I want to start off by saying that I think Last Epoch is fundamentally a great game and has a lot of potential. As a long time gamer and ARPG player, this game has a lot to offer and some unique ideas. I very much enjoy the general gameplay, the passive trees and especially having a tree for each skill. Overall I think it has a lot going for it.
Unfortunately after playing for 150 hours my playtime recently has drastically dropped for a few reasons. It has naturally taken me getting to end current end game to realise these things - the majority of those hours are on one character, and I have another one beginning monoliths. Some may say I havenāt played enough, but I would argue that to realise this only requires running a few empowered monoliths. Additionally I believe as a new player my perspective is important. I donāt believe veterans input is less valuable however they could be skewed by a heavy investment.
I want to give a couple of examples to illustrate the feeling that at the moment feels quite pervasive and Iām not quite sure if itās a conscious design decision or not. That feeling is a lack of respect for my time.
Crafting
In general I like the ideas behind the crafting system, but there are some pretty big flaws. I really like that strongest items are a combo of drop (T6/7) and crafted, rather than just crafted. I also like the idea behind the instability/fracture system that prevents endless scour crafting like PoE.
There are many more things about it I dislike -
- White and yellow items are 99% of the time undesirable due to instability/affixes.
- White items cannot be crafted on enough to make them worth it, whereas yellow items have 3/4 affixes and often 2/3 of them are not what you want. In order to fix this you need to cleanse but that risks bricking the item by removing affixes you want as well as adding instability.
- The above situation is so common that I use my filter to only show blue regular items, which feels pretty strange.
- Due to this finding a good item to craft on is very rare, then on top of it not fracturing too early, then getting high enough tiers on affixes not to fracture with a damaging one anyway and lose some of those tiers is very very rare.
T7 affixes dropping on low level bases is just a terrible experience. In my levelling from 90-100, I saw 2 T7 drops, one of them on an āAncient Spearā (+58 melee phys) as opposed to the highest level polearm āSovnyaā (+88 melee phys). I think this should never happen.
Even though I just mentioned the endless scouring of PoE, I think their crafting has a great balance between time investment and reward. If I decide to spend 5 hours aligning all the stars I can probably create a build defining, 10ex item with reasonable consistency. It requires a lot of knowledge, external resources and time, but the reward is there. I personally donāt want to do that, but it exists.
Right now I have spent more time crafting and have only mediocre items due to them all fracturing before they become good. I collect a lot of items that show in my very strict filter for crafting. Iām not saying I want guaranteed T5 on all my crafts, and I understand that you want people to keep playing and strive for improvement but constantly creating sub-optimal gear feels really bad. I like the direction LE crafting is going but it definitely needs some improvement.
Monolith blessing farming
Currently this is the real motivation killer for me. When I think about starting the game to farm for blessings, I often donāt start it. This has been discussed in another thread and I just want to address one point first -
- It is true that a build may be strong without optimal blessings, but the fact that they exist and are quite powerful means that players are going to want the best blessing for them. This is especially true for min/max players like myself.
Once I realised the scale of the grind I find it very hard to justify putting my time into it. Right now there are 5 ācombatā blessing monoliths - ones that affect your combat such as resist, dodge, etc. Not even mentioning the other 5, itās still a lot.
There are 11-13 choices per monolith, with a selection of 3 upon each completed monolith. So a 3/11 or 3/13 chance of seeing the blessing you want, about 25%. So one in four completed monoliths you might see the blessing you want. But then you also have to get a good power roll for it to even be worth it. Take for example the grand resist blessing with a 45-75% resist. Range of 30, roughly 3% chance of each number. Actually the first reaction I had to blessings having power rolls was āwhy?ā
(If my math is very far off Iām happy to be corrected, but I believe my points still stand)
If you take all of the above that is a fuckload of grinding for a small chance at what you want on even 1 monolith, let alone 5. Even doing 1 monolith to completion can be a large chunk of time invested and not trivial for every build or player, and if you promote just zooming to the objective and teleporting out then that is highlighting another issue of pointless content just to skip it. I understand there need to be incentives to keep people playing and constantly striving for character improvement, but this frankly is ridiculous and absolutely disrespectful of the time investment. When I brought this up someone said to me āyouāre playing arenāt you?ā Well actually, no. This to me is a game killing amount of grinding and the balance between time and reward is vastly skewed to the time and frustration side.
To add further to this here is an example. If I decided to take the lightning resist blessing and get a good roll and then I drop a T7 lightning resist item, what am I going to do? Not use this epic drop, or have to go through the whole grind again to find a different blessing at a good roll? Either way it is a bad feeling choice to the player.
Now people might say it is a small thing, but as I said above the fact it exists is reason enough to address this. Myself I enjoy the challenge of pushing content like arena, and small advantages like this can compound to a large advantage. On top of that, I know there are other end game systems in development, which could potentially be even more of a challenge than what we currently have, making strong blessings even more necessary. And what if I want to make another character and progress that into end game, am I expected to do this again on every single character?
This is getting into the levels of unfriendly progression of WoW in recent times, which is again a game killer for me and why I donāt play it anymore. Finding a balance between respecting the players time, reward and character progression is extremely important and right now the monolith system does not feel very rewarding at all.
To end I just want to reiterate that I believe Last Epoch is an awesome game it has a lot of potential and great future. The reason I decided to put my thoughts into a post like this is because I care about it, and I bought it after watching a video and thinking it looked incredible. I hope stuff like this can be addressed so I want to invest my time into it, because I find it very fun to play.