Time Splinters. A fix for monolith and an open letter to EHG

If your an member of EHG I sincerely hope you see this post, and the potential this idea has for Last Epoch. If your another player like me, take a good read of this post and tell me what you think of it!

This is not just a change to the game but rather an in depth analysis of Last Epoch’s main endgame of Monolith and its current major problems regarding player agency, engagement, player choice, and lack of targetable reward systems, and how this content idea I have fixes all of these issues while also being a type of content that can be updated to accommodate and function with future content.

For a brief explanation this idea involves to interconnected ideas:

Uncertain Paradoxes: These will be a new nodes in monolith timelines (like vessels of chaos) that will appear after a certain number of nodes in a timeline explored (likely less nodes needed than orbyss corruption increases). Players must enter the node and finish the unique paradox objective (maybe defend multiple areas), and then will have the ability to slot in Time Splinters from the timeline overview menu.

Time Splinters: Essentially a cohesive mix of Path of Exile’s maps and Last Epoch’s monolith system. Time Splinters will be a new reward type to be earned and will roll with randomized modifiers on them. These modifiers will be rarity increases, enemy difficulty increase, but most important of all, SPAWNED AREAS! Essentially players will use Time Splinters to have Paradox nodes spawn the areas rolled on the splinter after the Paradox node. This is engaging, involves player choice, gives agency to players on endgame content and rewards, and keeps rng but does so in a way, that like the crafting changes, makes rng work FOR players rather than against them.

This is a very brief overview. I will link a much more substantial word document below which gives a much better overview of the content and reasoning behind this idea.

Time Splinter Document. Please Read!

To EHG: I seriously hope you consider this idea as I believe it solves so many issues with monolith endgame while doing it in a way that keeps the endgame “chase” intact. My discord information is in the document, message me if you like this idea and want to talk more about it.

For those that don’t want to open the Google doc file, here it is:


Time Splinters

An exploration into Last Epoch’s Monolith of Fate, its issues with player agency, and a proposed solution.
By Ejz2002


Section 1: Monolith and its current problem

Last Epoch’s Monolith endgame is a very good base to start with, it is simple for players to understand, offers repeatable and diverse endgame content, and is cohesive with the rest of the game. Yet the system suffers from a glaring problem, its complete and utter halt of player agency and choice.

Up until later levels the experience and choices for players is one of the best in video games, no contest. The choice, agency, and satisfaction that comes with progressing one’s core ability set and passives is a gameplay loop many other games try and fail to achieve. But at these later levels (about 70-75) both leveling and player choice slow dramatically, core abilities are either fully or nearly fully specced, passive points become fewer and slower to gain, and the progression changes mainly to gearing. This is not a unique situation to Last Epoch, quite the opposite, every major arpg, Diablo III, Grim Dawn, and Path of Exile shares this “problem” as it is generally necessary to keep endgame balanced, sustainable, and rewarding. The problem lies in that the current main endgame mode of Last Epoch is substantially lacking in player agency.

Last Epoch’s monolith endgame is a number of paths the player must follow and choose which areas to enter and complete, this does seem to give some player choice as the direction and areas players go is up to them, but in reality, often fails in having that choice be meaningful. Going after specific rewards is often up to a dice roll, sessions of monolith farming can either be exciting or painfully tedious based on the areas randomly chosen for the player, where time can either feel greatly rewarded or utterly wasted. Searching 30 timeline areas for a single unique/set shield node and then not even getting the reward you wanted feels awful.

This is an inevitable flaw of any rng based endgame system as players cannot simply be handed the rewards they want without any random factors. As if they were rewards would come too easily and thus no longer feel truly rewarding, the “chase, is why players keep playing, and to take away that chase destroys the very fabric of the Last Epoch endgame. Yet because of the lack of meaningful choices to make in the endgame besides praying for rngesus to bless both your areas and your drops, the monolith can often feel like a slog without any substantial action a player can take to have control over what they are doing and how they are doing it, as opposed to the quicker leveling and passive specing previously filling that role.

The solution lies not in removing rng, but much like how Last Epoch’s crafting system was overhauled, making the rng work for the player more than work against them. If the problems are that player agency slows significantly in the endgame monolith and can often feel like an rng praying simulator, then it makes sense that changing rng to be more consistent while allowing said change to reintroduce more player agency at this stage of the game would do wonders for the endgame monolith system as a whole. Thus, I bring you.


Section 2: Time Splinters and Uncertain Paradoxes

Time Splinters are a new item reward type players can acquire through certain activities (Monolith area completion rewards, random drops, guaranteed dungeon drops) and each one is randomly rolled (potential to allow crafting on them). These random rolls consist of prefixes and suffixes just like items. I believe it would be easiest to first give an example of a potential Time Splinter a player could get.

Heoborean Raider’s Splinter of Frenzy

Item rarity Increased by 111%
Enemies gain 123% increased damage and 87% movement speed
Lasts for 3 areas
Shard creates 2 Sigil reward areas
Shard creates 1 Exalted Shield reward areas
Shard creates 1 Unique/Set area
Areas are more likely to be Heoborean areas

Let’s break this new item type down.

Function: Not weapons, armor, nor trinkets, these are not equipable items but rather ways to manually spawn areas of a player’s choosing. These new items will be placed in new timeline special nodes (like vessels of chaos) called Uncertain Paradoxes, after entering an Uncertain Paradox area and completing the unique objective, players can slot in any Time Splinter they have acquired in the timeline overview menu, this will spawn the reward areas listed on the Splinter to be placed after the Paradox node as well as applying the global modifiers listed in the Splinter’s prefixes for the set number of areas also listed.

Prefixes: There is a reason for this chosen method of prefixes. When considering the best way this can be implemented in game it would be best to have the rarity and enemy difficulty modifiers rather than usually given in smaller doses in each normal monolith areas, but instead having a global rarity and enemy modifier be applied to the timeline for a limited number of areas as to create better balance for Splinters as a whole. This makes it so while Splinter created areas won’t have additional modifiers. But it also means that Splinters a player doesn’t have use for as the area rewards listed aren’t the right type they need or that the enemy types to be encountered in the spawned areas are too hard for their build, aren’t useless for them. As these players can use the Splinter but choose to use their few areas of increased rarity on already existing nodes on their timeline, meaning that players will never have to worry about their splinters being useless, and also allows for creative uses of them, in turn creating even more player engagement with the system.

Suffixes: More self-explanatory. Once again this is subject to change but a maximum of 4 modifiers would create variety in the reward areas spawned and also allowed for the unique design aspect of Splinters often having a certain theme which are more likely to spawn certain kinds of areas with certain kinds of enemies, bringing a thematically interesting aspect to the Splinters besides gameplay itself. Additionally suffixes that add unique/set zones could not have a specific type of unique/set reward type be created but rather that specific area be chosen out of the unique/set reward types chosen for the timeline. For example, a Splinter with a unique/set area spawned suffix used in The Black Sun timeline would have a 50% chance of spawning a shield reward type or a 50% chance of spawning a helmet reward type.

Why this is good for Last Epoch’s monolith system: This introduction simultaneously creates player agency and engagement as well as a reduction to the overall rng of the system while not getting rid of rng entirely. These Splinters would still be randomly rolled (again with discussion of crafting on them) but would give players choices and control over their rng, both in rarity, and areas spawned. Balance is still a very tentative discussion, and it is likely some values would need to be changed for any actual in game release. This system creates new reward types, player agency, a smoother endgame experience, a more fun endgame experience, more rewarding gameplay, player engagement, and overall endgame choice.

A final message to EHG: Please consider this, I’m not saying my idea is perfect, nor that it is the only way to fix monolith’s current issues, but this is a seriously awesome idea that I think not only fixes many of those issues with monolith, but does so in a way that with correct implementation, is not only very feasible, and balanced to keep the “chase” intact, but also content that can be connected to present and future parts of Last Epoch (Like future league/season mechanics being available in Splinter types). If you want to contact me to hear me about my idea, message me on discord (Under the account TheNuggetLord#8461) for more details. I’m very much up for discussion about this game I love and this idea I’m so passionate about.

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While I like the concept, your example shard is way too overstuffed for a system that lets you slot MULTIPLE shards. Better if you only get like one or two effects per shard.

Also this does not fix the lack of stuff to do in monos, plus it has limited charges, so it isn’t even that good for target farm.

If instead the shards lasted for as long as you have them slotted, but only have a CHANCE to spawn a bonus objective that causes you to gain the associated reward when cleared. It would both cause there to be more stuff to do in monos, it would also make target farming reliable.

Sorry for the misunderstanding. ONE Splinter is put into each paradox node and spawns its modifiers, the use of “Splinters” meant any splinters collected. In terms of affixes on the splinters, as I said, it would likely be good to have an area affix (or at least a base global modifier duration like four areas) of some kind as to better interact with the global rarity and difficulty modifiers for Splinters, done for the purpose to make splinters with not as great area spawns still useful to use their buffs on already present areas in the timeline. Also, the areas spawned should be varied in reward type and thus a longer item description for these is inevitable.

I disagree that this fixes the lack of stuff to do in monos, now it does not fix the problem completely as more in area content is likely still upcoming, but overall engagement in content is definitely increased as players can have choice and agency over their rewards and timelines. One use only for them is NECESSARY for balance, like I stated this mechanic must be limited and balanced as to keep the “chase” intact, Splinter drop rate would hopefully be fairly high so running low would likely never be a problem, but they absolutely cannot be unlimited nor have their rewards be added to other areas already existing as that would create loot bloat and once again ruin the “chase” and value of the good drops players are looking for as a single area would have too many rewards. These are not a perfect fix to ALL of monoliths solutions, but it does solve player engagement, agency, choice, and loot targeting that monolith severely lacks.

The idea is very cool and I’d like to see such a system in the game.
But I fail to see how it “fixes” anything. The shards (or at least the desirable shards) will be chase items, and players will mostly find shards they’re not totally interested by.
So the system is adding targetting and chasing.

As stated with the way Splinters work, each new area added in a timeline from a splinter wouldn’t individually add any additional rarity or enemy modifiers but rather a SINGLE much larger GLOBAL timeline modifier would be added when a splinter is used, like in the example Splinter, how it says for 3 areas rarity is increased by 111% and enemy damage and speed is increased for those three areas, which can be ANY area ran on the timeline, meaning Splinters that don’t have areas a player needs can still be useful if there rarity modifiers are good, allowing a splinter to be applied to then buff already existing non splinter created areas in the timeline.

Also yes, Splinters will be a chase in themselves, that’s exactly how Path of Exile’s maps work, some maps are good, and some are better, hell there are even unique maps that are highly sought after. Vendors in Last Epoch could even sell splinters. I think a crafting system for these would be good as less useful Splinters could be shattered to give new affix shards to craft on Splinters. Splinters are not by any means a perfect fix to all of monoliths issues but it’s an addition that perfectly fits current Last Epoch and meshes well with the current monolith, allows for player choice and agency, and allows targetable farming that the game can often lack with area rewards in timelines being randomized. Often players can feel exhausted by not getting the areas they need for at least attempting to farm the item, Splinters would give players more control and endgame to with their timelines and with the monolith as a whole, but without being unbalanced as to essentially guarantee what they are searching for, keeping finally getting that drop they need exciting and fulfilling, while alleviating a lot of the frustration.

This would not only fix content engagement and choice now but would continue to do so for the future of Last Epoch, as new content and area types could be EFFORTLESSLY added to the Splinter affix pools. This would not only enhance Last Epoch now but would CONTINUE to do so for the future, which is why I am so passionate about getting EHG to consider this idea!

I don’t think I like this. Now instead of finding the item I’m looking for, I first would need to find a consumable item to make it more likely to find the item that I’m looking for.

I understand the problem that the randomized nature of timeline webs make finding specific rewards tedious, but replacing the randomness of the web with the randomness of loot drops doesn’t really seem like a step forward.

If the desire is more targeted farming, why not just cut to the chase?

  • Provide an option at the start of each timeline to augment likelihood of certain nodes, without needing to find and craft some consumable.
  • Blessings that remove certain type of items from being chosen from drop table
  • Make bosses and special chests provide occasional “smart drops” that are guaranteed to match your loot filter (within reason.)

Your better decision is instead to remove loot types entirely? Or to basically let player guarantee the rewards? I highly disagree with that. That is way too easy and not at all engaging, again losing that “chase” of arpgs is a death sentence, its one of the reason Diablo 3 was so disliked (items were not only limiting for builds but entirely too easy to acquire, and thus NO items felt special). And none of those alternatives change one of the MAIN solutions Splinters goes after, player engagement and agency. Pressing a button to get more of a reward type is not at all interesting, fun, nor satisfying.

Splinters MUST be random as to not kill the chase (randomizing CAN be curved with crafting on Splinters) and the global modifier aspect of their rarity and enemy difficulty means players can use Splinters to increase their chances of getting the high tier rewards they want on both the already existing timeline areas and the ones spawned by the Splinters as well.

The targeting can’t just be a “button” it needs to be fun and get players excited, Splinter’s are literally a chase item added to the regular pool of items that gets players excited as the Splinters will help them in their gear chase. It is indeed two different chases but the two chases are not only connected together but are done so in a way that makes them not just a chase, but a fun and engaging chase.

Also for an addition to this concept. Players would NOT have to put a Splinter in a Paradox node, they would have the option of just randomly generating normal areas with randomized rewards after the node, they would be normal areas meaning individual modifier additions for each area.

Ugh… the “chase”. I love ARPGs, but I hate how sacrosanct the grind has become in the player’s mind in these games. I like experimenting with new builds, and would remove as much of the grind as possible. I LOVED Chronicon because it let me respec extremely easily and made it easy to get the gear needed to play with what ever new build I wanted.

And finding a drop whose sole purpose is to maybe give you the chance to get the drop you actually want is more exciting? I disagree. This is just adding a layer of complication between them and getting the things that people actually want.

So at this point, I think we are two players that like the same genre of game but want completely different things out of the game.

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You know you actually make good points. It is perfectly ok if the “chase” is not for you, but for many including myself it very much is, having the right amount of effort that makes items rewarding when they drop but not burn out the player is something every arpg strives for, regardless if they actually achieve that or not.

I do admit this idea does add more complexity but honestly not by much, it is MUCH simpler then Path of Exile’s map system while offering similar things, AND while being cohesive with the current monolith. It may sound like a strange concept but as someone who has played Path of Exile, map drops are VERY FUN. It IS a drop to let you farm for another drop but honestly? Its just weirdly satisfying, again interactivity is key, if the mechanic for content and reward control is just a button press in a menu, that is not fun nor engaging, the Splinter system is interactable, engaging, and balanced. It allows for player agency and choice without making that choice too simplistic and mundane. In fact splinters don’t even add another layer to getting what you want, they would drop through all the content already in the game as maps in Path of Exile do, they are cohesive with the rest of the game as they give you an item to engage with to have agency over your content and rewards within monolith. This wouldn’t add another layer as it would exist on the exact same level as all other rewards and also make getting certain rewards more targetable and consistent.

We probably are two different players and not everyone loves the “chase” or necessarily the concept of “maps” or “splinters” but in the end it can only enhance what monolith already has to offer, both in player enjoyment and reward structure.

I like the idea that you can augment your loot hunt with these. If i’m farming for a shield, I’m already focusing on a specific timeline, and with this, I could spawn more Unique/Set nodes. It’s random, so it’s not a guarantee. It just gives you more shots at the item you’re looking for.

Maybe it could even work to augment boss drops at the end of a timeline? Pop two time splinters just before fighting a boss to hopefully increase your odds of the rare drop happening?

The idea of being able to craft the shards is also interesting, but I think everyone would basically be hunting for the set/unique affixes, as that’s the big draw here. Not sure if crafting would make that better or just make it so most shards are mostly useless, unless there are other ideas for cool suffixes…maybe split “set” and “unique” into 2 different suffixes for these, but then I think people would only want the unique suffix.

Yeah that’s the biggest issue with being able to craft on them, Unique/Set rewards and even exalted rewards would be the ones everyone would look for, not sure exactly how to balance this tbh, crafting would make splinters even more interactable and engaging but at the same time is likely to break this system. It’s just due to how crafting in Last Epoch is deterministic versus Path of Exile where maps are a roll of the dice which is what balances maps. I would want splinters to also use deterministic crafting but exactly how the more desired affixes on them would be balanced requires more thinking.

Maybe every shard creates either 1 node for a set item type, unique item type, or exalted item type, and those can’t be changed. That way, every shard would have at least some kind of use. Then you could maybe craft the other rewards…idols, shards, keys, glyphs, runes etc. Or maybe the part you can craft on is the monster modifiers or the map modifiers. If there were a limited number of tries/rerolls like crafting potential, it could be balanced around that.

Actually that’s not a bad idea. Anyone who plays empowered monoliths knows that unique/set area rewards are actually quite common at higher corruption almost too much sometimes. So potentially making that affix on Splinters be guaranteed among Splinters may be an ok idea. Again keeping with the idea with the kind of unique/set area rewards spawned by a splinter in a timeline always being one of the two main types for that timeline, like how the Black Sun is helmets and shields. Maybe only higher level content like higher tiers of dungeons and monoliths can drop “empowered” splinters that guarantee one of those affix types, basically making splinters gained from non high tier content basically be beginner level splinters with a CHANCE to have a unique or set affix (which wouldn’t be craftable).

Again I think this kind of discussion is something EHG would have internally if they considered an idea like this one.

I will kind of clarify for this whole post. This idea is one I really believe in but I understand that EHG likely has their own design plans. My more realistic hope is that they consider or have already considered a really fun way to make timelines not only more engaging but also have way more a player agency and choice. An idea like splinters is on all honesty, probably already in early development as monolith is still in its relatively early stages, I just hope EHG has plans to not only make gameplay in timeline areas more exciting but make timelines themselves more exciting and engaging to interact with.

I absolutely applaud the amount of thought, consideration, and work you have put into this. Game communities need more people with the enthusiasm and energy you have shown. Sadly, I’m too lazy myself to put this much time into preparing a document - I did too much of that over the years in my work life.

As far as the overall idea goes, I think it does have some considerable merit. As long as it didn’t force players to interact with it (if they wanted traditional monos) but still added some new interaction to monos to keep them “fresh”, I think it could be great.

I’m curious to see where this all goes, if it does go somewhere :smile:

You indeed made some work here, compiling a document to expose your idea, that’s impressive !

Your proposition seems quite interesting. It could sure use some adjustments to avoid being limited into just crafting “the best affix everybody wants”, as this would not be fun. And I saw some thoughts about that.

I mostly wanted to say that whatever the form it takes, it being close to your proposition or to another master plan EHG has already designed, I would truly love more agency to play with the monolith webs themselves.

The special nodes (beacon, vessels of memory and of chaos) are very important to me as they act on the web itself, and I wish we will have more ways to interact with the web / monolith entities.

But I can’t imagine EHG not doing something on this subject in the future : let’s wait and see !

It’s great that you shared your idea with us :grinning:

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