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Sunday, March 21, 2021 4:31:26 PM

Last Epoch Review (lyravega)

I recommend the game to any ARPG fan, but it's a "mild" recommendation for now. The game has a lot in it, and definitely worth playing, but as I reached the endgame, some things started to bother me more and more. Below, I'll talk about three biggest issues I have with the game, but please keep in mind, as an Early Access game, things might change; I hope they'll change.

Map Variety

Last Epoch has no procedural map generation. In the endgame, the "Monolith"s you choose will often feature the same subset of maps, along with same subset of enemy archetypes. You'll face similar enemies on the same maps over and over in other words. Sometimes, you get to play on the same map that you've just finished.
In my opinion, in ARPGs, a map is a canvas, and having a different canvas' each time keeps things fresh by putting you under an illusion that keeps your mind away from the idea of you doing a repetitive task over and over. This is certainly not the case in this game.
A proper procedural map generation is urgently needed in short. Without it, I get burnt out rather fast, and it could be the same case for you as well. Other aspects of the game has been keeping me from feeling the burnout so far, but I'm afraid I'll buckle before reaching 100+ hours just because of this reason alone. I've started making other characters to keep myself interested further.

Endgame: Monoliths, Echoes

I like the base endgame, you select a monolith (storyline) that is available to you, and essentially design your own maps as you progress through echoes (maps). After each echo, you are given two options to pick from, which adds a modifier to the enemies, and may last a few echoes, stacking the difficulty up. I really like it. However...
At the end of the monoliths, you get to choose one blessing among three, and these blessings are drawn from their own pool, and has a power rating attached to them. They could be simple drop rate boosts, to a vital stat improvements that'll enhance your build. You need to complete 3 quest echoes, and while the first few monoliths are easy, the later ones require you to maybe go through 30 echoes in order to finish a monolith, or even more as encountering a quest echo is chance based.
The problem with this is, if you were after these blessings, you only get a chance after a long patience, and are at the mercy of the RNGesus to get a blessing you want with a good roll. If we could improve our blessings somehow; like incrementally raising their power roll for each completion, it wouldn't be a big issue for me as the long wait would yield something rewarding. But right now, the reward for completing a monolith could be extremely unsatisfying.
I hear you asking; is the game about loot, or is it about blessings? Well, blessings are part loot in essence, but let me stop being a smartass for a second. It is of course about the loot, further enhancing your character at the core. And the next part is dedicated to the itemization & crafting, specificly in the endgame.

Itemization & Crafting

At first, the game might look like the complete opposite of the PoE, especially crafting. You use affix shards to add up to four affixes you want to an item, or improve their tiers up to tier five. You have support runes and glyphs that you can use to do different stuff, like removing an affix, randomizing affix values on an item within their tiers, and so on. However, with each crafting done on an item, you add instability to it, and higher instability may cause a fracture during crafting, at which point, the item cannot be worked further on.
When you get to the endgame, you realize that there is another rarity for items: "Exalted". The affix tiers go up to T7, but you can only craft up to T5. Exalted items are rare items that feature these higher tier affixes on them, and you can only get them as drops. This makes crafting more of a supplement; before this tier; it's a pre-determined risk & reward to progress your character further to the max, but with this tier, getting to the max is entirely at the mercy of RNGesus.
Some affixes are extremely hard to come by. From my experience, the class-specific affixes found on class relic items are extremely rare, for example. If you fracture (damage) an item while trying to add these, or shatter (salvage) an item in order to try and get your affix shards back and get nothing, it's extremely annoying.
To put my experience in crafting for this game in PoE terms, you have "orbs of annulment" in the form of a rune, but the affix removed is one at random. Then you have "exalted orbs" in the form of affix shards, but the added affix is pre-determined, and the same affix shards can be used till you reach tier 5. Then you have "divine orbs" in the form of another rune that randomize the values within their tiers. However, every craft action will add some sort of instability, and the higher instability the item has, the higher chance a fracture may occur. Fracture is similar to "corrupt"; cannot work on the item any further, and you may lose some affix tiers in the process if it is anything but a minor fracture.
Lets say you want to craft a good item. Due to the added instability, trying to craft an all affixes @T5 item from the ground up from a white item is highly improbable; the higher quality items, will have much less instability on them for the affix tiers they've got, and you'll have a better chance to craft the item through those. If you want a specific T6/T7 affix, you'll definitely need it drop anyway. So you seek an item with the affixes you can work with as a base, and try to add the affixes you want, remove the ones you don't want, or improve existing ones up to T5.
If you are unlucky, a fracture occurs. You can use glyphs (crafting supplements) to have a chance to reduce the added instability, or mitigate the damage of the fractures. A minor fracture locks the items, major / destructive fractures lower the tier of some affixes in addition to locking them.
During crafting, if the affix you want gets removed, or de-leveled, or if the item gets fractured before you are done with the affix you really want, the item is essentially bricked. And I've bricked way too many items without any wins in between as RNGesus told me to fuck off even with a 1% fracture chance. Yeah, I'm mad...
I really hope that the devs will add very rare crafting supplements that'll protect your item when you are working on it, or something like a very rare "magic glue" to put the fractured item back together, because finding a good base is a big hassle, and when you do find one, seeing it fracture is extremely annoying, especially if the fracture occured on a very low percentage, and/or on the last step of the crafting.
In short, crafting is still as dependant on RNGesus as any other ARPG out there, and you will brick good items. There is a risk involved in crafting, and you'll experience extremely unsatisfying results, and reliefs here and there after a successful craft. Just because I have some negative views on the matter due to my bad luck (streak) doesn't mean you'll definitely have a similar experience.

Conclusion

I've listed (cried about) the points that I don't like very much about the game but could be improved. If some of the things I mentioned bother you, you might want to think twice; I want to highly recommend the game, but these things make it a "mild" recommendation for me.
The developers seem to be listening to feedback, and not entirely disconnected from their playerbase or from their game like some other devs (*cough*PoE*cough*) are. As a game still in Early Access, nothing is set in stone.
If you are in-love with ARPG as a genre, get it. It'll keep you busy for at least 20-30 hours even if you are not that into ARPG as a genre, in my opinion. A solid entry to the genre, I hope it won't get bloated over time.
edit: restructured, fixed typos, added more typos