Weaver's Zones Are a Step Back – What Happened?

I honestly don’t think it’s a good idea that Weaver zones scale differently from normal echo zones.

When you’re running through regular echoes, you get used to a certain level of enemy health and damage, and suddenly entering a Weaver zone feels completely inconsistent.

It’s frustrating because it forces you to play much more defensively or build differently just for these zones, even though they are supposed to be part of the same progression system.

The huge health pools on enemies in these zones aren’t fun to deal with — it just makes fights drag on unnecessarily. It’s not a meaningful or exciting challenge; it just feels tedious.

Personally, I’ve started ignoring Weaver nodes completely because they’re simply not enjoyable compared to regular echoes.

First of all, I find it very strange and honestly quite frustrating how Weaver’s Zones behave during progression.
When you’re leveling up and jumping from one timeline to another, it’s really dumb how suddenly Weaver’s Zones become so much harder compared to the regular echoes, even though they are supposed to be part of the natural progression.
It feels completely out of place and disrupts the flow of leveling. Instead of being an exciting part of the journey, they end up being annoying roadblocks that don’t match the difficulty curve of the rest of the content.

I also want to highlight an issue with some champions in Echo zones.
When your character moves into a corrupted timeline — and it’s not a Sentinel (who is so overpowered he could basically run around without any gear) — the gap between what the champions are doing and others monsters what the player can handle becomes really obvious.
It disrupts the flow of gameplay badly and makes encounters feel awkward and out of sync with the rest of the experience.
this will be a major breaking point where a lot of players will put the game down.

It’s honestly pathetic how many brain-dead YouTubers were given early access just to spit out empty praise without a second of real critique. The studio seriously needs to rethink who they are handing their game to, because trusting clueless hype machines has only made the endgame worse than ever.

That’s not what happened or why we have the “endgame” we have. But if you want to feel a bit jealous about not being in the CT, that’s fine.

Is that because all of the rares are possessed? I personally don’t have much of an issue with it

We’ve seen a video of that & it’s really not as effective as you imply.

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Thanks for your opinion, but my feedback is based on actual gameplay experience, not jealousy. I’m simply pointing out real issues that affect the overall quality and flow of the endgame, regardless of who was or wasn’t in CT.

Possession isn’t the real issue. Balance is.

And about sentinel: Sure, let’s all pretend Sentinel balance is perfectly fine. Nothing to see here.

The first bit I quoted wasn’t.

Not when you say the following you’re not:

The CT contains a large number of players across the range of skill levels & play styles. It’s members have attracted grief from other parts of the community since it’s inception, no doubt for a number of reasons.

With all due respect, the CT group is not something I’m particularly concerned with. I would prefer to keep the discussion focused on the game itself and ways it could be improved.

by weaver zones do you mean the cemeteries and tombs?

I dont notice any difference. the main things they do is have possessed mobs, which also appear inside your echos.

Even at 600c they feel about the same.

if you mean certain woven echos, yeah they are a bit sketch if you are at your peak corruption cause they add mods on top

That’s fair, though you may wish to not complain about “brain dead streamers” being in the CT & implying that they have too much say over balance.

As I said, I don’t have much of an issue with rates being tankier & acting as speed bumps.

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Nah, not only, but also to a degree.

One bit is that you can’t avoid possessing enemies actively as you hitting the cocoons will simply happen, wanted or not. It’s hard to avoid.

The other is that weaver enemies are actively harder compared to what’s provided in the game otherwise. The tomb guardian for example is as strong as several monolith bosses… and the 3 weaver bosses are not tanky but hit like a truck.

Yeah, that creates a bias overall though, beware of checking if you’re biased or if you at least lean towards an objective feedback. It can be manyfold for issues… build, playstyle, skill level… anything basically. The important bit is to differentiate which part causes the frustration and where exactly it stems from.
The devil’s in the details.

Because:

Which yes, is true! Absolutely! But in a weaver zone you have also 2 options. Rush through and avoid combat as well as possible… or to engage with it. If you experience it being too difficult then you rush through and leave dangerous content behind. If you’re able to deal with it or take the risk then the respective rewards are substantial. Weaver idols are empowered versions of the baseline idols and heavily sought after.

They’re not supposed to represent the same difficulty though? That’s the point.
They have superior rewards and hence superior difficulty to overcome. That’s a solid design philosophy behind it.

I’ll say that player agency to the existence or prevalence or when they appear should be higher though, because it boils down to ‘picking your own difficulty’ and being given higher rewards for higher difficulty.

But you’re 100% right that it’s frustrating to try and establish a ‘baseline’ and then be thrown off-kilter. So your baseline suddenly has to be weaver content and not ‘normal content’.

Champions are rippy, yes. But also each of them as a very distinct attack pattern and there’s not a overwhelming amount available.

It’s an actual skill-check, which… the game didn’t have before besides bosses, so they’re a bit ‘out of the blue’ in comparison.

Also again… more player agency simply solved the issue. But that’s on EHG to provide in 1.3 and beyond.

And that’s one really nonsensical comment I’ve read. High on the list definitely. Just wanna point it out.

Frustration is fine to make known, but take it out on the respective faulty spots, not enforcing your personal viewpoint onto others.
1.2 is a massive improvement compared to 1.1, sure, issues exist still but it’s vastly better.
Pointing that out is not a negative. And without respective time there’s no way to get down to the root of issues in detail, perception is different for everyone and hence finding the problematic points is hard.

Took me from the moment of the introduction of player factions (CoF, MG) to only a week ago to dial into some of the core issues I see, and it’s something nobody else had mentioned in detail yet as much as I’ve seen.
So you can’t fault people for not getting down to root causes of problems, only to - at best - see the symptoms they cause.

Depends on build. With my Wraithlord I don’t have issues at my ‘comfort level’ either. But with my scuffed melee detonating arrow build I can clearly see some problematic points. And with my spellblade I can see others again.

Thank you all for the thoughtful discussion. I really appreciate seeing different viewpoints, and I agree that higher rewards should come with higher difficulty to a certain extent.**

That said, from my personal experience, Weaver’s Zones feel like an abrupt difficulty spike when progressing naturally through timelines.
It disrupts the otherwise smooth and enjoyable flow of the game.

For a bit of context: I’m currently playing a Frost Claw Runemaster.
I’m building my character completely by feel – no guides, no calculators – just experimenting and learning through gameplay.
My build feels solid, but not so powerful that I can simply ignore threats, so sudden jumps in difficulty are very noticeable and sometimes a bit frustrating.

As for champions, while I understand they are meant to offer a skill-based challenge, to me they feel a little too punishing compared to the regular flow of enemies.

Please don’t take this as negativity – I absolutely love Last Epoch and truly want to see it grow even stronger.

Oh, all absolutely fine, and well explained too!

And yes, the distinct difficulty spike can be felt, it didn’t exist in 1.1 but does in 1.2… that’s definitely a ‘step back’ in balancing.

That’s why I say we need more ‘player agency’ for content overall. The Weaver tree is a fantastic start for that direction. It should’ve more overall points available at max (50 is great… but not with my follow-up suggestions) but also allow a focus on removing mechanics a lot more.
Champions, Rune Wardens, more targeted weaver content. All of that is a good addition for the future to put into that.

As for the build:

Yeah, that’s a ‘iffy’ one. Interesting playstyle overall but has several weaknesses, so yes, you get to feel those spikes all too clearly, especially since that build is forced to often stand in a position for a few moments, which is quite the hassle with the new enemy additions. Some champions and the weaver rares tend to hit hard and sudden without constant movement.