Good Morning Folks. I’ve been playing Last Epoch almost exclusively at this point and I have not only progressed into the Empowered Monoliths but reached a point with my build where I am beginning to thrive there. Right now Last Epoch has legitimately some of the best systems design in isometric loot chase action role-playing games. Some of the new crafting options for example are exceptionally fun because they lean into this pattern of “do a thing” and then “get a crafting bench”. Temporal Sanctum as a concept was really neat, but the problem with it has been the generally shitty state of dungeons as a whole. These new systems however feel like they understand the failings of dungeons and are effectively making better versions of them.
Since I am doing fairly well in Monoliths I have begun actually caring about trying to progress the Forgotten Knights faction. This is essentially a ladder to progress your way through the endgame and involves stacking corruption and then fighting harbinger encounters at these new corruption levels. Mechanically the Faction concept is pretty cool and I have enjoyed the way they have implemented a brand new one with the Weavers. However for a game with such amazing systems design work… it is all the more jarring when you encounter a legacy fragment that is not so well thought out. Basically the entire process of stacking corruption sucks, and while they have attempted to band-aid this… I feel like the entire design needs to be rethought in a major way.
So essentially each timeline has its own corruption level which determines how much additional difficulty that timeline has. Like I said they have added band-aids in the form of a catch up mechanic to bring one timeline up to the same level as your highest progressed timeline, as well as a specific type of woven echo that lets you transfer corruption level from one character to another. However the general concept of corruption just feels bad at least compared to the other systems. Ultimately you want to build up timeline stability which allows you to fight the boss of the timeline… which adds a Gaze of Orobyss stack… which then allows you to gain more corruption when you kill the Shade of Orobyss and reset the timeline progress. This whole song and dance of limping your way through corruption levels just feels poorly thought out.
After you have reset your timeline the first time, a new node shows up called the Sanctuary of Eterra which lets you fight a little boss fight to reduce your corruption and dial back the difficulty of your timeline. This entire process was aggressively fine earlier in the life of this game, but now that we have seen the type of systems that Eleventh Hour Games is capable of producing… the entire structure of corruption just feels really bad. Clearly the team has learned a lot of lessons in system design in the years that have past since the idea of timelines and corruption was first “ideated”. I just think that they can do much better, because the entire thing feels deeply cumbersome and unwieldy.
Ultimately what I would like to see is something akin to the way that Greater Rifts are handled in Diablo III and the Pit is handled in Diablo IV. Essentially once you have reached a specific corruption level you can then set the level of your timeline up to that corruption level via a drop down or slider… and make this value be set at an account level. This makes it beneficial for a player to push as far as they can possibly go… and then easily dial things back a bit to a very comfortable and clear farming level. I cannot tell you how much it makes my eye twitch that I need to get to 175 on my timeline corruption to do the next Harbinger but it is very likely that I will overshoot that number at be running it at 178 or something like that. Having a way to clearly set the difficulty of each timeline would go so far to making the whole corruption concept feel a bit better.
I also feel like the whole concept of timeline stability is not the most amazing system in the world, but I see it as a sort of necessary evil. It serves the role of keeping someone from simply farming the same boss over and over and is an alternative to the Path of Exile design of collecting key fragments. I would rather grind Monolith Echoes and fill up an arbitrary bar than attempt to farm 10 Maven Fragments to get a key. I feel like both Corruption and Stability were designed hand in hand, but also feel like Stability can function entirely on its own without the existence of the current state of Corruption. I think EHG understands that the corruption system is problematic, otherwise they would not keep trying to apply quality of life band-aids to it. Gaze of Orobyss itself was a band-aid to allow folks to raise it faster and the account corruption transfer woven echo is brand new attempting to stabilize a different problem. Mostly I think it is time to take the sledgehammer to the system and just make it better instead of spackling over the holes.
Ending on a more positive note however… I cannot fully explain the level of joy it brings me to run around with my Travelers Backpack in Last Epoch. This is an item that was given to early players of Last Epoch in honor of them selling 500k units. You can see a higher detailed version over on the Last Epoch Forums, but it is full of so many references. It has the original kickstarter era Last Epoch logo, the rolled up thing at the top I believe is based on a desk sized mouse pad that they sent out to early backers, and there is even a tiny Mike head transposed on top of what I think is a Bee model. The map that is rolled up on the side of the backpack looks similar to the old kickstarter-era world map. Mostly it is just a really fun tchotchke showing that you have been around for awhile. I kinda hope they do more things like this in the future as they continue to transition between phases of the game.
Good Morning Friends! I freaking love Last Epoch. Back in 2018, I have to admit I did not see where this game would go but it has honestly become that happy medium between Diablo III and Path of Exile for me. As much as I love it though, there are still some features that I wish it had. This morning I am going to spitball a wishlist of features that I would love to see that I feel would turn this diamond in the rough into the perfect game. I feel like this is fair game since the group at Eleventh Hour Games seems to be constantly evolving the game to make it better. The multiplayer patch really brought Last Epoch into the pantheon of great ARPGs for me. That however is not to say that there cannot be improvements.
Guilds/Clans
With the drop of 0.90 we got the ability to group up with other people, which is really key for my long-term enjoyment of an ARPG. When this was implemented there were also some very basic social features, like the ability to add players to your friend list. This is sort of the bare minimum of required functionality, but I would love to see this expanded a bit more. I am very much a guild-minded person, and even in the largely throw-away Open Beta weekend, I created a branch of Greysky Armada in Diablo IV. Guilds are many things, but at their most simple level, they are an easier way of meeting up with your friends rather than having to trade dozens of individual account ids. Even if we got nothing more than the ability to join a guild and the ability to have a guild chat channel, I would be happy enough.
I mean ultimately that is the only functionality that we have within Diablo III, but it is important enough to me that I consider it on the “should haves” if not on the “must haves” list when approaching a long-term social ARPG. I mean I did not play Path of Exile very long without going through the process of creating a guild.
Guild Bank/Trading/Locking
Surrounding the announcement of the multiplayer patch there was a lot of discussion surrounding trade. Right now it is extremely simple and follows something akin to the rules of Diablo III. If you are with a player when an item drops, you can gift the item to another player. However, I believe with the 1.0 patch, they will be working in a brilliant compromise to the debate of no public trade or a full-on POE-style trading economy with APIs supporting it. Essentially every player will have the choice of either joining the Merchants’ Guild and eventually receiving access to full trading including a public auction house system or joining the Circle of Fortune and receiving improved drop rates but losing the ability to publicly trade items. Circle of Fortune players will be able to build up a currency with another player and then use that to gift items to them, pending they are also a member of the Circle of Fortune. Merchants’ Guild players will never have access to items dropped by folks on the Fortune side.
I would love to see this tweaked a bit to add a new classification to the item locking. I would love to have something similar to the guild bank from Path of Exile. As we work our way through a new league, we are often dropping items that look decent for folks coming up behind us. I would love for some way to have “guild locking” for lack of a better term so that if you donate an item to the guild bank, it can only be used by members of that guild. This would keep those items from ever making it to the trade economy but also increase the social aspect of the gameplay. Maybe even create a “guild currency” that you gain from spending time grouped with guild members, which you can then spend to remove items from the guild bank. Granted there would need to be some administrative level that allows folks to clean out the bank and dump unneeded items straight to gold or shattering, but I am certain Eleventh Hour Games could reach a good compromise for how all of that might work.
Adventure Mode/Bounties
The worst part about leveling a new character in both Path of Exile and Last Epoch is the fact that you need to go through the story content again. One of the systems that work brilliantly is Adventure Mode from Diablo III, and I am somewhat shocked that no other game has implemented something similar to this. Essentially in Diablo III, once you have finished the campaign one time (and I believe now it is just immediately open to everyone), you get access to adventure mode which allows you to freely move between all waypoints available in the game and choose your own path to leveling.
Given that the Last Epoch map feels pretty similar to the Diablo III one, I could see this sort of system working beautifully. Another aspect of Adventure Mode that I really enjoy is doing Bounties for Bounty Caches. I get that for many players these are not exactly the highlight of their gaming experience, and they are often much maligned by more hardcore players as being a “requirement” of the seasonal journey there. I personally like them because it gives me a clear micro objective that is broader than running a single map, but less time-consuming than completing an entire quest sequence. There are lots of generally useful resources that already drop like candy, that I could see rolling up into specific bounty caches. You could have a cache of crafting resources, a cache of idols, or even a cache of rare gear with the very limited ability to drop uniques or set pieces. More paths to the same result is always a good thing as far as I am concerned because it allows folks to vary up their gameplay.
Unstable Echoes
This idea goes somewhat hand in hand with the opening of an alternative leveling mode like Diablo III’s adventure mode. Right now you can technically start the Monolith when you reach the End of Time zone for the very first time. Whether or not you can actually do that is another question, because the Monolith system as it exists today is at a fixed level and requires you to be able to survive a level 55 map. What I would propose is something akin to the Nephalem Rift/Greater Rift system from Diablo III. The idea I had is to call them “Unstable Echoes” and effectively zone into a random echo map with random objectives and random rewards. Much like players enjoy leveling through doing Rifts in Diablo III, it would be awesome if we could just start doing Monoliths in a random system independent from the ACTUAL Monolith progression.
I mean if Eleventh Hour Games wanted to go for the gold, it would be neat if these Unstable Echoes had a sequence of objectives that ultimately led to fighting a miniboss similar to a Rift Guardian. That however isn’t necessary, and I would honestly be perfectly happy with just randomly spawning one of the existing Monolith Echoes at a level that scaled to the player. Bonus points would be if the system allowed players to choose what level of Monolith they wanted to tackle. This could even be spun into a completely unique progression system that worked kinda like Greater Rift progression so as you passed level 100, you were gaining a certain amount of corruption as well to keep making harder and more rewarding singleton Echoes.
Hideouts/Housing
Right from the start I know this request is a bit out there because player housing is an exceptionally expensive system to implement. It is one of those systems that can have some extremely solid returns when it comes to selling cosmetics, but a massive initial outlay of work to put even the most basic version in the game. That said… I love the Hideout/Guild Hideout system from Path of Exile and I would love to see something like this implemented at some point in the future in Last Epoch. I mean these really don’t serve a purpose other than allowing players to have a trophy hall of sorts and a shared communal space. This is definitely on the long-term “wouldn’t it be cool” list.
Appearance Collection/Wardrobe
I love cosmetics and wardrobe systems, and right now Last Epoch already has the most basic version stubbed out. Currently, if you have one of the pets gained through backing the game at various times during its development process, you can have them follow you around. In-game there is an Appearance tab for your character and it has slots similar to Path of Exile where you can in theory modify the visual appearance of every item you have equipped. I would assume that the idea as it stands to have a similar cosmetic shop to Path of Exile where you can buy an appearance and then wear that as a sort of visual override to what you actually have equipped.
This is a good start for certain, but what I would love to see as the final implementation is something akin to games like Guild Wars 2 where every item that drops saves a copy of that appearance to your wardrobe. Then when you click on a slot you see every appearance that has dropped along with every appearance that you have purchased. This sort of system just feels better than a cash-shop-only system, because it allows everyone to participate and also… gives folks options if nothing available through the cash-shop really interests them. Sometimes you just want to wear something that matches and don’t necessarily want to be blinged out. Cosmetic systems are great, but the systems that blend in world drops with purchased appearances are always the best ones.
Character Creator/Gender Options
Last Epoch suffers from the same problem that a lot of older ARPGs have, where when you choose your character class you are also locking in gender and a specific appearance. At this point, I am mostly numb to this construct as I have dealt with it over and over in these games. Diablo III has a slightly improved system where when you choose your class you are still locking in a specific appearance, but you get to choose between a male and female option. Mike one of the developers from Eleventh Hour Games regularly hosts a Friday live stream over on Twitch where he fields questions from the audience, and this has come up multiple times. Each time he gives essentially the same answer… that they would like to do this but they have not felt they could devote the budget to it yet.
On some level this makes sense. In development, especially when you are working on missing features… you often end up with a mindset of “If it ain’t broken, don’t fix it” and right now they have a functional character system. However at some point, I would love to see them address this, and they have at least shown some modicum of interest in it as a long-range goal. When they do rework the character creation system, I would love to see them at least have some basic appearance options as well. Diablo IV did not have necessarily the most amazing character creation system, but you at least felt like you could put your own mark on what the character looks like and I would love to see them implement at least something along those lines. Not every character creator has to be something that you are going to spend literal hours on perfecting, but it would be nice to have options.
Account-Based Monolith Progression
The Monolith Timeline and Echo system feels really good. It is a fun endgame that sees your character zipping around the end of time collecting resources and fighting interesting bosses. The problem is when approaching a seasonal progression arc… you are quickly locked into making a hard choice of what character you want to play because progressing this system on multiple characters is a huge ask. I’ve been chewing away at this for weeks, and I’ve still not entered the “true” endgame of Empowered Monoliths. I’ve been interested in trying out a primalist character, but it feels like the idea of progressing another character to this point is a massive outlay of time. Sure you can get a friend to somewhat cheat your way into empowered monoliths… but even that feels super janky.
What I would love to see is something akin to the Atlas of Worlds in Path of Exile, where your progress is tied to your account and not any individual character. Alting is healthy in an ARPG, and I feel like right now… Last Epoch is not terribly alt friendly. A good number of the suggestions that I have made above are to make a variety of ways that you can interact with the game on different characters, and having account-based progression is quite possibly the most important of these. I am hoping that internally Eleventh Hour Games already realizes this is a problem and is working on its own solution.
Seasonal Expansions
Eleventh Hour Games has already announced that they do have a seasonal mechanic planned at some point called “Cycles” and that they plan on these being pretty basic resets. This is fine, and I would expect them to stay basic for a while. However, I do hope at some point the door is open to using this seasonal cadence as the introduction of entirely new game modes. While I feel like maybe the Path of Exile seasonal mechanic system is a bit much for any other game, I would love to see some new game mode added each year or so. I love Delve and Heist in Path of Exile and they wildly change the enjoyment of that game for me. Eleventh Hour Games has already had some pretty brilliant solutions to classical ARPG problems, and I would love to see the sort of game modes they can come up with to expand the base of the game. I am not saying we need the expansion every three months cadence of Path of Exile, but I would love to see something eventually.
Wrapping Up
Last Epoch is a phenomenal game, and so far has been the game I always wished for… something that kinda splits the difference between the overwhelming complexity of Path of Exile and the quick simple joy of Diablo III. That said it can always be improved and my goal of this morning was to lay out some of my ideas for things I would love to see. Do I think anyone from Eleventh Hour Games is even going to see this? No not really. I realize I very small voice from a very small corner of the internet, but I think more than anything I did this for my own benefit to get this nonsense out of my head. I am going to keep playing Last Epoch and enjoying myself, but also going to keep playing Path of Exile and other ARPGs to keep collecting “wouldn’t it be cool” ideas. I love where the ARPG genre is right now and how many different expressions of it exist, but as with MMORPGs, there are always things I would love to see from one game to another game.
Do you agree with some of my assessments? Did I completely get this all wrong? Drop me a line below and tell me your own thoughts.