where the stability requirements are noticeably high. - Structured Questline Stability:
Change the quest completion milestones to require 25%, 50%, and 100% stability in each Monolith. This clear, step-by-step approach would visually and mentally support players in tracking progress and breaking the grind into achievable parts. - Revise or Remove Arena Echoes:
The current Arena Echoes tend to feel less rewarding than other Echoes, making them less appealing to run. I suggest either removing these or combining them with Legendary or Set Echoes to add variety and make these encounters more rewarding. Arena Echoes could then offer unique drops or additional rewards that encourage players to engage with them regularly.
Alternative Mode: “Challenge Arena”
Introduce an additional Arena mode that provides a different experience from the standard Monolith grind without requiring players to climb the Arena ladder. This mode could work as follows:
- Mode Mechanics:
The first five rounds of each Arena fight would offer randomized, level-appropriate loot, with one or two legendary or set items and 10-25k gold. Rewards would increase every five rounds, giving players the option to accumulate progressively better rewards as they continue. This progression would cap at 10x5 rounds, at which point players could earn up to six legendary or set items, Weaver’s Will items, and 100k gold. - After each set of five rounds, a prompt would appear asking, “Would you like to stop here, or would you like to continue further?” This allows players to manage their progress while knowing that each additional set of rounds brings them closer to the final, maximum rewards at the tenth set.
- Requirements and Accessibility:
To access the arena mode, players would need an “Arena Key” and a minimum character level of 50. The key could drop through standard Monolith Echoes, offering broad accessibility across both Legacy and seasonal modes.
Note: If a character dies during an arena run, they are immediately returned to the “End of Time” hub without receiving any earned loot or gold or any keys. Players should therefore carefully consider the risks and determine whether they are prepared to face the arena’s escalating challenges or retreat to secure their existing rewards.
And yes, this topic: “Autoloot.”
Before you furrow your brow and roll your eyes because you’re tired of this topic, I might have a solution that satisfies everyone – including the developers. I understand that as a developer, you might want to maintain the immersive clicking mechanic for loot, giving a good feeling when picking something up. But with the shards, it’s just too much. Therefore, here’s my possible solution to address the problem:
Loot Bags or Loot Orbs:
All shards within a radius of 5-10 meters in the game would be automatically stored in the loot bag or loot orb. It would then require just one click to pick up the respective item, and it would be automatically placed into the inventory. An additional idea would be to have the loot bag or loot orb display a well-recognizable symbol on the minimap so that none are forgotten.
To open the loot bag or loot orb, you can right-click on it in the inventory. When you hover over it, you can also see how many shards are in it, allowing you to manage your storage availability better. If there’s not enough room, you can’t open the bag or orb. The shards will then be distributed in the inventory and can be transported to storage using the existing button.
Advantages:
- Fewer items flying around, relieving the server or the client for offline players.
- The player doesn’t have to click wildly too many times to collect all the shards.
- Both parties would be satisfied.
- Players find it less boring to pick up shards.
- The inventory itself wouldn’t be bombarded directly, saving time and space.
- The shards can then be transferred as usual after opening the bag or orb.
Optional Closing Statement:
If anyone has additional thoughts on this idea or further suggestions for improving Monolith progression, please feel free to share them with other players and the developers! It could be a useful discussion for building further quality-of-life changes into Last Epoch’s core systems.
Happy loot, and have a great day!