Things That Improve the Game for All

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!

2 Likes

This is a common fallacy, at best, and a dishonest argument, at worst. It’s not really a choice.
It’s like me saying: you have an option of waiting 20 minutes to get a coffee at the shop or waiting 1 minute. Since there are no drawbacks, no one will choose the former.

Options aren’t always a good thing. If EHG were to implement a “god mode” option where you are immortal and insta kill everything, you wouldn’t have to use it. It would, however, kill the game just the same.

It’s not likely at all that this will happen. What is likely to happen is that dungeons will be rebalanced to be more accessible to low level characters and that you will have other options for getting the passives and idols quests. Mike has said this in the past. An option is getting them from completing the normal monolith quests.

And why would you place this restriction? If anything, it should be the opposite. After all, legacy players are the ones most likely to have alts. Many cycle players will play only the first character.

A full campaign skip isn’t necessary. What is necessary is more endgame content to provide options for leveling and farming.
In PoE you can’t skip campaign at all. And while there are always some people complaining, on the whole this is a non-issue and the game has stayed popular despite not budging on this issue.
In D4 you fully skip the campaign, which is a shame, because the campaign is arguably the best part of D4.
LE already lets you skip most of the campaign. It just needs some dungeon balancing and more endgame options.

If you want to implement a campaign skip with something that is very clearly superior to it, you might as well just go ahead and remove the campaign altogether.

Lastly, even if a full campaign skip alternative comes, I very seriously doubt they would ever give you free levels, since that would go against everything the devs have said and done so far. You’d always start at level 1.

I don’t see a reason for this convoluted system. The whole reason for shards not having autoloot/autotransfer was simply because they had some idea that shards were to be treated as items. But with the arrival of MG and not being able to trade them, this was much lessened.
I’m pretty sure that soon-ish we’ll get a normal autoloot like happens with coins. Or, at the very least, autotransfer.

There really isn’t much of a reason not to do this, at this point. It’s one of the very few topics where the majority of the community agrees.

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I can understand that it might go against the philosophy and ethics of EHG, but we should still be open to discussion. Players still have the choice to take any of the proposed options or incorporate them into their current ideas; it doesn’t mean they have to adopt them one-to-one.

I know it’s nothing new to make comparisons with other existing games, but Path of Exile itself has been around for 10 years and has focused on its core gamers. Last Epoch, on the other hand, should and wants to be open to both sides, whether it’s casual players or tryhards.

And no, it’s not a shame to skip the campaign in Diablo 4. I’ve played it twice myself, and that was enough; I don’t want to do it a third time. So, “skip campaign” was exactly the right move, but you can still play the campaign as often as you want, which was also taken into account, just like in my suggestion.

The options are just narrative proposals on my part and should not be seen as a must. They are meant to provide a conceptual support or encouragement for ideas that may already be discussed or future ideas that the HQ team might consider.

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As I said, it’s not really an option. If you offer an option but one of them is very clearly inferior, it’s not an option.
In D4, you can play the campaign. But no one will play it for a second time simply because it takes a lot longer to level up.
Much like in D3 you had the “option” of playing the campaign and reaching level 70 in 20h, or using adventure mode and reaching level 70 in 1h. That’s not an option.

Again, you could add an “option” for god mode. You wouldn’t have to use it. However, if EHG implemented it in the game, most people would just leave.

While LE tries to position itself in between D3/D4 and PoE, it’s clearly focused on the old D2 playstyle, with stuff from both PoE and GD.
While you can clearly see things in LE that were clearly inspired by PoE, I don’t think there’s a single one that you can see as being inspired from D3/D4 (other than the loot goblins lizards.
So LE is clearly much closer to PoE than to D4. The fact that it has huge layers of RNG also points to the fact that LE is clearly more targetted towards a more hardcore playbase than a casual one. It’s just more vastly accessible to casuals than PoE is.

A full on campaign skip just won’t happen. Mike himself has said that on stream. You’ll have alternative ways to get the quests and eventually alternative ways to level up. Because you certainly will never start a character at level 45. That’s just against EHG’s philosophy and the whole game identity.

So if you start at level 1, you’d need alternative leveling mechanics. And you either implement a mechanic that is as relevant at level 1 as at level 100, which isn’t easy, or you end up with a mechanic that many people won’t even interact with at all because they don’t make alts.
Not to mention the waste of dev time to implement such a mechanic just so people can skip campaigns.

Lastly, even if you do come up with an alternate leveling mechanic, you’ll end up in the same situation, because a bunch of people will say they don’t like this second option as well and they’re bored of always running it and will request for a 3rd one. And a 4th one. Etc.

All for a part of the game that you spend the least amount of time on. You’re done with the campaign in 4-5h once you know your way around it, what quests to skip or not, etc.
So the devs’ time is much better spent giving us actual endgame mechanics.

EDIT:
Apparently you can speedrun the campaign in even less time.

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First, you should stop defending EHG so rigidly and instead consider being more open to changes. Sometimes it’s worth reflecting on existing ideas or exploring genuinely good suggestions and potential solutions. The way you’re attacking my points and responding as if you’re Mike’s personal assistant or actually part of EHG makes it hard for me not to respond bluntly. Please, move away from this narrow-mindedness and allow real discussions without being anchored to a set opinion you may have picked up at some point. Opinions and statements are meant to be refined, adjusted, or even revised based on the evolving vision or ethics of a project, without straying from its intended path.

I’m well aware of what the developers have written or said in the past, and I understand the status quo on issues like autoloot. I’ve been playing since Beta 0.8.3, so trust me, I didn’t come up with these ideas for the fun of it. Naturally, these ideas have a purpose—to add some kick to existing concepts and offer angles that could inspire solutions or be adapted however the developers see fit. Dismissing them outright, saying “this suggestion should go,” isn’t a foundation for genuine discussion.

Additionally, my aim is to keep things accessible for casual players while also catering to core gamers. Look, I can get through the campaign in three to four hours, even without optimal gear, collecting all idols and passives depending on the build. And since Rogue is the example typically shown, it’s not reflective of other builds, as most classes don’t have efficient movement abilities at first.

Also, I have to say, bringing up a video like that in this context isn’t the best approach. Sure, I know this game deeply, more than you might think. But for casual players, watching such a video can be overwhelming, involving so many external resources. This is about the core game itself—not how Creator XYZ optimizes their very first character. A new player should enjoy the game fully on their first playthrough, which is why I included a restriction that lets them choose, for alts only, whether to skip the campaign, replay it, or focus on speed-leveling. And realistically, no one does that on their first character in under two hours.

If EHG ultimately decides against this approach, I’m fine with that.

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I’m not defending EHG. I’m simply stating what their intended game identity is. LE is a game that is casual friendly up to the point it stops being that way. Most casuals stop after the campaign anyway.

I don’t think that can be done since they are two completely opposite views of the game.

Anyway, campaign skip isn’t a thing that casuals really care about, since they’re not likely to make a lot of characters. Campaign skip is a thing for the more core audience of the game that likes to make a lot of alts. What you’re asking is simply “Rather than play for these few hours, give me everything I would get instantly instead”.

And casuals ask for a lot of things that go against the game identity. Like mastery respec or instant loadouts. Should we give it to them to “keep things accessible”?

As I said, most casual players won’t be creating 5 characters per cycle. Most casuals create 1 or 2 at most. So they don’t really care about this.
Which means that this whole solution isn’t targetted for the casuals, but for the core people that have been playing it for years on multiple characters and are tired of running the campaign over and over again.
Which is fine. I can understand that it becomes boring after a while. But let’s call it what it is, then.

2 Likes

I’m sure the casuals are the ones playing the game at this point.

That’s exactly the point. I’ve read through a lot of forum posts as well as discussions in both the English and German online chat areas, and many new players have already been frustrated by their second or third character due to the lack of a viable alternative—aside from the dungeons. This is one of the main reasons so many players leave after a short time, and you can find countless posts explaining why. I don’t want to go too deeply into it, as most of us have already seen it on various sources.

Core gamers, on the other hand, know what they’re doing and how to level efficiently. For them, the “skip” would simply be the cherry on top.

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To me anybody wanting a “skip” is sounding like someone that does not enjoy the leveling experience. I personally enjoy leveling. From that perspective offering a skip to level X is like saying “I want to play less” which just does not make much sense for me.

I understand that some don’t enjoy leveling (even though I believe LEs campaign belongs to the better leveling experiences out there). But outright skipping content just does not sit right with me. Alternative ways for leveling, different campaign modes, some kind of Atlas system for the campaign to make it more customizable, etc. would all be better ways than to just skip a huge part of the game.

This whole point kinda resembles a design problem MMOs have to deal with a lot. The “you need to be level XX before the real game starts” is something you hear quite a lot. In MMOs this often means max level. Your proposal indicates it would be 45-50 in LE (at least for you). The game needs to be fun before that and needs to stay fun even after several repetitions.

I agree with DJSamhein that offering this skip also makes it the most efficient choice by far and as such almost everybody would do it. Personally I don’t see it as much as a problem but I would still vastly prefere different ways to level even if one is objectively faster/better than the other ways. As I already said skipping a huge part of the game is the wrong way to go about it in my opinion.

Sure, options and more activities are always nice. Don’t know off the top of my head if the rewards are balanced but that could be adjusted easily.
Personally I would like to see some kind of “challenge up” item/key/whatever that is unlocked after beating Aberoth. I kinda miss some kind of “system reward” for beating the big bad. Unlocking a challenge arena mode or something for the campaign to make it harder/more rewarding/different could be quite cool I think.

I agree. There are just too many. Personally I don’t mind picking them up. They start annyoing me when they clutter my inventory.
My suggestion would be a hotkey to pick up all shards in range and transfere all shards in the inventory into the stash. Or make them go directly into the crafting stash without them cluttering your inventory. So you still need to click the shards/hotkey making shards something more than gold but easier to manage than “real” items.

I honestly don’t know about this. Regular monos are already so damn fast compared to pre-Harbingers. You do 1 Echo, use the glyph and do the quests. That are like 10 min tops per Mono. Even if you are unlucky with the Envy you will still be able to skip the grind for at least 2 or so Monos.

Then again with MP you can directly skip to the 90er Monos anyway. Making some kind of skip available for solo players would just level the playing field.
It basically makes it currently so that the player can go to empowered as soon as the character build is strong enough. And I admit I use it for almost every time I’m able to (because most efficient).

If my character isn’t strong enough though I enjoy the Mono progression. I also don’t think it’s too slow or grindy. I honestly can’t say how much of this feeling is due to the option to use the skip and how much is due to the improvements due to the Glyph of Envy.

Personally I think the skip should only be possible if the player already has a character that has done the content. Maybe another option for the Aberoth reward.

Improvements to arena echoes I are on board with though. I don’t think they should be removed as they do serve a purpose. They are good for leveling. I personally don’t enjoy them, but I’m certain some players do.
I would really, really like some kind of “sphero board” (from Final Fantasy 10) approach to echos. Basically you have your mono map (the board) and then you can use special items (maybe craftable from shards) to alter certain parts (echos) of the board. Make them easier/more difficult/force certain enemies/improve chances for certain drops/add certain mechanics/remove certain mechanics/etc.
With this one could change arena echos in regular echos, force ambush maps instead of spire maps, etc.

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This is where the idea of a hotkey (an assignable button input like “F”) could make a lot of sense for picking up items or even applying it to all items, allowing players to pick them up with a single press of “F.” With the number of shards, items, and idols that can spawn—especially from the Loot Lizards—the whole screen can quickly become cluttered. A “Loot Bag” or “Loot Orb” concept would also work well here, letting players gather items in just a few clicks, rather than running around for 10 minutes picking up everything one by one. This approach could be a helpful solution, especially since the devs have already confirmed multiple times that an auto-transfer feature isn’t in the cards.

Another useful addition would be a hotkey to toggle all item visibility on or off, providing a clear view of the surroundings, especially in high mob-density situations where it’s difficult to keep track of everything or respond quickly to critical moments for survival. Once the battle is over or there’s more space, players could toggle the item display back on. I’ve found myself struggling to move multiple times simply because there was too much loot scattered around.

And before the usual response of “Just set a stricter loot filter” comes up, I’d like to address that as well. No matter how strict you set your loot filter, you’ll still end up with item clutter—unless you set it to “Hide all items,” in which case, good luck finding anything useful! So, you still have to configure the filter to show only certain things, and since the game relies about 90% on pure RNG, the main purpose of the campaign is simply to get idols and passive points. There aren’t any truly great areas to visit or target-farm locations to make the campaign genuinely interesting or rewarding to repeat. And yes, there are hidden areas, but they’re not particularly worth mentioning, as they don’t offer anything special. Oh, wait—there’s that one item you can target-farm in the desert by the Rift, but aside from that, it’s just the Monoliths, and even there, you rely on RNG for anything good to drop.

I understand the RNG concept, and I get that it’s part of this genre, but even here, there’s room for fine-tuning to create a better balance. The Nemesis encounters are also entirely random; with luck, you might get one with good base stats, and then you just hope to get three more of that quality by the time you finish fighting it.

That was my main idea behind the proposal: to encourage the developers to consider enhancing Arena Echoes to make them feel more worthwhile. Right now, they have one advantage—you’re positioned centrally, making it easier to clear mobs without running around the whole map. But, like in my case, many players skip Arena Echoes frequently unless they’re unavoidable. If Arena Echoes were revised, they could add real value to the game.

Alternatively, as you mentioned, they could be set up as a side activity, though it would also fit well with the core Arena concept. Whether this should only be accessible after defeating Aberoth is uncertain; by then, players may feel like they’ve “completed” the game and may not want additional progression. Instead, having it accessible earlier could serve as another good spot to farm for items, providing both variation and extra incentive to engage with the Arenas.

Edit:
Rune of Envy, gg if you have one. This item itself is rare to very rare, so you can’t just use it whenever you want, as you mentioned. Unless your main character has farmed enough to supply an alt character, it’s tough to come by otherwise.

Then I was very lucky. Since it was introduced I ran out of them exactly 1 time. So I had to do 1 Mono the old way. And no, no supply from already high level characters.

Dunno if that was due to luck and then event mobs/lizards but I had more than I could ever use on regular monos. Put 2 or 3 characters through monos this way. The glyphs are not that rare. And you only need like 5 (?) or so to reach empowered.

How did that go for others? Was I lucky or is that to be expected?

“We need campaign skip”

Ya ya ya, we’ve heard it all before.

I see no need for campaign skip, it takes a few hours at most to completely skip the campaign and have all unlocks right now. And I find the current system fun. The only thing I would ask EHG for, is to make your first dungeon key easier to obtain during seasonal content. If the first key for each dungeon were a bit easier / quicker to obtain, the current campaign skip would be even more convenient.

Instead of advocating for removing the gameplay from the game … How about you folks start advocating for EHG to make major improvements to the campaign and leveling experience? If the campaign were fun people would enjoy doing it.

I already enjoy leveling up new characters today. But for those who don’t, campaign improvements make a lot more sense than a new kind of campaign skip.

Removing the gameplay will not improve the game. Improving the gameplay will.

4 Likes

Why do some people immediately get defensive or frustrated the moment they hear the word “skip”? Why jump straight to arguing instead of engaging in a constructive discussion?

So far, nobody has given a single reason why replaying the campaign repeatedly adds any real value, or why it’s engaging enough that a “skip” option shouldn’t even need to be mentioned. Instead of constructive suggestions, it’s just dismissal and complaints. Honestly, it’s a bit frustrating to hear “not again” without any input on how to make things better.

That said, the idea of adding a Dungeon Key is at least a step in the right direction and worth exploring further. But beyond that, so far, there hasn’t been much productive feedback.

Here are some ideas that could actually make the campaign more appealing and less skippable:

  • What would make the campaign more interesting to replay?
  • With new chapters on the way, what could be done with the current map and campaign structure to keep things engaging?
  • The story is decent but not compelling enough to read through every time. How could it be enhanced for repeat runs?
  • Interactive NPCs: Right now, most NPCs just stand around with no purpose. Could they be used to add depth to the world, maybe with unique side quests or rewards?
  • Rewarding Side Tasks: Perhaps a reward system that gives meaningful items, like a “Sanctum Key” after reaching the End of Time a second time, and then another key in Chapter 8?
  • In-World Events: Adding events to break up the campaign grind and make the world feel alive and interactive.

These are the kinds of ideas we could be discussing instead of shutting down the conversation with “not this topic again.”

Because those people (me included) have seen several examples of campaign skips in the past and so far felt that all of them detracted value from the game that did it.

This is because the most common suggestions/complaints about this are in the form of “Doing it over and over is boring” when they actually mean “I just want a fast forward button”.

Makzi’s point is valid:

Because if you implement a different mechanic, you’ll have the exact same problem. Running it over and over will be boring after the nth iteration.

So what you need to do is make the existing one fun for those that aren’t enjoying it, rather than simply make a whole portion of the game basically disappear into irrelevance.

3 Likes

Yeah think is a little bit of Luck and you need (7) maybe for the right direction?

I am not frustrated, or defensive. But clearly you are by your response. There’s no need to project your feelings and emotions on to me.

Obviously you did not actually read my post, so I will not read all of your reply. I’ll respond to some of it tho,

I clearly stated already that I see no reason for another type of campaign skip, because I find the current system fun, and quick. I enjoy the leveling experience today. I am at the max character limit because I enjoy it so much. It’s not perfect, but I like it. These are all valid reasons for replaying the campaign. Just because you don’t like it, doesn’t mean that I don’t like it.

Again, evidence that you did not read my post, or understand it…

I stated that a better idea than “remove the gameplay to improve the game” would be;

  1. To improve the gameplay, campaign, and leveling experience. To make it more fun, so that people don’t feel the need to skip the entire campaign instantly.
  2. To make dungeon keys quicker and easier to obtain for new characters, especially seasonal characters who start with no stash items.

I welcome suggestions for how EHG can further improve the campaign and leveling experience to make it more fun, enjoyable, and interactive.

1 Like

I just checked, it’s 5 since you only need to do a single 90er Mono since the Harbingers patch.
Well, 1 if you have a friend and use the skip.

Then you haven’t read the posts or did not understand them. Or maybe your definition of “real value” does not allow the value different kind of players perceive. I already posted my reasons why I do not like a “skip”. I don’t want to skip leveling. Leveling is fun. Leveling in the current version of LE is fun to me. LE is still a numbers game though. Number wise one would be absolutely stupid to not chose the skip. It’s the most efficient option. Delibrately chosing the “wrong” option to have fun does not feel good.

If you don’t want to discuss these fine, but don’t go around telling people that they can’t have a discussion when you are outright ignoring the points made.

I like that idea. It wasn’t really on my mind but on at least 2 occasions I had a build able to do the skip but had no key drop yet. So that would help. Easy to implement - maybe as some kind of quest reward. This would also help with teaching players that there is a skip in the first place.

Same here. I kinda wish they gave as additional slots with the refresh. Would have played more if they did that.

3 Likes

Because honestly its not on us to prove why skipping is bad, its on you to prove it adds something to the game other then saving time.

Frankly why wouldnt people get dismissive if I said “well grinding to level 100 offers me no challenge, I just wanna push corruption, so I should be able to skip to 100”

You will go “thats not the same”. But it is, im saying X is boring and pointless, and I wanna get to the fun part of the game.

At the end of the day, I dont care if they let you not do the campaign and you pick your mastery from level 1 and spawn in the end of time. But then you better be so ballin you can do the level 58 mono from level 1. if you cant, then clearly you need to be playing the campaign which serves as an early game area to level in.

Remember as soon as you hit end of time, you may now ignore the campaign and go right into monos, if you cant handle them, then you need to grind up levels. where do you do that? in the campaign.

As for idols and passive points, those are your rewards for doing the campaign just like blessings are your reward for doing the monoliths.

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Is “playing the game” not enough of a reason? Just because you don’t like it doesn’t automatically mean the reason isn’t valid.

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Very much agree with you. I am on my 20th+ campaign run, and I LOVE the Ruined Era! If I could do something about it, I’d make the whole game take place in that time period. I just love the atmosphere, the aesthetics, the music, the feeling, the visuals. That is why I am playing the game period. I do not care about big numbers, I do not care about leaderboards.